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//! Painter's Algorithm Implementation
//!
//! Renders triangles sorted by depth (back-to-front) without a Z-buffer.
//! This trades sorting overhead for significant memory savings (no Z-buffer needed).
//!
//! Benefits:
//! - Saves ~1.92MB RAM for 800x600 resolution (u32 Z-buffer)
//! - Good for simple scenes with few overlapping triangles
//! - O(n log n) sorting cost, acceptable when n is small
//!
//! Limitations:
//! - Doesn't handle cyclic overlaps perfectly
//! - Sorting cost increases with triangle count
//! - Best for scenes with ~1000-5000 triangles
//!
//! Note: This module is only available when building with std (examples, tests)
//! as it requires Vec for dynamic triangle collection.
extern crate std;
use crate::mesh::{K3dMesh, RenderMode};
use crate::{DrawPrimitive, K3dengine};
use core::cmp::Ordering;
use embedded_graphics_core::pixelcolor::{Rgb565, RgbColor};
use std::vec::Vec;
/// A triangle with its average depth for sorting
#[derive(Debug, Clone)]
pub struct DepthSortedTriangle {
pub primitive: DrawPrimitive,
pub avg_depth: f32,
}
impl DepthSortedTriangle {
/// Create a new depth-sorted triangle
pub fn new(primitive: DrawPrimitive, avg_depth: f32) -> Self {
Self {
primitive,
avg_depth,
}
}
}
impl K3dengine {
/// Render using Painter's Algorithm (back-to-front sorting, no Z-buffer)
///
/// Collects all triangles, sorts them by depth, and renders back-to-front.
/// This eliminates the need for a Z-buffer, saving significant memory.
///
/// # Arguments
/// * `meshes` - Iterator of meshes to render
/// * `triangles` - Buffer to store sorted triangles (must be large enough!)
/// * `callback` - Drawing callback for each primitive
///
/// # Returns
/// Number of triangles rendered
pub fn render_painters_algorithm<'a, MS, F>(
&self,
meshes: MS,
triangles: &mut Vec<DepthSortedTriangle>,
mut callback: F,
) -> usize
where
MS: IntoIterator<Item = &'a K3dMesh<'a>>,
F: FnMut(DrawPrimitive),
{
triangles.clear();
// Collect all triangles with their depths
for mesh in meshes {
if mesh.geometry.vertices.is_empty() {
continue;
}
// Frustum culling
if self.should_cull_mesh(mesh) {
continue;
}
// LOD Selection
let mesh_pos = mesh.get_position();
let distance = (mesh_pos - self.camera.position).norm();
let geometry = mesh.select_lod(distance);
let transform_matrix = self.camera.vp_matrix * mesh.model_matrix;
// Only collect renderable triangles (Solid modes)
match mesh.render_mode {
RenderMode::Solid
| RenderMode::SolidLightDir(_)
| RenderMode::BlinnPhong { .. } => {
for face in geometry.faces {
if let Some([p1, p2, p3]) =
self.transform_points(face, geometry.vertices, transform_matrix)
{
// Backface culling
let v1 = (p2.x - p1.x, p2.y - p1.y);
let v2 = (p3.x - p1.x, p3.y - p1.y);
let cross = v1.0 * v2.1 - v1.1 * v2.0;
if cross <= 0 {
continue;
}
// Calculate average depth for sorting
let avg_depth = (p1.z + p2.z + p3.z) as f32 / 3.0;
// Determine color based on render mode
let color = match mesh.render_mode {
RenderMode::SolidLightDir(light_dir) => self.calculate_lit_color(
face,
geometry.vertices,
geometry.normals,
mesh.color,
light_dir,
),
RenderMode::BlinnPhong { .. } => {
// For Painter's Algorithm, fall back to simple lighting
// Full Blinn-Phong requires per-pixel depth
mesh.color
}
_ => mesh.color,
};
let primitive =
DrawPrimitive::ColoredTriangle([p1.xy(), p2.xy(), p3.xy()], color);
triangles.push(DepthSortedTriangle::new(primitive, avg_depth));
}
}
}
// Lines and Points don't need depth sorting
_ => {}
}
}
// Sort triangles by depth (back-to-front = largest depth first)
triangles.sort_by(|a, b| {
b.avg_depth
.partial_cmp(&a.avg_depth)
.unwrap_or(Ordering::Equal)
});
// Render sorted triangles
let count = triangles.len();
for triangle in triangles.iter() {
callback(triangle.primitive.clone());
}
count
}
/// Helper to calculate lit color for directional lighting
#[allow(dead_code)]
fn calculate_lit_color(
&self,
face: &[usize; 3],
vertices: &[[f32; 3]],
normals: &[[f32; 3]],
base_color: Rgb565,
light_dir: nalgebra::Vector3<f32>,
) -> Rgb565 {
// Calculate face normal if not provided
let normal = if !normals.is_empty() && face[0] < normals.len() {
nalgebra::Vector3::new(
normals[face[0]][0],
normals[face[0]][1],
normals[face[0]][2],
)
} else {
// Compute face normal from vertices
let v0 = &vertices[face[0]];
let v1 = &vertices[face[1]];
let v2 = &vertices[face[2]];
let edge1 = nalgebra::Vector3::new(v1[0] - v0[0], v1[1] - v0[1], v1[2] - v0[2]);
let edge2 = nalgebra::Vector3::new(v2[0] - v0[0], v2[1] - v0[1], v2[2] - v0[2]);
let normal = edge1.cross(&edge2);
if normal.norm() > 0.0 {
normal.normalize()
} else {
nalgebra::Vector3::new(0.0, 1.0, 0.0)
}
};
// Simple diffuse lighting
let light_intensity = normal.dot(&light_dir.normalize()).max(0.0);
let ambient = 0.3;
let final_intensity = (ambient + (1.0 - ambient) * light_intensity).clamp(0.0, 1.0);
// Apply lighting to color
let r = (base_color.r() as f32 * final_intensity) as u8;
let g = (base_color.g() as f32 * final_intensity) as u8;
let b = (base_color.b() as f32 * final_intensity) as u8;
Rgb565::new(r, g, b)
}
}
#[cfg(test)]
mod tests {
extern crate std;
use super::*;
use embedded_graphics_core::pixelcolor::Rgb565;
use std::cmp::Ordering;
#[test]
fn test_sorting_by_depth() {
let mut triangles = std::vec![
DepthSortedTriangle {
primitive: DrawPrimitive::Line(
[nalgebra::Point2::new(0, 0), nalgebra::Point2::new(1, 1)],
Rgb565::new(31, 0, 0),
),
avg_depth: 10.0,
},
DepthSortedTriangle {
primitive: DrawPrimitive::Line(
[nalgebra::Point2::new(0, 0), nalgebra::Point2::new(1, 1)],
Rgb565::new(0, 63, 0),
),
avg_depth: 5.0,
},
DepthSortedTriangle {
primitive: DrawPrimitive::Line(
[nalgebra::Point2::new(0, 0), nalgebra::Point2::new(1, 1)],
Rgb565::new(0, 0, 31),
),
avg_depth: 15.0,
},
];
triangles.sort_by(|a, b| {
b.avg_depth
.partial_cmp(&a.avg_depth)
.unwrap_or(Ordering::Equal)
});
// Should be sorted furthest to nearest (15, 10, 5)
assert_eq!(triangles[0].avg_depth, 15.0);
assert_eq!(triangles[1].avg_depth, 10.0);
assert_eq!(triangles[2].avg_depth, 5.0);
}
}