/* WIP simple realtime 3D rasterization-based library. author: Miloslav Ciz license: CC0 1.0 */ #ifndef S3L_H #define S3L_H #include typedef int16_t S3L_Unit; #define S3L_FRACTIONS_PER_UNIT 1024 typedef int16_t S3L_ScreenCoord; typedef struct { S3L_Unit x; S3L_Unit y; S3L_Unit z; } S3L_Vec3; typedef struct { S3L_ScreenCoord x; ///< Screen X coordinate. S3L_ScreenCoord y; ///< Screen Y coordinate. S3L_Unit barycentric0; /**< Barycentric coord A (corresponds to 1st vertex). Together with B and C coords these serve to locate the pixel on a triangle and interpolate values between it's three points. The sum of the three coordinates will always be exactly S3L_FRACTIONS_PER_UNIT. */ S3L_Unit barycentric1; ///< Baryc. coord B (corresponds to 2nd vertex). S3L_Unit barycentric2; ///< Baryc. coord C (corresponds to 3rd vertex). } S3L_PixelInfo; #define S3L_BACKFACE_CULLING_NONE 0 #define S3L_BACKFACE_CULLING_CW 1 #define S3L_BACKFACE_CULLING_CCW 2 #define S3L_MODE_TRIANGLES 0 #define S3L_MODE_LINES 1 #define S3L_MODE_POINTS 2 typedef struct { int backfaceCulling; int mode; } S3L_DrawConfig; void S3L_PIXEL_FUNCTION(S3L_PixelInfo *pixel); // forward decl typedef struct { int16_t steps; int16_t err; S3L_ScreenCoord x; S3L_ScreenCoord y; int16_t *majorCoord; int16_t *minorCoord; int16_t majorIncrement; int16_t minorIncrement; int16_t majorDiff; int16_t minorDiff; } S3L_BresenhamState; ///< State of drawing a line with Bresenham algorithm. /** Returns a value interpolated between the three triangle vertices based on barycentric coordinates. */ static inline S3L_Unit S3L_interpolateBarycentric( S3L_Unit value0, S3L_Unit value1, S3L_Unit value2, S3L_Unit barycentric0, S3L_Unit barycentric1, S3L_Unit barycentric2) { return ( (value0 * barycentric0) + (value1 * barycentric1) + (value2 * barycentric2) ) / S3L_FRACTIONS_PER_UNIT; } // general helper functions static inline int16_t S3L_abs(int16_t value) { return value >= 0 ? value : -1 * value; } static inline int16_t S3L_min(int16_t v1, int16_t v2) { return v1 >= v2 ? v2 : v1; } static inline int16_t S3L_max(int16_t v1, int16_t v2) { return v1 >= v2 ? v1 : v2; } static inline S3L_Unit S3L_wrap(S3L_Unit value, S3L_Unit mod) { return value >= 0 ? (value % mod) : (mod + (value % mod) - 1); } static inline S3L_Unit S3L_nonZero(S3L_Unit value) { return value != 0 ? value : 1; } /** Interpolated between two values, v1 and v2, in the same ratio as t is to tMax. Does NOT prevent zero division. */ static inline int16_t S3L_interpolate(int16_t v1, int16_t v2, int16_t t, int16_t tMax) { return v1 + ((v2 - v1) * t) / tMax; } /** Same as S3L_interpolate but with v1 = 0. Should be faster. */ static inline int16_t S3L_interpolateFrom0(int16_t v2, int16_t t, int16_t tMax) { return (v2 * t) / tMax; } void S3L_bresenhamInit(S3L_BresenhamState *state, int16_t x0, int16_t y0, int16_t x1, int16_t y1) { int16_t dx = x1 - x0; int16_t dy = y1 - y0; int16_t absDx = S3L_abs(dx); int16_t absDy = S3L_abs(dy); if (absDx >= absDy) { state->majorCoord = &(state->x); state->minorCoord = &(state->y); state->minorDiff = 2 * absDy; state->majorDiff = 2 * absDx; state->err = 2 * dy - dx; state->majorIncrement = dx >= 0 ? 1 : -1; state->minorIncrement = dy >= 0 ? 1 : -1; state->steps = absDx; } else { state->majorCoord = &(state->y); state->minorCoord = &(state->x); state->minorDiff = 2 * absDx; state->majorDiff = 2 * absDy; state->err = 2 * dx - dy; state->majorIncrement = dy >= 0 ? 1 : -1; state->minorIncrement = dx >= 0 ? 1 : -1; state->steps = absDy; } state->x = x0; state->y = y0; } int S3L_bresenhamStep(S3L_BresenhamState *state) { state->steps--; (*state->majorCoord) += state->majorIncrement; if (state->err > 0) { (*state->minorCoord) += state->minorIncrement; state->err -= state->majorDiff; } state->err += state->minorDiff; return state->steps >= 0; } void S3L_drawTriangle( S3L_ScreenCoord x0, S3L_ScreenCoord y0, S3L_ScreenCoord x1, S3L_ScreenCoord y1, S3L_ScreenCoord x2, S3L_ScreenCoord y2, S3L_DrawConfig config) { if (config.backfaceCulling != S3L_BACKFACE_CULLING_NONE) { int cw = // matrix determinant x0 * y1 + y0 * x2 + x1 * y2 - y1 * x2 - y0 * x1 - x0 * y2 > 0; if ((config.backfaceCulling == S3L_BACKFACE_CULLING_CW && !cw) || (config.backfaceCulling == S3L_BACKFACE_CULLING_CCW && cw)) return; } S3L_PixelInfo p; p.barycentric0 = 0; p.barycentric1 = 0; p.barycentric2 = 0; // point mode if (config.mode == S3L_MODE_POINTS) { p.x = x0; p.y = y0; p.barycentric0 = S3L_FRACTIONS_PER_UNIT; p.barycentric1 = 0; p.barycentric2 = 0; S3L_PIXEL_FUNCTION(&p); p.x = x1; p.y = y1; p.barycentric0 = 0; p.barycentric1 = S3L_FRACTIONS_PER_UNIT; p.barycentric2 = 0; S3L_PIXEL_FUNCTION(&p); p.x = x2; p.y = y2; p.barycentric0 = 0; p.barycentric1 = 0; p.barycentric2 = S3L_FRACTIONS_PER_UNIT; S3L_PIXEL_FUNCTION(&p); return; } // line mode if (config.mode == S3L_MODE_LINES) { S3L_BresenhamState line; S3L_Unit lineLen; #define drawLine(p1,p2)\ S3L_bresenhamInit(&line,x##p1,y##p1,x##p2,y##p2);\ p.barycentric0 = 0;\ p.barycentric1 = 0;\ p.barycentric2 = 0;\ lineLen = S3L_nonZero(line.steps);\ do\ {\ p.x = line.x; p.y = line.y;\ p.barycentric##p1 = S3L_interpolateFrom0(\ S3L_FRACTIONS_PER_UNIT,line.steps,lineLen); \ p.barycentric##p2 = S3L_FRACTIONS_PER_UNIT - p.barycentric##p1;\ S3L_PIXEL_FUNCTION(&p);\ } while (S3L_bresenhamStep(&line)); drawLine(0,1) drawLine(2,0) drawLine(1,2) #undef drawLine return; } // triangle mode S3L_ScreenCoord tPointX, tPointY, // top triangle point coords lPointX, lPointY, // left triangle point coords rPointX, rPointY; // right triangle point coords S3L_Unit *barycentric0; // bar. coord that gets higher from L to R S3L_Unit *barycentric1; // bar. coord that gets higher from R to L S3L_Unit *barycentric2; // bar. coord that gets higher from bottom up // Sort the points. #define handleLR(t,a,b)\ int16_t aDx = x##a - x##t;\ int16_t bDx = x##b - x##t;\ int16_t aDy = S3L_nonZero(y##a - y##t);\ int16_t bDy = S3L_nonZero(y##b - y##t);\ if ((aDx << 4) / aDy < (bDx << 4) / bDy)\ /*if (x##a <= x##b)*/\ {\ lPointX = x##a; lPointY = y##a;\ rPointX = x##b; rPointY = y##b;\ barycentric0 = &p.barycentric##b;\ barycentric1 = &p.barycentric##a;\ }\ else\ {\ lPointX = x##b; lPointY = y##b;\ rPointX = x##a; rPointY = y##a;\ barycentric0 = &p.barycentric##a;\ barycentric1 = &p.barycentric##b;\ } if (y0 <= y1) { if (y0 <= y2) { tPointX = x0; tPointY = y0; barycentric2 = &p.barycentric0; handleLR(0,1,2) } else { tPointX = x2; tPointY = y2; barycentric2 = &p.barycentric2; handleLR(2,0,1) } } else { if (y1 <= y2) { tPointX = x1; tPointY = y1; barycentric2 = &p.barycentric1; handleLR(1,0,2) } else { tPointX = x2; tPointY = y2; barycentric2 = &p.barycentric2; handleLR(2,0,1) } } // Now draw the triangle line by line. #undef handleLR S3L_ScreenCoord splitY; // Y at which one side (L or R) changes S3L_ScreenCoord endY; // bottom Y of the whole triangle int splitOnLeft; // whether split happens on L or R if (rPointY <= lPointY) { splitY = rPointY; splitOnLeft = 0; endY = lPointY; } else { splitY = lPointY; splitOnLeft = 1; endY = rPointY; } S3L_ScreenCoord currentY = tPointY; /* We'll be using a slight modification of Bresenham line algorithm (a one that draws a _non-continous_ line). */ int16_t /* triangle side: left right */ lX, rX, // current x position lDx, rDx, // dx (end point - start point) lDy, rDy, // dy (end point - start point) lInc, rInc, // direction in which to increment (1 or -1) lErr, rErr, // current error (Bresenham) lErrAdd, rErrAdd, // error value to add in each Bresenham cycle lErrSub, rErrSub; // error value to substract when moving in x direction S3L_Unit lSideUnitStep, rSideUnitStep, lSideUnitPos, rSideUnitPos; int16_t helperDxAbs; #define initSide(v,p1,p2, down)\ v##X = p1##PointX;\ v##Dx = p2##PointX - p1##PointX;\ v##Dy = p2##PointY - p1##PointY;\ v##SideUnitStep = S3L_FRACTIONS_PER_UNIT / (v##Dy != 0 ? v##Dy : 1);\ v##SideUnitPos = 0;\ if (!down)\ {\ v##SideUnitPos = S3L_FRACTIONS_PER_UNIT;\ v##SideUnitStep *= -1;\ }\ helperDxAbs = S3L_abs(v##Dx);\ v##Inc = v##Dx >= 0 ? 1 : -1;\ v##Err = 2 * helperDxAbs - v##Dy;\ v##ErrAdd = 2 * helperDxAbs;\ v##ErrSub = 2 * v##Dy;\ v##ErrSub = v##ErrSub != 0 ? v##ErrSub : 1; /* don't allow 0, could lead to an infinite substracting loop */ #define stepSide(s)\ while (s##Err > 0)\ {\ s##X += s##Inc;\ s##Err -= s##ErrSub;\ }\ s##Err += s##ErrAdd; initSide(r,t,r,1) initSide(l,t,l,1) while (currentY <= endY) { if (currentY == splitY) { if (splitOnLeft) { initSide(l,l,r,0); S3L_Unit *tmp = barycentric0; barycentric0 = barycentric2; barycentric2 = tmp; rSideUnitPos = S3L_FRACTIONS_PER_UNIT - rSideUnitPos; rSideUnitStep *= -1; } else { initSide(r,r,l,0); S3L_Unit *tmp = barycentric1; barycentric1 = barycentric2; barycentric2 = tmp; lSideUnitPos = S3L_FRACTIONS_PER_UNIT - lSideUnitPos; lSideUnitStep *= -1; } } p.y = currentY; // draw the line S3L_Unit tMax = rX - lX; tMax = tMax != 0 ? tMax : 1; // prevent division by zero S3L_Unit t1 = 0; S3L_Unit t2 = tMax; for (S3L_ScreenCoord x = lX; x <= rX; ++x) { *barycentric0 = S3L_interpolateFrom0(rSideUnitPos,t1,tMax); *barycentric1 = S3L_interpolateFrom0(lSideUnitPos,t2,tMax); *barycentric2 = S3L_FRACTIONS_PER_UNIT - *barycentric0 - *barycentric1; p.x = x; S3L_PIXEL_FUNCTION(&p); ++t1; --t2; } stepSide(r) stepSide(l) lSideUnitPos += lSideUnitStep; rSideUnitPos += rSideUnitStep; ++currentY; } #undef initSide #undef stepSide } #endif