diff --git a/main.cpp b/main.cpp index 51ec1e2..6f032ee 100644 --- a/main.cpp +++ b/main.cpp @@ -13,8 +13,8 @@ OK Fix the gaps between triangles (it also improved look of triangle edges) OK Perspective correct interpolation OK Depth buffer KINDA_OK Gamma correct blending -* Alpha blending?? -* Premultiplied alpha??? +OK Alpha blending?? +OK Premultiplied alpha??? * Lightning * LookAt Camera * FPS Camera @@ -61,32 +61,6 @@ struct Face { Vec2 tex[3]; }; -GLOBAL Vec3 cube_vertices[] = { - {-1, -1,-1}, - {-1, 1, -1}, - {1, 1, -1}, - {1, -1, -1}, - {1, 1, 1}, - {1, -1, 1}, - {-1, 1, 1}, - {-1, -1,1}, -}; - -GLOBAL Face cube_faces[] = { - {{1, 2, 3}, {{ 0, 0 }, { 0, 1 }, { 1, 1 }}, }, - {{1, 3, 4}, {{ 0, 0 }, { 1, 1 }, { 1, 0 }}, }, - {{4, 3, 5}, {{ 0, 0 }, { 0, 1 }, { 1, 1 }}, }, - {{4, 5, 6}, {{ 0, 0 }, { 1, 1 }, { 1, 0 }}, }, - {{6, 5, 7}, {{ 0, 0 }, { 0, 1 }, { 1, 1 }}, }, - {{6, 7, 8}, {{ 0, 0 }, { 1, 1 }, { 1, 0 }}, }, - {{8, 7, 2}, {{ 0, 0 }, { 0, 1 }, { 1, 1 }}, }, - {{8, 2, 1}, {{ 0, 0 }, { 1, 1 }, { 1, 0 }}, }, - {{2, 7, 5}, {{ 0, 0 }, { 0, 1 }, { 1, 1 }}, }, - {{2, 5, 3}, {{ 0, 0 }, { 1, 1 }, { 1, 0 }}, }, - {{6, 8, 1}, {{ 0, 0 }, { 0, 1 }, { 1, 1 }}, }, - {{6, 1, 4}, {{ 0, 0 }, { 1, 1 }, { 1, 0 }}, } -}; - FUNCTION void draw_rect(Image* dst, float X, float Y, float w, float h, U32 color) { int max_x = (int)(MIN(X + w, dst->x) + 0.5f); @@ -102,7 +76,25 @@ void draw_rect(Image* dst, float X, float Y, float w, float h, U32 color) { } FUNCTION -void draw_bitmap(Image* dst, Image* src, Vec2 pos) { +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); + return result; +} + +FUNCTION +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 result = { sqrt(a.r), sqrt(a.g), sqrt(a.b), a.a }; + return result; +} + +FUNCTION + void draw_bitmap(Image* dst, Image* src, Vec2 pos) { I64 minx = (I64)(pos.x + 0.5); I64 miny = (I64)(pos.y + 0.5); I64 maxx = minx + src->x; @@ -129,31 +121,23 @@ void draw_bitmap(Image* dst, Image* src, Vec2 pos) { for (I64 x = minx; x < maxx; x++) { I64 tx = x - minx + offsetx; I64 ty = y - miny + offsety; - dst->pixels[x + y * dst->x] = src->pixels[tx + ty * src->x]; + U32 *dst_pixel = dst->pixels + (x + y * dst->x); + U32 *pixel = src->pixels + (tx + ty * src->x); + 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; + result_color = almost_linear_to_srgb(result_color); + U32 color32 = color_to_u32abgr(result_color); + *dst_pixel = color32; } } } -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); - return result; -} - -FUNCTION -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 result = { sqrt(a.r), sqrt(a.g), sqrt(a.b), a.a }; - return result; -} - FUNCTION -void draw_triangle(Image* dst, float *depth_buffer, Image *src, +void draw_triangle(Image* dst, float *depth_buffer, Image *src, float 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))); @@ -215,6 +199,9 @@ void draw_triangle(Image* dst, float *depth_buffer, Image *src, 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 Vec4 dst_color = vec4abgr(*dst_pixel); #if GAMMA_CORRECT_BLENDING @@ -227,7 +214,7 @@ void draw_triangle(Image* dst, float *depth_buffer, Image *src, #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); + //ASSERT(result_color.r <= 1 && result_color.g <= 1 && result_color.b <= 1); #endif // GAMMA_CORRECT_BLENDING U32 color32 = color_to_u32abgr(result_color); #else // BILINEAR_BLEND @@ -313,16 +300,16 @@ int main() { float rotation = 0; Vec3 camera_pos = {0,0,-5}; - Obj obj = load_obj("assets/cube.obj"); + Obj obj = load_obj("assets/f22.obj"); Vec3* vertices = (Vec3 *)obj.vertices; Vec2* tex_coords = (Vec2*)obj.texture; FaceA* faces = (FaceA*)obj.indices; I64 face_count = obj.indices_count; - Image img = load_image("assets/cat.png"); - int screen_x = 160; - int screen_y = 90; + Image img = load_image("assets/bricksx64.png"); + int screen_x = 320; + int screen_y = 180; Image screen320 = {(U32 *)malloc(screen_x*screen_y*sizeof(U32)), screen_x, screen_y}; float* depth320 = (float *)malloc(sizeof(float) * screen_x * screen_y); while (os.game_loop()) { @@ -330,7 +317,7 @@ int main() { U32* p = screen320.pixels; for (int y = 0; y < screen320.y; y++) { for (int x = 0; x < screen320.x; x++) { - *p++ = 0x44444444; + *p++ = 0x33333333; } } float* dp = depth320; @@ -339,7 +326,7 @@ int main() { *dp++ = -FLT_MAX; } } -//draw_bitmap(&screen320, &img, {0,0}); + Mat4 transform = make_matrix_rotation_z(rotation); transform = transform * make_matrix_rotation_x(rotation); if (os.keydown_a) rotation += 0.05f; @@ -367,7 +354,9 @@ int main() { 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 = cross(p0_to_p1, p0_to_p2); + Vec3 normal = normalize(cross(p0_to_p1, p0_to_p2)); + float light = -dot(normal, vec3(0,1,0)); + light = CLAMP(0.05, light, 1); if (dot(normal, p0_to_camera) > 0) { for (int j = 0; j < 3; j++) { //@Note: Camera @@ -383,13 +372,13 @@ int main() { pos[j].x += screen320.x / 2; pos[j].y += screen320.y / 2; } - - draw_triangle(&screen320, depth320, &img, pos[0], pos[1], pos[2], tex[0], tex[1], tex[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; } - draw_triangle(&screen320, depth320, &img, pos[0], pos[1], pos[2], tex[0], tex[1], tex[2]); + draw_triangle(&screen320, depth320, &img, light, pos[0], pos[1], pos[2], tex[0], tex[1], tex[2]); 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); diff --git a/main.h b/main.h index bec2025..551ba77 100644 --- a/main.h +++ b/main.h @@ -5,6 +5,7 @@ #define GLOBAL static #define MIN(x,y) ((x)>(y)?(y):(x)) #define MAX(x,y) ((x)>(y)?(x):(y)) +#define CLAMP(min,x,max) MAX(min,MIN(max, x)) #define ABS(x) ((x)<0?-(x):(x)) #include typedef int64_t I64; diff --git a/math.h b/math.h index bfd3ed8..5835801 100644 --- a/math.h +++ b/math.h @@ -28,6 +28,12 @@ Vec4 vec4(Vec3 a, float b) { return result; } +FUNCTION +Vec3 vec3(float x, float y, float z) { + Vec3 result = { x,y,z }; + return result; +} + FUNCTION Mat4 make_matrix_identity() { Mat4 result = { @@ -259,6 +265,19 @@ Vec3 cross(Vec3 a, Vec3 b) { return result; } +FUNCTION +float length(Vec3 a) { + float result = sqrt(a.x*a.x + a.y*a.y + a.z*a.z); + return result; +} + +FUNCTION +Vec3 normalize(Vec3 a) { + float len = length(a); + Vec3 result = {a.x/len, a.y/len, a.z/len}; + return result; +} + FUNCTION U32 color_to_u32argb(Vec4 a) { uint8_t r8 = (uint8_t)(a.r * 255.f);