Clipping donegit status! loading and showing sponza mini
This commit is contained in:
561
main.cpp
561
main.cpp
@@ -1,57 +1,104 @@
|
||||
/* Things to do:
|
||||
OK Drawing triangles
|
||||
OK Drawing cubes and lines for testing
|
||||
OK Y up coordinate system, left handed
|
||||
OK Drawing a cube with perspective
|
||||
OK Culling triangles facing away from camera
|
||||
OK Texture mapping
|
||||
? Basic math operations on Vec4 Mat4 - Muls, dot, cross etc.
|
||||
OK Basic linear transformations - rotation, translation, scaling
|
||||
OK Bilinear filtering of textures / subpixel precison
|
||||
OK Fix the gaps between triangles (it also improved look of triangle edges)
|
||||
* Perspective matrix vs simple perspective
|
||||
OK Perspective correct interpolation
|
||||
OK Depth buffer
|
||||
KINDA_OK Gamma correct blending
|
||||
OK Alpha blending??
|
||||
OK Premultiplied alpha???
|
||||
OK Merge with base
|
||||
* Lightning
|
||||
OK GLOBAL Ilumination
|
||||
* LookAt Camera
|
||||
* FPS Camera
|
||||
OK Reading OBJ files
|
||||
* Reading PMX files
|
||||
* Rendering multiple objects, queue renderer
|
||||
* Clipping
|
||||
* Optimizations
|
||||
* SIMD
|
||||
* Multithreading
|
||||
*
|
||||
* Text rendering
|
||||
* Basic UI
|
||||
* Gamma correct and alpha blending
|
||||
*/
|
||||
/////////////////////////////////////////////////////////////////////////////////////
|
||||
///
|
||||
/// ### 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
|
||||
|
||||
#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 <float.h>
|
||||
|
||||
//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)];
|
||||
|
||||
Reference in New Issue
Block a user