#pragma OPENCL EXTENSION cl_khr_fp64 : enable typedef struct { double w; double x; double y; double z; } RI_vector_4; typedef struct { double x; double y; double z; } RI_vector_3; typedef struct { double x; double y; } RI_vector_2; typedef struct { RI_vector_3 position_0, position_1, position_2; RI_vector_3 normal_0, normal_1, normal_2; RI_vector_2 uv_0, uv_1, uv_2; short min_screen_x, max_screen_x, min_screen_y, max_screen_y; uchar should_render; ushort texture_width, texture_height; uint texture_index; } RI_renderable_face; typedef struct { RI_vector_3 position_0; RI_vector_3 position_1; RI_vector_3 position_2; RI_vector_3 normal_0; RI_vector_3 normal_1; RI_vector_3 normal_2; RI_vector_2 uv_0; RI_vector_2 uv_1; RI_vector_2 uv_2; uchar should_render; } RI_face; typedef struct { RI_vector_3 position; RI_vector_4 rotation; RI_vector_3 scale;; uchar active; uchar has_normals; uchar has_uvs; ushort material_index; uint face_index; uint face_count; } RI_actor; typedef struct { RI_vector_3 position; RI_vector_4 rotation; float FOV, min_clip, max_clip; } RI_camera; // value-wise multiplacation. // multiply the whole vector by 1 value void vector_2_times(RI_vector_2 *vector, double value){ vector->x *= value; vector->y *= value; } void global_vector_2_times(__global RI_vector_2 *vector, double value){ vector->x *= value; vector->y *= value; } // set all values of a vector 3 void vector_3_memset(RI_vector_3 *vector, double value){ vector->x = value; vector->y = value; vector->z = value; } // value-wise multiplacation. // multiply the whole vector by 1 value void vector_3_times(RI_vector_3 *vector, double value){ vector->x *= value; vector->y *= value; vector->z *= value; } void global_vector_3_times(__global RI_vector_3 *vector, double value){ vector->x *= value; vector->y *= value; vector->z *= value; } // hadamard multiplacation. // multiply each value of one vector with the matching one on the other vector void vector_3_hadamard(RI_vector_3 *multiplicand, RI_vector_3 multiplicator){ multiplicand->x *= multiplicator.x; multiplicand->y *= multiplicator.y; multiplicand->z *= multiplicator.z; } void global_vector_3_hadamard(__global RI_vector_3 *multiplicand, RI_vector_3 multiplicator){ multiplicand->x *= multiplicator.x; multiplicand->y *= multiplicator.y; multiplicand->z *= multiplicator.z; } // "hadamard" addition. // add each value of one vector with the matching one on the other vector void vector_2_element_wise_add(RI_vector_2 *addend_a, RI_vector_2 addend_b){ addend_a->x += addend_b.x; addend_a->y += addend_b.y; } void global_vector_2_element_wise_add(__global RI_vector_2 *addend_a, RI_vector_2 addend_b){ addend_a->x += addend_b.x; addend_a->y += addend_b.y; } // "hadamard" addition. // add each value of one vector with the matching one on the other vector void vector_3_element_wise_add(RI_vector_3 *addend_a, RI_vector_3 addend_b){ addend_a->x += addend_b.x; addend_a->y += addend_b.y; addend_a->z += addend_b.z; } void global_vector_3_element_wise_add(__global RI_vector_3 *addend_a, RI_vector_3 addend_b){ addend_a->x += addend_b.x; addend_a->y += addend_b.y; addend_a->z += addend_b.z; } // "hadamard" subtraction. // subtraction each value of one vector with the matching one on the other vector void vector_3_element_wise_subtract(RI_vector_3 *minuend, RI_vector_3 subtrahend){ minuend->x -= subtrahend.x; minuend->y -= subtrahend.y; minuend->z -= subtrahend.z; } void global_vector_3_element_wise_subtract(__global RI_vector_3 *minuend, RI_vector_3 subtrahend){ minuend->x -= subtrahend.x; minuend->y -= subtrahend.y; minuend->z -= subtrahend.z; } // conjugate a quaterion. // (flip the sign of the x, y, z values) void quaternion_conjugate(RI_vector_4* quaternion){ quaternion->x *= -1.0; quaternion->y *= -1.0; quaternion->z *= -1.0; } void globla_quaternion_conjugate(__global RI_vector_4* quaternion){ quaternion->x *= -1.0; quaternion->y *= -1.0; quaternion->z *= -1.0; } // quaternion multiplacation void quaternion_multiply(RI_vector_4* a, RI_vector_4 b){ double w1 = a->w; double x1 = a->x; double y1 = a->y; double z1 = a->z; double w2 = b.w; double x2 = b.x; double y2 = b.y; double z2 = b.z; double w = w1*w2 - x1*x2 - y1*y2 - z1*z2; double x = w1*x2 + x1*w2 + y1*z2 - z1*y2; double y = w1*y2 - x1*z2 + y1*w2 + z1*x2; double z = w1*z2 + x1*y2 - y1*x2 + z1*w2; *a = (RI_vector_4){w, x, y, z}; } void global_quaternion_multiply(__global RI_vector_4* a, RI_vector_4 b){ double w1 = a->w; double x1 = a->x; double y1 = a->y; double z1 = a->z; double w2 = b.w; double x2 = b.x; double y2 = b.y; double z2 = b.z; double w = w1*w2 - x1*x2 - y1*y2 - z1*z2; double x = w1*x2 + x1*w2 + y1*z2 - z1*y2; double y = w1*y2 - x1*z2 + y1*w2 + z1*x2; double z = w1*z2 + x1*y2 - y1*x2 + z1*w2; *a = (RI_vector_4){w, x, y, z}; } // linear interpolate between 2 vectors void vector_2_lerp(RI_vector_2 vector_a, RI_vector_2 vector_b, RI_vector_2 *result, double w1){ double w0 = 1.0 - w1; vector_2_times(result, 0); vector_2_times(&vector_a, w0); vector_2_times(&vector_b, w1); vector_2_element_wise_add(result, vector_a); vector_2_element_wise_add(result, vector_b); } void global_vector_2_lerp(RI_vector_2 vector_a, RI_vector_2 vector_b, __global RI_vector_2 *result, double w1){ double w0 = 1.0 - w1; global_vector_2_times(result, 0); vector_2_times(&vector_a, w0); vector_2_times(&vector_b, w1); global_vector_2_element_wise_add(result, vector_a); global_vector_2_element_wise_add(result, vector_b); } // linear interpolate between 2 vectors void vector_3_lerp(RI_vector_3 vector_a, RI_vector_3 vector_b, RI_vector_3 *result, double w1){ double w0 = 1.0 - w1; vector_3_memset(result, 0); vector_3_times(&vector_a, w0); vector_3_times(&vector_b, w1); vector_3_element_wise_add(result, vector_a); vector_3_element_wise_add(result, vector_b); } void global_vector_3_lerp(RI_vector_3 vector_a, RI_vector_3 vector_b, __global RI_vector_3 *result, double w1){ double w0 = 1.0 - w1; global_vector_3_times(result, 0); vector_3_times(&vector_a, w0); vector_3_times(&vector_b, w1); global_vector_3_element_wise_add(result, vector_a); global_vector_3_element_wise_add(result, vector_b); } void quaternion_rotate(RI_vector_3 *position, RI_vector_4 rotation){ RI_vector_4 pos_quat = {0, position->x, position->y, position->z}; RI_vector_4 rotation_conjugation = rotation; quaternion_conjugate(&rotation_conjugation); quaternion_multiply(&rotation, pos_quat); quaternion_multiply(&rotation, rotation_conjugation); *position = (RI_vector_3){rotation.x, rotation.y, rotation.z}; } void global_quaternion_rotate(__global RI_vector_3 *position, RI_vector_4 rotation){ RI_vector_4 pos_quat = {0, position->x, position->y, position->z}; RI_vector_4 rotation_conjugation = rotation; quaternion_conjugate(&rotation_conjugation); quaternion_multiply(&rotation, pos_quat); quaternion_multiply(&rotation, rotation_conjugation); *position = (RI_vector_3){rotation.x, rotation.y, rotation.z}; } __kernel void transformer(__global RI_face *faces, __global RI_renderable_face *renderable_faces, double actor_x, double actor_y, double actor_z, double actor_r_w, double actor_r_x, double actor_r_y, double actor_r_z, double actor_s_x, double actor_s_y, double actor_s_z, int has_normals, int has_uvs, int face_array_offset_index, int face_count, int width, int height, double horizontal_fov_factor, double vertical_fov_factor, float min_clip, float max_clip, double camera_x, double camera_y, double camera_z, double camera_r_w, double camera_r_x, double camera_r_y, double camera_r_z, int renderable_face_offset, int face_sqrt, ushort texture_width, ushort texture_height, uint texture_index){ int face_index = get_global_id(1) * face_sqrt + get_global_id(0); if (face_index >= face_count) return; RI_vector_3 current_actor_position = (RI_vector_3){actor_x, actor_y, actor_z}; RI_vector_4 current_actor_rotation = (RI_vector_4){actor_r_w, actor_r_x, actor_r_y, actor_r_z}; RI_vector_3 current_actor_scale = (RI_vector_3){actor_s_x, actor_s_y, actor_s_z}; RI_vector_3 camera_position = (RI_vector_3){camera_x, camera_y, camera_z}; RI_vector_4 camera_rotation = (RI_vector_4){camera_r_w, camera_r_x, camera_r_y, camera_r_z}; __global RI_face *cur_face = &faces[face_index + face_array_offset_index]; __global RI_renderable_face *cur_r_face = &renderable_faces[face_index * 2 + renderable_face_offset]; // set split face not to render renderable_faces[face_index * 2 + renderable_face_offset + 1].should_render = 0; cur_r_face->should_render = 1; // cur_r_face->material = current_actor.material; cur_r_face->position_0 = cur_face->position_0; cur_r_face->position_1 = cur_face->position_1; cur_r_face->position_2 = cur_face->position_2; cur_r_face->normal_0 = cur_face->normal_0; cur_r_face->normal_1 = cur_face->normal_1; cur_r_face->normal_2 = cur_face->normal_2; if (has_uvs){ cur_r_face->uv_0 = cur_face->uv_0; cur_r_face->uv_1 = cur_face->uv_1; cur_r_face->uv_2 = cur_face->uv_2; } cur_r_face->texture_width = texture_width; cur_r_face->texture_height = texture_height; cur_r_face->texture_index = texture_index; // scale global_vector_3_hadamard(&cur_r_face->position_0, current_actor_scale); global_vector_3_hadamard(&cur_r_face->position_1, current_actor_scale); global_vector_3_hadamard(&cur_r_face->position_2, current_actor_scale); // actor rotation global_quaternion_rotate(&cur_r_face->position_0, current_actor_rotation); global_quaternion_rotate(&cur_r_face->position_1, current_actor_rotation); global_quaternion_rotate(&cur_r_face->position_2, current_actor_rotation); global_quaternion_rotate(&cur_r_face->normal_0, current_actor_rotation); global_quaternion_rotate(&cur_r_face->normal_1, current_actor_rotation); global_quaternion_rotate(&cur_r_face->normal_2, current_actor_rotation); // object position global_vector_3_element_wise_add(&cur_r_face->position_0, current_actor_position); global_vector_3_element_wise_add(&cur_r_face->position_1, current_actor_position); global_vector_3_element_wise_add(&cur_r_face->position_2, current_actor_position); // camera position & rotation global_vector_3_element_wise_subtract(&cur_r_face->position_0, camera_position); global_vector_3_element_wise_subtract(&cur_r_face->position_1, camera_position); global_vector_3_element_wise_subtract(&cur_r_face->position_2, camera_position); global_quaternion_rotate(&cur_r_face->position_0, camera_rotation); global_quaternion_rotate(&cur_r_face->position_1, camera_rotation); global_quaternion_rotate(&cur_r_face->position_2, camera_rotation); __global RI_vector_3 *pos_0 = &cur_r_face->position_0; __global RI_vector_3 *pos_1 = &cur_r_face->position_1; __global RI_vector_3 *pos_2 = &cur_r_face->position_2; int is_0_clipped = pos_0->z < min_clip; int is_1_clipped = pos_1->z < min_clip; int is_2_clipped = pos_2->z < min_clip; int clip_count = is_0_clipped + is_1_clipped + is_2_clipped; cur_r_face->should_render = 1; switch(clip_count){ case 3: {// ignore polygon, it's behind the camera return; break; } case 2:{ // shrink poylgon __global RI_vector_3 *unclipped_point, *point_a, *point_b; __global RI_vector_3 *unclipped_normal, *normal_a, *normal_b; __global RI_vector_2 *unclipped_uv, *uv_a, *uv_b; if (!is_0_clipped){ unclipped_point = &cur_r_face->position_0; point_a = &cur_r_face->position_1; point_b = &cur_r_face->position_2; unclipped_normal = &cur_r_face->normal_0; normal_a = &cur_r_face->normal_1; normal_b = &cur_r_face->normal_2; unclipped_uv = &cur_r_face->uv_0; uv_a = &cur_r_face->uv_1; uv_b = &cur_r_face->uv_2; } else if (!is_1_clipped){ unclipped_point = &cur_r_face->position_1; point_a = &cur_r_face->position_2; point_b = &cur_r_face->position_0; unclipped_normal = &cur_r_face->normal_1; normal_a = &cur_r_face->normal_2; normal_b = &cur_r_face->normal_0; unclipped_uv = &cur_r_face->uv_1; uv_a = &cur_r_face->uv_2; uv_b = &cur_r_face->uv_0; } else if (!is_2_clipped){ unclipped_point = &cur_r_face->position_2; point_a = &cur_r_face->position_0; point_b = &cur_r_face->position_1; unclipped_normal = &cur_r_face->normal_2; normal_a = &cur_r_face->normal_0; normal_b = &cur_r_face->normal_1; unclipped_uv = &cur_r_face->uv_2; uv_a = &cur_r_face->uv_0; uv_b = &cur_r_face->uv_1; } double fraction_a_to_unclip = (min_clip - unclipped_point->z) / (point_a->z - unclipped_point->z); double fraction_b_to_unclip = (min_clip - unclipped_point->z) / (point_b->z - unclipped_point->z); global_vector_3_lerp(*unclipped_point, *point_a, point_a, fraction_a_to_unclip); global_vector_3_lerp(*unclipped_point, *point_b, point_b, fraction_b_to_unclip); global_vector_3_lerp(*unclipped_normal, *normal_a, normal_a, fraction_a_to_unclip); global_vector_3_lerp(*unclipped_normal, *normal_b, normal_b, fraction_b_to_unclip); global_vector_2_lerp(*unclipped_uv, *uv_a, uv_a, fraction_a_to_unclip); global_vector_2_lerp(*unclipped_uv, *uv_b, uv_b, fraction_b_to_unclip); break;} case 1: {// split polygon RI_vector_3 clipped_point, point_a, point_b; RI_vector_3 clipped_normal, normal_a, normal_b; RI_vector_2 clipped_uv, uv_a, uv_b; if (is_0_clipped){ clipped_point = cur_r_face->position_0; point_a = cur_r_face->position_1; point_b = cur_r_face->position_2; clipped_normal = cur_r_face->normal_0; normal_a = cur_r_face->normal_1; normal_b = cur_r_face->normal_2; clipped_uv = cur_r_face->uv_0; uv_a = cur_r_face->uv_1; uv_b = cur_r_face->uv_2; } else if (is_1_clipped){ clipped_point = cur_r_face->position_1; point_a = cur_r_face->position_2; point_b = cur_r_face->position_0; clipped_normal = cur_r_face->normal_1; normal_a = cur_r_face->normal_2; normal_b = cur_r_face->normal_0; clipped_uv = cur_r_face->uv_1; uv_a = cur_r_face->uv_2; uv_b = cur_r_face->uv_0; } else if (is_2_clipped){ clipped_point = cur_r_face->position_2; point_a = cur_r_face->position_0; point_b = cur_r_face->position_1; clipped_normal = cur_r_face->normal_2; normal_a = cur_r_face->normal_0; normal_b = cur_r_face->normal_1; clipped_uv = cur_r_face->uv_2; uv_a = cur_r_face->uv_0; uv_b = cur_r_face->uv_1; } double fraction_a_to_clip = (min_clip - clipped_point.z) / (point_a.z - clipped_point.z); double fraction_b_to_clip = (min_clip - clipped_point.z) / (point_b.z - clipped_point.z); RI_vector_3 new_point_a, new_point_b; // the new points that move along the polygon's edge to match the z value of min_clip. RI_vector_3 new_normal_a, new_normal_b; // they come from the clipped point which was originally only 1 RI_vector_2 new_uv_a, new_uv_b; vector_3_lerp(clipped_point, point_a, &new_point_a, fraction_a_to_clip); vector_3_lerp(clipped_point, point_b, &new_point_b, fraction_b_to_clip); vector_3_lerp(clipped_normal, normal_a, &new_normal_a, fraction_a_to_clip); vector_3_lerp(clipped_normal, normal_b, &new_normal_b, fraction_b_to_clip); vector_2_lerp(clipped_uv, uv_a, &new_uv_a, fraction_a_to_clip); vector_2_lerp(clipped_uv, uv_b, &new_uv_b, fraction_b_to_clip); // okay, now we have a quad (in clockwise order, point a, point b, new point b, new point a) // quads are easy to turn into tris >w< __global RI_renderable_face *cur_r_split_face = &renderable_faces[face_index * 2 + renderable_face_offset + 1]; // cur_r_split_face->parent_actor = current_actor; // cur_r_split_face->material = cur_r_face->material; cur_r_face->position_0 = point_a; cur_r_face->position_1 = point_b; cur_r_face->position_2 = new_point_a; cur_r_face->normal_0 = normal_a; cur_r_face->normal_1 = normal_b; cur_r_face->normal_2 = new_normal_a; cur_r_face->uv_0 = uv_a; cur_r_face->uv_1 = uv_b; cur_r_face->uv_2 = new_uv_a; cur_r_split_face->position_0 = point_b; cur_r_split_face->position_1 = new_point_b; cur_r_split_face->position_2 = new_point_a; cur_r_split_face->normal_0 = normal_b; cur_r_split_face->normal_1 = new_normal_b; cur_r_split_face->normal_2 = new_normal_a; cur_r_split_face->uv_0 = uv_b; cur_r_split_face->uv_1 = new_uv_b; cur_r_split_face->uv_2 = new_uv_a; cur_r_split_face->position_0.x = cur_r_split_face->position_0.x / cur_r_split_face->position_0.z * horizontal_fov_factor; cur_r_split_face->position_0.y = cur_r_split_face->position_0.y / cur_r_split_face->position_0.z * vertical_fov_factor; cur_r_split_face->position_1.x = cur_r_split_face->position_1.x / cur_r_split_face->position_1.z * horizontal_fov_factor; cur_r_split_face->position_1.y = cur_r_split_face->position_1.y / cur_r_split_face->position_1.z * vertical_fov_factor; cur_r_split_face->position_2.x = cur_r_split_face->position_2.x / cur_r_split_face->position_2.z * horizontal_fov_factor; cur_r_split_face->position_2.y = cur_r_split_face->position_2.y / cur_r_split_face->position_2.z * vertical_fov_factor; cur_r_split_face->min_screen_x = cur_r_split_face->position_0.x; if (cur_r_split_face->position_1.x < cur_r_split_face->min_screen_x) cur_r_split_face->min_screen_x = cur_r_split_face->position_1.x; if (cur_r_split_face->position_2.x < cur_r_split_face->min_screen_x) cur_r_split_face->min_screen_x = cur_r_split_face->position_2.x; cur_r_split_face->min_screen_x = max(cur_r_split_face->min_screen_x, (short)(-width / 2)); cur_r_split_face->max_screen_x = cur_r_split_face->position_0.x; if (cur_r_split_face->position_1.x > cur_r_split_face->max_screen_x) cur_r_split_face->max_screen_x = cur_r_split_face->position_1.x; if (cur_r_split_face->position_2.x > cur_r_split_face->max_screen_x) cur_r_split_face->max_screen_x = cur_r_split_face->position_2.x; cur_r_split_face->max_screen_x = min(cur_r_split_face->max_screen_x, (short)(width / 2)); cur_r_split_face->min_screen_y = cur_r_split_face->position_0.y; if (cur_r_split_face->position_1.y < cur_r_split_face->min_screen_y) cur_r_split_face->min_screen_y = cur_r_split_face->position_1.y; if (cur_r_split_face->position_2.y < cur_r_split_face->min_screen_y) cur_r_split_face->min_screen_y = cur_r_split_face->position_2.y; cur_r_split_face->min_screen_y = max(cur_r_split_face->min_screen_y, (short)(-height / 2)); cur_r_split_face->max_screen_y = cur_r_split_face->position_0.y; if (cur_r_split_face->position_1.y > cur_r_split_face->max_screen_y) cur_r_split_face->max_screen_y = cur_r_split_face->position_1.y; if (cur_r_split_face->position_2.y > cur_r_split_face->max_screen_y) cur_r_split_face->max_screen_y = cur_r_split_face->position_2.y; cur_r_split_face->max_screen_y = min(cur_r_split_face->max_screen_y, (short)(height / 2)); cur_r_split_face->should_render = 1; cur_r_split_face->texture_width = texture_width; cur_r_split_face->texture_height = texture_height; cur_r_split_face->texture_index = texture_index; break; } case 0:{ // no issues, ignore break; } } // current_actor.material->vertex_shader(&cur_r_face->position_0, &cur_r_face->position_1, &cur_r_face->position_2, horizontal_fov_factor, vertical_fov_factor); cur_r_face->position_0.x = cur_r_face->position_0.x / cur_r_face->position_0.z * horizontal_fov_factor; cur_r_face->position_0.y = cur_r_face->position_0.y / cur_r_face->position_0.z * vertical_fov_factor; cur_r_face->position_1.x = cur_r_face->position_1.x / cur_r_face->position_1.z * horizontal_fov_factor; cur_r_face->position_1.y = cur_r_face->position_1.y / cur_r_face->position_1.z * vertical_fov_factor; cur_r_face->position_2.x = cur_r_face->position_2.x / cur_r_face->position_2.z * horizontal_fov_factor; cur_r_face->position_2.y = cur_r_face->position_2.y / cur_r_face->position_2.z * vertical_fov_factor; cur_r_face->min_screen_x = pos_0->x; if (pos_1->x < cur_r_face->min_screen_x) cur_r_face->min_screen_x = pos_1->x; if (pos_2->x < cur_r_face->min_screen_x) cur_r_face->min_screen_x = pos_2->x; cur_r_face->min_screen_x = max(cur_r_face->min_screen_x, (short)(-width / 2)); cur_r_face->max_screen_x = pos_0->x; if (pos_1->x > cur_r_face->max_screen_x) cur_r_face->max_screen_x = pos_1->x; if (pos_2->x > cur_r_face->max_screen_x) cur_r_face->max_screen_x = pos_2->x; cur_r_face->max_screen_x = min(cur_r_face->max_screen_x, (short)(width / 2)); cur_r_face->min_screen_y = pos_0->y; if (pos_1->y < cur_r_face->min_screen_y) cur_r_face->min_screen_y = pos_1->y; if (pos_2->y < cur_r_face->min_screen_y) cur_r_face->min_screen_y = pos_2->y; cur_r_face->min_screen_y = max(cur_r_face->min_screen_y, (short)(-height / 2)); cur_r_face->max_screen_y = pos_0->y; if (pos_1->y > cur_r_face->max_screen_y) cur_r_face->max_screen_y = pos_1->y; if (pos_2->y > cur_r_face->max_screen_y) cur_r_face->max_screen_y = pos_2->y; cur_r_face->max_screen_y = min(cur_r_face->max_screen_y, (short)(height / 2)); return; } __kernel void rasterizer(__global RI_renderable_face *renderable_faces, __global uint* textures, __global uint *frame_buffer, int width, int height, int half_width, int half_height, int number_of_renderable_faces, int number_of_split_renderable_faces){ int pixel_x = get_global_id(0); if (pixel_x >= width) return; int pixel_y = get_global_id(1); if (pixel_y >= height) return; int idx = pixel_y * width + pixel_x; int x = pixel_x - half_width; int y = height - pixel_y - half_height; double z = INFINITY; uint pixel_color = 0x11111111; for (int face_i = 0; face_i < number_of_renderable_faces * 2; ++face_i){ __global RI_renderable_face *current_face = &renderable_faces[face_i]; if (!current_face->should_render) continue; RI_vector_2 uv_0 = current_face->uv_0; RI_vector_2 uv_1 = current_face->uv_1; RI_vector_2 uv_2 = current_face->uv_2; RI_vector_3 normal_0 = current_face->normal_0; RI_vector_3 normal_1 = current_face->normal_1; RI_vector_3 normal_2 = current_face->normal_2; RI_vector_3 pos_0 = current_face->position_0; RI_vector_3 pos_1 = current_face->position_1; RI_vector_3 pos_2 = current_face->position_2; if (x < current_face->min_screen_x || x > current_face->max_screen_x || y < current_face->min_screen_y || y > current_face->max_screen_y) continue; double denominator, w0, w1, w2; denominator = (pos_1.y - pos_2.y) * (pos_0.x - pos_2.x) + (pos_2.x - pos_1.x) * (pos_0.y - pos_2.y); if (denominator >= 0) continue; w0 = ((pos_1.y - pos_2.y) * (x - pos_2.x) + (pos_2.x - pos_1.x) * (y - pos_2.y)) / denominator; w1 = ((pos_2.y - pos_0.y) * (x - pos_0.x) + (pos_0.x - pos_2.x) * (y - pos_0.y)) / denominator; w2 = 1.0 - w0 - w1; double w_over_z = (w0 / pos_0.z + w1 / pos_1.z + w2 / pos_2.z); double interpolated_z = 1.0 / w_over_z; if (!(w0 >= 0 && w1 >= 0 && w2 >= 0)){ continue; } if (interpolated_z >= z){ continue; } double alpha = 1; float ux = (w0 * (uv_0.x / pos_0.z) + w1 * (uv_1.x / pos_1.z) + w2 * (uv_2.x / pos_2.z)) / w_over_z; float uy = (w0 * (uv_0.y / pos_0.z) + w1 * (uv_1.y / pos_1.z) + w2 * (uv_2.y / pos_2.z)) / w_over_z; RI_vector_3 interpolated_normal = {0}; uint texel_x = current_face->texture_width * ux; uint texel_y = current_face->texture_height * uy; uint texel_index = current_face->texture_index + texel_y * current_face->texture_width + texel_x; pixel_color = textures[texel_index]; z = interpolated_z; } frame_buffer[idx] = pixel_color; return; }