blender/intern/raskter/raskter.c

407 lines
15 KiB
C

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2012 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Peter Larabell.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file raskter.c
* \ingroup RASKTER
*/
#include <malloc.h>
#include "raskter.h"
// from BLI_utildefines.h
#define MIN2(x,y) ( (x)<(y) ? (x) : (y) )
#define MAX2(x,y) ( (x)>(y) ? (x) : (y) )
struct e_status {
int x;
int ybeg;
int xshift;
int xdir;
int drift;
int drift_inc;
int drift_dec;
int num;
struct e_status *e_next;
};
struct r_buffer_stats {
float *buf;
int sizex;
int sizey;
};
static struct e_status *all_edges, *possible_edges;
static struct r_buffer_stats rb;
/*
* Sort all the edges of the input polygon by Y, then by X, of the "first" vertex encountered.
* This will ensure we can scan convert the entire poly in one pass.
*
* Really the poly should be clipped to the frame buffer's dimensions here for speed of drawing
* just the poly. Since the DEM code could end up being coupled with this, we'll keep it separate
* for now.
*/
static void preprocess_all_edges(struct poly_vert * verts, int num_verts, struct e_status * open_edge) {
int i;
int xbeg;
int ybeg;
int xend;
int yend;
int dx;
int dy;
int temp_pos;
int xdist;
struct e_status *e_new;
struct e_status *next_edge;
struct e_status **next_edge_ref;
struct poly_vert *v;
// set up pointers
v = verts;
all_edges = NULL;
// loop all verts
for(i = 0; i < num_verts; i++) {
// determine beginnings and endings of edges, linking last vertex to first vertex
xbeg = v[i].x;
ybeg = v[i].y;
if(i) {
// we're not at the last vert, so end of the edge is the previous vertex
xend = v[i-1].x;
yend = v[i-1].y;
} else {
// we're at the first vertex, so the "end" of this edge is the last vertex
xend = v[num_verts-1].x;
yend = v[num_verts-1].y;
}
// make sure our edges are facing the correct direction
if(ybeg > yend) {
// flip the Xs
temp_pos = xbeg;
xbeg = xend;
xend = temp_pos;
// flip the Ys
temp_pos = ybeg;
ybeg = yend;
yend = temp_pos;
}
// calculate y delta
dy = yend - ybeg;
// dont draw horizontal lines directly, they are scanned as part of the edges they connect, so skip em. :)
if(dy) {
// create the edge and determine it's slope (for incremental line drawing)
e_new = open_edge++;
// calculate x delta
dx = xend - xbeg;
if(dx > 0){
e_new->xdir = 1;
xdist = dx;
}else{
e_new->xdir = -1;
xdist = -dx;
}
e_new->x = xbeg;
e_new->ybeg = ybeg;
e_new->num = dy;
e_new->drift_dec = dy;
// calculate deltas for incremental drawing
if(dx >= 0) {
e_new->drift = 0;
} else {
e_new->drift = -dy + 1;
}
if(dy >= xdist) {
e_new->drift_inc = xdist;
e_new->xshift = 0;
} else {
e_new->drift_inc = xdist % dy;
e_new->xshift = (xdist / dy) * e_new->xdir;
}
next_edge_ref = &all_edges;
// link in all the edges, in sorted order
for(;;) {
next_edge = *next_edge_ref;
if(!next_edge || (next_edge->ybeg > ybeg) || ((next_edge->ybeg == ybeg) && (next_edge->x >= xbeg))) {
e_new->e_next = next_edge;
*next_edge_ref = e_new;
break;
}
next_edge_ref = &next_edge->e_next;
}
}
}
}
/*
* This function clips drawing to the frame buffer. That clipping will likely be moved into the preprocessor
* for speed, but waiting on final design choices for curve-data before eliminating data the DEM code will need
* if it ends up being coupled with this function.
*/
int rast_scan_fill(struct poly_vert * verts, int num_verts) {
int x_curr; // current pixel position in X
int y_curr; // current scan line being drawn
int yp; // y-pixel's position in frame buffer
int swixd = 0; // whether or not edges switched position in X
float *cpxl; // pixel pointers...
float *mpxl;
float *spxl;
struct e_status *e_curr; // edge pointers...
struct e_status *e_temp;
struct e_status *edgbuf;
struct e_status **edgec;
/*
If the number of verts specified to render as a polygon is less than 3,
return immediately. Obviously we cant render a poly with sides < 3. The
return for this we set to 1, simply so it can be distinguished from the
next place we could return, which is a failure to allocate memory.
*/
if(num_verts < 3) {
return(1);
}
/*
Try to allocate an edge buffer in memory. needs to be the size of the edge tracking data
multiplied by the number of edges, which is always equal to the number of verts in
a 2D polygon. Here we return 0 to indicate a memory allocation failure, as opposed to a 1 for
the preceeding error, which was a rasterization request on a 2D poly with less than
3 sides.
*/
if((edgbuf = (struct e_status *)(malloc(sizeof(struct e_status) * num_verts))) == NULL) {
return(0);
}
/*
Do some preprocessing on all edges. This constructs a table structure in memory of all
the edge properties and can "flip" some edges so sorting works correctly.
*/
preprocess_all_edges(verts, num_verts, edgbuf);
/*
Set the pointer for tracking the edges currently in processing to NULL to make sure
we don't get some crazy value after initialization.
*/
possible_edges = NULL;
/*
Loop through all scan lines to be drawn. Since we sorted by Y values during
preprocess_all_edges(), we can already exact values for the lowest and
highest Y values we could possibly need by induction. The preprocessing sorted
out edges by Y position, we can cycle the current edge being processed once
it runs out of Y pixels. When we have no more edges, meaning the current edge
is NULL after setting the "current" edge to be the previous current edge's
"next" edge in the Y sorted edge connection chain, we can stop looping Y values,
since we can't possibly have more scan lines if we ran out of edges. :)
TODO: This clips Y to the frame buffer, which should be done in the preprocessor, but for now is done here.
Will get changed once DEM code gets in.
*/
for(y_curr = MAX2(all_edges->ybeg,0); (all_edges || possible_edges) && (y_curr < rb.sizey); y_curr++) {
/*
Link any edges that start on the current scan line into the list of
edges currently needed to draw at least this, if not several, scan lines.
*/
/*
Set the current edge to the beginning of the list of edges to be rasterized
into this scan line.
We could have lots of edge here, so iterate over all the edges needed. The
preprocess_all_edges() function sorted edges by X within each chunk of Y sorting
so we safely cycle edges to thier own "next" edges in order.
At each iteration, make sure we still have a non-NULL edge.
*/
for(edgec = &possible_edges; all_edges && (all_edges->ybeg == y_curr);) {
x_curr = all_edges->x; // Set current X position.
for(;;) { // Start looping edges. Will break when edges run out.
e_curr = *edgec; // Set up a current edge pointer.
if(!e_curr || (e_curr->x >= x_curr)) { // If we have an no edge, or we need to skip some X-span,
e_temp = all_edges->e_next; // set a temp "next" edge to test.
*edgec = all_edges; // Add this edge to the list to be scanned.
all_edges->e_next = e_curr; // Set up the next edge.
edgec = &all_edges->e_next; // Set our list to the next edge's location in memory.
all_edges = e_temp; // Skip the NULL or bad X edge, set pointer to next edge.
break; // Stop looping edges (since we ran out or hit empty X span.
} else {
edgec = &e_curr->e_next; // Set the pointer to the edge list the "next" edge.
}
}
}
/*
Determine the current scan line's offset in the pixel buffer based on its Y position.
Basically we just multiply the current scan line's Y value by the number of pixels in each line.
*/
yp = y_curr * rb.sizex;
/*
Set a "scan line pointer" in memory. The location of the buffer plus the row offset.
*/
spxl = rb.buf + (yp);
/*
Set up the current edge to the first (in X) edge. The edges which could possibly be in this
list were determined in the preceeding edge loop above. They were already sorted in X by the
initial processing function.
At each iteration, test for a NULL edge. Since we'll keep cycling edge's to their own "next" edge
we will eventually hit a NULL when the list runs out.
*/
for(e_curr = possible_edges; e_curr; e_curr = e_curr->e_next) {
/*
Calculate a span of pixels to fill on the current scan line.
Set the current pixel pointer by adding the X offset to the scan line's start offset.
Cycle the current edge the next edge.
Set the max X value to draw to be one less than the next edge's first pixel. This way we are
sure not to ever get into a situation where we have overdraw. (drawing the same pixel more than
one time because it's on a vertex connecting two edges)
Then blast through all the pixels in the span, advancing the pointer and setting the color to white.
TODO: Here we clip to the scan line, this is not efficient, and should be done in the preprocessor,
but for now it is done here until the DEM code comes in.
*/
// set up xmin and xmax bounds on this scan line
cpxl = spxl + MAX2(e_curr->x,0);
e_curr = e_curr->e_next;
mpxl = spxl + MIN2(e_curr->x,rb.sizex) - 1;
// draw the pixels.
for(; cpxl <= mpxl; *cpxl++ = 1.0f);
}
/*
Loop through all edges of polygon that could be hit by this scan line,
and figure out their x-intersections with the next scan line.
Either A.) we wont have any more edges to test, or B.) we just add on the
slope delta computed in preprocessing step. Since this draws non-antialiased
polygons, we dont have fractional positions, so we only move in x-direction
when needed to get all the way to the next pixel over...
*/
for(edgec = &possible_edges; (e_curr = *edgec);) {
if(!(--(e_curr->num))) {
*edgec = e_curr->e_next;
} else {
e_curr->x += e_curr->xshift;
if((e_curr->drift += e_curr->drift_inc) > 0) {
e_curr->x += e_curr->xdir;
e_curr->drift -= e_curr->drift_dec;
}
edgec = &e_curr->e_next;
}
}
/*
It's possible that some edges may have crossed during the last step, so we'll be sure
that we ALWAYS intersect scan lines in order by shuffling if needed to make all edges
sorted by x-intersection coordinate. We'll always scan through at least once to see if
edges crossed, and if so, we set the 'swixd' flag. If 'swixd' gets set on the initial
pass, then we know we need to sort by x, so then cycle through edges again and perform
the sort.-
*/
if(possible_edges) {
for(edgec = &possible_edges; (e_curr = *edgec)->e_next; edgec = &(*edgec)->e_next) {
// if the current edge hits scan line at greater X than the next edge, we need to exchange the edges
if(e_curr->x > e_curr->e_next->x) {
*edgec = e_curr->e_next;
// exchange the pointers
e_temp = e_curr->e_next->e_next;
e_curr->e_next->e_next = e_curr;
e_curr->e_next = e_temp;
// set flag that we had at least one switch
swixd = 1;
}
}
// if we did have a switch, look for more (there will more if there was one)
for(;;) {
// reset exchange flag so it's only set if we encounter another one
swixd = 0;
for(edgec = &possible_edges; (e_curr = *edgec)->e_next; edgec = &(*edgec)->e_next) {
// again, if current edge hits scan line at higher X than next edge, exchange the edges and set flag
if(e_curr->x > e_curr->e_next->x) {
*edgec = e_curr->e_next;
// exchange the pointers
e_temp = e_curr->e_next->e_next;
e_curr->e_next->e_next = e_curr;
e_curr->e_next = e_temp;
// flip the exchanged flag
swixd = 1;
}
}
// if we had no exchanges, we're done reshuffling the pointers
if(!swixd) {
break;
}
}
}
}
free(edgbuf);
return 1;
}
int PLX_raskterize(float * verts, int num, float * buf, int buf_x, int buf_y) {
int i; // i: Loop counter.
struct poly_vert *ply; // ply: Pointer to a list of integer buffer-space vertex coordinates.
/*
* Allocate enough memory for our poly_vert list. It'll be the size of the poly_vert
* data structure multiplied by the number of verts.
*
* In the event of a failure to allocate the memory, return 0, so this error can
* be distinguished as a memory allocation error.
*/
if((ply = (struct poly_vert *)(malloc(sizeof(struct poly_vert) * num))) == NULL) {
return(0);
}
/*
* Loop over all verts passed in to be rasterized. Each vertex's X and Y coordinates are
* then converted from normalized screen space (0.0 <= POS <= 1.0) to integer coordinates
* in the buffer-space coordinates passed in inside buf_x and buf_y.
*
* It's worth noting that this function ONLY outputs fully white pixels in a mask. Every pixel
* drawn will be 1.0f in value, there is no anti-aliasing.
*/
for(i = 0; i < num; i++) { // Loop over all verts.
ply[i].x = (verts[i<<1] * buf_x) + 0.5f; // Range expand normalized X to integer buffer-space X.
ply[i].y = (verts[(i<<1)+1] * buf_y) + 0.5f; // Range expand normalized Y to integer buffer-space Y.
}
rb.buf = buf; // Set the output buffer pointer.
rb.sizex = buf_x; // Set the output buffer size in X. (width)
rb.sizey = buf_y; // Set the output buffer size in Y. (height)
i = rast_scan_fill(ply, num); // Call our rasterizer, passing in the integer coords for each vert.
free(ply); // Free the memory allocated for the integer coordinate table.
return(i); // Return the value returned by the rasterizer.
}