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59 lines
1.4 KiB
C++
59 lines
1.4 KiB
C++
/*
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* Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#pragma once
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#include <AK/Vector.h>
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#include <LibGfx/Vector4.h>
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#include <LibSoftGPU/Vertex.h>
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namespace SoftGPU {
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class Clipper final {
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enum ClipPlane : u8 {
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LEFT = 0,
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RIGHT,
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TOP,
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BOTTOM,
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NEAR,
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FAR
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};
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static constexpr u8 NUMBER_OF_CLIPPING_PLANES = 6;
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static constexpr u8 MAX_CLIPPED_VERTS = 6;
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static constexpr FloatVector4 clip_planes[] = {
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{ -1, 0, 0, 1 }, // Left Plane
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{ 1, 0, 0, 1 }, // Right Plane
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{ 0, 1, 0, 1 }, // Top Plane
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{ 0, -1, 0, 1 }, // Bottom plane
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{ 0, 0, 1, 1 }, // Near Plane
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{ 0, 0, -1, 1 } // Far Plane
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};
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static constexpr FloatVector4 clip_plane_normals[] = {
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{ 1, 0, 0, 0 }, // Left Plane
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{ -1, 0, 0, 0 }, // Right Plane
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{ 0, -1, 0, 0 }, // Top Plane
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{ 0, 1, 0, 0 }, // Bottom plane
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{ 0, 0, 1, 0 }, // Near Plane
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{ 0, 0, -1, 0 } // Far Plane
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};
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public:
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Clipper() { }
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void clip_triangle_against_frustum(Vector<Vertex>& input_vecs);
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private:
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bool point_within_clip_plane(const FloatVector4& vertex, ClipPlane plane);
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Vertex clip_intersection_point(const Vertex& vec, const Vertex& prev_vec, ClipPlane plane_index);
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Vector<Vertex> list_a;
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Vector<Vertex> list_b;
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};
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}
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