/* * Copyright (c) 2021, Jesse Buhagiar * * SPDX-License-Identifier: BSD-2-Clause */ #pragma once #include #include #include namespace GL { class Clipper final { enum ClipPlane : u8 { LEFT = 0, RIGHT, TOP, BOTTOM, NEAR, FAR }; static constexpr u8 NUMBER_OF_CLIPPING_PLANES = 6; static constexpr u8 MAX_CLIPPED_VERTS = 6; static constexpr FloatVector4 clip_planes[] = { { -1, 0, 0, 1 }, // Left Plane { 1, 0, 0, 1 }, // Right Plane { 0, 1, 0, 1 }, // Top Plane { 0, -1, 0, 1 }, // Bottom plane { 0, 0, 1, 1 }, // Near Plane { 0, 0, -1, 1 } // Far Plane }; static constexpr FloatVector4 clip_plane_normals[] = { { 1, 0, 0, 0 }, // Left Plane { -1, 0, 0, 0 }, // Right Plane { 0, -1, 0, 0 }, // Top Plane { 0, 1, 0, 0 }, // Bottom plane { 0, 0, 1, 0 }, // Near Plane { 0, 0, -1, 0 } // Far Plane }; public: Clipper() { } void clip_triangle_against_frustum(Vector& input_vecs); private: bool point_within_clip_plane(const FloatVector4& vertex, ClipPlane plane); GLVertex clip_intersection_point(const GLVertex& vec, const GLVertex& prev_vec, ClipPlane plane_index); Vector list_a; Vector list_b; }; }