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kernel.c.actual
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#include <math.h>
#include <stdio.h>
#include "kernel.h"
double shader(vec3_t fragPos, vec3_t normal, render_params_t* params) {
const double diffuse = fabs(vecdot(vnormed(params->l), normal));
const double intensity = MAX(params->ml, params->al + diffuse);
return intensity;
}
double kernel(vec3_t pc, double* min_a, triangle_t trig, render_params_t* params) {
const vec3_t ts = trig.p[0];
const vec3_t tp1mts = vecsub(trig.p[1], ts);
const vec3_t tp2mts = vecsub(trig.p[2], ts);
mat3_t Ut;
Ut.c[0] = tp1mts;
Ut.c[1] = vcross(Ut.c[0], vcross(tp2mts, Ut.c[0]));
Ut.c[2] = vnormed(vcross(Ut.c[0], Ut.c[1]));
Ut.c[1] = vnormed(Ut.c[1]);
Ut.c[0] = vnormed(Ut.c[0]);
if(fabs(vecdot(Ut.c[2], params->cv)) < 0.0000001) {
return 0.0;
}
mat3_t Uc;
const vec3_t cvn = vnormed(params->cv);
Uc.c[0] = vcross(cvn, vnormed(params->cz));
Uc.c[1] = vnormed(vcross(Uc.c[0], cvn));
Uc.c[0] = vnormed(Uc.c[0]);
Uc.c[2] = vmul(-1.0, cvn);
vec3_t pcd = pc;
pcd.e[2] -= params->cd;
const vec3_t rv = mvmul(Uc, pcd);
const vec3_t csmts = vecsub(params->cs, ts);
const double a = -mtvmul(Ut, csmts).e[2] / mtvmul(Ut, rv).e[2];
if(isnan(a) || a * vnorm(pcd) < 1 || (*min_a >= 0.0 && a >= *min_a)) {
return 0.0;
}
const vec3_t dt = mtvmul(Ut, vecadd(csmts, vmul(a, rv)));
const int num_sides = 3;
vec3_t prev_u = mtvmul(Ut, vecsub(trig.p[0], trig.p[num_sides - 1]));
for(int i = 0; i < num_sides; i++) {
const vec3_t u = mtvmul(Ut, vecsub(trig.p[(i + 1) % num_sides], trig.p[i]));
const vec3_t pt = mtvmul(Ut, vecsub(trig.p[i], ts));
const double s = vecdot(vcross(vecsub(dt, pt), u), vcross(u, prev_u));
if(s < 0.0) {
return 0.0;
}
prev_u = u;
}
/*
const vec3_t u21 = mtvmul(Ut, vecsub(trig.p[1], trig.p[0]));
const vec3_t u31 = mtvmul(Ut, vecsub(trig.p[2], trig.p[0]));
const vec3_t u32 = mtvmul(Ut, vecsub(trig.p[2], trig.p[1]));
const double s21 = vecdot(vcross(dt, u21), vcross(u31, u21));
const double s31 = vecdot(vcross(dt, u31), vcross(u21, u31));
const double s32 = vecdot(vcross(vecsub(dt, u21), u32), vcross(vmul(-1.0, u21), u32));
if(s21 < 0 || s31 < 0 || s32 < 0) {
return 0.0;
}
*/
*min_a = a;
// const vec3_t normal = vmul( -1 + 2 * (mtvmul(Ut, params->cs).e[2] > 0), Ut.c[2]);
const vec3_t fragPos = vecadd(params->cs, vmul(a, rv));
return MAX(MIN(1.0, shader(fragPos, Ut.c[2], params)), 0.0);
}
void render(double* buffer, triangle_t* trigs, size_t num_trigs, render_params_t* params) {
for(int x = 0; x < params->screen_x; x++) {
for(int y = 0; y < params->screen_y; y++) {
double min_a = -1.0;
vec3_t pc;
pc.e[0] = params->cw * 0.5 *
MIN(MAX(-1.0, (double)(x - params->screen_x / 2) / (double)(params->screen_x / 2)), 1.0);
pc.e[1] = params->ch * 0.5 *
MIN(MAX(-1.0, (double)(y - params->screen_y / 2) / (double)(params->screen_y / 2)), 1.0);
pc.e[2] = 0;
double val = 0.0;
for(size_t t = 0; t < num_trigs; t++) {
const double r = kernel(pc, &min_a, trigs[t], params);
val = (r != 0.0) ? r : val;
}
buffer[x * params->screen_y + y] = val;
}
}
}