/// LSU EE 7700-1 (Sp 2009), Graphics Processors
//
/// CPU-Only Demo 3: Color and Z Buffering
// $Id:$
/// Purpose
// Demonstrate color interpolation and Z buffering.
// The routine draws a grid of triangles pierced by a triangle.
// The angle of the grid can be interactively adjusted.
/// To compile and run:
//
// make
// demo-3-lighting
/// More Information
//
// File coord.h on coordinate and matrix objects and operations.
#include <stdio.h>
#include <strings.h>
#include <stdlib.h>
#include <deque>
#include "frame_buffer.h"
#include "coord.h"
/// Vertex Object
//
// Holds coordinates plus color. In later examples will hold more
// information.
//
class pVertex : public pCoor {
public:
pVertex(float xp, float yp, float zp):pCoor(xp,yp,zp){};
pVertex(float xp, float yp, float zp, uint32_t color):
pCoor(xp,yp,zp){set_color(color);};
pVertex():pCoor(){};
void set_color(uint32_t colorp)
{
color = colorp;
red = float( 0xff & ( color >> 16 ) );
green = float( 0xff & ( color >> 8 ) );
blue = float( 0xff & color );
}
float red, green, blue;
uint32_t color;
};
/// Vertex List
//
// Declare vertex list types so that many vertices can easily be
// operated on.
//
typedef std::deque<pVertex*> pVertex_List;
typedef pVertex_List::iterator pVertex_Iterator;
/// Vertex Sort
//
// Sort three vertices at vertex list iterator position.
//
class pSortVertices {
public:
pSortVertices(pVertex_Iterator& ci)
{
rv_idx = 0;
for ( int i=0; i<3; i++ ) v[i] = ci[i];
swap(0,1); swap(0,2); swap(1,2);
}
operator pVertex& () { return *v[rv_idx++]; }
private:
void swap(int a, int b)
{
if ( v[a]->y <= v[b]->y ) return;
pVertex* const t = v[a]; v[a] = v[b]; v[b] = t;
}
pVertex* v[3];
int rv_idx;
};
int clampi(float valp, int min, int max)
{
const int val = (int) valp;
if ( val < min ) return min;
if ( val > max ) return max;
return val;
}
/// Interpolation Object
//
// Return x and y values on line connecting two points. Skips
// out-of-range values.
//
// Can be instantiated to advance in +x direction or +y direction.
//
class pInterpolate {
public:
pInterpolate(pVertex& v0, pVertex& v1, int ymin, int ymax)
{ set(v0, v1, ymin, ymax); }
void set(pVertex& v0, pVertex& v1, int ymin, int ymax)
{
const float y_range = v1.y - v0.y;
yi_last = ymax < int(v1.y) ? ymax : int(v1.y);
const float pre_y = float(ymin) - v0.y;
const bool scissor = pre_y > 0.0;
yi = scissor ? ymin : int(v0.y);
#define DELTA(item) \
d_##item = (float(v1.item) - v0.item) / y_range; \
item = v0.item + ( scissor ? pre_y * d_##item : 0.0 );
DELTA(red); DELTA(green); DELTA(blue); DELTA(x); DELTA(z);
#undef DELTA
}
pInterpolate(pInterpolate& v0, pInterpolate& v1, int xmin, int xmax)
{
pInterpolate& vmin = v0.x < v1.x ? v0 : v1;
pInterpolate& vmax = v0.x < v1.x ? v1 : v0;
const float x_range = vmax.x - vmin.x;
xi_last = xmax < int(vmax.x) ? xmax : int(vmax.x);
const float pre_x = float(xmin) - vmin.x;
const bool scissor = pre_x > 0.0;
xi = scissor ? xmin : int(vmin.x);
#define DELTA(item) \
d_##item = (float(vmax.item) - vmin.item) / x_range; \
item = vmin.item + ( scissor ? pre_x * d_##item : 0.0 );
DELTA(red); DELTA(green); DELTA(blue); DELTA(z);
#undef DELTA
}
bool keep_going_y() { return yi <= yi_last; }
bool keep_going_x() { return xi <= xi_last; }
void advance_y() { advance_common(); x += d_x; yi++; }
void advance_x() { advance_common(); xi++; }
void advance_common()
{
red += d_red; green += d_green; blue += d_blue; z += d_z;
}
uint32_t color()
{
return ( ( clampi(red,0,255) << 0 )
| ( clampi(green,0,255) << 8 )
| ( clampi(blue,0,255) << 16 ) );
}
float d_red, d_green, d_blue, d_x, d_z, red, green, blue, x, z;
int xi, xi_last, yi, yi_last;
};
void
render_z_color(pFrame_Buffer &frame_buffer)
{
// This routine will be called automatically each time the frame
// buffer needs to be painted.
/// Differences with Demo 2
//
// pVertex splits colors into red, green, and blue components.
// Interpolation objects interpolate colors and z values.
// Interpolation objects also combine color components.
// Rasterizer checks z value.
// Rasterizer uses color provided by interpolation object.
//
// User input accepted to adjust tilt of triangles.
// Instantiate list of vertices.
//
pVertex_List vtx_list;
//
// Insert a grid of triangles in the vertex list.
//
const int pattern_levels = 30;
const float pattern_width = 10;
const float pattern_pitch_x = 1;
const float pattern_half_pitch_x = pattern_pitch_x / 2;
static float pattern_pitch_y = 0;
const float pattern_pitch_z = 0.25;
// Adjust y pitch in response to user input.
//
switch ( frame_buffer.keyboard_key ){
case FB_KEY_UP: pattern_pitch_y += 0.01; break;
case FB_KEY_DOWN: pattern_pitch_y -= 0.01; break;
default: break;
}
// Message for user. (Magically inserted into frame buffer.)
//
frame_buffer.fbprintf("Use arrow keys to tilt road.\n");
float y = 0;
float z = -1;
int32_t color = 0xf9b237; // LSU Spirit Gold
for ( int i = 0; i < pattern_levels; i++ )
{
const float next_y = y + pattern_pitch_y;
const float next_z = z - pattern_pitch_z;
float x = 0;
while ( x < pattern_width )
{
// Add a multicolored triangle to list.
//
vtx_list.push_back( new pVertex( x, y, z, color ) );
x += pattern_half_pitch_x;
vtx_list.push_back( new pVertex( x, next_y, next_z, color) );
x += pattern_half_pitch_x;
vtx_list.push_back( new pVertex( x, y, z, color ) );
}
y = next_y;
z = next_z;
}
// Add another triangle, one that passes through grid.
//
vtx_list.push_back( new pVertex( 3, -3, -1, 0xff0000 ) );
vtx_list.push_back( new pVertex( 0, 5, -5, 0xff00 ) );
vtx_list.push_back( new pVertex( 9, 6, -9, 0xff ) );
///
/// Rendering Pipeline Starts Here
///
const int win_width = frame_buffer.get_width();
const int win_height = frame_buffer.get_height();
const int fb_size = win_width * win_height;
int32_t* const f_buffer = frame_buffer.get_buffer();
// Allocate and initialize a z buffer.
// (Note: Allocation only need be performed when size changes.)
//
float* const z_buffer = (float*) malloc( fb_size * sizeof(*z_buffer) );
for ( int i=0; i<fb_size; i++ ) z_buffer[i] = 1;
// Specify Transformation
pMatrix_Translate center_eye(-5,-6,-2);
pMatrix_Frustum frustum(4,5,1,20);
pMatrix_Translate center_window(1,1,0);
pMatrix_Scale scale(win_width/2,win_height/2);
pMatrix transform = scale * center_window * frustum * center_eye;
///
/// Transform Coordinates
///
for ( pVertex_Iterator ci = vtx_list.begin(); ci < vtx_list.end(); ci++ )
{
pVertex& v = **ci; // Get reference to current vertex
v *= transform;
v.homogenize();
}
///
/// Rasterize Primitives
///
for ( pVertex_Iterator ci = vtx_list.begin(); ci < vtx_list.end(); ci += 3 )
{
pSortVertices sort(ci); // Sort next 3 items in list.
pVertex& c0w = sort; // Coordinate with smallest y.
pVertex& c1w = sort;
pVertex& c2w = sort; // Coordinate with largest y.
// Instantiate interpolation objects.
//
// Each object instantiated with two coordinates and a valid
// range of y values. The object will compute x and y along the
// line connecting those coordinates, skipping y values < 0 or
// >= win_width.
//
// Interpolation objects also interpolate z and color components.
//
pInterpolate interp_02(c0w,c2w,0,win_height-1);
pInterpolate interp_012(c0w,c1w,0,win_height-1);
// Compute position (index) in frame buffer of first row to be written.
//
int fb_line_idx = interp_02.yi * win_width;
// Outer Loop: Iterate from smallest y to largest y.
//
while ( interp_02.keep_going_y() )
{
// If point c1w reached then switch interp_012 to line
// connecting c1w and c2w.
//
if ( ! interp_012.keep_going_y() )
interp_012.set(c1w,c2w,0,win_height-1);
// Instantiate x-axis interpolation object using the two
// y-axis interpolation objects, interp_02 and interp_012.
// The new object will compute points on the line connecting
// the current position of interp_02 and interp_012.
//
pInterpolate interp_line(interp_02,interp_012,0,win_width-1);
// Inner Loop: Iterate along x axis.
//
while ( interp_line.keep_going_x() )
{
const int fb_idx = fb_line_idx + interp_line.xi;
// If z value to be written is smaller (in front of) z value
// already there then go ahead and write frame buffer.
//
if ( z_buffer[ fb_idx ] > interp_line.z )
{
f_buffer[ fb_idx ] = interp_line.color();
z_buffer[ fb_idx ] = interp_line.z;
}
// Tell interpolation object to advance in x direction.
//
interp_line.advance_x();
}
// Tell interpolation objects to advance in y direction.
//
interp_02.advance_y(); interp_012.advance_y();
// Advance the frame buffer index.
//
fb_line_idx += win_width;
}
}
// A paint routine is no place for a memory leak!
//
for ( pVertex_Iterator ci = vtx_list.begin(); ci < vtx_list.end(); ci++ )
delete *ci;
free(z_buffer);
}
int
main(int argc, char **argv)
{
pFrame_Buffer frame_buffer(argc,argv);
frame_buffer.show(render_z_color);
return 0;
}