Esempio n. 1
0
        public void calculateRaster(float width, float height, bool isNDC)
        {
            polygons_raster = new List <RPolygon>();
            foreach (RPolygon poly in polygons_proj)
            {
                RVertex vertex1 = new RVertex(poly.vertex0);
                vertex1.position.x            = isNDC ? (poly.v0.x + 1.0f) / 2.0f * width : poly.v0.x * width;
                vertex1.position.y            = isNDC ? (poly.v0.y + 1.0f) / 2.0f * height : poly.v0.y * height;
                vertex1.textureCoordinates.x *= vertex1.position.z;
                vertex1.textureCoordinates.y *= vertex1.position.z;

                RVertex vertex2 = new RVertex(poly.vertex1);
                vertex2.position.x            = isNDC ? (poly.v1.x + 1.0f) / 2.0f * width : poly.v1.x * width;
                vertex2.position.y            = isNDC ? (poly.v1.y + 1.0f) / 2.0f * height : poly.v1.y * height;
                vertex2.textureCoordinates.x *= vertex2.position.z;
                vertex2.textureCoordinates.y *= vertex2.position.z;

                RVertex vertex3 = new RVertex(poly.vertex2);
                vertex3.position.x            = isNDC ? (poly.v2.x + 1.0f) / 2.0f * width : poly.v2.x * width;
                vertex3.position.y            = isNDC ? (poly.v2.y + 1.0f) / 2.0f * height : poly.v2.y * height;
                vertex3.textureCoordinates.x *= vertex3.position.z;
                vertex3.textureCoordinates.y *= vertex3.position.z;

                polygons_raster.Add(new RPolygon(vertex1, vertex2, vertex3, poly.rasterType, poly.texture));
            }
        }
Esempio n. 2
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        public void calculateWorld()
        {
            polygons_world = new List <RPolygon>();
            foreach (RPolygon poly in polygons_model)
            {
                RVertex vertex1 = new RVertex(poly.vertex[0]);
                vertex1.position = new Vec3f(world * poly.v0);

                RVertex vertex2 = new RVertex(poly.vertex[1]);
                vertex2.position = new Vec3f(world * poly.v1);

                RVertex vertex3 = new RVertex(poly.vertex[2]);
                vertex3.position = new Vec3f(world * poly.v2);

                polygons_world.Add(new RPolygon(vertex1, vertex2, vertex3, poly.rasterType, poly.texture));
            }
        }
Esempio n. 3
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        public void calculateModel()
        {
            polygons_model = new List <RPolygon>();
            foreach (RPolygon poly in polygons)
            {
                RVertex vertex1 = new RVertex(poly.vertex0);
                vertex1.position = new Vec3f(model * poly.v0);

                RVertex vertex2 = new RVertex(poly.vertex1);
                vertex2.position = new Vec3f(model * poly.v1);

                RVertex vertex3 = new RVertex(poly.vertex2);
                vertex3.position = new Vec3f(model * poly.v2);

                polygons_model.Add(new RPolygon(vertex1, vertex2, vertex3, poly.rasterType, poly.texture));
            }
        }
Esempio n. 4
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        public void calculateProj(float nearPlane = 0.1f, float farPlane = 1000.0f)
        {
            polygons_proj = new List <RPolygon>();
            foreach (RPolygon poly in polygons_view)
            {
                Vec3f nearPlaneNormal = new Vec3f(0.0f, 0.0f, 1.0f);
                Vec3f nearPlaneP0     = new Vec3f(0.0f, 0.0f, nearPlane);

                float sideOfPoint1 = nearPlaneNormal.dot(poly.vertex0.position - nearPlaneP0);
                float sideOfPoint2 = nearPlaneNormal.dot(poly.vertex1.position - nearPlaneP0);
                float sideOfPoint3 = nearPlaneNormal.dot(poly.vertex2.position - nearPlaneP0);

                if (sideOfPoint1 <= 0 || sideOfPoint2 <= 0 || sideOfPoint3 <= 0)
                {
                    poly.visible = false;
                }

                if (poly.visible)
                {
                    RVertex vertex1 = new RVertex(poly.vertex0);
                    vertex1.position = new Vec3f(proj * poly.v0);

                    RVertex vertex2 = new RVertex(poly.vertex1);
                    vertex2.position = new Vec3f(proj * poly.v1);

                    RVertex vertex3 = new RVertex(poly.vertex2);
                    vertex3.position = new Vec3f(proj * poly.v2);

                    RPolygon newPolygon = new RPolygon(vertex1, vertex2, vertex3, poly.rasterType, poly.texture);
                    float    cosTheta   = newPolygon.normalCalc().dot(GlobalDirection.forward3f);
                    newPolygon.visible = cosTheta >= 0.0f ? false : true;

                    if (newPolygon.visible)
                    {
                        polygons_proj.Add(newPolygon);
                    }
                }
            }
        }
Esempio n. 5
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        public void calculateView(bool needToSort)
        {
            polygons_view = new List <RPolygon>();
            foreach (RPolygon poly in polygons_world)
            {
                RVertex vertex1 = new RVertex(poly.vertex[0]);
                vertex1.position = new Vec3f(view * poly.v0);

                RVertex vertex2 = new RVertex(poly.vertex[1]);
                vertex2.position = new Vec3f(view * poly.v1);

                RVertex vertex3 = new RVertex(poly.vertex[2]);
                vertex3.position = new Vec3f(view * poly.v2);

                RPolygon newPolygon = new RPolygon(vertex1, vertex2, vertex3, poly.rasterType, poly.texture);

                polygons_view.Add(newPolygon);
            }

            if (needToSort)
            {
                polygons_view = polygons_view.OrderBy(p => p.center).ToList();
            }
        }
Esempio n. 6
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        public void calculateProj()
        {
            polygons_proj = new List <RPolygon>();
            foreach (RPolygon poly in polygons_view)
            {
                RVertex vertex1 = new RVertex(poly.vertex[0]);
                vertex1.position = new Vec3f(proj * poly.v0);

                RVertex vertex2 = new RVertex(poly.vertex[1]);
                vertex2.position = new Vec3f(proj * poly.v1);

                RVertex vertex3 = new RVertex(poly.vertex[2]);
                vertex3.position = new Vec3f(proj * poly.v2);

                RPolygon newPolygon = new RPolygon(vertex1, vertex2, vertex3, poly.rasterType, poly.texture);
                float    cosTheta   = newPolygon.normalCalc().dot(GlobalDirection.forward3f);
                newPolygon.visible = cosTheta >= 0.0f ? false : true;

                if (newPolygon.visible)
                {
                    polygons_proj.Add(newPolygon);
                }
            }
        }
Esempio n. 7
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        public void calculateAll(float nearPlane, float farPlane, float width, float height, bool isNDC, bool backFaceCull = true)
        {
            polygons_raster = new List <RPolygon>();
            object sync = new object();

            Parallel.ForEach <RPolygon>(
                polygons,
                poly => {
                Mat4f mwv = model;
                mwv       = mwv * world;
                mwv       = mwv * view;

                RVertex vertex1  = new RVertex(poly.vertex0);
                vertex1.position = new Vec3f(mwv * poly.v0);

                RVertex vertex2  = new RVertex(poly.vertex1);
                vertex2.position = new Vec3f(mwv * poly.v1);

                RVertex vertex3  = new RVertex(poly.vertex2);
                vertex3.position = new Vec3f(mwv * poly.v2);

                Vec3f nearPlaneNormal = new Vec3f(0.0f, 0.0f, 1.0f);
                Vec3f nearPlaneP0     = new Vec3f(0.0f, 0.0f, nearPlane);

                Vec3f farPlaneNormal = new Vec3f(0.0f, 0.0f, -1.0f);
                Vec3f farPlaneP0     = new Vec3f(0.0f, 0.0f, farPlane);

                float sideOfPoint1near = nearPlaneNormal.dot(vertex1.position - nearPlaneP0);
                float sideOfPoint2near = nearPlaneNormal.dot(vertex2.position - nearPlaneP0);
                float sideOfPoint3near = nearPlaneNormal.dot(vertex3.position - nearPlaneP0);

                float sideOfPoint1far = farPlaneNormal.dot(vertex1.position - farPlaneP0);
                float sideOfPoint2far = farPlaneNormal.dot(vertex2.position - farPlaneP0);
                float sideOfPoint3far = farPlaneNormal.dot(vertex3.position - farPlaneP0);

                if ((sideOfPoint1near >= 0 && sideOfPoint2near >= 0 && sideOfPoint3near >= 0) && (sideOfPoint1far >= 0 && sideOfPoint2far >= 0 && sideOfPoint3far >= 0))
                {
                    vertex1.position = new Vec3f(proj * vertex1.position);
                    vertex2.position = new Vec3f(proj * vertex2.position);
                    vertex3.position = new Vec3f(proj * vertex3.position);

                    vertex1.position.x = isNDC ? (vertex1.position.x + 1.0f) * 0.5f * width : vertex1.position.x * width;
                    vertex1.position.y = isNDC ? (vertex1.position.y + 1.0f) * 0.5f * height : vertex1.position.y * height;

                    vertex2.position.x = isNDC ? (vertex2.position.x + 1.0f) * 0.5f * width : vertex2.position.x * width;
                    vertex2.position.y = isNDC ? (vertex2.position.y + 1.0f) * 0.5f * height : vertex2.position.y * height;

                    vertex3.position.x = isNDC ? (vertex3.position.x + 1.0f) * 0.5f * width : vertex3.position.x * width;
                    vertex3.position.y = isNDC ? (vertex3.position.y + 1.0f) * 0.5f * height : vertex3.position.y * height;

                    RPolygon newPolygon = new RPolygon(vertex1, vertex2, vertex3, poly.rasterType, poly.texture);

                    float cosTheta     = newPolygon.normalCalc().dot(GlobalDirection.forward3f);
                    newPolygon.visible = cosTheta >= 0.0f ? false : true;

                    if (!backFaceCull || newPolygon.visible)
                    {
                        newPolygon.sort();
                        lock (sync) {
                            polygons_raster.Add(newPolygon);
                        }
                    }
                }
            }
                );
        }