// Copyright 2025-2026 肖其顿 (XIAO QI DUN) // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. package ofdgo import ( "fmt" "math" ) // frustumPlanes 返回保留正侧的六个相机视锥面 // 返回: [6][4]float64 近、远、左右及上下平面 func (r *u3dRender) frustumPlanes() [6][4]float64 { w, h := r.viewport[2]/2, r.viewport[3]/2 planes := [6][4]float64{{0, 0, 1, -r.camera.Near}, {0, 0, -1, r.camera.Far}, {r.camera.ScaleX, 0, 0, w + r.camera.ShiftX}, {-r.camera.ScaleX, 0, 0, w - r.camera.ShiftX}, {0, r.camera.ScaleY, 0, h - r.camera.ShiftY}, {0, -r.camera.ScaleY, 0, h + r.camera.ShiftY}} if r.camera.Perspective { for i := 2; i < 6; i++ { planes[i][2], planes[i][3] = planes[i][3], 0 } } return planes } // u3dPlaneDistance 计算未归一化的平面有符号距离 // 入参: plane 平面方程, point 点坐标 // 返回: float64 有符号距离 func u3dPlaneDistance(plane [4]float64, point u3dVector) float64 { return plane[0]*point[0] + plane[1]*point[1] + plane[2]*point[2] + plane[3] } // u3dClipFraction 计算异侧有限距离的交点比例,避免绝对值求和溢出 // 入参: a 起点距离, b 终点距离 // 返回: float64 插值比例 func u3dClipFraction(a, b float64) float64 { a, b = math.Abs(a), math.Abs(b) scale := max(a, b) if scale == 0 { return 0 } a, b = a/scale, b/scale return a / (a + b) } // u3dInterpolate 在相机空间插值坐标与未预乘颜色 // 入参: a 起点, b 终点, t 比例 // 返回: u3dVertex 插值顶点 func u3dInterpolate(a, b u3dVertex, t float64) u3dVertex { var result u3dVertex for i := range result.point { result.point[i] = a.point[i]*(1-t) + b.point[i]*t } for i := range result.color { result.color[i] = a.color[i]*(1-t) + b.color[i]*t } return result } // sectionIntersection 绘制原三角面与指定剖切面的交线,其他剖切面仍参与裁剪 // 入参: triangle 原三角面, index 剖切面索引 // 返回: error 数值、资源或取消错误 func (r *u3dRender) sectionIntersection(triangle [3]u3dVertex, index int) error { if err := r.ctx.Err(); err != nil { return err } section := r.sections[index] var distances [3]float64 for i, vertex := range triangle { distances[i] = u3dPlaneDistance(section.plane, vertex.point) if !finite(distances[i]) { return fmt.Errorf("invalid U3D intersection distance") } } if distances == ([3]float64{}) { return nil } var points [3]u3dVertex count := 0 add := func(vertex u3dVertex) { for i := range count { if points[i].point == vertex.point { return } } if count < len(points) { points[count], count = vertex, count+1 } } for i, vertex := range triangle { j := (i + 1) % 3 if distances[i] == 0 { add(vertex) } if distances[i] < 0 && distances[j] > 0 || distances[i] > 0 && distances[j] < 0 { add(u3dInterpolate(vertex, triangle[j], u3dClipFraction(distances[i], distances[j]))) } } if count < 2 { return nil } a, b := points[0], points[1] for i, other := range r.sections { if i%256 == 0 { if err := r.ctx.Err(); err != nil { return err } } if i != index { keep, err := u3dClipLine(&a, &b, other.plane) if err != nil || !keep { return err } } } for i, plane := range r.frustumPlanes() { if i == 1 && r.camera.Far == 0 && !r.camera.ClipFar { continue } keep, err := u3dClipLine(&a, &b, plane) if err != nil || !keep { return err } } normal := u3dTriangleNormal([3]u3dVector{triangle[0].point, triangle[1].point, triangle[2].point}) return r.rasterSectionLine(a, b, *section.intersection, normal, triangle[0].point) } // u3dClipLine 将线段裁至平面正侧 // 入参: a 起点, b 终点, plane 平面方程 // 返回: bool 是否保留, error 数值错误 func u3dClipLine(a, b *u3dVertex, plane [4]float64) (bool, error) { da, db := u3dPlaneDistance(plane, a.point), u3dPlaneDistance(plane, b.point) if !finite(da) || !finite(db) { return false, fmt.Errorf("invalid U3D line clip distance") } if da < 0 && db < 0 { return false, nil } if (da < 0) != (db < 0) { intersection := u3dInterpolate(*a, *b, u3dClipFraction(da, db)) if da < 0 { *a = intersection } else { *b = intersection } } return true, nil } // rasterSectionLine 绘制单像素不透明交线,透视深度使用倒数插值 // 入参: a 已裁剪起点, b 已裁剪终点, rgb 交线颜色, normal 原面法线, origin 原面上一点 // 返回: error 数值、资源或取消错误 func (r *u3dRender) rasterSectionLine(a, b u3dVertex, rgb [3]float64, normal, origin u3dVector) error { cx := r.viewport[0] + r.viewport[2]/2 + r.camera.ShiftX cy := r.viewport[1] + r.viewport[3]/2 + r.camera.ShiftY planes := [4][4]float64{{r.camera.ScaleX, 0, 0, cx}, {-r.camera.ScaleX, 0, 0, float64(r.output.Rect.Dx()) - cx}, {0, -r.camera.ScaleY, 0, cy}, {0, r.camera.ScaleY, 0, float64(r.output.Rect.Dy()) - cy}} for _, plane := range planes { if r.camera.Perspective { plane[2], plane[3] = plane[3], 0 } keep, err := u3dClipLine(&a, &b, plane) if err != nil || !keep { return err } } var x, y, q [2]float64 for i, vertex := range [2]u3dVertex{a, b} { q[i] = 1 if r.camera.Perspective { if vertex.point[2] <= 0 { return fmt.Errorf("invalid U3D line perspective depth") } q[i] = 1 / vertex.point[2] } x[i] = cx + vertex.point[0]*r.camera.ScaleX*q[i] y[i] = cy - vertex.point[1]*r.camera.ScaleY*q[i] if !finite(x[i]) || !finite(y[i]) || !finite(q[i]) { return fmt.Errorf("invalid U3D projected line") } } steps := math.Ceil(max(math.Abs(x[1]-x[0]), math.Abs(y[1]-y[0]))) if !finite(steps) || steps > float64(max(r.output.Rect.Dx(), r.output.Rect.Dy()))+2 { return fmt.Errorf("invalid U3D line span") } count := max(1, int(steps)) color := [4]float64{rgb[0], rgb[1], rgb[2], 1} r.order++ for i := 0; i <= count; i++ { if i%1024 == 0 { if err := r.ctx.Err(); err != nil { return err } } t := float64(i) / float64(count) px, py := math.Floor(x[0]*(1-t)+x[1]*t), math.Floor(y[0]*(1-t)+y[1]*t) if px < 0 || py < 0 || px >= float64(r.output.Rect.Dx()) || py >= float64(r.output.Rect.Dy()) { continue } depth := a.point[2]*(1-t) + b.point[2]*t if r.camera.Perspective { depth = 1 / (q[0]*(1-t) + q[1]*t) } ray := u3dVector{(px + .5 - cx) / r.camera.ScaleX, (cy - py - .5) / r.camera.ScaleY, 1} denominator := normal[2] numerator := normal.dot(origin) - normal[0]*ray[0] - normal[1]*ray[1] if r.camera.Perspective { denominator, numerator = normal.dot(ray), normal.dot(origin) } if sampled := numerator / denominator; finite(sampled) && sampled >= r.camera.Near && (r.camera.Far == 0 && !r.camera.ClipFar || sampled <= r.camera.Far) { depth = sampled } depth -= 8 * math.Abs(depth-math.Nextafter(depth, math.Inf(-1))) pixel := int(py)*r.output.Rect.Dx() + int(px) if depth <= r.frame[pixel].depth { if err := r.fragment(pixel, depth, color, 0x606); err != nil { return err } } } return nil }