From 29123d7ea67ce51e9488c947cb7bf61f18cae57e Mon Sep 17 00:00:00 2001 From: Krzosa Karol Date: Tue, 1 Mar 2022 18:51:50 +0100 Subject: [PATCH] Fixed uv problem, optimizing the edge_function for draw_triangle_nearest --- README.md | 10 +++- main.cpp | 136 ++++++++++++++++++++++++++++++++----------------- obj_parser.cpp | 14 +++++ 3 files changed, 111 insertions(+), 49 deletions(-) diff --git a/README.md b/README.md index 33951f0..9b91772 100644 --- a/README.md +++ b/README.md @@ -21,12 +21,18 @@ - [x] Merge with base - [ ] Lightning - [x] GLOBAL Ilumination + - [ ] Phong + - [ ] Use all materials from OBJ + - [ ] Point light - [x] LookAt Camera - [x] FPS Camera - [x] Reading OBJ models - [ ] Reading more OBJ formats -- [ ] Reading OBJ .mtl files +- [x] Reading OBJ .mtl files +- [x] Loading materials +- [x] Rendering textures obj models - [x] Reading complex obj models (sponza) +- [ ] Fix sponza uv coordinates - [ ] Reading PMX files - [ ] Rendering multiple objects, queue renderer - [x] Simple function to render a mesh @@ -45,7 +51,7 @@ - [ ] Expand edge functions to more optimized version - [ ] Test 4x2 bitmap layout? - [ ] Edge function to integer - - [ ] Use integer bit operations to figure out if plus. (edge1|edge2|edge3)>=0 + - [ ] Use integer bit operations to figure out if plus. (edge0|edge1|edge2)>=0 - [ ] SIMD - [ ] Multithreading diff --git a/main.cpp b/main.cpp index 90be09e..95a44e3 100644 --- a/main.cpp +++ b/main.cpp @@ -21,6 +21,9 @@ /// - [x] Merge with base /// - [ ] Lightning /// - [x] GLOBAL Ilumination +/// - [ ] Phong +/// - [ ] Use all materials from OBJ +/// - [ ] Point light /// - [x] LookAt Camera /// - [x] FPS Camera /// - [x] Reading OBJ models @@ -48,7 +51,7 @@ /// - [ ] Expand edge functions to more optimized version /// - [ ] Test 4x2 bitmap layout? /// - [ ] Edge function to integer -/// - [ ] Use integer bit operations to figure out if plus. (edge1|edge2|edge3)>=0 +/// - [ ] Use integer bit operations to figure out if plus. (edge0|edge1|edge2)>=0 /// - [ ] SIMD /// - [ ] Multithreading /// @@ -81,8 +84,6 @@ struct R_Render { Mat4 projection; Mat4 transform; - - Vec3 camera_pos; Vec3 camera_direction; Vec3 camera_forward_velocity; @@ -100,15 +101,17 @@ struct R_Render { #include GLOBAL B32 draw_rects = 0; +GLOBAL F32 zfar_value = 100000.f; +GLOBAL F32 light_rotation = 0; FUNCTION - Vec4 srgb_to_almost_linear(Vec4 a) { +Vec4 srgb_to_almost_linear(Vec4 a) { Vec4 result = {a.r*a.r, a.g*a.g, a.b*a.b, a.a}; return result; // @Note: Linear would be to power of 2.2 } FUNCTION - Vec4 almost_linear_to_srgb(Vec4 a) { +Vec4 almost_linear_to_srgb(Vec4 a) { Vec4 result = { sqrtf(a.r), sqrtf(a.g), sqrtf(a.b), a.a }; return result; } @@ -225,7 +228,8 @@ void r_draw_bitmap(Bitmap* dst, Bitmap* src, Vec2 pos, Vec2 size=vec2(F32MAX, F3 } -FN Vec4 r_base_string(Bitmap *dst, Font *font, S8 word, Vec2 pos, B32 draw) { +FUNCTION +Vec4 r_base_string(Bitmap *dst, Font *font, S8 word, Vec2 pos, B32 draw) { Vec2 og_position = pos; F32 max_x = pos.x; for (U64 i = 0; i < word.len; i++) { @@ -249,16 +253,18 @@ FN Vec4 r_base_string(Bitmap *dst, Font *font, S8 word, Vec2 pos, B32 draw) { return rect; } -FN Vec4 r_draw_string(Bitmap *dst, Font *font, S8 word, Vec2 pos) { +FUNCTION +Vec4 r_draw_string(Bitmap *dst, Font *font, S8 word, Vec2 pos) { return r_base_string(dst, font, word, pos, true); } -FN Vec4 r_get_string_rect(Font *font, S8 word, Vec2 pos) { +FUNCTION +Vec4 r_get_string_rect(Font *font, S8 word, Vec2 pos) { return r_base_string(0, font, word, pos, false); } FUNCTION - F32 edge_function(Vec4 vecp0, Vec4 vecp1, Vec4 p) { +F32 edge_function(Vec4 vecp0, Vec4 vecp1, Vec4 p) { F32 result = (vecp1.y - vecp0.y) * (p.x - vecp0.x) - (vecp1.x - vecp0.x) * (p.y - vecp0.y); return result; } @@ -277,26 +283,53 @@ void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src, F32 ligh I64 max_x = (I64)MIN(dst->x, ceil(max_x1)); I64 max_y = (I64)MIN(dst->y, ceil(max_y1)); - F32 area = edge_function(p0, p1, p2); + F32 dy10 = (p1.y - p0.y); + F32 dy21 = (p2.y - p1.y); + F32 dy02 = (p0.y - p2.y); + + F32 dx10 = (p1.x - p0.x); + F32 dx21 = (p2.x - p1.x); + F32 dx02 = (p0.x - p2.x); + + F32 C0 = dy10 * (p0.x) - dx10 * (p0.y); + F32 C1 = dy21 * (p1.x) - dx21 * (p1.y); + F32 C2 = dy02 * (p2.x) - dx02 * (p2.y); + + F32 Cy0 = dy10 * min_x - dx10 * min_y - C0; + F32 Cy1 = dy21 * min_x - dx21 * min_y - C1; + F32 Cy2 = dy02 * min_x - dx02 * min_y - C2; + + U32 *destination = dst->pixels + dst->x*min_y; + F32 area = (p1.y - p0.y) * (p2.x - p0.x) - (p1.x - p0.x) * (p2.y - p0.y); for (I64 y = min_y; y < max_y; y++) { + F32 Cx0 = Cy0; + F32 Cx1 = Cy1; + F32 Cx2 = Cy2; for (I64 x = min_x; x < max_x; x++) { - F32 edge1 = edge_function(p0, p1, { (F32)x,(F32)y }); - F32 edge2 = edge_function(p1, p2, { (F32)x,(F32)y }); - F32 edge3 = edge_function(p2, p0, { (F32)x,(F32)y }); + F32 edge0 = Cx0; + F32 edge1 = Cx1; + F32 edge2 = Cx2; - if (edge1 >= 0 && edge2 >= 0 && edge3 >= 0) { - F32 w1 = edge2 / area; - F32 w2 = edge3 / area; - F32 w3 = edge1 / area; + if (Cx0 >= 0 && Cx1 >= 0 && Cx2 >= 0) { + F32 w1 = Cx1 / area; + F32 w2 = Cx2 / area; + F32 w3 = Cx0 / area; F32 interpolated_w = (1.f / p0.w) * w1 + (1.f / p1.w) * w2 + (1.f / p2.w) * w3; - F32 u = tex0.x * (w1 / p0.w) + tex1.x * (w2 / p1.w) + tex2.x * (w3 / p2.w); F32 v = tex0.y * (w1 / p0.w) + tex1.y * (w2 / p1.w) + tex2.y * (w3 / p2.w); u /= interpolated_w; v /= interpolated_w; - u = CLAMP(0, u, 1); - v = CLAMP(0, v, 1); - if(u > 1 || v > 1 || u < 0 || v < 0) continue; + u = fmodf(u, 1.f); + v = fmodf(v, 1.f); + if(u < 0) { + u = 1 + u; + } + if(v < 0) { + v = 1 + v; + } + + // u = CLAMP(0, u, 1); + // v = CLAMP(0, v, 1); // @Note: We could do: interpolated_w = 1.f / interpolated_w to get proper depth // but why waste an instruction, the smaller the depth value the farther the object F32* depth = depth_buffer + (x + y * dst->x); @@ -309,7 +342,7 @@ void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src, F32 ligh F32 udiff = u - (F32)ui; F32 vdiff = v - (F32)vi; // Origin UV (0,0) is in bottom left - U32 *dst_pixel = dst->pixels + (x + y * dst->x); + U32 *dst_pixel = destination + x; U32 *pixel = src->pixels + (ui + (src->y - 1ll - vi) * src->x); #if PREMULTIPLIED_ALPHA_BLENDING @@ -328,7 +361,14 @@ void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src, F32 ligh *dst_pixel = color32; } } + Cx0 += dy10; + Cx1 += dy21; + Cx2 += dy02; } + Cy0 -= dx10; + Cy1 -= dx21; + Cy2 -= dx02; + destination += dst->x; } if (draw_rects) { r_draw_rect(dst, p0.x-4, p0.y-4, 8,8, vec4(1,0,0,1)); @@ -339,7 +379,7 @@ void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src, F32 ligh } FUNCTION - void draw_triangle_subpixel(Bitmap* dst, F32 *depth_buffer, Bitmap *src, F32 light, +void draw_triangle_subpixel(Bitmap* dst, F32 *depth_buffer, Bitmap *src, F32 light, Vec4 p0, Vec4 p1, Vec4 p2, Vec2 tex0, Vec2 tex1, Vec2 tex2) { F32 min_x1 = (F32)(MIN(p0.x, MIN(p1.x, p2.x))); @@ -354,14 +394,14 @@ FUNCTION F32 area = edge_function(p0, p1, p2); for (I64 y = min_y; y < max_y; y++) { for (I64 x = min_x; x < max_x; x++) { - F32 edge1 = edge_function(p0, p1, { (F32)x,(F32)y }); - F32 edge2 = edge_function(p1, p2, { (F32)x,(F32)y }); - F32 edge3 = edge_function(p2, p0, { (F32)x,(F32)y }); + F32 edge0 = edge_function(p0, p1, { (F32)x,(F32)y }); + F32 edge1 = edge_function(p1, p2, { (F32)x,(F32)y }); + F32 edge2 = edge_function(p2, p0, { (F32)x,(F32)y }); - if (edge1 >= 0 && edge2 >= 0 && edge3 >= 0) { - F32 w1 = edge2 / area; - F32 w2 = edge3 / area; - F32 w3 = edge1 / area; + if (edge0 >= 0 && edge1 >= 0 && edge2 >= 0) { + F32 w1 = edge1 / area; + F32 w2 = edge2 / area; + F32 w3 = edge0 / area; F32 interpolated_w = (1.f / p0.w) * w1 + (1.f / p1.w) * w2 + (1.f / p2.w) * w3; F32 u = tex0.x * (w1 / p0.w) + tex1.x * (w2 / p1.w) + tex2.x * (w3 / p2.w); @@ -417,7 +457,8 @@ FUNCTION } } -FN void r_scatter_plot(Bitmap *dst, F64 *data, I64 data_len) { +FUNCTION +void r_scatter_plot(Bitmap *dst, F64 *data, I64 data_len) { F64 min = F32MAX; F64 max = FLT_MIN; F64 step = dst->x / (F64)data_len; @@ -439,7 +480,8 @@ FN void r_scatter_plot(Bitmap *dst, F64 *data, I64 data_len) { } S8 scenario_name = string_null; -FN void r_draw_mesh(R_Render *r, OBJMaterial *materials, ObjMesh *mesh, Vec3 *vertices, Vec2 *tex_coords, Vec3 *normals) { +FUNCTION +void r_draw_mesh(R_Render *r, OBJMaterial *materials, ObjMesh *mesh, Vec3 *vertices, Vec2 *tex_coords, Vec3 *normals) { for (int i = 0; i < mesh->indices.len; i++) { ObjIndex *index = mesh->indices.e + i; OBJMaterial *material = materials + index->material_id; @@ -475,10 +517,9 @@ FN void r_draw_mesh(R_Render *r, OBJMaterial *materials, ObjMesh *mesh, Vec3 *ve Vec3 p0_to_p1 = vert[1].pos - vert[0].pos; Vec3 p0_to_p2 = vert[2].pos - vert[0].pos; Vec3 normal = normalize(cross(p0_to_p1, p0_to_p2)); - Vec3 light_direction = mat4_rotation_y(45) * vec3(0, 0, 1); + Vec3 light_direction = mat4_rotation_x(light_rotation) * vec3(0, 0, 1); F32 light = -dot(normal, light_direction); light = CLAMP(0.05f, light, 1.f); - light = 1; if (dot(normal, p0_to_camera) > 0) { //@Note: Backface culling /// ## Clipping /// @@ -502,7 +543,7 @@ FN void r_draw_mesh(R_Render *r, OBJMaterial *materials, ObjMesh *mesh, Vec3 *ve // @Note: Zfar B32 vertex_is_outside = false; Vec3 zfar_normal = vec3(0, 0, -1); - Vec3 zfar_pos = vec3(0, 0, 10000.f); + Vec3 zfar_pos = vec3(0, 0, zfar_value); for (I32 j = 0; j < 3; j++) { // @Note: Camera vert[j].pos = r->camera * vert[j].pos; @@ -555,14 +596,14 @@ FN void r_draw_mesh(R_Render *r, OBJMaterial *materials, ObjMesh *mesh, Vec3 *ve in[j].pos = r->projection * in[j].pos; in[j].pos.x = in[j].pos.x / in[j].pos.w; in[j].pos.y = in[j].pos.y / in[j].pos.w; - in[j].pos.z = in[j].pos.z / in[j].pos.w; + // in[j].pos.z = in[j].pos.z / in[j].pos.w; //@Note: To pixel space in[j].pos.x *= r->screen320.x / 2; in[j].pos.y *= r->screen320.y / 2; in[j].pos.x += r->screen320.x / 2; in[j].pos.y += r->screen320.y / 2; } - + draw_triangle_nearest(&r->screen320, r->depth320, image, light, in[0].pos, in[1].pos, in[2].pos, in[0].tex, in[1].tex, in[2].tex); if (in_count > 3) { draw_triangle_nearest(&r->screen320, r->depth320, image, light, in[0].pos, in[2].pos, in[3].pos, in[0].tex, in[2].tex, in[3].tex); @@ -608,7 +649,7 @@ int main() { } - // scenario_name = LIT("assets/f22.obj"); + //scenario_name = LIT("assets/f22.obj"); //scenario_name = LIT("assets/cube.obj"); //scenario_name = LIT("assets/AnyConv.com__White.obj"); scenario_name = LIT("assets/sponza/sponza.obj"); @@ -621,8 +662,8 @@ int main() { F32 speed = 100.f; F32 rotation = 0; - int screen_x = 320; - int screen_y = 180; + int screen_x = 320*2; + int screen_y = 180*2; R_Render r = {}; r.camera_pos = {0,0,-2}; r.screen320 = {(U32 *)PUSH_SIZE(os.perm_arena, screen_x*screen_y*sizeof(U32)), screen_x, screen_y}; @@ -656,7 +697,7 @@ int main() { UI_LABEL(&frame_data), }; UI ui = ui_make(os.perm_arena, setup, ARRAY_CAP(setup)); - B32 ui_mouse_lock = true; + B32 ui_mouse_lock = true; while (os_game_loop()) { if (ui_mouse_lock == false) { @@ -664,10 +705,13 @@ int main() { r.camera_yaw.y -= os.delta_mouse_pos.y * 0.01f; } if (os.key[Key_Escape].pressed) os_quit(); - if (os.key[Key_O].down) rotation += 0.05f; - if (os.key[Key_P].down) rotation -= 0.05f; + if (os.key[Key_O].down) light_rotation += 0.05f; + if (os.key[Key_P].down) light_rotation -= 0.05f; if (os.key[Key_F1].pressed) draw_rects = !draw_rects; - if (os.key[Key_F2].pressed) ui_mouse_lock = !ui_mouse_lock; + if (os.key[Key_F2].pressed) { + ui_mouse_lock = !ui_mouse_lock; + os_show_cursor(!os.cursor_visible); + } if (os.key[Key_A].down) r.camera_pos.x -= speed * (F32)os.delta_time; if (os.key[Key_D].down) r.camera_pos.x += speed * (F32)os.delta_time; if (os.key[Key_W].down) { @@ -698,7 +742,7 @@ int main() { r.camera_direction = (camera_rotation * vec4(0,0,1,1)).xyz; Vec3 target = r.camera_pos + r.camera_direction; r.camera = mat4_look_at(r.camera_pos, target, vec3(0, 1, 0)); - r.projection = mat4_perspective(60.f, (F32)os.screen->x, (F32)os.screen->y, 0.1f, 1000.f); + r.projection = mat4_perspective(60.f, (F32)os.screen->x, (F32)os.screen->y, 1.f, zfar_value); r.transform = mat4_rotation_z(rotation); r.transform = r.transform * mat4_rotation_y(rotation); for (int i = 0; i < obj.mesh.len; i++) { @@ -719,8 +763,6 @@ int main() { } ui_end_frame(os.screen, &ui, &font); frame_data = string_format(os.frame_arena, "FPS:%f dt:%f frame:%u", os.fps, os.delta_time, os.frame); - /*r_draw_string(os.screen, &font, print_string, vec2(0, os.screen->y - font.height)); - if (r.plot_ready) r_draw_bitmap(os.screen, &r.plot, { 0, 0 });*/ } } diff --git a/obj_parser.cpp b/obj_parser.cpp index ca719a6..928b4ae 100644 --- a/obj_parser.cpp +++ b/obj_parser.cpp @@ -255,6 +255,20 @@ namespace obj { Vec2 *tex = result.texture_coordinates.push_empty(); tex->x = (float)expect_number(&data); tex->y = (float)expect_number(&data); + + // tex->y = fmodf(tex->y, 1.f); + // if(tex->x < 0) { + // tex->x = 1 - fmodf(ABS(tex->x), 1.f); + // } + // else { + // tex->x = fmodf(tex->x, 1.f); + // } + // if(tex->y < 0) { + // tex->y = 1 - fmodf(ABS(tex->y), 1.f); + // } + // else { + // tex->y = fmodf(tex->y, 1.f); + // } debug_expect_raw(&data, TokenType::whitespace); } else if (string_compare(token.s8, LIT("vn"))) {