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tile.go
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package ghetty
import (
"math"
"sync"
)
const (
BarycentricAlgorithm = 0
EdgeTestAlgorithm = 1
SweepLineAlgorithm = 2
)
type Tile struct {
Frame []byte
Depth []float32
Triangles []*ProcessedTriangle
X, Y int
}
var AlgorithmUsed int = SweepLineAlgorithm
var WaitGroup sync.WaitGroup
var Mutex sync.Mutex
func (tile *Tile) Barycentric(triangle *ProcessedTriangle) {
var xMin, yMin, xMax, yMax int = int(Clamp(triangle.Bounds[XMin], tile.X, tile.X+TileXSize)),
int(Clamp(triangle.Bounds[YMin], tile.Y, tile.Y+TileYSize)),
int(Clamp(triangle.Bounds[XMax], tile.X, tile.X+TileXSize)),
int(Clamp(triangle.Bounds[YMax], tile.Y, tile.Y+TileYSize))
for y := yMin; y < yMax; y++ {
for x := xMin; x < xMax; x++ {
if inside, w, s, t := triangle.Inside(x, y); inside {
var depth float32 = w*triangle.Triangle.Vertices[0][Z] + s*triangle.Triangle.Vertices[1][Z] + t*triangle.Triangle.Vertices[2][Z]
if position := tile.ConvertPosition(x, y); depth < tile.Depth[position] {
var wt float32 = 1 / (w*triangle.Triangle.UV[0][Z] + s*triangle.Triangle.UV[1][Z] + t*triangle.Triangle.UV[2][Z])
var uv Vertex = Vertex{
(w*triangle.Triangle.UV[0][X] + s*triangle.Triangle.UV[1][X] + t*triangle.Triangle.UV[2][X]) * wt,
(w*triangle.Triangle.UV[0][Y] + s*triangle.Triangle.UV[1][Y] + t*triangle.Triangle.UV[2][Y]) * wt,
}
var r, g, b float32 = triangle.Triangle.Interpolate(w, s, t)
triangle.Triangle.Shader.Fragment(&r, &g, &b, &uv, &Brick)
tile.Set(position, byte(r*255), byte(g*255), byte(b*255), depth)
}
}
}
}
}
func (tile *Tile) EdgeTest(triangle *ProcessedTriangle) {
var xMin, yMin, xMax, yMax int = int(Clamp(triangle.Bounds[XMin], tile.X, tile.X+TileXSize)),
int(Clamp(triangle.Bounds[YMin], tile.Y, tile.Y+TileYSize)),
int(Clamp(triangle.Bounds[XMax], tile.X, tile.X+TileXSize)),
int(Clamp(triangle.Bounds[YMax], tile.Y, tile.Y+TileYSize))
for y := yMin; y < yMax; y++ {
for x := xMin; x < xMax; x++ {
var w0, w1, w2 float32 = triangle.Triangle.EdgeSpan(x, y)
if w0 >= 0 && w1 >= 0 && w2 >= 0 {
var w, s, t float32 = triangle.Barycentric(x, y)
var depth float32 = w*triangle.Triangle.Vertices[0][Z] + s*triangle.Triangle.Vertices[1][Z] + t*triangle.Triangle.Vertices[2][Z]
if position := tile.ConvertPosition(x, y); depth < tile.Depth[position] {
var wt float32 = 1 / (w*triangle.Triangle.UV[0][Z] + s*triangle.Triangle.UV[1][Z] + t*triangle.Triangle.UV[2][Z])
var uv Vertex = Vertex{
(w*triangle.Triangle.UV[0][X] + s*triangle.Triangle.UV[1][X] + t*triangle.Triangle.UV[2][X]) * wt,
(w*triangle.Triangle.UV[0][Y] + s*triangle.Triangle.UV[1][Y] + t*triangle.Triangle.UV[2][Y]) * wt,
}
var r, g, b float32 = triangle.Triangle.Interpolate(w, s, t)
triangle.Triangle.Shader.Fragment(&r, &g, &b, &uv, &Brick)
tile.Set(position, byte(r*255), byte(g*255), byte(b*255), depth)
}
}
}
}
}
func (tile *Tile) SweepLine(triangle *ProcessedTriangle) {
triangle.Triangle.Sort()
var segmentHeightTrue, segmentHeightFalse int = int(triangle.Triangle.Vertices[2][Y]) - int(triangle.Triangle.Vertices[1][Y]),
int(triangle.Triangle.Vertices[1][Y]) - int(triangle.Triangle.Vertices[0][Y])
var yMin, yMax int = int(Clamp(triangle.Bounds[YMin], tile.Y, tile.Y+TileYSize)),
int(Clamp(triangle.Bounds[YMax], tile.Y, tile.Y+TileYSize))
for k := yMin; k < yMax; k++ {
var i int = k - int(triangle.Triangle.Vertices[0][Y])
var secondHalf bool = i > int(triangle.Triangle.Vertices[1][Y])-int(triangle.Triangle.Vertices[0][Y]) ||
int(triangle.Triangle.Vertices[1][Y]) == int(triangle.Triangle.Vertices[0][Y])
var segmentHeight, betaHalf int
if secondHalf {
segmentHeight = segmentHeightTrue
betaHalf = int(triangle.Triangle.Vertices[1][Y]) - int(triangle.Triangle.Vertices[0][Y])
} else {
segmentHeight = segmentHeightFalse
}
var alpha float32 = float32(i) / float32(int(triangle.Triangle.Vertices[2][Y])-int(triangle.Triangle.Vertices[0][Y]))
var beta float32 = float32(i-betaHalf) / float32(segmentHeight)
//This Should Be Rewritten, But It Works For Now
var a Vertex = Vertex{
float32(int(triangle.Triangle.Vertices[0][X]) + int(float32(int(triangle.Triangle.Vertices[2][X])-int(triangle.Triangle.Vertices[0][X]))*alpha)),
float32(int(triangle.Triangle.Vertices[0][Y]) + int(float32(int(triangle.Triangle.Vertices[2][Y])-int(triangle.Triangle.Vertices[0][Y]))*alpha)),
}
var b Vertex
if secondHalf {
b = Vertex{
float32(int(triangle.Triangle.Vertices[1][X]) + int(float32(int(triangle.Triangle.Vertices[2][X])-int(triangle.Triangle.Vertices[1][X]))*beta)),
float32(int(triangle.Triangle.Vertices[1][Y]) + int(float32(int(triangle.Triangle.Vertices[2][Y])-int(triangle.Triangle.Vertices[1][Y]))*beta)),
}
} else {
b = Vertex{
float32(int(triangle.Triangle.Vertices[0][X]) + int(float32(int(triangle.Triangle.Vertices[1][X])-int(triangle.Triangle.Vertices[0][X]))*beta)),
float32(int(triangle.Triangle.Vertices[0][Y]) + int(float32(int(triangle.Triangle.Vertices[1][Y])-int(triangle.Triangle.Vertices[0][Y]))*beta)),
}
}
if a[X] > b[X] {
a.Swap(&b)
}
var clampedLeft, clampedRight int = int(Clamp(a[X], tile.X, tile.X+TileXSize)),
int(Clamp(b[X], tile.X, tile.X+TileXSize))
for j := clampedLeft; j < clampedRight; j++ {
var w, s, t float32 = triangle.Barycentric(j, k)
var depth float32 = w*triangle.Triangle.Vertices[0][Z] + s*triangle.Triangle.Vertices[1][Z] + t*triangle.Triangle.Vertices[2][Z]
if position := tile.ConvertPosition(j, k); depth < tile.Depth[position] {
var wt float32 = 1 / (w*triangle.Triangle.UV[0][Z] + s*triangle.Triangle.UV[1][Z] + t*triangle.Triangle.UV[2][Z])
var uv Vertex = Vertex{
(w*triangle.Triangle.UV[0][X] + s*triangle.Triangle.UV[1][X] + t*triangle.Triangle.UV[2][X]) * wt,
(w*triangle.Triangle.UV[0][Y] + s*triangle.Triangle.UV[1][Y] + t*triangle.Triangle.UV[2][Y]) * wt,
}
var r, g, b float32 = triangle.Triangle.Interpolate(w, s, t)
triangle.Triangle.Shader.Fragment(&r, &g, &b, &uv, &Brick)
tile.Set(position, byte(r*255), byte(g*255), byte(b*255), depth)
}
}
}
}
func (tile *Tile) Rasterize() {
switch AlgorithmUsed {
case BarycentricAlgorithm:
for index := range tile.Triangles {
tile.Barycentric(tile.Triangles[index])
}
case SweepLineAlgorithm:
for index := range tile.Triangles {
tile.SweepLine(tile.Triangles[index])
}
case EdgeTestAlgorithm:
for index := range tile.Triangles {
tile.EdgeTest(tile.Triangles[index])
}
}
tile.Reset()
}
func (tile *Tile) Reset() {
tile.Triangles = tile.Triangles[:0]
}
func (tile *Tile) Add(triangle *ProcessedTriangle) {
tile.Triangles = append(tile.Triangles, triangle)
}
func (tile *Tile) ConvertPosition(x, y int) int {
return y*Width + x
}
func (tile *Tile) Set(position int, r, g, b byte, depth float32) {
var colorPosition int = position * 4
tile.Depth[position] = depth
tile.Frame[colorPosition+R], tile.Frame[colorPosition+G], tile.Frame[colorPosition+B], tile.Frame[colorPosition+A] = r, g, b, 255
}
func (tile *Tile) Clear(r, g, b byte) {
for y := tile.Y; y < tile.Y+TileYSize; y++ {
for x := tile.X; x < tile.X+TileXSize; x++ {
tile.Set(tile.ConvertPosition(x, y),
r, g, b, math.MaxFloat32)
}
}
}