From 372e4fd16b7bd447a87303435519200abce3f247 Mon Sep 17 00:00:00 2001 From: Krzosa Karol Date: Fri, 25 Feb 2022 21:16:25 +0100 Subject: [PATCH] Clipping donegit status! loading and showing sponza mini --- .gitignore | 2 + README.md | 70 ++++++ data.txt | 120 +++++++++++ graphics3.rdbg | Bin 389 -> 0 bytes main.cpp | 561 ++++++++++++++++++++++++++++++++----------------- math.h | 56 ++++- obj_parser.cpp | 254 ++++++++++++++++++++++ objparser.cpp | 217 ------------------- objparser.h | 16 -- profile.cpp | 22 ++ 10 files changed, 885 insertions(+), 433 deletions(-) create mode 100644 README.md create mode 100644 data.txt delete mode 100644 graphics3.rdbg create mode 100644 obj_parser.cpp delete mode 100644 objparser.cpp delete mode 100644 objparser.h create mode 100644 profile.cpp diff --git a/.gitignore b/.gitignore index 62d473f..b49d74d 100644 --- a/.gitignore +++ b/.gitignore @@ -1,5 +1,7 @@ .vs/ x64/ +assets/ *.sln *.vcxproj* +*.rdbg \ No newline at end of file diff --git a/README.md b/README.md new file mode 100644 index 0000000..ad27b06 --- /dev/null +++ b/README.md @@ -0,0 +1,70 @@ + + +# Things to do: + +- [x] Drawing triangles +- [x] Drawing cubes and lines for testing +- [x] Y up coordinate system, left handed +- [x] Drawing a cube with perspective +- [x] Culling triangles facing away from camera +- [x] Texture mapping +- [x] Basic linear transformations - rotation, translation, scaling +- [x] Bilinear filtering of textures / subpixel precison +- [x] Nearest filtering +- [x] Fix the gaps between triangles (it also improved look of triangle edges) +- [ ] Perspective matrix vs simple perspective +- [x] Perspective correct interpolation +- [x] Depth buffer +- [x] Gamma correct blending - converting to almost linear space +- [x] Alpha blending?? +- [x] Premultiplied alpha??? +- [x] Merge with base +- [ ] Lightning + - [x] GLOBAL Ilumination +- [x] LookAt Camera +- [ ] FPS Camera +- [x] Reading OBJ models +- [ ] Reading OBJ .mtl files +- [ ] Reading complex obj models (sponza) +- [ ] Reading PMX files +- [ ] Rendering multiple objects, queue renderer +- [x] Clipping + - [x] Triagnle rectangle bound clipping + - [x] A way of culling Z out triangles + - [x] Simple test z clipping + - [x] Maybe should clip a triangle on znear zfar plane? + - [x] Maybe should clip out triangles that are fully z out before draw_triangle +- [ ] Subpixel precision of triangle edges +- [x] Simple profiling tooling +- [ ] Statistics based on profiler data, distribution information +- [x] Find cool profilers - ExtraSleepy, Vtune +- [ ] Optimizations + - [ ] Inline edge function + - [ ] Edge function to integer + - [ ] Use integer bit operations to figure out if plus. (edge1|edge2|edge3)>=0 +- [ ] SIMD +- [ ] Multithreading +- [ ] +- [ ] Text rendering +- [ ] Basic UI +- [ ] Gamma correct and alpha blending + +# Resources that helped me build the rasterizer (Might be helpful to you too): + +* Algorithm I used for triangle rasterization by Juan Pineda: https://www.cs.drexel.edu/~david/Classes/Papers/comp175-06-pineda.pdf +* Fabian Giessen's "Optimizing Software Occlusion Culling": https://fgiesen.wordpress.com/2013/02/17/optimizing-sw-occlusion-culling-index/ +* Fabian Giessen's optimized software renderer: https://github.com/rygorous/intel_occlusion_cull/tree/blog/SoftwareOcclusionCulling +* Fabian Giessen's javascript triangle rasterizer: https://gist.github.com/rygorous/2486101 +* Fabian Giessen's C++ triangle rasterizer: https://github.com/rygorous/trirast/blob/master/main.cpp +* Joy's Kenneth lectures about computer graphics: https://www.youtube.com/playlist?list=PL_w_qWAQZtAZhtzPI5pkAtcUVgmzdAP8g +* Joy's Kenneth article on clipping: https://import.cdn.thinkific.com/167815/JoyKennethClipping-200905-175314.pdf +* A bunch of helpful notes and links to resources: https://nlguillemot.wordpress.com/2016/07/10/rasterizer-notes/ +* Very nice paid course on making a software rasterizer using a scanline method: https://pikuma.com/courses/learn-3d-computer-graphics-programming +* Reference for obj loader: https://github.com/tinyobjloader/tinyobjloader/blob/master/tiny_obj_loader.h +* +* +* + +## To read + +* http://ce-publications.et.tudelft.nl/publications/1362_hardware_algorithms_for_tilebased_realtime_rendering.pdf diff --git a/data.txt b/data.txt new file mode 100644 index 0000000..bbd79ab --- /dev/null +++ b/data.txt @@ -0,0 +1,120 @@ +avg:0.000007 +avg:0.000009 +avg:0.000009 +avg:0.000009 +avg:0.000009 +avg:0.000009 +avg:0.000009 +avg:0.000009 +avg:0.000009 +avg:0.000009 +avg:0.000007 +avg:0.000007 +avg:0.000126 +avg:0.000007 +avg:0.000003 +avg:0.000005 +avg:0.000002 +avg:0.000008 +avg:0.000009 +avg:0.000009 +avg:0.000009 +avg:0.000006 +avg:0.000002 +avg:0.000000 +avg:0.000008 +avg:0.000009 +avg:0.000009 +avg:0.000001 +avg:0.000009 +avg:0.000007 +avg:0.000007 +avg:0.000009 +avg:0.000009 +avg:0.000009 +avg:0.000009 +avg:0.000011 +avg:0.000008 +avg:0.000000 +avg:0.000009 +avg:0.000023 +avg:0.000023 +avg:0.000011 +avg:0.000014 +avg:0.000008 +avg:0.000014 +avg:0.000095 +avg:0.000070 +avg:0.000073 +avg:0.000070 +avg:0.000075 +avg:0.000069 +avg:0.000071 +avg:0.000074 +avg:0.000071 +avg:0.000095 +avg:0.000075 +avg:0.000098 +avg:0.000098 +avg:0.000074 +avg:0.000096 +avg:0.000070 +avg:0.000079 +avg:0.000097 +avg:0.000069 +avg:0.000094 +avg:0.000089 +avg:0.000084 +avg:0.000077 +avg:0.000071 +avg:0.000083 +avg:0.000103 +avg:0.000185 +avg:0.000182 +avg:0.000121 +avg:0.000069 +avg:0.000073 +avg:0.000083 +avg:0.000072 +avg:0.000071 +avg:0.000122 +avg:0.000096 +avg:0.000159 +avg:0.000144 +avg:0.000187 +avg:0.000138 +avg:0.000173 +avg:0.000153 +avg:0.000196 +avg:0.000221 +avg:0.000128 +avg:0.000189 +avg:0.000143 +avg:0.000133 +avg:0.000159 +avg:0.000109 +avg:0.000154 +avg:0.000147 +avg:0.000210 +avg:0.000156 +avg:0.000807 +avg:0.000145 +avg:0.000128 +avg:0.000315 +avg:0.000457 +avg:0.000335 +avg:0.000247 +avg:0.000383 +avg:0.000112 +avg:0.000104 +avg:0.000081 +avg:0.000056 +avg:0.000019 +avg:0.000050 +avg:0.000029 +avg:0.000023 +avg:0.000039 +avg:0.000097 +avg:0.000098 +avg:0.000097 +avg:0.000002 diff --git a/graphics3.rdbg b/graphics3.rdbg deleted file mode 100644 index 82771d1699630f403d5bc2cfa5767dbc07576675..0000000000000000000000000000000000000000 GIT binary patch literal 0 HcmV?d00001 literal 389 zcmb78u?oUK484lr2lx%H9aJ0y7cDrr2~Lf}HN+Zdd&i}Pe!j`n^?Z;=$a^ozv%20d z&biweUP4LW;Zx{9!jzC8Q49iY^6|?k2bfPssHmCRWmeKmns>Y0B`Y=0 +/// - [ ] SIMD +/// - [ ] Multithreading +/// - [ ] +/// - [ ] Text rendering +/// - [ ] Basic UI +/// - [ ] Gamma correct and alpha blending +/// +/// ### Resources that helped me build the rasterizer (Might be helpful to you too): +/// +/// * Algorithm I used for triangle rasterization by Juan Pineda: https://www.cs.drexel.edu/~david/Classes/Papers/comp175-06-pineda.pdf +/// * Fabian Giessen's "Optimizing Software Occlusion Culling": https://fgiesen.wordpress.com/2013/02/17/optimizing-sw-occlusion-culling-index/ +/// * Fabian Giessen's optimized software renderer: https://github.com/rygorous/intel_occlusion_cull/tree/blog/SoftwareOcclusionCulling +/// * Fabian Giessen's javascript triangle rasterizer: https://gist.github.com/rygorous/2486101 +/// * Fabian Giessen's C++ triangle rasterizer: https://github.com/rygorous/trirast/blob/master/main.cpp +/// * Joy's Kenneth lectures about computer graphics: https://www.youtube.com/playlist?list=PL_w_qWAQZtAZhtzPI5pkAtcUVgmzdAP8g +/// * Joy's Kenneth article on clipping: https://import.cdn.thinkific.com/167815/JoyKennethClipping-200905-175314.pdf +/// * A bunch of helpful notes and links to resources: https://nlguillemot.wordpress.com/2016/07/10/rasterizer-notes/ +/// * Very nice paid course on making a software rasterizer using a scanline method: https://pikuma.com/courses/learn-3d-computer-graphics-programming +/// * Reference for obj loader: https://github.com/tinyobjloader/tinyobjloader/blob/master/tiny_obj_loader.h +/// * +/// * +/// * +/// +/// ### To read +/// +/// * http://ce-publications.et.tudelft.nl/publications/1362_hardware_algorithms_for_tilebased_realtime_rendering.pdf -#define OS_WINDOWS 1 -#define PERSPECTIVE_CORRECT_INTERPOLATION 1 -#define BILINEAR_BLEND 1 - #define GAMMA_CORRECT_BLENDING 1 + + +#define _CRT_SECURE_NO_WARNINGS #define PREMULTIPLIED_ALPHA_BLENDING 1 #define PLATFORM -#include "base.h" +#include "kpl.h" +#include "profile.cpp" #include "math.h" + +struct R_Vertex { + Vec3 pos; + Vec2 tex; + Vec3 norm; +}; + +struct R_Render { + Mat4 camera; + Mat4 projection; +}; + +#include "obj_parser.cpp" #include "stb_image.h" -#include "objparser.h" #include -//GLOBAL OS os = {}; GLOBAL bool draw_rects = 0; GLOBAL bool draw_wireframe = 0; FUNCTION -void draw_rect(Bitmap* dst, float X, float Y, float w, float h, U32 color) { +void draw_rect(Bitmap* dst, F32 X, F32 Y, F32 w, F32 h, U32 color) { int max_x = (int)(MIN(X + w, dst->x) + 0.5f); int max_y = (int)(MIN(Y + h, dst->y) + 0.5f); int min_x = (int)(MAX(0, X) + 0.5f); @@ -65,8 +112,8 @@ void draw_rect(Bitmap* dst, float X, float Y, float w, float h, U32 color) { } FUNCTION -float edge_function(Vec4 vecp0, Vec4 vecp1, Vec4 p) { - float result = (vecp1.y - vecp0.y) * (p.x - vecp0.x) - (vecp1.x - vecp0.x) * (p.y - vecp0.y); +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; } @@ -126,96 +173,147 @@ FUNCTION } FUNCTION -void draw_triangle(Bitmap* dst, float *depth_buffer, Bitmap *src, float light, +void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src, F32 light, Vec4 p0, Vec4 p1, Vec4 p2, Vec2 tex0, Vec2 tex1, Vec2 tex2) { - float min_x1 = (float)(MIN(p0.x, MIN(p1.x, p2.x))); - float min_y1 = (float)(MIN(p0.y, MIN(p1.y, p2.y))); - float max_x1 = (float)(MAX(p0.x, MAX(p1.x, p2.x))); - float max_y1 = (float)(MAX(p0.y, MAX(p1.y, p2.y))); + F32 min_x1 = (F32)(MIN(p0.x, MIN(p1.x, p2.x))); + F32 min_y1 = (F32)(MIN(p0.y, MIN(p1.y, p2.y))); + F32 max_x1 = (F32)(MAX(p0.x, MAX(p1.x, p2.x))); + F32 max_y1 = (F32)(MAX(p0.y, MAX(p1.y, p2.y))); I64 min_x = (I64)MAX(0, floor(min_x1)); I64 min_y = (I64)MAX(0, floor(min_y1)); I64 max_x = (I64)MIN(dst->x, ceil(max_x1)); I64 max_y = (I64)MIN(dst->y, ceil(max_y1)); - float area = edge_function(p0, p1, p2); + 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++) { - float edge1 = edge_function(p0, p1, { (float)x,(float)y }); - float edge2 = edge_function(p1, p2, { (float)x,(float)y }); - float edge3 = edge_function(p2, p0, { (float)x,(float)y }); + 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 }); if (edge1 >= 0 && edge2 >= 0 && edge3 >= 0) { - float w1 = edge2 / area; - float w2 = edge3 / area; - float w3 = edge1 / area; - float interpolated_z = (1.f / p0.w) * w1 + (1.f / p1.w) * w2 + (1.f / p2.w) * w3; -#if PERSPECTIVE_CORRECT_INTERPOLATION - float u = tex0.x * (w1 / p0.w) + tex1.x * (w2 / p1.w) + tex2.x * (w3 / p2.w); - float v = tex0.y * (w1 / p0.w) + tex1.y * (w2 / p1.w) + tex2.y * (w3 / p2.w); - u /= interpolated_z; - v /= interpolated_z; -#else - float u = tex0.x * w1 + tex1.x * w2 + tex2.x * w3; - float v = tex0.y * w1 + tex1.y * w2 + tex2.y * w3; -#endif - // @Note: We could do: interpolated_z = 1.f / interpolated_z to get proper depth + F32 w1 = edge2 / area; + F32 w2 = edge3 / area; + F32 w3 = edge1 / 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; + // @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 - float* depth = depth_buffer + (x + y * dst->x); - if (*depth < interpolated_z) { - *depth = interpolated_z; + F32* depth = depth_buffer + (x + y * dst->x); + if (*depth < interpolated_w) { + *depth = interpolated_w; u = u * (src->x - 2); v = v * (src->y - 2); I64 ui = (I64)(u); I64 vi = (I64)(v); - float udiff = u - (float)ui; - float vdiff = v - (float)vi; + 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 *pixel = src->pixels + (ui + (src->y - 1ll - vi) * src->x); + +#if PREMULTIPLIED_ALPHA_BLENDING + Vec4 result_color = srgb_to_almost_linear(vec4abgr(*pixel)); + Vec4 dst_color = srgb_to_almost_linear(vec4abgr(*dst_pixel)); + result_color.r *= light; + result_color.g *= light; + result_color.b *= light; + result_color.r = result_color.r + (1-result_color.a) * dst_color.r; + result_color.g = result_color.g + (1-result_color.a) * dst_color.g; + result_color.b = result_color.b + (1-result_color.a) * dst_color.b; + result_color.a = result_color.a + dst_color.a - result_color.a*dst_color.a; + result_color = almost_linear_to_srgb(result_color); + U32 color32 = vec4_to_u32abgr(result_color); +#else + U32 color32 = *pixel; +#endif + + *dst_pixel = color32; + } + } + } + } + if (draw_rects) { + draw_rect(dst, p0.x-4, p0.y-4, 8,8, 0x00ff0000); + draw_rect(dst, p1.x-4, p1.y-4, 8,8, 0x0000ff00); + draw_rect(dst, p2.x-4, p2.y-4, 8,8, 0x000000ff); + } +} + +FUNCTION + 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))); + F32 min_y1 = (F32)(MIN(p0.y, MIN(p1.y, p2.y))); + F32 max_x1 = (F32)(MAX(p0.x, MAX(p1.x, p2.x))); + F32 max_y1 = (F32)(MAX(p0.y, MAX(p1.y, p2.y))); + I64 min_x = (I64)MAX(0, floor(min_x1)); + I64 min_y = (I64)MAX(0, floor(min_y1)); + 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); + 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 }); + + if (edge1 >= 0 && edge2 >= 0 && edge3 >= 0) { + F32 w1 = edge2 / area; + F32 w2 = edge3 / area; + F32 w3 = edge1 / 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; + // @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); + if (*depth < interpolated_w && interpolated_w > 0.1f) { + *depth = interpolated_w; + u = u * (src->x - 2); + v = v * (src->y - 2); + I64 ui = (I64)(u); + I64 vi = (I64)(v); + F32 udiff = u - (F32)ui; + F32 vdiff = v - (F32)vi; // Origin UV (0,0) is in bottom left U32 *pixel = src->pixels + (ui + (src->y - 1ll - vi) * src->x); U32 *dst_pixel = dst->pixels + (x + y * dst->x); -#if BILINEAR_BLEND Vec4 pixelx1y1 = vec4abgr(*pixel); Vec4 pixelx2y1 = vec4abgr(*(pixel + 1)); Vec4 pixelx1y2 = vec4abgr(*(pixel - src->x)); Vec4 pixelx2y2 = vec4abgr(*(pixel + 1 - src->x)); - #if GAMMA_CORRECT_BLENDING pixelx1y1 = srgb_to_almost_linear(pixelx1y1); pixelx2y1 = srgb_to_almost_linear(pixelx2y1); pixelx1y2 = srgb_to_almost_linear(pixelx1y2); pixelx2y2 = srgb_to_almost_linear(pixelx2y2); - #endif // GAMMA_CORRECT_BLENDING Vec4 blendx1 = lerp(pixelx1y1, pixelx2y1, udiff); Vec4 blendx2 = lerp(pixelx1y2, pixelx2y2, udiff); Vec4 result_color = lerp(blendx1, blendx2, vdiff); result_color.r *= light; result_color.g *= light; result_color.b *= light; - #if PREMULTIPLIED_ALPHA_BLENDING +#if PREMULTIPLIED_ALPHA_BLENDING Vec4 dst_color = vec4abgr(*dst_pixel); - #if GAMMA_CORRECT_BLENDING dst_color = srgb_to_almost_linear(dst_color); - #endif - result_color.r = result_color.r + (1-result_color.a) * dst_color.r; - result_color.g = result_color.g + (1-result_color.a) * dst_color.g; - result_color.b = result_color.b + (1-result_color.a) * dst_color.b; - result_color.a = result_color.a + dst_color.a - result_color.a*dst_color.a; - #endif // PREMULTIPLIED_ALPHA_BLENDING - #if GAMMA_CORRECT_BLENDING - result_color = almost_linear_to_srgb(result_color); - //ASSERT(result_color.r <= 1 && result_color.g <= 1 && result_color.b <= 1); - #endif // GAMMA_CORRECT_BLENDING - U32 color32 = vec4_to_u32abgr(result_color); -#else // BILINEAR_BLEND - Vec4 result_color = srgb_to_almost_linear(vec4abgr(*pixel)); - Vec4 dst_color = srgb_to_almost_linear(vec4abgr(*dst_pixel)); result_color.r = result_color.r + (1-result_color.a) * dst_color.r; result_color.g = result_color.g + (1-result_color.a) * dst_color.g; result_color.b = result_color.b + (1-result_color.a) * dst_color.b; result_color.a = result_color.a + dst_color.a - result_color.a*dst_color.a; +#endif // PREMULTIPLIED_ALPHA_BLENDING result_color = almost_linear_to_srgb(result_color); U32 color32 = vec4_to_u32abgr(result_color); -#endif // BILINEAR_BLEND *dst_pixel = color32; } @@ -230,14 +328,14 @@ void draw_triangle(Bitmap* dst, float *depth_buffer, Bitmap *src, float light, } FUNCTION -void draw_line(Bitmap *dst, float x0, float y0, float x1, float y1) { - float delta_x = (x1 - x0); - float delta_y = (y1 - y0); - float longest_side_length = (ABS(delta_x) >= ABS(delta_y)) ? ABS(delta_x) : ABS(delta_y); - float x_inc = delta_x / (float)longest_side_length; - float y_inc = delta_y / (float)longest_side_length; - float current_x = (float)x0; - float current_y = (float)y0; +void draw_line(Bitmap *dst, F32 x0, F32 y0, F32 x1, F32 y1) { + F32 delta_x = (x1 - x0); + F32 delta_y = (y1 - y0); + F32 longest_side_length = (ABS(delta_x) >= ABS(delta_y)) ? ABS(delta_x) : ABS(delta_y); + F32 x_inc = delta_x / (F32)longest_side_length; + F32 y_inc = delta_y / (F32)longest_side_length; + F32 current_x = (F32)x0; + F32 current_y = (F32)y0; for (int i = 0; i <= longest_side_length; i++) { int x = (int)(current_x + 0.5f); int y = (int)(current_y + 0.5f); @@ -247,26 +345,6 @@ void draw_line(Bitmap *dst, float x0, float y0, float x1, float y1) { } } -struct FaceA { - int vertex[3]; - int tex[3]; - int normal[3]; -}; - -FN void null_terminate(Arena *arena) { - PUSH_SIZE(arena, 1); -} - -FUNCTION -Obj load_obj(S8 file) { - Scratch scratch; - S8 data = os_read_file(scratch, file).error_is_fatal(); - null_terminate(scratch); - char* memory = (char*)malloc(100000); - Obj result = obj::parse(memory, 100000, (char *)data.str); - return result; -} - FUNCTION Bitmap load_image(const char* path) { int x, y, n; @@ -287,115 +365,212 @@ Bitmap load_image(const char* path) { return result; } -int main() { - obj::test(); - os.window_size.x = 1280; - os.window_size.y = 720; - os_init(); - os_init_software_render(); +FN void r_draw_mesh(ObjMesh *mesh) { +} - float rotation = 0; - Vec3 camera_pos = {0,0,-5}; +int main() { + os.window_size.x = 1920; + os.window_size.y = 1080; + os.window_resizable = 1; + os_init().error_is_fatal(); + S8List list = {}; + string_push(os.frame_arena, &list, LIT("main.cpp")); + generate_documentation(list, LIT("README.md")); + + Obj obj = load_obj(LIT("assets/sponza/sponza_mini.obj")); - Obj obj = load_obj(LIT("assets/f22.obj")); - Vec3* vertices = (Vec3 *)obj.vertices; - Vec2* tex_coords = (Vec2*)obj.texture; - Vec3 *normals = (Vec3 *)obj.normals; - FaceA* faces = (FaceA*)obj.indices; - I64 face_count = obj.indices_count; + //Obj obj = load_obj(LIT("assets/f22.obj")); + ObjMesh *mesh = obj.mesh.e + 1; + + F32 speed = 0.01f; + F32 rotation = 405; + Vec3 camera_pos = {0,0,-2}; + //Vec3 camera_target = { 300, 200, 0 }; + Vec3 camera_target = { 0, 0, 0 }; + bool lock_camera_flag = 1; + Vec3* vertices = (Vec3 *)obj.vertices.e; + Vec2* tex_coords = (Vec2*)obj.texture_coordinates.e; + Vec3 *normals = (Vec3 *)obj.normals.e; Bitmap img = load_image("assets/bricksx64.png"); int screen_x = 320; int screen_y = 180; - Bitmap screen320 = {(U32 *)malloc(screen_x*screen_y*sizeof(U32)), screen_x, screen_y}; - float* depth320 = (float *)malloc(sizeof(float) * screen_x * screen_y); + Bitmap screen320 = {(U32 *)PUSH_SIZE(os.perm_arena, screen_x*screen_y*sizeof(U32)), screen_x, screen_y}; + F32* depth320 = (F32 *)PUSH_SIZE(os.perm_arena, sizeof(F32) * screen_x * screen_y); while (os_game_loop()) { - Mat4 perspective = make_matrix_perspective(60.f, (float)screen->x, (float)screen->y, 0.1f, 100.f); + Mat4 perspective = mat4_perspective(60.f, (F32)os.screen->x, (F32)os.screen->y, 0.1f, 1000.f); + Mat4 camera = mat4_look_at(camera_pos, camera_target, vec3(0, 1, 0)); U32* p = screen320.pixels; for (int y = 0; y < screen320.y; y++) { for (int x = 0; x < screen320.x; x++) { *p++ = 0x33333333; } } - float* dp = depth320; + F32* dp = depth320; for (int y = 0; y < screen320.y; y++) { for (int x = 0; x < screen320.x; x++) { *dp++ = -FLT_MAX; } } - Mat4 transform = make_matrix_rotation_z(rotation); - transform = transform * make_matrix_rotation_x(rotation); - if (os.key[Key_Escape].pressed) os.quit = true; + Mat4 transform = mat4_rotation_z(rotation); + transform = transform * mat4_rotation_y(rotation); + 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_F1].pressed) draw_rects = !draw_rects; if (os.key[Key_F2].pressed) draw_wireframe = !draw_wireframe; - for (int i = 0; i < face_count; i++) { - FaceA* face = faces + i; - Vec4 pos[3] = { - vec4(vertices[face->vertex[0] - 1], 1), - vec4(vertices[face->vertex[1] - 1], 1), - vec4(vertices[face->vertex[2] - 1], 1), - }; - Vec2 tex[3] = { - tex_coords[face->tex[0] - 1], - tex_coords[face->tex[1] - 1], - tex_coords[face->tex[2] - 1], - }; - Vec3 norm[3] = { - normals[face->normal[0] - 1], - normals[face->normal[1] - 1], - normals[face->normal[2] - 1], + if (os.key[Key_A].down) camera_target.x -= speed; + if (os.key[Key_D].down) camera_target.x += speed; + if (os.key[Key_W].down) camera_target.y += speed; + if (os.key[Key_S].down) camera_target.y -= speed; + if (os.key[Key_R].down) camera_pos.z += speed; + if (os.key[Key_F].down) camera_pos.z -= speed; + for (int i = 0; i < mesh->indices.len; i++) { + ObjIndex *index = mesh->indices.e + i; + R_Vertex vert[] = { + { + vertices[index->vertex[0] - 1], + tex_coords[index->tex[0] - 1], + normals[index->normal[0] - 1], + }, + { + vertices[index->vertex[1] - 1], + tex_coords[index->tex[1] - 1], + normals[index->normal[1] - 1], + }, + { + vertices[index->vertex[2] - 1], + tex_coords[index->tex[2] - 1], + normals[index->normal[2] - 1], + }, }; + if (lock_camera_flag) { + camera_pos = vert[0].pos - vec3(0,-100,130); + camera_target = vert[0].pos; + camera = mat4_look_at(camera_pos, camera_target, vec3(0, 1, 0)); + lock_camera_flag = 0; + } //@Note: Transform for (int j = 0; j < 3; j++) { - pos[j] = transform * pos[j]; + vert[j].pos = transform * vert[j].pos; } - //@Note: Cull - Vec3 p0_to_camera = camera_pos - pos[0].xyz; - Vec3 p0_to_p1 = pos[1].xyz - pos[0].xyz; - Vec3 p0_to_p2 = pos[2].xyz - pos[0].xyz; - Vec3 normal = normalize(cross(p0_to_p1, p0_to_p2)); - float light = -dot(normal, vec3(0,1,0)); - light = CLAMP(0.05f, light, 1.f); - if (dot(normal, p0_to_camera) > 0) { - for (int j = 0; j < 3; j++) { - //@Note: Camera - pos[j].xyz = pos[j].xyz - camera_pos; - //@Note: Perspective - pos[j] = perspective * pos[j]; - pos[j].x = pos[j].x / pos[j].w; - pos[j].y = pos[j].y / pos[j].w; - pos[j].z = pos[j].z / pos[j].w; - //@Note: To pixel space - pos[j].x *= screen320.x / 2; - pos[j].y *= screen320.y / 2; - pos[j].x += screen320.x / 2; - pos[j].y += screen320.y / 2; - } + - draw_triangle(&screen320, depth320, &img, light, pos[0], pos[1], pos[2], tex[0], tex[1], tex[2]); - for (int j = 0; j < 3; j++) { - pos[j].x += screen320.x / 8; - pos[j].y += screen320.y / 8; + Vec3 p0_to_camera = camera_pos - vert[0].pos; + 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); + F32 light = -dot(normal, light_direction); + light = CLAMP(0.05f, light, 1.f); + if (dot(normal, p0_to_camera) > 0) { //@Note: Backface culling + // @Note: Zfar + B32 vertex_is_outside = false; + Vec3 zfar_normal = vec3(0, 0, -1); + Vec3 zfar_pos = vec3(0, 0, 1000.f); + for (I32 j = 0; j < 3; j++) { + // @Note: Camera + vert[j].pos = camera * vert[j].pos; + // @Note: Skip triangle if even one vertex gets outside the clipping plane + if ((dot(zfar_normal, vert[j].pos - zfar_pos) < 0)) { + vertex_is_outside = true; + break; + } } - draw_triangle(&screen320, depth320, &img, light, pos[0], pos[1], pos[2], tex[0], tex[1], tex[2]); + + if (vertex_is_outside) { + continue; + } + + // @Note: Znear, clip triangles to the near clipping plane + Vec3 znear_normal = vec3(0, 0, 1); + Vec3 znear_pos = vec3(0, 0, 1.f); + + struct _R_Vertex { + Vec4 pos; + Vec2 tex; + } in[4]; + I32 in_count = 0; + + R_Vertex *prev = vert + 2; + R_Vertex *curr = vert; + F32 prev_dot = dot(znear_normal, prev->pos - znear_pos); + F32 curr_dot = 0; + for (int j = 0; j < 3; j++) { + curr_dot = dot(znear_normal, curr->pos - znear_pos); + if (curr_dot * prev_dot < 0) { + F32 t = prev_dot / (prev_dot - curr_dot); + in[in_count].pos = vec4(lerp(prev->pos, curr->pos, t), 1); + in[in_count++].tex = lerp(prev->tex, curr->tex, t); + } + if (curr_dot > 0) { + in[in_count].pos = vec4(vert[j].pos, 1); + in[in_count++].tex = vert[j].tex; + } + prev = curr++; + prev_dot = curr_dot; + } + + if (in_count == 0) { + continue; + } + + for(I64 j = 0; j < in_count; j++) { + //@Note: Perspective + in[j].pos = perspective * 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; + //@Note: To pixel space + in[j].pos.x *= screen320.x / 2; + in[j].pos.y *= screen320.y / 2; + in[j].pos.x += screen320.x / 2; + in[j].pos.y += screen320.y / 2; + } + + if(os.frame > 60) PROFILE_BEGIN(draw_triangle); + draw_triangle_nearest(&screen320, depth320, &img, light, in[0].pos, in[1].pos, in[2].pos, in[0].tex, in[1].tex, in[2].tex); + if(os.frame > 60) PROFILE_END(draw_triangle); + + if (in_count > 3) { + if(os.frame > 60) PROFILE_BEGIN(draw_triangle); + draw_triangle_nearest(&screen320, depth320, &img, light, in[0].pos, in[2].pos, in[3].pos, in[0].tex, in[2].tex, in[3].tex); + if(os.frame > 60) PROFILE_END(draw_triangle); + } + + +#if 1 + ProfileScope *scope = profile_scopes + ProfileScopeName_draw_triangle; + LOCAL_PERSIST B32 profile_flag; + if (!profile_flag && scope->i > 2000) { + profile_flag = 1; + F64 sum = 0; + for (I64 i = 0; i < profile_scopes[ProfileScopeName_draw_triangle].i; i++) { + sum += scope->samples[i]; + } + F64 avg = sum / scope->i; + S8 data = string_format(os.frame_arena, "avg:%f\n", avg); + os_append_file(LIT("data.txt"), data); + } +#endif + if (draw_wireframe) { - draw_line(&screen320, pos[0].x, pos[0].y, pos[1].x, pos[1].y); - draw_line(&screen320, pos[1].x, pos[1].y, pos[2].x, pos[2].y); - draw_line(&screen320, pos[2].x, pos[2].y, pos[0].x, pos[0].y); + draw_line(&screen320, vert[0].pos.x, vert[0].pos.y, vert[1].pos.x, vert[1].pos.y); + draw_line(&screen320, vert[1].pos.x, vert[1].pos.y, vert[2].pos.x, vert[2].pos.y); + draw_line(&screen320, vert[2].pos.x, vert[2].pos.y, vert[0].pos.x, vert[0].pos.y); } } } + // @Note: Draw 320screen to OS screen - U32* ptr = screen->pixels; - for (int y = 0; y < screen->y; y++) { - for (int x = 0; x < screen->x; x++) { - float u = (float)x / (float)screen->x; - float v = (float)y / (float)screen->y; + U32* ptr = os.screen->pixels; + for (int y = 0; y < os.screen->y; y++) { + for (int x = 0; x < os.screen->x; x++) { + F32 u = (F32)x / (F32)os.screen->x; + F32 v = (F32)y / (F32)os.screen->y; int tx = (int)(u * screen320.x ); int ty = (int)(v * screen320.y ); *ptr++ = screen320.pixels[tx + ty * (screen320.x)]; diff --git a/math.h b/math.h index 9d9fd84..b8c0599 100644 --- a/math.h +++ b/math.h @@ -1,6 +1,35 @@ +FUNCTION +Mat4 mat4_identity() { + return { + 1,0,0,0, + 0,1,0,0, + 0,0,1,0, + 0,0,0,1, + }; +} FUNCTION -Mat4 make_matrix_rotation_x(float rotation) { +Mat4 mat4_scale(Vec3 a) { + return { + a.x, 0, 0, 0, + 0, a.y, 0, 0, + 0, 0, a.z, 0, + 0, 0, 0, 1 + }; +} + +FUNCTION +Mat4 mat4_translation(Vec3 a) { + return { + 1, 0, 0, a.x, + 0, 1, 0, a.y, + 0, 0, 1, a.z, + 0, 0, 0, 1 + }; +} + +FUNCTION +Mat4 mat4_rotation_z(float rotation) { float s = sinf(rotation); float c = cosf(rotation); Mat4 result = { @@ -13,7 +42,7 @@ Mat4 make_matrix_rotation_x(float rotation) { } FUNCTION -Mat4 make_matrix_rotation_y(float rotation) { +Mat4 mat4_rotation_y(float rotation) { float s = sinf(rotation); float c = cosf(rotation); Mat4 result = { @@ -26,7 +55,7 @@ Mat4 make_matrix_rotation_y(float rotation) { } FUNCTION -Mat4 make_matrix_rotation_z(float rotation) { +Mat4 mat4_rotation_x(float rotation) { float s = sinf(rotation); float c = cosf(rotation); Mat4 result = { @@ -39,9 +68,9 @@ Mat4 make_matrix_rotation_z(float rotation) { } FUNCTION -Mat4 make_matrix_perspective(float fov, float window_x, float window_y, float znear, float zfar) { +Mat4 mat4_perspective(float fov, float window_x, float window_y, float znear, float zfar) { float aspect_ratio = window_y / window_x; - float f = (1.f / tanf((fov/2.f)*(180.f/PI32))); + float f = (1.f / tanf((fov/2.f)*deg2rad)); Mat4 result = { aspect_ratio*f, 0, 0, 0, 0, f, 0, 0, @@ -51,8 +80,21 @@ Mat4 make_matrix_perspective(float fov, float window_x, float window_y, float zn return result; } +FN Mat4 mat4_look_at(Vec3 pos, Vec3 target, Vec3 up) { + Vec3 z = normalize(target - pos); + Vec3 x = normalize(cross(up, z)); + Vec3 y = cross(z, x); + Mat4 result = { + x.x,x.y,x.z,-dot(x,pos), + y.x,y.y,y.z,-dot(y,pos), + z.x,z.y,z.z,-dot(z,pos), + 0,0,0, 1, + }; + return result; +} + FUNCTION -Mat4 transpose(Mat4 a) { +Mat4 mat4_transpose(Mat4 a) { Mat4 result = a; result.p[0][1] = result.p[1][0]; result.p[0][2] = result.p[2][0]; @@ -64,7 +106,7 @@ Mat4 transpose(Mat4 a) { } FUNCTION -Mat4 translate(Mat4 a, Vec3 translation) { +Mat4 mat4_translate(Mat4 a, Vec3 translation) { a.p[0][0] += translation.x; a.p[0][1] += translation.y; a.p[0][2] += translation.z; diff --git a/obj_parser.cpp b/obj_parser.cpp new file mode 100644 index 0000000..57422c9 --- /dev/null +++ b/obj_parser.cpp @@ -0,0 +1,254 @@ +template +struct DynamicArray { + T *e; + U64 cap, len; + T *push_empty(int element_count = 1) { + if (cap == 0) { + cap = 8; + e = (T*)malloc(sizeof(T)*cap); + } + else if (len + element_count > cap) { + U64 new_size = (len + element_count) * 2; + void *ptr = realloc(e, new_size*sizeof(T)); + if (!ptr) FATAL_ERROR("Ran out of memory! Cant allocate more."); + e = (T *)ptr; + cap = new_size; + } + + T *result = e + len; + len += element_count; + return result; + } + void push(T element) { + T *result = push_empty(); + *result = element; + } +}; + +struct ObjIndex { + int vertex[3]; + int tex[3]; + int normal[3]; + I32 material_id; + I32 smoothing_group_id; +}; + +struct ObjMesh { + char name[64]; + DynamicArray indices; +}; + +struct Obj { + DynamicArray vertices; + DynamicArray texture_coordinates; + DynamicArray normals; + DynamicArray mesh; +}; + +namespace obj { + enum class TokenType { + none, word, number, whitespace, end + }; + + struct Token { + TokenType type; + double number; + union { + struct { + char* s; + int len; + }; + S8 s8; + }; + }; + + FN Token next_token_raw(char** data) { + Token result = {}; + result.s = *data; + *data += 1; + + if (is_alphabetic(*result.s)) { + result.type = TokenType::word; + while (!is_whitespace(**data)) { + *data += 1; + } + result.len = (int)(*data - result.s); + } + else if (is_number(*result.s) || *result.s == '-') { + result.type = TokenType::number; + while (is_number(**data) || **data == '.') { + *data += 1; + } + result.number = atof(result.s); + result.len = (int)(*data - result.s); + } + else if (*result.s == '#') { + while (**data != '\n') *data += 1; + result = next_token_raw(data); + } + else if (is_whitespace(*result.s)) { + result.type = TokenType::whitespace; + while (is_whitespace(**data)) *data += 1; + result.len = (int)(*data - result.s); + } + else if (*result.s == 0) { + result.type = TokenType::end; + } + else if (*result.s >= '!') { + result.type = (TokenType)*result.s; + } + + return result; + } + + FN Token next_token(char** data) { + Token result; + do { + result = next_token_raw(data); + } while (result.type == TokenType::whitespace); + return result; + } + + FN double expect_number(char** data) { + Token t = next_token(data); + TASSERT(t.type == TokenType::number); // @Todo: Error handling, error flag + return t.number; + } + + FN void expect_token(char** data, char token) { + Token t = next_token(data); + TASSERT(t.type == (TokenType)token); // @Todo: Error handling, error flag + } + + FN void debug_expect_raw(char** data, TokenType type) { + char* data_temp = *data; + TASSERT(next_token_raw(&data_temp).type == type); + } + + // Each face needs to have own material_id, group_id, smoothing .. + Obj parse(char* data) { + Obj result = {}; + int smoothing = 0; + ObjMesh *mesh = 0; + int material_id = -1; + + for (;; ) { + Token token = next_token(&data); + if (token.type == TokenType::end) break; + else if (token.type == TokenType::word) { + if (string_compare(token.s8, LIT("v"))) { + Vec3 *vertex = result.vertices.push_empty(); + vertex->x = (float)expect_number(&data); + vertex->y = (float)expect_number(&data); + vertex->z = (float)expect_number(&data); + debug_expect_raw(&data, TokenType::whitespace); + } + else if (string_compare(token.s8, LIT("vt"))) { + Vec2 *tex = result.texture_coordinates.push_empty(); + tex->x = (float)expect_number(&data); + tex->y = (float)expect_number(&data); + debug_expect_raw(&data, TokenType::whitespace); + } + else if (string_compare(token.s8, LIT("vn"))) { + Vec3 *norm = result.normals.push_empty(); + norm->x = (float)expect_number(&data); + norm->y = (float)expect_number(&data); + norm->z = (float)expect_number(&data); + debug_expect_raw(&data, TokenType::whitespace); + } + else if (string_compare(token.s8, LIT("mtlib"))) { + Token t = next_token(&data); + TASSERT(t.type == TokenType::word); + } + else if (string_compare(token.s8, LIT("usemtl"))) { + Token t = next_token(&data); + TASSERT(t.type == TokenType::word); + } + else if (string_compare(token.s8, LIT("o"))) { + Token t = next_token(&data); + TASSERT(t.type == TokenType::word); + mesh = result.mesh.push_empty(); + ZERO_STRUCT(mesh); + U64 len = CLAMP_TOP(t.len, 64); + memory_copy(t.s, mesh->name, len); + } + else if (string_compare(token.s8, LIT("s"))) { + Token t = next_token(&data); + if (t.type == TokenType::number) { + smoothing = (int)t.number; + } + else { + TASSERT(t.type == TokenType::word); + if (string_compare(t.s8, LIT("on"))) { + smoothing = 1; + } + else if (string_compare(t.s8, LIT("off"))) { + smoothing = 0; + } + else INVALID_CODEPATH; + } + + } + else if (string_compare(token.s8, LIT("g"))) { + Token t = next_token(&data); + TASSERT(t.type == TokenType::word); + } + else if (string_compare(token.s8, LIT("f"))) { + ObjIndex *i = mesh->indices.push_empty(); + i->smoothing_group_id = smoothing; + i->material_id = material_id; + i->vertex[0] = (int)expect_number(&data); + expect_token(&data, '/'); + i->tex[0] = (int)expect_number(&data); + expect_token(&data, '/'); + i->normal[0] = (int)expect_number(&data); + + i->vertex[1] = (int)expect_number(&data); + expect_token(&data, '/'); + i->tex[1] = (int)expect_number(&data); + expect_token(&data, '/'); + i->normal[1] = (int)expect_number(&data); + + i->vertex[2] = (int)expect_number(&data); + expect_token(&data, '/'); + i->tex[2] = (int)expect_number(&data); + expect_token(&data, '/'); + i->normal[2] = (int)expect_number(&data); + //debug_expect_raw(&data, TokenType::whitespace); + } + } + } + return result; + } + + FN void test_lex() { + const char* d = "v 0.885739 0.001910 -0.380334"; + char* dd = (char *)d; + TASSERT(next_token(&dd).type == TokenType::word); + Token t = next_token(&dd); TASSERT(t.type == TokenType::number && t.number > 0.8857); + t = next_token(&dd); TASSERT(t.type == TokenType::number && t.number > 0.0019); + t = next_token(&dd); TASSERT(t.type == TokenType::number && t.number < -0.38); + d = "# Blender v2.79 (sub 0) OBJ File: 'fighters_0.blend'\n" + "# www.blender.org\n" + "mtllib f-22.mtl\n" + "o F-22\n"; + dd = (char *)d; + t = next_token(&dd); TASSERT(t.type == TokenType::word && string_compare(t.s8, LIT("mtllib"))); + t = next_token(&dd); TASSERT(t.type == TokenType::word && string_compare(t.s8, LIT("f-22.mtl"))); + t = next_token(&dd); TASSERT(t.type == TokenType::word && string_compare(t.s8, LIT("o"))); + t = next_token(&dd); TASSERT(t.type == TokenType::word && string_compare(t.s8, LIT("F-22"))); + } + + void test() { + test_lex(); + } +} + +FUNCTION +Obj load_obj(S8 file) { + Scratch scratch; + S8 data = os_read_file(scratch, file).error_is_fatal(); + PUSH_SIZE(scratch, 1); + Obj result = obj::parse((char *)data.str); + return result; +} diff --git a/objparser.cpp b/objparser.cpp deleted file mode 100644 index 774d6ae..0000000 --- a/objparser.cpp +++ /dev/null @@ -1,217 +0,0 @@ -#include "objparser.h" -#include -#include -#include -#define FUNCTION static - -enum class TokenType { - none, word, number, whitespace, end -}; - -struct Token { - TokenType type; - union { - struct { - char* s; - int len; - }; - double number; - }; -}; - -struct Obj_Arena { - char* base; - size_t size; - size_t p; -}; - -namespace obj { - FUNCTION bool is_alphabetic(char w) { - bool result = (w >= 'a' && w <= 'z') || (w >= 'A' && w <= 'Z'); - return result; - } - - FUNCTION bool is_number(char w) { - bool result = w >= '0' && w <= '9'; - return result; - } - - FUNCTION bool is_whitespace(char w) { - bool result = w == '\n' || w == ' ' || w == '\t' || w == '\v' || w == '\r'; - return result; - } - - FUNCTION int string_len(char* a) { - int result = 0; - while (*a++ != 0) result++; - return result; - } - - FUNCTION bool equals(Token a, const char* b) { - int len = string_len((char*)b); - if (a.type != TokenType::word) return false; - if (a.len != len) return false; - for (int i = 0; i < len; i++) { - if (a.s[i] != b[i]) return false; - } - return true; - } - - FUNCTION Token next_token_raw(char** data) { - Token result = {}; - result.s = *data; - *data += 1; - - if (is_alphabetic(*result.s)) { - result.type = TokenType::word; - while (!is_whitespace(**data)) { - *data += 1; - } - result.len = (int)(*data - result.s); - } - else if (is_number(*result.s) || *result.s == '-') { - result.type = TokenType::number; - while (is_number(**data) || **data == '.') { - *data += 1; - } - result.number = atof(result.s); - } - else if (*result.s == '#') { - while (**data != '\n') *data += 1; - result = next_token_raw(data); - } - else if (is_whitespace(*result.s)) { - result.type = TokenType::whitespace; - while (is_whitespace(**data)) *data += 1; - result.len = (int)(*data - result.s); - } - else if (*result.s == 0) { - result.type = TokenType::end; - } - else if (*result.s >= '!') { - result.type = (TokenType)*result.s; - } - - return result; - } - - FUNCTION Token next_token(char** data) { - Token result; - do { - result = next_token_raw(data); - } while (result.type == TokenType::whitespace); - return result; - } - - FUNCTION double expect_number(char** data) { - Token t = next_token(data); - assert(t.type == TokenType::number); // @Todo: Error handling, error flag - return t.number; - } - - FUNCTION void expect_token(char** data, char token) { - Token t = next_token(data); - assert(t.type == (TokenType)token); // @Todo: Error handling, error flag - } - - FUNCTION void debug_expect_raw(char** data, TokenType type) { - char* data_temp = *data; - assert(next_token_raw(&data_temp).type == type); - } - - FUNCTION char* push(Obj_Arena *a, size_t size) { - char* ptr = a->base; - if (a->p + size < a->size) { - ptr += a->p; - a->p += size; - } - else { - assert(!"Buffer is too small to hold the data!"); - } - return ptr; - } - - Obj parse(char* memory, size_t memory_size, char* data) { - Obj_Arena arena = { memory, memory_size }; - Obj result = {}; - - for (; ; ) { - Token token = next_token(&data); - if (token.type == TokenType::end) break; - else if (token.type == TokenType::word) { - if (equals(token, "v")) { - float* ptr = (float*)push(&arena, sizeof(float) * 3); - ptr[0] = (float)expect_number(&data); - ptr[1] = (float)expect_number(&data); - ptr[2] = (float)expect_number(&data); - if (result.vertices == 0) result.vertices = ptr; - result.vertices_count++; - debug_expect_raw(&data, TokenType::whitespace); - } - else if (equals(token, "vt")) { - float* ptr = (float*)push(&arena, sizeof(float) * 2); - ptr[0] = (float)expect_number(&data); - ptr[1] = (float)expect_number(&data); - if (result.texture == 0) result.texture = ptr; - debug_expect_raw(&data, TokenType::whitespace); - } - else if (equals(token, "vn")) { - float* ptr = (float*)push(&arena, sizeof(float) * 3); - ptr[0] = (float)expect_number(&data); - ptr[1] = (float)expect_number(&data); - ptr[2] = (float)expect_number(&data); - if (result.normals == 0) result.normals = ptr; - debug_expect_raw(&data, TokenType::whitespace); - } - else if (equals(token, "f")) { - int* ptr = (int*)push(&arena, sizeof(int) * 9); - ptr[0] = (int)expect_number(&data); - expect_token(&data, '/'); - ptr[3] = (int)expect_number(&data); - expect_token(&data, '/'); - ptr[6] = (int)expect_number(&data); - - ptr[1] = (int)expect_number(&data); - expect_token(&data, '/'); - ptr[4] = (int)expect_number(&data); - expect_token(&data, '/'); - ptr[7] = (int)expect_number(&data); - - ptr[2] = (int)expect_number(&data); - expect_token(&data, '/'); - ptr[5] = (int)expect_number(&data); - expect_token(&data, '/'); - ptr[8] = (int)expect_number(&data); - if (result.indices == 0) result.indices = ptr; - result.indices_count += 1; - - debug_expect_raw(&data, TokenType::whitespace); - } - } - } - result.memory_taken = arena.p; - return result; - } - - FUNCTION void test_lex() { - const char* d = "v 0.885739 0.001910 -0.380334"; - char* dd = (char *)d; - assert(next_token(&dd).type == TokenType::word); - Token t = next_token(&dd); assert(t.type == TokenType::number && t.number > 0.8857); - t = next_token(&dd); assert(t.type == TokenType::number && t.number > 0.0019); - t = next_token(&dd); assert(t.type == TokenType::number && t.number < -0.38); - d = "# Blender v2.79 (sub 0) OBJ File: 'fighters_0.blend'\n" - "# www.blender.org\n" - "mtllib f-22.mtl\n" - "o F-22\n"; - dd = (char *)d; - t = next_token(&dd); assert(t.type == TokenType::word && equals(t, (char*)"mtllib")); - t = next_token(&dd); assert(t.type == TokenType::word && equals(t, (char*)"f-22.mtl")); - t = next_token(&dd); assert(t.type == TokenType::word && equals(t, (char*)"o")); - t = next_token(&dd); assert(t.type == TokenType::word && equals(t, (char*)"F-22")); - } - - void test() { - test_lex(); - } -} \ No newline at end of file diff --git a/objparser.h b/objparser.h deleted file mode 100644 index 7631afc..0000000 --- a/objparser.h +++ /dev/null @@ -1,16 +0,0 @@ -#pragma once -struct Obj { - float* vertices; // sets of 3 floats - float* texture; // sets of 2 floats - float* normals; // sets of 3 floats - int vertices_count; // count of sets(vertices, textures, normals) - - int* indices; // layout: vvv/ttt/nnn - int indices_count; // 1 count == 1 full face == 3vertex indices, 3 texture coordinate indices, 3 normal indices - size_t memory_taken; -}; - -namespace obj { - Obj parse(char* memory, size_t memory_size, char* data); - void test(); -} diff --git a/profile.cpp b/profile.cpp new file mode 100644 index 0000000..72e3a1e --- /dev/null +++ b/profile.cpp @@ -0,0 +1,22 @@ +enum ProfileScopeName { + ProfileScopeName_draw_triangle, + ProfileScopeName_Count, +}; + +struct ProfileScope { + F64 samples[5096]; + I64 i; +}; + +GLOBAL ProfileScope profile_scopes[ProfileScopeName_Count]; + +#define PROFILE_BEGIN(name) do { \ + ProfileScope *__profile_scope = profile_scopes + ProfileScopeName_##name; \ + __profile_scope->samples[__profile_scope->i] = os_time(); \ +} while (0) + +#define PROFILE_END(name) do { \ + ProfileScope *_profile_scope = profile_scopes + ProfileScopeName_##name; \ + _profile_scope->samples[_profile_scope->i] = os_time() - _profile_scope->samples[_profile_scope->i]; \ + _profile_scope->i = (_profile_scope->i + 1) % 5096; \ +}while (0) \ No newline at end of file