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15055014_cw2.txt
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#define PROJECTION
#define RASTERIZATION
#define CLIPPING
#define INTERPOLATION // Mo Afshar helped me complete the sutherlandHodgmanClip function
#define ZBUFFERING
#define ANIMATION
#define ENTERING 0
#define LEAVING 1
#define OUTSIDE 2
#define INSIDE 3
#define INNER_SIDE 0
#define OUTER_SIDE 1
precision highp float;
uniform float time;
// Polygon / vertex functionality
const int MAX_VERTEX_COUNT = 8;
uniform ivec2 viewport;
struct Vertex {
vec3 position;
vec3 color;
};
struct Polygon {
// Numbers of vertices, i.e., points in the polygon
int vertexCount;
// The vertices themselves
Vertex vertices[MAX_VERTEX_COUNT];
};
int edge(vec2 point, Vertex a, Vertex b);
// Appends a vertex to a polygon
void appendVertexToPolygon(inout Polygon polygon, Vertex element) {
for (int i = 0; i < MAX_VERTEX_COUNT; ++i) {
if (i == polygon.vertexCount) {
polygon.vertices[i] = element;
}
}
polygon.vertexCount++;
}
// Copy Polygon source to Polygon destination
void copyPolygon(inout Polygon destination, Polygon source) {
for (int i = 0; i < MAX_VERTEX_COUNT; ++i) {
destination.vertices[i] = source.vertices[i];
}
destination.vertexCount = source.vertexCount;
}
// Get the i-th vertex from a polygon, but when asking for the one behind the last, get the first again
Vertex getWrappedPolygonVertex(Polygon polygon, int index) {
if (index >= polygon.vertexCount) index -= polygon.vertexCount;
for (int i = 0; i < MAX_VERTEX_COUNT; ++i) {
if (i == index) return polygon.vertices[i];
}
}
// Creates an empty polygon
void makeEmptyPolygon(out Polygon polygon) {
polygon.vertexCount = 0;
}
// Clipping part
// poli1, poli2 = edge of polygon
// wind1, wind2 = edge of clipping window
int getCrossType(Vertex poli1, Vertex poli2, Vertex wind1, Vertex wind2) {
#ifdef CLIPPING
// Put your code here
int pointA = edge(poli1.position.xy, wind1, wind2);
int pointB = edge(poli2.position.xy, wind1, wind2);
if (pointA == INNER_SIDE && pointB == OUTER_SIDE) return LEAVING;
if (pointA == OUTER_SIDE && pointB == INNER_SIDE) return ENTERING;
if (pointA == OUTER_SIDE && pointB == OUTER_SIDE) return OUTSIDE;
#endif
return INSIDE;
}
// This function assumes that the segments are not parallel or collinear.
Vertex intersect2D(Vertex a, Vertex b, Vertex c, Vertex d) {
#ifdef CLIPPING
// Put your code here
float a1 = b.position.y - a.position.y;
float b1 = a.position.x - b.position.x;
float c1 = a1*(a.position.x) + b1*(a.position.y);
float a2 = d.position.y - c.position.y;
float b2 = c.position.x - d.position.x;
float c2 = a2*(c.position.x)+ b2*(c.position.y);
float determinant = a1*b2 - a2*b1;
float x = (b2*c1 - b1*c2)/determinant;
float y = (a1*c2 - a2*c1)/determinant;
a.position.x = x;
a.position.y = y;
return a;
#else
return a;
#endif
}
// Mo Afshar helped me complete the sutherlandHodgmanClip function
void sutherlandHodgmanClip(Polygon unclipped, Polygon clipWindow, out Polygon result) {
Polygon clipped;
copyPolygon(clipped, unclipped);
// Loop over the clip window
for (int i = 0; i < MAX_VERTEX_COUNT; ++i) {
if (i >= clipWindow.vertexCount) break;
// Make a temporary copy of the current clipped polygon
Polygon oldClipped;
copyPolygon(oldClipped, clipped);
// Set the clipped polygon to be empty
makeEmptyPolygon(clipped);
// Loop over the current clipped polygon
for (int j = 0; j < MAX_VERTEX_COUNT; ++j) {
if (j >= oldClipped.vertexCount) break;
// Handle the j-th vertex of the clipped polygon. This should make use of the function
// intersect() to be implemented above.
#ifdef CLIPPING
// Put your code here
Vertex wStart, wEnd, cStart, cEnd, intersect;
wStart = getWrappedPolygonVertex(clipWindow, i);
wEnd = getWrappedPolygonVertex(clipWindow, i+1);
cStart = getWrappedPolygonVertex(oldClipped, j);
cEnd = getWrappedPolygonVertex(oldClipped, j+1);
intersect = intersect2D(wStart, wEnd, cStart, cEnd);
int c = getCrossType(cStart, cEnd, wStart, wEnd);
if (c == ENTERING){
if (c == LEAVING){
appendVertexToPolygon(clipped, cStart);
}
appendVertexToPolygon(clipped, intersect);
}
if (c == LEAVING) {
appendVertexToPolygon(clipped, cStart);
appendVertexToPolygon(clipped, intersect);
}
if (c == INSIDE) {
appendVertexToPolygon(clipped, cStart);
}
#else
appendVertexToPolygon(clipped, getWrappedPolygonVertex(oldClipped, j));
#endif
}
}
// Copy the last version to the output
copyPolygon(result, clipped);
}
// Rasterization and culling part
// Assuming a clockwise (vertex-wise) polygon, returns whether the input point
// is on the inner or outer side of the edge (ab)
int edge(vec2 point, Vertex a, Vertex b) {
#ifdef RASTERIZATION
// Put your code here
float e = (point.x - a.position.x)*(b.position.y - a.position.y)
- (point.y - a.position.y)*(b.position.x - a.position.x);
if (e > 0.0) {
return INNER_SIDE;
}
#endif
return OUTER_SIDE;
}
// Returns if a point is inside a polygon or not
bool isPointInPolygon(vec2 point, Polygon polygon) {
// Don't evaluate empty polygons
if (polygon.vertexCount == 0) return false;
// Check against each edge of the polygon
bool rasterise = true;
for (int i = 0; i < MAX_VERTEX_COUNT; ++i) {
if (i < polygon.vertexCount) {
#ifdef RASTERIZATION
// Put your code here
Vertex vStart = getWrappedPolygonVertex(polygon, i);
Vertex vEnd = getWrappedPolygonVertex(polygon, i+1);
if (edge(point, vStart, vEnd) == OUTER_SIDE) {
rasterise = false;
break;
}
#else
rasterise = true;
#endif
}
}
return rasterise;
}
bool isPointOnPolygonVertex(vec2 point, Polygon polygon) {
for (int i = 0; i < MAX_VERTEX_COUNT; ++i) {
if (i < polygon.vertexCount) {
ivec2 pixelDifference = ivec2(abs(polygon.vertices[i].position.xy - point) * vec2(viewport));
int pointSize = viewport.x / 200;
if( pixelDifference.x <= pointSize && pixelDifference.y <= pointSize) {
return true;
}
}
}
return false;
}
float triangleArea(vec2 a, vec2 b, vec2 c) {
// https://en.wikipedia.org/wiki/Heron%27s_formula
float ab = length(a - b);
float bc = length(b - c);
float ca = length(c - a);
float s = (ab + bc + ca) / 2.0;
return sqrt(max(0.0, s * (s - ab) * (s - bc) * (s - ca)));
}
Vertex interpolateVertex(vec2 point, Polygon polygon) {
float weightSum = 0.0;
vec3 colorSum = vec3(0.0);
vec3 positionSum = vec3(0.0);
float depthSum = 0.0;
for (int i = 0; i < MAX_VERTEX_COUNT; ++i) {
if (i < polygon.vertexCount) {
#if defined(INTERPOLATION) || defined(ZBUFFERING)
// Put your code here
Vertex a, b, c;
a = getWrappedPolygonVertex(polygon, i);
b = getWrappedPolygonVertex(polygon, i+1);
c = getWrappedPolygonVertex(polygon, i+2);
float totalA = triangleArea(polygon.vertices[0].position.xy,
polygon.vertices[1].position.xy,
polygon.vertices[2].position.xy);
float area = triangleArea(b.position.xy, c.position.xy, point);
float weight = area/totalA;
#else
#endif
#ifdef ZBUFFERING
// Put your code here
depthSum += weight * (1.0 / a.position.z);
#endif
#ifdef INTERPOLATION
// Put your code here
colorSum += weight * a.color;
#endif
}
}
Vertex result = polygon.vertices[0];
#ifdef INTERPOLATION
// Put your code here
result.color = colorSum;
#endif
#ifdef ZBUFFERING
// Put your code here
result.position = vec3(0.0, 0.0, 1.0 / depthSum);
#endif
#if !defined(INTERPOLATION) && !defined(ZBUFFERING)
// Put your code here
#endif
return result;
}
// Projection part
// Used to generate a projection matrix.
mat4 computeProjectionMatrix() {
mat4 projectionMatrix = mat4(1);
float aspect = float(viewport.x) / float(viewport.y);
float imageDistance = 0.5;
float fov = 0.68;
#ifdef PROJECTION
// Put your code here
float cotangent = cos(fov * 0.5) / sin(fov * 0.5);
float zFar = 100.0;
float zNear = imageDistance;
float deltaZ = zFar - zNear;
projectionMatrix[0] = vec4(cotangent / aspect, 0.0, 0.0, 0.0);
projectionMatrix[1] = vec4(0.0, cotangent, 0.0, 0.0);
projectionMatrix[2] = vec4(0.0, 0.0, -(zFar + zNear) / deltaZ, 1.0);
projectionMatrix[3] = vec4(0.0, 0.0, -2.0 * zNear * zFar / deltaZ, 0.0);
#endif
return projectionMatrix;
}
// Used to generate a simple "look-at" camera.
mat4 computeViewMatrix(vec3 VRP, vec3 TP, vec3 VUV) {
mat4 viewMatrix = mat4(1);
#ifdef PROJECTION
// Put your code here
vec3 VPN = TP - VRP;
// Generate the camera axes.
vec3 n = normalize(VPN);
vec3 u = normalize(cross(VUV, n));
vec3 v = normalize(cross(n, u));
mat4 modelViewMatrix;
modelViewMatrix[0] = vec4(u[0], v[0], n[0], 0);
modelViewMatrix[1] = vec4(u[1], v[1], n[1], 0);
modelViewMatrix[2] = vec4(u[2], v[2], n[2], 0);
modelViewMatrix[3] = vec4(- dot(VRP, u), - dot(VRP, v), - dot(VRP, n), 1);
return modelViewMatrix;
#endif
return viewMatrix;
}
vec3 getCameraPosition() {
#ifdef ANIMATION
// Put your code here
return 10.0 * normalize(vec3(sin(time), 0, cos(time)));
#else
return vec3(0, 0, 10);
#endif
}
// Takes a single input vertex and projects it using the input view and projection matrices
vec3 projectVertexPosition(vec3 position) {
// Set the parameters for the look-at camera.
vec3 TP = vec3(0, 0, 0);
vec3 VRP = getCameraPosition();
vec3 VUV = vec3(0, 1, 0);
// Compute the view matrix.
mat4 viewMatrix = computeViewMatrix(VRP, TP, VUV);
// Compute the projection matrix.
mat4 projectionMatrix = computeProjectionMatrix();
#ifdef PROJECTION
// Put your code here
vec4 subPosition = projectionMatrix * viewMatrix * vec4(position, 1.0);
return vec3(subPosition) / subPosition.w;
#else
return position;
#endif
}
// Projects all the vertices of a polygon
void projectPolygon(inout Polygon projectedPolygon, Polygon polygon) {
copyPolygon(projectedPolygon, polygon);
for (int i = 0; i < MAX_VERTEX_COUNT; ++i) {
if (i < polygon.vertexCount) {
projectedPolygon.vertices[i].position = projectVertexPosition(polygon.vertices[i].position);
}
}
}
// Draws a polygon by projecting, clipping, ratserizing and interpolating it
void drawPolygon(
vec2 point,
Polygon clipWindow,
Polygon oldPolygon,
inout vec3 color,
inout float depth)
{
Polygon projectedPolygon;
projectPolygon(projectedPolygon, oldPolygon);
Polygon clippedPolygon;
sutherlandHodgmanClip(projectedPolygon, clipWindow, clippedPolygon);
if (isPointInPolygon(point, clippedPolygon)) {
Vertex interpolatedVertex =
interpolateVertex(point, projectedPolygon);
#if defined(ZBUFFERING)
// Put your code here
if (interpolatedVertex.position.z < depth) {
color = interpolatedVertex.color;
depth = interpolatedVertex.position.z;
}
#else
// Put your code to handle z buffering here
color = interpolatedVertex.color;
depth = interpolatedVertex.position.z;
#endif
}
if (isPointOnPolygonVertex(point, clippedPolygon)) {
color = vec3(1);
}
}
// Main function calls
void drawScene(vec2 pixelCoord, inout vec3 color) {
color = vec3(0.3, 0.3, 0.3);
// Convert from GL pixel coordinates 0..N-1 to our screen coordinates -1..1
vec2 point = 2.0 * pixelCoord / vec2(viewport) - vec2(1.0);
Polygon clipWindow;
clipWindow.vertices[0].position = vec3(-0.65, 0.95, 1.0);
clipWindow.vertices[1].position = vec3( 0.65, 0.75, 1.0);
clipWindow.vertices[2].position = vec3( 0.75, -0.65, 1.0);
clipWindow.vertices[3].position = vec3(-0.75, -0.85, 1.0);
clipWindow.vertexCount = 4;
// Draw the area outside the clip region to be dark
color = isPointInPolygon(point, clipWindow) ? vec3(0.5) : color;
const int triangleCount = 2;
Polygon triangles[triangleCount];
triangles[0].vertices[0].position = vec3(-2, -2, 0.0);
triangles[0].vertices[1].position = vec3(4, 0, 3.0);
triangles[0].vertices[2].position = vec3(-1, 2, 0.0);
triangles[0].vertices[0].color = vec3(1.0, 0.5, 0.2);
triangles[0].vertices[1].color = vec3(0.8, 0.8, 0.8);
triangles[0].vertices[2].color = vec3(0.2, 0.5, 1.0);
triangles[0].vertexCount = 3;
triangles[1].vertices[0].position = vec3(3.0, 2.0, -2.0);
triangles[1].vertices[2].position = vec3(0.0, -2.0, 3.0);
triangles[1].vertices[1].position = vec3(-1.0, 2.0, 4.0);
triangles[1].vertices[1].color = vec3(0.2, 1.0, 0.1);
triangles[1].vertices[2].color = vec3(1.0, 1.0, 1.0);
triangles[1].vertices[0].color = vec3(0.1, 0.2, 1.0);
triangles[1].vertexCount = 3;
float depth = 10000.0;
// Project and draw all the triangles
for (int i = 0; i < triangleCount; i++) {
drawPolygon(point, clipWindow, triangles[i], color, depth);
}
}
void main() {
drawScene(gl_FragCoord.xy, gl_FragColor.rgb);
gl_FragColor.a = 1.0;
}