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render2d.cpp
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413 lines (348 loc) · 13.2 KB
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//-----------------------------------------------------------------------------
// Rendering projections to 2d surfaces: z-sorting, occlusion testing, etc.
//
// Copyright 2016 whitequark
//-----------------------------------------------------------------------------
#include "solvespace.h"
namespace SolveSpace {
// FIXME: The export coordinate system has a different handedness than display
// coordinate system; lighting and occlusion calculations are right-handed.
static Vector ProjectPoint3RH(const Camera &camera, Vector p) {
p = p.Plus(camera.offset);
Vector r;
r.x = p.Dot(camera.projRight);
r.y = p.Dot(camera.projUp);
r.z = p.Dot(camera.projRight.Cross(camera.projUp));
double w = 1 + r.z*camera.tangent*camera.scale;
return r.ScaledBy(camera.scale/w);
}
//-----------------------------------------------------------------------------
// Accumulation of geometry
//-----------------------------------------------------------------------------
void SurfaceRenderer::DrawLine(const Vector &a, const Vector &b, hStroke hcs) {
edges[hcs].AddEdge(ProjectPoint3RH(camera, a),
ProjectPoint3RH(camera, b));
}
void SurfaceRenderer::DrawEdges(const SEdgeList &el, hStroke hcs) {
for(const SEdge &e : el.l) {
edges[hcs].AddEdge(ProjectPoint3RH(camera, e.a),
ProjectPoint3RH(camera, e.b));
}
}
bool SurfaceRenderer::DrawBeziers(const SBezierList &bl, hStroke hcs) {
if(!CanOutputCurves())
return false;
for(const SBezier &b : bl.l) {
SBezier pb = camera.ProjectBezier(b);
beziers[hcs].l.Add(&pb);
}
return true;
}
void SurfaceRenderer::DrawOutlines(const SOutlineList &ol, hStroke hcs, DrawOutlinesAs drawAs) {
Vector projDir = camera.projRight.Cross(camera.projUp);
for(const SOutline &o : ol.l) {
if(drawAs == DrawOutlinesAs::EMPHASIZED_AND_CONTOUR &&
!(o.IsVisible(projDir) || o.tag != 0))
continue;
if(drawAs == DrawOutlinesAs::EMPHASIZED_WITHOUT_CONTOUR &&
!(!o.IsVisible(projDir) && o.tag != 0))
continue;
if(drawAs == DrawOutlinesAs::CONTOUR_ONLY &&
!(o.IsVisible(projDir)))
continue;
edges[hcs].AddEdge(ProjectPoint3RH(camera, o.a),
ProjectPoint3RH(camera, o.b));
}
}
void SurfaceRenderer::DrawVectorText(const std::string &text, double height,
const Vector &o, const Vector &u, const Vector &v,
hStroke hcs) {
auto traceEdge = [&](Vector a, Vector b) {
edges[hcs].AddEdge(ProjectPoint3RH(camera, a),
ProjectPoint3RH(camera, b));
};
VectorFont::Builtin()->Trace(height, o, u, v, text, traceEdge, camera);
}
void SurfaceRenderer::DrawQuad(const Vector &a, const Vector &b, const Vector &c, const Vector &d,
hFill hcf) {
Fill *fill = fills.FindById(hcf);
ssassert(fill->layer == Layer::NORMAL ||
fill->layer == Layer::DEPTH_ONLY ||
fill->layer == Layer::FRONT ||
fill->layer == Layer::BACK, "Unexpected mesh layer");
Vector zOffset = {};
if(fill->layer == Layer::BACK) {
zOffset.z -= 1e6;
} else if(fill->layer == Layer::FRONT) {
zOffset.z += 1e6;
}
zOffset.z += camera.scale * fill->zIndex;
STriMeta meta = {};
if(fill->layer != Layer::DEPTH_ONLY) {
meta.color = fill->color;
}
Vector ta = ProjectPoint3RH(camera, a).Plus(zOffset),
tb = ProjectPoint3RH(camera, b).Plus(zOffset),
tc = ProjectPoint3RH(camera, c).Plus(zOffset),
td = ProjectPoint3RH(camera, d).Plus(zOffset);
mesh.AddTriangle(meta, tc, tb, ta);
mesh.AddTriangle(meta, ta, td, tc);
}
void SurfaceRenderer::DrawPoint(const Vector &o, Canvas::hStroke hcs) {
Stroke *stroke = strokes.FindById(hcs);
Fill fill = {};
fill.layer = stroke->layer;
fill.zIndex = stroke->zIndex;
fill.color = stroke->color;
hFill hcf = GetFill(fill);
Vector u = camera.projRight.ScaledBy(stroke->width/2.0/camera.scale),
v = camera.projUp.ScaledBy(stroke->width/2.0/camera.scale);
DrawQuad(o.Minus(u).Minus(v), o.Minus(u).Plus(v),
o.Plus(u).Plus(v), o.Plus(u).Minus(v), hcf);
}
void SurfaceRenderer::DrawPolygon(const SPolygon &p, hFill hcf) {
SMesh m = {};
p.TriangulateInto(&m);
DrawMesh(m, hcf, {});
m.Clear();
}
void SurfaceRenderer::DrawMesh(const SMesh &m,
hFill hcfFront, hFill hcfBack) {
Fill *fill = fills.FindById(hcfFront);
ssassert(fill->layer == Layer::NORMAL ||
fill->layer == Layer::DEPTH_ONLY, "Unexpected mesh layer");
Vector l0 = (lighting.lightDirection[0]).WithMagnitude(1),
l1 = (lighting.lightDirection[1]).WithMagnitude(1);
for(STriangle tr : m.l) {
tr.a = ProjectPoint3RH(camera, tr.a);
tr.b = ProjectPoint3RH(camera, tr.b);
tr.c = ProjectPoint3RH(camera, tr.c);
if(CanOutputTriangles() && fill->layer == Layer::NORMAL) {
if(fill->color.IsEmpty()) {
// Compute lighting, since we're going to draw the shaded triangles.
Vector n = tr.Normal().WithMagnitude(1);
double intensity = lighting.ambientIntensity +
max(0.0, (lighting.lightIntensity[0])*(n.Dot(l0))) +
max(0.0, (lighting.lightIntensity[1])*(n.Dot(l1)));
double r = min(1.0, tr.meta.color.redF() * intensity),
g = min(1.0, tr.meta.color.greenF() * intensity),
b = min(1.0, tr.meta.color.blueF() * intensity);
tr.meta.color = RGBf(r, g, b);
} else {
// We're going to draw this triangle, but it's not shaded.
tr.meta.color = fill->color;
}
} else {
// This triangle is just for occlusion testing.
tr.meta.color = {};
}
mesh.AddTriangle(&tr);
}
}
void SurfaceRenderer::DrawFaces(const SMesh &m, const std::vector<uint32_t> &faces, hFill hcf) {
Fill *fill = fills.FindById(hcf);
ssassert(fill->layer == Layer::NORMAL ||
fill->layer == Layer::DEPTH_ONLY, "Unexpected mesh layer");
Vector zOffset = {};
zOffset.z += camera.scale * fill->zIndex;
size_t facesSize = faces.size();
for(STriangle tr : m.l) {
uint32_t face = tr.meta.face;
for(size_t j = 0; j < facesSize; j++) {
if(faces[j] != face) continue;
if(!fill->color.IsEmpty()) {
tr.meta.color = fill->color;
}
mesh.AddTriangle(tr.meta,
ProjectPoint3RH(camera, tr.a).Plus(zOffset),
ProjectPoint3RH(camera, tr.b).Plus(zOffset),
ProjectPoint3RH(camera, tr.c).Plus(zOffset));
break;
}
}
}
void SurfaceRenderer::DrawPixmap(std::shared_ptr<const Pixmap> pm,
const Vector &o, const Vector &u, const Vector &v,
const Point2d &ta, const Point2d &tb, hFill hcf) {
dbp("Not implemented");
}
void SurfaceRenderer::InvalidatePixmap(std::shared_ptr<const Pixmap> pm) {
dbp("Not implemented");
}
//-----------------------------------------------------------------------------
// Processing of geometry
//-----------------------------------------------------------------------------
void SurfaceRenderer::CalculateBBox() {
bbox.minp = Vector::From(VERY_POSITIVE, VERY_POSITIVE, VERY_POSITIVE);
bbox.maxp = Vector::From(VERY_NEGATIVE, VERY_NEGATIVE, VERY_NEGATIVE);
for(auto &it : edges) {
SEdgeList &el = it.second;
for(SEdge &e : el.l) {
bbox.Include(e.a);
bbox.Include(e.b);
}
}
for(auto &it : beziers) {
SBezierList &bl = it.second;
for(SBezier &b : bl.l) {
for(int i = 0; i <= b.deg; i++) {
bbox.Include(b.ctrl[i]);
}
}
}
for(STriangle &tr : mesh.l) {
for(int i = 0; i < 3; i++) {
bbox.Include(tr.vertices[i]);
}
}
}
void SurfaceRenderer::ConvertBeziersToEdges() {
for(auto &it : beziers) {
hStroke hcs = it.first;
SBezierList &bl = it.second;
SEdgeList &el = edges[hcs];
for(const SBezier &b : bl.l) {
if(b.deg == 1) {
el.AddEdge(b.ctrl[0], b.ctrl[1]);
} else {
List<Vector> lv = {};
b.MakePwlInto(&lv, chordTolerance);
for(int i = 1; i < lv.n; i++) {
el.AddEdge(lv[i-1], lv[i]);
}
lv.Clear();
}
}
bl.l.Clear();
}
beziers.clear();
}
void SurfaceRenderer::CullOccludedStrokes() {
// Perform occlusion testing, if necessary.
if(mesh.l.IsEmpty())
return;
// We can't perform hidden line removal on exact curves.
ConvertBeziersToEdges();
// Remove hidden lines (on NORMAL layers), or remove visible lines (on OCCLUDED layers).
SKdNode *root = SKdNode::From(&mesh);
root->ClearTags();
int cnt = 1234;
for(auto &eit : edges) {
hStroke hcs = eit.first;
SEdgeList &el = eit.second;
Stroke *stroke = strokes.FindById(hcs);
if(stroke->layer != Layer::NORMAL &&
stroke->layer != Layer::OCCLUDED) continue;
SEdgeList nel = {};
for(const SEdge &e : el.l) {
SEdgeList oel = {};
oel.AddEdge(e.a, e.b);
root->OcclusionTestLine(e, &oel, cnt);
if(stroke->layer == Layer::OCCLUDED) {
for(SEdge &oe : oel.l) {
oe.tag = !oe.tag;
}
}
oel.l.RemoveTagged();
oel.MergeCollinearSegments(e.a, e.b);
for(const SEdge &oe : oel.l) {
nel.AddEdge(oe.a, oe.b);
}
oel.Clear();
cnt++;
}
el.l.Clear();
el.l = nel.l;
}
}
void SurfaceRenderer::OutputInPaintOrder() {
// Sort our strokes in paint order.
std::vector<std::pair<Layer, int>> paintOrder;
paintOrder.emplace_back(Layer::NORMAL, 0); // mesh
for(const Stroke &cs : strokes) {
paintOrder.emplace_back(cs.layer, cs.zIndex);
}
const Layer stackup[] = {
Layer::BACK, Layer::NORMAL, Layer::DEPTH_ONLY, Layer::OCCLUDED, Layer::FRONT
};
std::sort(paintOrder.begin(), paintOrder.end(),
[&](std::pair<Layer, int> a, std::pair<Layer, int> b) {
Layer aLayer = a.first,
bLayer = b.first;
int aZIndex = a.second,
bZIndex = b.second;
size_t aLayerIndex =
std::find(std::begin(stackup), std::end(stackup), aLayer) - std::begin(stackup);
size_t bLayerIndex =
std::find(std::begin(stackup), std::end(stackup), bLayer) - std::begin(stackup);
if(aLayerIndex == bLayerIndex) {
return aZIndex < bZIndex;
} else {
return aLayerIndex < bLayerIndex;
}
});
auto last = std::unique(paintOrder.begin(), paintOrder.end());
paintOrder.erase(last, paintOrder.end());
// Output geometry in paint order.
OutputStart();
for(auto &it : paintOrder) {
Layer layer = it.first;
int zIndex = it.second;
if(layer == Layer::NORMAL && zIndex == 0) {
SMesh mp = {};
SBsp3 *bsp = SBsp3::FromMesh(&mesh);
if(bsp) bsp->GenerateInPaintOrder(&mp);
for(const STriangle &tr : mp.l) {
// Cull back-facing and invisible triangles.
if(tr.Normal().z < 0) continue;
if(tr.meta.color.IsEmpty()) continue;
OutputTriangle(tr);
}
mp.Clear();
}
for(auto eit : edges) {
hStroke hcs = eit.first;
const SEdgeList &el = eit.second;
Stroke *stroke = strokes.FindById(hcs);
if(stroke->layer != layer || stroke->zIndex != zIndex) continue;
for(const SEdge &e : el.l) {
OutputBezier(SBezier::From(e.a, e.b), hcs);
}
}
for(auto &bit : beziers) {
hStroke hcs = bit.first;
const SBezierList &bl = bit.second;
Stroke *stroke = strokes.FindById(hcs);
if(stroke->layer != layer || stroke->zIndex != zIndex) continue;
for(const SBezier &b : bl.l) {
OutputBezier(b, hcs);
}
}
}
OutputEnd();
}
void SurfaceRenderer::Clear() {
Canvas::Clear();
for(auto &eit : edges) {
SEdgeList &el = eit.second;
el.l.Clear();
}
edges.clear();
for(auto &bit : beziers) {
SBezierList &bl = bit.second;
bl.l.Clear();
}
beziers.clear();
mesh.Clear();
}
void SurfaceRenderer::OutputBezierAsNonrationalCubic(const SBezier &b, hStroke hcs) {
// Arbitrary choice of tolerance; make it a little finer than pwl tolerance since
// it should be easier to achieve that with the smooth curves.
SBezierList bl;
b.MakeNonrationalCubicInto(&bl, chordTolerance / 2);
for(const SBezier &cb : bl.l) {
OutputBezier(cb, hcs);
}
bl.Clear();
}
}