[ Opengl ] Culling & Z Buffering
Culling & z-buffering
1. Culling
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
bool Renderer::isBackFace(int nFace)
{
float normalZ = 0;
Vector4 v1, v2, v3;
v1.x = m_tramsformedVertex[m_face[nFace].m_vertex[0] - 1][0];
v1.y = m_tramsformedVertex[m_face[nFace].m_vertex[0] - 1][1];
v2.x = m_tramsformedVertex[m_face[nFace].m_vertex[1] - 1][0];
v2.y = m_tramsformedVertex[m_face[nFace].m_vertex[1] - 1][1];
v3.x = m_tramsformedVertex[m_face[nFace].m_vertex[2] - 1][0];
v3.y = m_tramsformedVertex[m_face[nFace].m_vertex[2] - 1][1];
normalZ = ((v2.x - v1.x) * (v3.y - v1.y)) - ((v2.y - v1.y) * (v3.x - v1.x));
if (normalZ < 0) return true;
return false;
}
void Renderer::render()
{
for (int i = 0; i < m_nNumFace; i++)
{
clearEdgetable();
if (!isBackFace(i))
{
buildEdgetable(i);
fill(m_face[i].m_color);
}
}
}
2. Z-버퍼링
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
void Renderer::clearZBuffer()
{
for (int i = 0; i < checkImageHeight; i++)
{
for (int j = 0; j < checkImageWidth; j++)
{
m_zBuffer[i][j] = 1;
}
}
}
void Renderer::render()
{
for (int i = 0; i < m_nNumFace; i++)
{
clearEdgetable();
clearZBuffer();
if (!isBackFace(i))
{
buildEdgetable(i);
fill(m_face[i].m_color);
}
}
}
void Renderer::buildEdgetable(int nFace)
{
float vertices[2][3];
int ymin;
float yMax, x, inverseOfSlope, z, zPerY;
for (int i = 0; i < m_face[nFace].m_nNumVertex; i++)
{
for (int j = 0; j < 3; j++)
{
vertices[0][j] = m_tramsformedVertex[m_face[nFace].m_vertex[i] - 1][j];
vertices[1][j] = m_tramsformedVertex[m_face[nFace].m_vertex[(i + 1) % m_face[nFace].m_nNumVertex] - 1][j];
}
if (vertices[0][1] != vertices[1][1])
{
inverseOfSlope = (vertices[1][0] - vertices[0][0]) / (vertices[1][1] - vertices[0][1]); //xperY
}
zPerY = (vertices[1][2] - vertices[0][2]) / (vertices[1][1] - vertices[0][1]);
float savedY;
float savedV;
if (vertices[0][1] < vertices[1][1]) // 작을때 ceiling 클 때 floor
{
savedY = vertices[0][1];
ymin = ceil(vertices[0][1]);
ymin = max(ymin, 0);
if (ymin > checkImageHeight - 1) continue;
m_ET[ymin][m_indexCount[ymin]].x = vertices[0][0];
if (ymin - savedY != 0)
{
m_ET[ymin][m_indexCount[ymin]].x += (ymin - savedY) * inverseOfSlope;
}
m_ET[ymin][m_indexCount[ymin]].zperY = zPerY;
m_ET[ymin][m_indexCount[ymin]].yMax = vertices[1][1];
m_ET[ymin][m_indexCount[ymin]].inverseOfSlope = inverseOfSlope;
m_ET[ymin][m_indexCount[ymin]].z = vertices[1][2];
m_indexCount[ymin]++;
}
else
{
savedY = vertices[1][1];
ymin = ceil(vertices[1][1]);
ymin = max(ymin, 0);
if (ymin > checkImageHeight - 1) continue;
m_ET[ymin][m_indexCount[ymin]].x = vertices[1][0];
if (ymin - savedY != 0)
{
m_ET[ymin][m_indexCount[ymin]].x += (ymin - savedY) * inverseOfSlope;
}
m_ET[ymin][m_indexCount[ymin]].yMax = vertices[0][1];
m_ET[ymin][m_indexCount[ymin]].inverseOfSlope = inverseOfSlope;
m_ET[ymin][m_indexCount[ymin]].z = vertices[0][2];
m_indexCount[ymin]++;
}
}
}
void Renderer::fill(GLubyte color[3])
{
// AET
for (int i = 0; i < checkImageHeight; i++)
{
//update intersection
for (int j = 0; j < m_numEdgeInAET; j++)
{
m_AET[j].x += m_AET[j].inverseOfSlope;
m_AET[j].z += m_AET[j].zperY;
}
//Add new edge
for (int j = 0; j < m_indexCount[i]; j++)
{
m_AET[m_numEdgeInAET + j] = m_ET[i][j];
}
m_numEdgeInAET += m_indexCount[i];
//Delete edge
for (int j = 0; j < m_numEdgeInAET; j++)
{
if (m_AET[j].yMax < i)
{
for (int k = j; k < m_numEdgeInAET; k++)
{
m_AET[k] = m_AET[k + 1];
}
j--;
m_numEdgeInAET--;
}
}
//Sort intersections
Edge temp;
for (int j = 0; j < m_numEdgeInAET - 1; j++)
{
for (int k = j + 1; k < m_numEdgeInAET; k++)
{
if (m_AET[j].x > m_AET[k].x)
{
temp = m_AET[j];
m_AET[j] = m_AET[k];
m_AET[k] = temp;
}
}
}
//Render
for (int j = 0; j < m_numEdgeInAET; j += 2)
{
int k;
int xmin = floor(m_AET[j].x);
int xmax = floor(m_AET[j + 1].x);
xmin = max(xmin, 0);
xmax = min(xmax, checkImageWidth - 1);
float zPerX = (m_AET[j + 1].z - m_AET[j].z) / (xmax - xmin);
float deltaZ = 0;
for (k = xmin; k < xmax; k++)
{
if (m_AET[j].z + deltaZ < zBuffer[i][k])
{
checkImage[i][k][0] = (GLubyte)color[0];
checkImage[i][k][1] = (GLubyte)color[1];
checkImage[i][k][2] = (GLubyte)color[2];
zBuffer[i][k] = m_AET[j].z + deltaZ;
deltaZ += zPerX;
}
}
}
}
}
이 기사는 저작권자의 CC BY 4.0 라이센스를 따릅니다.