Beispiel #1
0
        private List <DepthInfo> GetDepthMapFromPoly(Poly poly, Camera camera)
        {
            var map = new List <DepthInfo>();
            var v1p = camera.ScreenProection(poly.v1.Position);
            var v2p = camera.ScreenProection(poly.v2.Position);
            var v3p = camera.ScreenProection(poly.v3.Position);

            if (v1p.X > v2p.X)
            {
                var w = v1p; v1p = v2p; v2p = w; var v = poly.v1; poly.v1 = poly.v2; poly.v2 = v;
            }
            if (v2p.X > v3p.X)
            {
                var w = v2p; v2p = v3p; v3p = w; var v = poly.v2; poly.v2 = poly.v3; poly.v3 = v;
            }
            if (v1p.X > v2p.X)
            {
                var w = v1p; v1p = v2p; v2p = w; var v = poly.v1; poly.v1 = poly.v2; poly.v2 = v;
            }

            int x1 = (int)v1p.X;
            int x2 = (int)v2p.X;
            int x3 = (int)v3p.X;

            int x12 = x2 - x1;
            int x13 = x3 - x1;
            int x32 = x3 - x2;

            float u, d, du, dd;
            float pu, pd, dpu, dpd;
            int   rDiff;

            if (x2 > 0 && x1 < camera.ScreenWidth)
            {
                u  = poly.v1.Position.Z;
                d  = poly.v1.Position.Z;
                pu = v1p.Y;
                pd = v1p.Y;

                if (x12 != 0)
                {
                    dpu = (v2p.Y - v1p.Y) / x12;
                    dpd = (v3p.Y - v1p.Y) / x13;

                    if (dpu > dpd)
                    {
                        du = (poly.v2.Position.Z - poly.v1.Position.Z) / x12;
                        dd = (poly.v3.Position.Z - poly.v1.Position.Z) / x13;
                    }
                    else
                    {
                        var t = dpu; dpu = dpd; dpd = t;
                        du = (poly.v3.Position.Z - poly.v1.Position.Z) / x13;
                        dd = (poly.v2.Position.Z - poly.v1.Position.Z) / x12;
                    }
                }
                else
                {
                    dpu = 0;
                    dpd = 0;
                    du  = 0;
                    dd  = 0;
                }

                rDiff = camera.ScreenWidth - 1 - x2;

                if (rDiff < 0)
                {
                    x12 += rDiff;
                }

                if (x1 < 0)
                {
                    x12 += x1;
                    u   -= du * x1;
                    d   -= dd * x1;
                    pu  -= dpu * x1;
                    pd  -= dpd * x1;
                    x1   = 0;
                }

                map.AddRange(this.InterpolationStepForDepthMap(x1, x2, u, d, pu, pd, du, dd, dpu, dpd, camera));
            }

            if (x2 < camera.ScreenWidth && x3 > 0)
            {
                u  = poly.v3.Position.Z;
                d  = poly.v3.Position.Z;
                pu = v3p.Y;
                pd = v3p.Y;

                if (x32 != 0)
                {
                    dpu = (v2p.Y - v3p.Y) / x32;
                    dpd = (v1p.Y - v3p.Y) / x13;

                    if (dpu > dpd)
                    {
                        du = (poly.v2.Position.Z - poly.v3.Position.Z) / x32;
                        dd = (poly.v1.Position.Z - poly.v3.Position.Z) / x13;
                    }
                    else
                    {
                        var t = dpu; dpu = dpd; dpd = t;
                        du = (poly.v1.Position.Z - poly.v3.Position.Z) / x13;
                        dd = (poly.v2.Position.Z - poly.v3.Position.Z) / x32;
                    }
                }
                else
                {
                    dpu = 0;
                    dpd = 0;
                    du  = 0;
                    dd  = 0;
                }

                if (x2 < 0)
                {
                    x32 += x2;
                    x2   = 0;
                }

                rDiff = camera.ScreenWidth - 1 - x3;

                if (rDiff < 0)
                {
                    x32 += rDiff;
                    u   -= du * rDiff;
                    d   -= dd * rDiff;
                    pu  -= dpu * rDiff;
                    pd  -= dpd * rDiff;
                    x3   = camera.ScreenWidth - 1;
                }

                map.AddRange(this.InterpolationStepForDepthMap(x3, x32, u, d, pu, pd, du, dd, dpu, dpd, camera));
            }

            return(map);
        }
Beispiel #2
0
 private bool Observed(Poly p, Camera camera)
 {
     return(camera.InObserve(p.v1.Position) ||
            camera.InObserve(p.v2.Position) || camera.InObserve(p.v3.Position));
 }
Beispiel #3
0
        private void GetAllFragmentsFromPoly(Poly poly, Camera camera, FragmentMap fragmentMap)
        {
            var v1p = camera.ScreenProection(poly.v1.Position);
            var v2p = camera.ScreenProection(poly.v2.Position);
            var v3p = camera.ScreenProection(poly.v3.Position);

            if (v1p.X > v2p.X)
            {
                var w = v1p; v1p = v2p; v2p = w; var v = poly.v1; poly.v1 = poly.v2; poly.v2 = v;
            }
            if (v2p.X > v3p.X)
            {
                var w = v2p; v2p = v3p; v3p = w; var v = poly.v2; poly.v2 = poly.v3; poly.v3 = v;
            }
            if (v1p.X > v2p.X)
            {
                var w = v1p; v1p = v2p; v2p = w; var v = poly.v1; poly.v1 = poly.v2; poly.v2 = v;
            }

            int x1 = (int)v1p.X;
            int x2 = (int)v2p.X;
            int x3 = (int)v3p.X;

            int x12 = x2 - x1;
            int x13 = x3 - x1;
            int x32 = x3 - x2;

            Vector3 u, d, du, dd, nu, nd, dnu, dnd;
            Vector2 tu, td, dtu, dtd;
            float   pu, pd, dpu, dpd;
            int     rDiff;

            if (x2 > 0 && x1 < camera.ScreenWidth)
            {
                u  = poly.v1.Position;
                d  = poly.v1.Position;
                tu = poly.v1.TextureCoord;
                td = poly.v1.TextureCoord;
                nu = poly.v1.Normal;
                nd = poly.v1.Normal;
                pu = v1p.Y;
                pd = v1p.Y;

                if (x12 != 0)
                {
                    dpu = (v2p.Y - v1p.Y) / x12;
                    dpd = (v3p.Y - v1p.Y) / x13;

                    if (dpu > dpd)
                    {
                        du  = (poly.v2.Position - poly.v1.Position) / x12;
                        dtu = (poly.v2.TextureCoord - poly.v1.TextureCoord) / x12;
                        dnu = (poly.v2.Normal - poly.v1.Normal) / x12;

                        dd  = (poly.v3.Position - poly.v1.Position) / x13;
                        dtd = (poly.v3.TextureCoord - poly.v1.TextureCoord) / x13;
                        dnd = (poly.v3.Normal - poly.v1.Normal) / x13;
                    }
                    else
                    {
                        var t = dpu; dpu = dpd; dpd = t;

                        du  = (poly.v3.Position - poly.v1.Position) / x13;
                        dtu = (poly.v3.TextureCoord - poly.v1.TextureCoord) / x13;
                        dnu = (poly.v3.Normal - poly.v1.Normal) / x13;

                        dd  = (poly.v2.Position - poly.v1.Position) / x12;
                        dtd = (poly.v2.TextureCoord - poly.v1.TextureCoord) / x12;
                        dnd = (poly.v2.Normal - poly.v1.Normal) / x12;
                    }
                }
                else
                {
                    dpu = 0;
                    dpd = 0;
                    dtu = Vector2.Zero;
                    dtd = Vector2.Zero;
                    dnu = Vector3.Zero;
                    dnd = Vector3.Zero;
                    du  = Vector3.Zero;
                    dd  = Vector3.Zero;
                }

                rDiff = camera.ScreenWidth - 1 - x2;

                if (rDiff < 0)
                {
                    x12 += rDiff;
                }

                if (x1 < 0)
                {
                    x12 += x1;
                    u   -= du * x1;
                    d   -= dd * x1;
                    tu  -= dtu * x1;
                    td  -= dtd * x1;
                    nu  -= dnu * x1;
                    nd  -= dnd * x1;
                    pu  -= dpu * x1;
                    pd  -= dpd * x1;
                    x1   = 0;
                }

                this.InterpolationStep(x1, x12, 1,
                                       u, d, tu, td, nu, nd, pu, pd, du, dd, dtu,
                                       dtd, dnu, dnd, dpu,
                                       dpd, camera, fragmentMap);
            }

            if (x2 < camera.ScreenWidth && x3 > 0)
            {
                u  = poly.v3.Position;
                d  = poly.v3.Position;
                tu = poly.v3.TextureCoord;
                td = poly.v3.TextureCoord;
                nu = poly.v3.Normal;
                nd = poly.v3.Normal;
                pu = v3p.Y;
                pd = v3p.Y;

                if (x32 != 0)
                {
                    dpu = (v2p.Y - v3p.Y) / x32;
                    dpd = (v1p.Y - v3p.Y) / x13;

                    if (dpu > dpd)
                    {
                        du  = (poly.v2.Position - poly.v3.Position) / x32;
                        dtu = (poly.v2.TextureCoord - poly.v3.TextureCoord) / x32;
                        dnu = (poly.v2.Normal - poly.v3.Normal) / x32;

                        dd  = (poly.v1.Position - poly.v3.Position) / x13;
                        dtd = (poly.v1.TextureCoord - poly.v3.TextureCoord) / x13;
                        dnd = (poly.v1.Normal - poly.v3.Normal) / x13;
                    }
                    else
                    {
                        var t = dpu; dpu = dpd; dpd = t;

                        du  = (poly.v1.Position - poly.v3.Position) / x13;
                        dtu = (poly.v1.TextureCoord - poly.v3.TextureCoord) / x13;
                        dnu = (poly.v1.Normal - poly.v3.Normal) / x13;

                        dd  = (poly.v2.Position - poly.v3.Position) / x32;
                        dtd = (poly.v2.TextureCoord - poly.v3.TextureCoord) / x32;
                        dnd = (poly.v2.Normal - poly.v3.Normal) / x32;
                    }
                }
                else
                {
                    dpu = 0;
                    dpd = 0;
                    dtu = Vector2.Zero;
                    dtd = Vector2.Zero;
                    dnu = Vector3.Zero;
                    dnd = Vector3.Zero;
                    du  = Vector3.Zero;
                    dd  = Vector3.Zero;
                }

                if (x2 < 0)
                {
                    x32 += x2;
                    x2   = 0;
                }

                rDiff = camera.ScreenWidth - 1 - x3;

                if (rDiff < 0)
                {
                    x32 += rDiff;
                    u   -= du * rDiff;
                    d   -= dd * rDiff;
                    tu  -= dtu * rDiff;
                    td  -= dtd * rDiff;
                    nu  -= dnu * rDiff;
                    nd  -= dnd * rDiff;
                    pu  -= dpu * rDiff;
                    pd  -= dpd * rDiff;
                    x3   = camera.ScreenWidth - 1;
                }

                this.InterpolationStep(x3, x32, -1, u, d,
                                       tu, td, nu, nd,
                                       pu, pd, du, dd, dtu, dtd, dnu, dnd,
                                       dpu, dpd, camera, fragmentMap);
            }
        }