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/******************************************************************************
@File PVRTMisc.cpp
@Title PVRTMisc
@Version
@Copyright Copyright (c) Imagination Technologies Limited.
@Platform ANSI compatible
@Description Miscellaneous functions used in 3D rendering.
******************************************************************************/
#include <string.h>
#include <stdlib.h>
#include <ctype.h>
#include <limits.h>
#include <math.h>
#include "PVRTGlobal.h"
#include "PVRTContext.h"
#include "PVRTFixedPoint.h"
#include "PVRTMatrix.h"
#include "PVRTMisc.h"
/*!***************************************************************************
@Function PVRTMiscCalculateIntersectionLinePlane
@Input pfPlane Length 4 [A,B,C,D], values for plane
equation
@Input pv0 A point on the line
@Input pv1 Another point on the line
@Output pvIntersection The point of intersection
@Description Calculates coords of the intersection of a line and an
infinite plane
*****************************************************************************/
void PVRTMiscCalculateIntersectionLinePlane(
PVRTVECTOR3 * const pvIntersection,
const VERTTYPE pfPlane[4],
const PVRTVECTOR3 * const pv0,
const PVRTVECTOR3 * const pv1)
{
PVRTVECTOR3 vD;
VERTTYPE fN, fD, fT;
/* Calculate vector from point0 to point1 */
vD.x = pv1->x - pv0->x;
vD.y = pv1->y - pv0->y;
vD.z = pv1->z - pv0->z;
/* Denominator */
fD =
VERTTYPEMUL(pfPlane[0], vD.x) +
VERTTYPEMUL(pfPlane[1], vD.y) +
VERTTYPEMUL(pfPlane[2], vD.z);
/* Numerator */
fN =
VERTTYPEMUL(pfPlane[0], pv0->x) +
VERTTYPEMUL(pfPlane[1], pv0->y) +
VERTTYPEMUL(pfPlane[2], pv0->z) +
pfPlane[3];
fT = VERTTYPEDIV(-fN, fD);
/* And for a finale, calculate the intersection coordinate */
pvIntersection->x = pv0->x + VERTTYPEMUL(fT, vD.x);
pvIntersection->y = pv0->y + VERTTYPEMUL(fT, vD.y);
pvIntersection->z = pv0->z + VERTTYPEMUL(fT, vD.z);
}
/*!***************************************************************************
@Function PVRTMiscCalculateInfinitePlane
@Input nStride Size of each vertex structure containing pfVtx
@Input pvPlane Length 4 [A,B,C,D], values for plane equation
@Input pmViewProjInv The inverse of the View Projection matrix
@Input pFrom Position of the camera
@Input fFar Far clipping distance
@Output pfVtx Position of the first of 3 floats to receive
the position of vertex 0; up to 5 vertex positions
will be written (5 is the maximum number of vertices
required to draw an infinite polygon clipped to screen
and far clip plane).
@Returns Number of vertices in the polygon fan (Can be 0, 3, 4 or 5)
@Description Calculates world-space coords of a screen-filling
representation of an infinite plane The resulting vertices run
counter-clockwise around the screen, and can be simply drawn using
non-indexed TRIANGLEFAN
*****************************************************************************/
int PVRTMiscCalculateInfinitePlane(
VERTTYPE * const pfVtx,
const int nStride,
const PVRTVECTOR4 * const pvPlane,
const PVRTMATRIX * const pmViewProjInv,
const PVRTVECTOR3 * const pFrom,
const VERTTYPE fFar)
{
PVRTVECTOR3 pvWorld[5];
PVRTVECTOR3 *pvPolyPtr;
unsigned int dwCount;
bool bClip;
int nVert;
VERTTYPE fDotProduct;
/*
Check whether the plane faces the camera
*/
fDotProduct =
VERTTYPEMUL((pFrom->x + VERTTYPEMUL(pvPlane->x, pvPlane->w)), pvPlane->x) +
VERTTYPEMUL((pFrom->y + VERTTYPEMUL(pvPlane->y, pvPlane->w)), pvPlane->y) +
VERTTYPEMUL((pFrom->z + VERTTYPEMUL(pvPlane->z, pvPlane->w)), pvPlane->z);
if(fDotProduct < 0) {
/* Camera is behind plane, hence it's not visible */
return 0;
}
/*
Back transform front clipping plane into world space,
to give us a point on the line through each corner of the screen
(from the camera).
*/
/* x = -1.0f; y = -1.0f; z = 1.0f; w = 1.0f */
pvWorld[0].x = VERTTYPEMUL((-pmViewProjInv->f[ 0] - pmViewProjInv->f[ 4] + pmViewProjInv->f[ 8] + pmViewProjInv->f[12]), fFar);
pvWorld[0].y = VERTTYPEMUL((-pmViewProjInv->f[ 1] - pmViewProjInv->f[ 5] + pmViewProjInv->f[ 9] + pmViewProjInv->f[13]), fFar);
pvWorld[0].z = VERTTYPEMUL((-pmViewProjInv->f[ 2] - pmViewProjInv->f[ 6] + pmViewProjInv->f[10] + pmViewProjInv->f[14]), fFar);
/* x = 1.0f, y = -1.0f, z = 1.0f; w = 1.0f */
pvWorld[1].x = VERTTYPEMUL(( pmViewProjInv->f[ 0] - pmViewProjInv->f[ 4] + pmViewProjInv->f[ 8] + pmViewProjInv->f[12]), fFar);
pvWorld[1].y = VERTTYPEMUL(( pmViewProjInv->f[ 1] - pmViewProjInv->f[ 5] + pmViewProjInv->f[ 9] + pmViewProjInv->f[13]), fFar);
pvWorld[1].z = VERTTYPEMUL(( pmViewProjInv->f[ 2] - pmViewProjInv->f[ 6] + pmViewProjInv->f[10] + pmViewProjInv->f[14]), fFar);
/* x = 1.0f, y = 1.0f, z = 1.0f; w = 1.0f */
pvWorld[2].x = VERTTYPEMUL(( pmViewProjInv->f[ 0] + pmViewProjInv->f[ 4] + pmViewProjInv->f[ 8] + pmViewProjInv->f[12]), fFar);
pvWorld[2].y = VERTTYPEMUL(( pmViewProjInv->f[ 1] + pmViewProjInv->f[ 5] + pmViewProjInv->f[ 9] + pmViewProjInv->f[13]), fFar);
pvWorld[2].z = VERTTYPEMUL(( pmViewProjInv->f[ 2] + pmViewProjInv->f[ 6] + pmViewProjInv->f[10] + pmViewProjInv->f[14]), fFar);
/* x = -1.0f, y = 1.0f, z = 1.0f; w = 1.0f */
pvWorld[3].x = VERTTYPEMUL((-pmViewProjInv->f[ 0] + pmViewProjInv->f[ 4] + pmViewProjInv->f[ 8] + pmViewProjInv->f[12]), fFar);
pvWorld[3].y = VERTTYPEMUL((-pmViewProjInv->f[ 1] + pmViewProjInv->f[ 5] + pmViewProjInv->f[ 9] + pmViewProjInv->f[13]), fFar);
pvWorld[3].z = VERTTYPEMUL((-pmViewProjInv->f[ 2] + pmViewProjInv->f[ 6] + pmViewProjInv->f[10] + pmViewProjInv->f[14]), fFar);
/* We need to do a closed loop of the screen vertices, so copy the first vertex into the last */
pvWorld[4] = pvWorld[0];
/*
Now build a pre-clipped polygon
*/
/* Lets get ready to loop */
dwCount = 0;
bClip = false;
pvPolyPtr = (PVRTVECTOR3*)pfVtx;
nVert = 5;
while(nVert)
{
nVert--;
/*
Check which side of the Plane this corner of the far clipping
plane is on. [A,B,C] of plane equation is the plane normal, D is
distance from origin; hence [pvPlane->x * -pvPlane->w,
pvPlane->y * -pvPlane->w,
pvPlane->z * -pvPlane->w]
is a point on the plane
*/
fDotProduct =
VERTTYPEMUL((pvWorld[nVert].x + VERTTYPEMUL(pvPlane->x, pvPlane->w)), pvPlane->x) +
VERTTYPEMUL((pvWorld[nVert].y + VERTTYPEMUL(pvPlane->y, pvPlane->w)), pvPlane->y) +
VERTTYPEMUL((pvWorld[nVert].z + VERTTYPEMUL(pvPlane->z, pvPlane->w)), pvPlane->z);
if(fDotProduct < 0)
{
/*
Behind plane; Vertex does NOT need clipping
*/
if(bClip == true)
{
/* Clipping finished */
bClip = false;
/*
We've been clipping, so we need to add an additional
point on the line to this point, where clipping was
stopped.
*/
PVRTMiscCalculateIntersectionLinePlane(pvPolyPtr, &pvPlane->x, &pvWorld[nVert+1], &pvWorld[nVert]);
pvPolyPtr = (PVRTVECTOR3*)((char*)pvPolyPtr + nStride);
dwCount++;
}
if(!nVert)
{
/* Abort, abort: we've closed the loop with the clipped point */
break;
}
/* Add the current point */
PVRTMiscCalculateIntersectionLinePlane(pvPolyPtr, &pvPlane->x, pFrom, &pvWorld[nVert]);
pvPolyPtr = (PVRTVECTOR3*)((char*)pvPolyPtr + nStride);
dwCount++;
}
else
{
/*
Before plane; Vertex DOES need clipping
*/
if(bClip == true)
{
/* Already in clipping, skip point */
continue;
}
/* Clipping initiated */
bClip = true;
/* Don't bother with entry point on first vertex; will take care of it on last vertex (which is a repeat of first vertex) */
if(nVert != 4)
{
/* We need to add an additional point on the line to this point, where clipping was started */
PVRTMiscCalculateIntersectionLinePlane(pvPolyPtr, &pvPlane->x, &pvWorld[nVert+1], &pvWorld[nVert]);
pvPolyPtr = (PVRTVECTOR3*)((char*)pvPolyPtr + nStride);
dwCount++;
}
}
}
/* Valid vertex counts are 0, 3, 4, 5 */
_ASSERT(dwCount <= 5);
_ASSERT(dwCount != 1);
_ASSERT(dwCount != 2);
return dwCount;
}
/*!***************************************************************************
@Function SetVertex
@Modified Vertices
@Input index
@Input x
@Input y
@Input z
@Description Writes a vertex in a vertex array
*****************************************************************************/
static void SetVertex(VERTTYPE** Vertices, int index, VERTTYPE x, VERTTYPE y, VERTTYPE z)
{
(*Vertices)[index*3+0] = x;
(*Vertices)[index*3+1] = y;
(*Vertices)[index*3+2] = z;
}
/*!***************************************************************************
@Function SetUV
@Modified UVs
@Input index
@Input u
@Input v
@Description Writes a texture coordinate in a texture coordinate array
*****************************************************************************/
static void SetUV(VERTTYPE** UVs, int index, VERTTYPE u, VERTTYPE v)
{
(*UVs)[index*2+0] = u;
(*UVs)[index*2+1] = v;
}
/*!***************************************************************************
@Function PVRTCreateSkybox
@Input scale Scale the skybox
@Input adjustUV Adjust or not UVs for PVRT compression
@Input textureSize Texture size in pixels
@Output Vertices Array of vertices
@Output UVs Array of UVs
@Description Creates the vertices and texture coordinates for a skybox
*****************************************************************************/
void PVRTCreateSkybox(float scale, bool adjustUV, int textureSize, VERTTYPE** Vertices, VERTTYPE** UVs)
{
*Vertices = new VERTTYPE[24*3];
*UVs = new VERTTYPE[24*2];
VERTTYPE unit = f2vt(1);
VERTTYPE a0 = 0, a1 = unit;
if (adjustUV)
{
VERTTYPE oneover = f2vt(1.0f / textureSize);
a0 = VERTTYPEMUL(f2vt(4.0f), oneover);
a1 = unit - a0;
}
// Front
SetVertex(Vertices, 0, -unit, +unit, -unit);
SetVertex(Vertices, 1, +unit, +unit, -unit);
SetVertex(Vertices, 2, -unit, -unit, -unit);
SetVertex(Vertices, 3, +unit, -unit, -unit);
SetUV(UVs, 0, a0, a1);
SetUV(UVs, 1, a1, a1);
SetUV(UVs, 2, a0, a0);
SetUV(UVs, 3, a1, a0);
// Right
SetVertex(Vertices, 4, +unit, +unit, -unit);
SetVertex(Vertices, 5, +unit, +unit, +unit);
SetVertex(Vertices, 6, +unit, -unit, -unit);
SetVertex(Vertices, 7, +unit, -unit, +unit);
SetUV(UVs, 4, a0, a1);
SetUV(UVs, 5, a1, a1);
SetUV(UVs, 6, a0, a0);
SetUV(UVs, 7, a1, a0);
// Back
SetVertex(Vertices, 8 , +unit, +unit, +unit);
SetVertex(Vertices, 9 , -unit, +unit, +unit);
SetVertex(Vertices, 10, +unit, -unit, +unit);
SetVertex(Vertices, 11, -unit, -unit, +unit);
SetUV(UVs, 8 , a0, a1);
SetUV(UVs, 9 , a1, a1);
SetUV(UVs, 10, a0, a0);
SetUV(UVs, 11, a1, a0);
// Left
SetVertex(Vertices, 12, -unit, +unit, +unit);
SetVertex(Vertices, 13, -unit, +unit, -unit);
SetVertex(Vertices, 14, -unit, -unit, +unit);
SetVertex(Vertices, 15, -unit, -unit, -unit);
SetUV(UVs, 12, a0, a1);
SetUV(UVs, 13, a1, a1);
SetUV(UVs, 14, a0, a0);
SetUV(UVs, 15, a1, a0);
// Top
SetVertex(Vertices, 16, -unit, +unit, +unit);
SetVertex(Vertices, 17, +unit, +unit, +unit);
SetVertex(Vertices, 18, -unit, +unit, -unit);
SetVertex(Vertices, 19, +unit, +unit, -unit);
SetUV(UVs, 16, a0, a1);
SetUV(UVs, 17, a1, a1);
SetUV(UVs, 18, a0, a0);
SetUV(UVs, 19, a1, a0);
// Bottom
SetVertex(Vertices, 20, -unit, -unit, -unit);
SetVertex(Vertices, 21, +unit, -unit, -unit);
SetVertex(Vertices, 22, -unit, -unit, +unit);
SetVertex(Vertices, 23, +unit, -unit, +unit);
SetUV(UVs, 20, a0, a1);
SetUV(UVs, 21, a1, a1);
SetUV(UVs, 22, a0, a0);
SetUV(UVs, 23, a1, a0);
for (int i=0; i<24*3; i++) (*Vertices)[i] = VERTTYPEMUL((*Vertices)[i], f2vt(scale));
}
/*!***************************************************************************
@Function PVRTDestroySkybox
@Input Vertices Vertices array to destroy
@Input UVs UVs array to destroy
@Description Destroy the memory allocated for a skybox
*****************************************************************************/
void PVRTDestroySkybox(VERTTYPE* Vertices, VERTTYPE* UVs)
{
delete [] Vertices;
delete [] UVs;
}
/*!***************************************************************************
@Function PVRTGetPOTHigher
@Input uiOriginalValue Base value
@Input iTimesHigher Multiplier
@Description When iTimesHigher is one, this function will return the closest
power-of-two value above the base value.
For every increment beyond one for the iTimesHigher value,
the next highest power-of-two value will be calculated.
*****************************************************************************/
unsigned int PVRTGetPOTHigher(unsigned int uiOriginalValue, int iTimesHigher)
{
if(uiOriginalValue == 0 || iTimesHigher < 0)
{
return 0;
}
unsigned int uiSize = 1;
while (uiSize < uiOriginalValue) uiSize *= 2;
// Keep increasing the POT value until the iTimesHigher value has been met
for(int i = 1 ; i < iTimesHigher; ++i)
{
uiSize *= 2;
}
return uiSize;
}
/*!***************************************************************************
@Function PVRTGetPOTLower
@Input uiOriginalValue Base value
@Input iTimesLower Multiplier
@Description When iTimesLower is one, this function will return the closest
power-of-two value below the base value.
For every increment beyond one for the iTimesLower value,
the next lowest power-of-two value will be calculated. The lowest
value that can be reached is 1.
*****************************************************************************/
// NOTE: This function should be optimised
unsigned int PVRTGetPOTLower(unsigned int uiOriginalValue, int iTimesLower)
{
if(uiOriginalValue == 0 || iTimesLower < 0)
{
return 0;
}
unsigned int uiSize = PVRTGetPOTHigher(uiOriginalValue,1);
uiSize >>= 1;//uiSize /=2;
for(int i = 1; i < iTimesLower; ++i)
{
uiSize >>= 1;//uiSize /=2;
if(uiSize == 1)
{
// Lowest possible value has been reached, so break
break;
}
}
return uiSize;
}
/*****************************************************************************
End of file (PVRTMisc.cpp)
*****************************************************************************/