| 1 | // This file is part of meshoptimizer library; see meshoptimizer.h for version/license details | 
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| 2 | #include "meshoptimizer.h" | 
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| 3 |  | 
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| 4 | #include <assert.h> | 
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| 5 | #include <float.h> | 
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| 6 | #include <string.h> | 
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| 7 |  | 
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| 8 | // This work is based on: | 
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| 9 | // Nicolas Capens. Advanced Rasterization. 2004 | 
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| 10 | namespace meshopt | 
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| 11 | { | 
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| 12 |  | 
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| 13 | const int kViewport = 256; | 
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| 14 |  | 
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| 15 | struct OverdrawBuffer | 
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| 16 | { | 
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| 17 | float z[kViewport][kViewport][2]; | 
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| 18 | unsigned int overdraw[kViewport][kViewport][2]; | 
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| 19 | }; | 
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| 20 |  | 
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| 21 | #ifndef min | 
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| 22 | #define min(a, b) ((a) < (b) ? (a) : (b)) | 
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| 23 | #endif | 
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| 24 |  | 
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| 25 | #ifndef max | 
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| 26 | #define max(a, b) ((a) > (b) ? (a) : (b)) | 
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| 27 | #endif | 
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| 28 |  | 
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| 29 | static float computeDepthGradients(float& dzdx, float& dzdy, float x1, float y1, float z1, float x2, float y2, float z2, float x3, float y3, float z3) | 
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| 30 | { | 
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| 31 | // z2 = z1 + dzdx * (x2 - x1) + dzdy * (y2 - y1) | 
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| 32 | // z3 = z1 + dzdx * (x3 - x1) + dzdy * (y3 - y1) | 
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| 33 | // (x2-x1 y2-y1)(dzdx) = (z2-z1) | 
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| 34 | // (x3-x1 y3-y1)(dzdy)   (z3-z1) | 
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| 35 | // we'll solve it with Cramer's rule | 
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| 36 | float det = (x2 - x1) * (y3 - y1) - (y2 - y1) * (x3 - x1); | 
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| 37 | float invdet = (det == 0) ? 0 : 1 / det; | 
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| 38 |  | 
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| 39 | dzdx = (z2 - z1) * (y3 - y1) - (y2 - y1) * (z3 - z1) * invdet; | 
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| 40 | dzdy = (x2 - x1) * (z3 - z1) - (z2 - z1) * (x3 - x1) * invdet; | 
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| 41 |  | 
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| 42 | return det; | 
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| 43 | } | 
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| 44 |  | 
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| 45 | // half-space fixed point triangle rasterizer | 
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| 46 | static void rasterize(OverdrawBuffer* buffer, float v1x, float v1y, float v1z, float v2x, float v2y, float v2z, float v3x, float v3y, float v3z) | 
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| 47 | { | 
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| 48 | // compute depth gradients | 
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| 49 | float DZx, DZy; | 
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| 50 | float det = computeDepthGradients(DZx, DZy, v1x, v1y, v1z, v2x, v2y, v2z, v3x, v3y, v3z); | 
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| 51 | int sign = det > 0; | 
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| 52 |  | 
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| 53 | // flip backfacing triangles to simplify rasterization logic | 
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| 54 | if (sign) | 
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| 55 | { | 
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| 56 | // flipping v2 & v3 preserves depth gradients since they're based on v1 | 
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| 57 | float t; | 
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| 58 | t = v2x, v2x = v3x, v3x = t; | 
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| 59 | t = v2y, v2y = v3y, v3y = t; | 
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| 60 | t = v2z, v2z = v3z, v3z = t; | 
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| 61 |  | 
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| 62 | // flip depth since we rasterize backfacing triangles to second buffer with reverse Z; only v1z is used below | 
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| 63 | v1z = kViewport - v1z; | 
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| 64 | DZx = -DZx; | 
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| 65 | DZy = -DZy; | 
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| 66 | } | 
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| 67 |  | 
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| 68 | // coordinates, 28.4 fixed point | 
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| 69 | int X1 = int(16.0f * v1x + 0.5f); | 
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| 70 | int X2 = int(16.0f * v2x + 0.5f); | 
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| 71 | int X3 = int(16.0f * v3x + 0.5f); | 
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| 72 |  | 
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| 73 | int Y1 = int(16.0f * v1y + 0.5f); | 
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| 74 | int Y2 = int(16.0f * v2y + 0.5f); | 
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| 75 | int Y3 = int(16.0f * v3y + 0.5f); | 
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| 76 |  | 
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| 77 | // bounding rectangle, clipped against viewport | 
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| 78 | // since we rasterize pixels with covered centers, min >0.5 should round up | 
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| 79 | // as for max, due to top-left filling convention we will never rasterize right/bottom edges | 
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| 80 | // so max >= 0.5 should round down | 
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| 81 | int minx = max((min(X1, min(X2, X3)) + 7) >> 4, 0); | 
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| 82 | int maxx = min((max(X1, max(X2, X3)) + 7) >> 4, kViewport); | 
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| 83 | int miny = max((min(Y1, min(Y2, Y3)) + 7) >> 4, 0); | 
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| 84 | int maxy = min((max(Y1, max(Y2, Y3)) + 7) >> 4, kViewport); | 
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| 85 |  | 
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| 86 | // deltas, 28.4 fixed point | 
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| 87 | int DX12 = X1 - X2; | 
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| 88 | int DX23 = X2 - X3; | 
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| 89 | int DX31 = X3 - X1; | 
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| 90 |  | 
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| 91 | int DY12 = Y1 - Y2; | 
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| 92 | int DY23 = Y2 - Y3; | 
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| 93 | int DY31 = Y3 - Y1; | 
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| 94 |  | 
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| 95 | // fill convention correction | 
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| 96 | int TL1 = DY12 < 0 || (DY12 == 0 && DX12 > 0); | 
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| 97 | int TL2 = DY23 < 0 || (DY23 == 0 && DX23 > 0); | 
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| 98 | int TL3 = DY31 < 0 || (DY31 == 0 && DX31 > 0); | 
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| 99 |  | 
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| 100 | // half edge equations, 24.8 fixed point | 
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| 101 | // note that we offset minx/miny by half pixel since we want to rasterize pixels with covered centers | 
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| 102 | int FX = (minx << 4) + 8; | 
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| 103 | int FY = (miny << 4) + 8; | 
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| 104 | int CY1 = DX12 * (FY - Y1) - DY12 * (FX - X1) + TL1 - 1; | 
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| 105 | int CY2 = DX23 * (FY - Y2) - DY23 * (FX - X2) + TL2 - 1; | 
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| 106 | int CY3 = DX31 * (FY - Y3) - DY31 * (FX - X3) + TL3 - 1; | 
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| 107 | float ZY = v1z + (DZx * float(FX - X1) + DZy * float(FY - Y1)) * (1 / 16.f); | 
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| 108 |  | 
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| 109 | for (int y = miny; y < maxy; y++) | 
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| 110 | { | 
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| 111 | int CX1 = CY1; | 
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| 112 | int CX2 = CY2; | 
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| 113 | int CX3 = CY3; | 
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| 114 | float ZX = ZY; | 
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| 115 |  | 
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| 116 | for (int x = minx; x < maxx; x++) | 
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| 117 | { | 
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| 118 | // check if all CXn are non-negative | 
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| 119 | if ((CX1 | CX2 | CX3) >= 0) | 
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| 120 | { | 
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| 121 | if (ZX >= buffer->z[y][x][sign]) | 
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| 122 | { | 
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| 123 | buffer->z[y][x][sign] = ZX; | 
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| 124 | buffer->overdraw[y][x][sign]++; | 
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| 125 | } | 
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| 126 | } | 
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| 127 |  | 
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| 128 | // signed left shift is UB for negative numbers so use unsigned-signed casts | 
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| 129 | CX1 -= int(unsigned(DY12) << 4); | 
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| 130 | CX2 -= int(unsigned(DY23) << 4); | 
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| 131 | CX3 -= int(unsigned(DY31) << 4); | 
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| 132 | ZX += DZx; | 
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| 133 | } | 
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| 134 |  | 
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| 135 | // signed left shift is UB for negative numbers so use unsigned-signed casts | 
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| 136 | CY1 += int(unsigned(DX12) << 4); | 
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| 137 | CY2 += int(unsigned(DX23) << 4); | 
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| 138 | CY3 += int(unsigned(DX31) << 4); | 
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| 139 | ZY += DZy; | 
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| 140 | } | 
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| 141 | } | 
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| 142 |  | 
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| 143 | } // namespace meshopt | 
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| 144 |  | 
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| 145 | meshopt_OverdrawStatistics meshopt_analyzeOverdraw(const unsigned int* indices, size_t index_count, const float* vertex_positions, size_t vertex_count, size_t vertex_positions_stride) | 
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| 146 | { | 
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| 147 | using namespace meshopt; | 
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| 148 |  | 
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| 149 | assert(index_count % 3 == 0); | 
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| 150 | assert(vertex_positions_stride >= 12 && vertex_positions_stride <= 256); | 
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| 151 | assert(vertex_positions_stride % sizeof(float) == 0); | 
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| 152 |  | 
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| 153 | meshopt_Allocator allocator; | 
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| 154 |  | 
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| 155 | size_t vertex_stride_float = vertex_positions_stride / sizeof(float); | 
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| 156 |  | 
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| 157 | meshopt_OverdrawStatistics result = {}; | 
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| 158 |  | 
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| 159 | float minv[3] = {FLT_MAX, FLT_MAX, FLT_MAX}; | 
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| 160 | float maxv[3] = {-FLT_MAX, -FLT_MAX, -FLT_MAX}; | 
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| 161 |  | 
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| 162 | for (size_t i = 0; i < vertex_count; ++i) | 
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| 163 | { | 
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| 164 | const float* v = vertex_positions + i * vertex_stride_float; | 
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| 165 |  | 
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| 166 | for (int j = 0; j < 3; ++j) | 
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| 167 | { | 
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| 168 | minv[j] = min(minv[j], v[j]); | 
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| 169 | maxv[j] = max(maxv[j], v[j]); | 
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| 170 | } | 
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| 171 | } | 
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| 172 |  | 
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| 173 | float extent = max(maxv[0] - minv[0], max(maxv[1] - minv[1], maxv[2] - minv[2])); | 
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| 174 | float scale = kViewport / extent; | 
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| 175 |  | 
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| 176 | float* triangles = allocator.allocate<float>(index_count * 3); | 
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| 177 |  | 
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| 178 | for (size_t i = 0; i < index_count; ++i) | 
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| 179 | { | 
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| 180 | unsigned int index = indices[i]; | 
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| 181 | assert(index < vertex_count); | 
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| 182 |  | 
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| 183 | const float* v = vertex_positions + index * vertex_stride_float; | 
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| 184 |  | 
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| 185 | triangles[i * 3 + 0] = (v[0] - minv[0]) * scale; | 
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| 186 | triangles[i * 3 + 1] = (v[1] - minv[1]) * scale; | 
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| 187 | triangles[i * 3 + 2] = (v[2] - minv[2]) * scale; | 
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| 188 | } | 
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| 189 |  | 
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| 190 | OverdrawBuffer* buffer = allocator.allocate<OverdrawBuffer>(1); | 
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| 191 |  | 
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| 192 | for (int axis = 0; axis < 3; ++axis) | 
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| 193 | { | 
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| 194 | memset(buffer, 0, sizeof(OverdrawBuffer)); | 
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| 195 |  | 
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| 196 | for (size_t i = 0; i < index_count; i += 3) | 
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| 197 | { | 
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| 198 | const float* vn0 = &triangles[3 * (i + 0)]; | 
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| 199 | const float* vn1 = &triangles[3 * (i + 1)]; | 
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| 200 | const float* vn2 = &triangles[3 * (i + 2)]; | 
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| 201 |  | 
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| 202 | switch (axis) | 
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| 203 | { | 
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| 204 | case 0: | 
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| 205 | rasterize(buffer, vn0[2], vn0[1], vn0[0], vn1[2], vn1[1], vn1[0], vn2[2], vn2[1], vn2[0]); | 
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| 206 | break; | 
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| 207 | case 1: | 
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| 208 | rasterize(buffer, vn0[0], vn0[2], vn0[1], vn1[0], vn1[2], vn1[1], vn2[0], vn2[2], vn2[1]); | 
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| 209 | break; | 
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| 210 | case 2: | 
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| 211 | rasterize(buffer, vn0[1], vn0[0], vn0[2], vn1[1], vn1[0], vn1[2], vn2[1], vn2[0], vn2[2]); | 
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| 212 | break; | 
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| 213 | } | 
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| 214 | } | 
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| 215 |  | 
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| 216 | for (int y = 0; y < kViewport; ++y) | 
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| 217 | for (int x = 0; x < kViewport; ++x) | 
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| 218 | for (int s = 0; s < 2; ++s) | 
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| 219 | { | 
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| 220 | unsigned int overdraw = buffer->overdraw[y][x][s]; | 
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| 221 |  | 
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| 222 | result.pixels_covered += overdraw > 0; | 
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| 223 | result.pixels_shaded += overdraw; | 
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| 224 | } | 
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| 225 | } | 
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| 226 |  | 
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| 227 | result.overdraw = result.pixels_covered ? float(result.pixels_shaded) / float(result.pixels_covered) : 0.f; | 
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| 228 |  | 
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| 229 | return result; | 
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| 230 | } | 
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| 231 |  | 
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