Updating renderer to work with new base version

This commit is contained in:
Krzosa Karol
2022-06-29 09:42:47 +02:00
parent c1904a33ef
commit 59dbbc2a57
7 changed files with 262 additions and 284 deletions

320
main.cpp
View File

@@ -1,7 +1,7 @@
/////////////////////////////////////////////////////////////////////////////////////
///
///
/// ### Things to do:
///
///
/// - [x] Drawing triangles
/// - [x] Drawing cubes and lines for testing
/// - [x] Y up coordinate system, left handed
@@ -14,7 +14,7 @@
/// - [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] Depth buffer
/// - [x] Gamma correct blending - converting to almost linear space
/// - [x] Alpha blending
/// - [x] Premultiplied alpha
@@ -25,7 +25,7 @@
/// - [x] FPS Camera
/// - [ ] Quarternions for rotations
/// - [x] Reading OBJ models
/// - [x] Dumping raw obj files
/// - [x] Dumping raw obj files
/// - [x] Loading raw obj files, big startup speedup!
/// - [ ] Reading more OBJ formats
/// - [x] Reading OBJ .mtl files
@@ -35,7 +35,7 @@
/// - [x] Fix sponza uv coordinates - the issue was uv > 1 and uv < 0
/// - [x] Clipping
/// - [x] Triagnle rectangle bound clipping
/// - [x] A way of culling Z out triangles
/// - [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
@@ -76,10 +76,10 @@
/// - [x] Gamma correct alpha blending for rectangles and bitmaps
/// - [ ] Plotting of profile data
/// - [x] Simple scatter plot
///
///
/// ### Urgent:
///
///
///
/// ### Urgent:
///
/// - [ ] Simplify the code, especially for the 2d routines
/// - [x] Asset processor as second program
///
@@ -100,7 +100,7 @@ struct Render {
Mat4 camera;
Mat4 projection;
Mat4 transform;
Vec3 camera_pos;
Vec3 camera_direction;
Vec3 camera_forward_velocity;
@@ -150,12 +150,12 @@ void draw_rect(Bitmap* dst, F32 X, F32 Y, F32 w, F32 h, Vec4 color) {
int max_y = (int)(min(Y + h, (F32)dst->y) + 0.5f);
int min_x = (int)(max(0.f, X) + 0.5f);
int min_y = (int)(max(0.f, Y) + 0.5f);
color.rgb *= color.a;
color = srgb_to_almost_linear(color);
for (int y = min_y; y < max_y; y++) {
for (int x = min_x; x < max_x; x++) {
U32 *dst_pixel = dst->pixels + (x + y * dst->x);
U32 *dst_pixel = dst->pixels + (x + y * dst->x);
Vec4 dstc = srgb_to_almost_linear(vec4abgr(*dst_pixel));
dstc = premultiplied_alpha(dstc, color);
U32 color32 = vec4_to_u32abgr(almost_linear_to_srgb(dstc));
@@ -164,79 +164,80 @@ void draw_rect(Bitmap* dst, F32 X, F32 Y, F32 w, F32 h, Vec4 color) {
}
}
function
void draw_bitmap(Bitmap* dst, Bitmap* src, Vec2 pos, Vec2 size=vec2(F32MAX, F32MAX)) {
function void
draw_bitmap(Bitmap *dst, Bitmap *src, Vec2 pos){
S64 minx = (S64)(pos.x + 0.5);
S64 miny = (S64)(pos.y + 0.5);
if (size.x == F32MAX || size.y == F32MAX) {
S64 maxx = minx + src->x;
S64 maxy = miny + src->y;
S64 offsetx = 0;
S64 offsety = 0;
if (maxx > dst->x) {
maxx = dst->x;
}
if (maxy > dst->y) {
maxy = dst->y;
}
if (minx < 0) {
offsetx = -minx;
minx = 0;
}
if (miny < 0) {
offsety = -miny;
miny = 0;
}
for (S64 y = miny; y < maxy; y++) {
for (S64 x = minx; x < maxx; x++) {
S64 tx = x - minx + offsetx;
S64 ty = y - miny + offsety;
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 = premultiplied_alpha(dst_color, result_color);
result_color = almost_linear_to_srgb(result_color);
U32 color32 = vec4_to_u32abgr(result_color);
*dst_pixel = color32;
}
S64 maxx = minx + src->x;
S64 maxy = miny + src->y;
S64 offsetx = 0;
S64 offsety = 0;
if (maxx > dst->x) {
maxx = dst->x;
}
if (maxy > dst->y) {
maxy = dst->y;
}
if (minx < 0) {
offsetx = -minx;
minx = 0;
}
if (miny < 0) {
offsety = -miny;
miny = 0;
}
for (S64 y = miny; y < maxy; y++) {
for (S64 x = minx; x < maxx; x++) {
S64 tx = x - minx + offsetx;
S64 ty = y - miny + offsety;
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 = premultiplied_alpha(dst_color, result_color);
result_color = almost_linear_to_srgb(result_color);
U32 color32 = vec4_to_u32abgr(result_color);
*dst_pixel = color32;
}
}
else {
S64 maxx = minx + (S64)(size.x + 0.5f);
S64 maxy = miny + (S64)(size.y + 0.5f);
S64 offsetx = 0;
S64 offsety = 0;
maxx = clamp_top(maxx, (S64)dst->x);
maxy = clamp_top(maxy, (S64)dst->y);
if (minx < 0) {
offsetx = -minx;
minx = 0;
}
if (miny < 0) {
offsety = -miny;
miny = 0;
}
F32 distx = (F32)(maxx - minx);
F32 disty = (F32)(maxy - miny);
for (S64 y = miny; y < maxy; y++) {
for (S64 x = minx; x < maxx; x++) {
F32 u = (F32)(x - minx) / distx;
F32 v = (F32)(y - miny) / disty;
S64 tx = (S64)(u * src->x + 0.5f);
S64 ty = (S64)(v * src->y + 0.5f);
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 = premultiplied_alpha(dst_color, result_color);
result_color = almost_linear_to_srgb(result_color);
U32 color32 = vec4_to_u32abgr(result_color);
*dst_pixel = color32;
}
}
function
void draw_bitmap(Bitmap* dst, Bitmap* src, Vec2 pos, Vec2 size) {
S64 minx = (S64)(pos.x + 0.5);
S64 miny = (S64)(pos.y + 0.5);
S64 maxx = minx + (S64)(size.x + 0.5f);
S64 maxy = miny + (S64)(size.y + 0.5f);
S64 offsetx = 0;
S64 offsety = 0;
maxx = clamp_top(maxx, (S64)dst->x);
maxy = clamp_top(maxy, (S64)dst->y);
if (minx < 0) {
offsetx = -minx;
minx = 0;
}
if (miny < 0) {
offsety = -miny;
miny = 0;
}
F32 distx = (F32)(maxx - minx);
F32 disty = (F32)(maxy - miny);
for (S64 y = miny; y < maxy; y++) {
for (S64 x = minx; x < maxx; x++) {
F32 u = (F32)(x - minx) / distx;
F32 v = (F32)(y - miny) / disty;
S64 tx = (S64)(u * src->x + 0.5f);
S64 ty = (S64)(v * src->y + 0.5f);
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 = premultiplied_alpha(dst_color, result_color);
result_color = almost_linear_to_srgb(result_color);
U32 color32 = vec4_to_u32abgr(result_color);
*dst_pixel = color32;
}
}
}
@@ -282,7 +283,7 @@ F32 edge_function(Vec4 vecp0, Vec4 vecp1, Vec4 p) {
return result;
}
function
function
void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 light_direction,
Vec4 p0, Vec4 p1, Vec4 p2,
Vec2 tex0, Vec2 tex1, Vec2 tex2,
@@ -296,23 +297,23 @@ void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 lig
S64 min_y = (S64)max(0.f, floor(min_y1));
S64 max_x = (S64)min((F32)dst->x, ceil(max_x1));
S64 max_y = (S64)min((F32)dst->y, ceil(max_y1));
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 (S64 y = min_y; y < max_y; y++) {
@@ -324,7 +325,7 @@ void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 lig
F32 w1 = Cx1 / area;
F32 w2 = Cx2 / area;
F32 w3 = Cx0 / area;
// @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 interpolated_w = (1.f / p0.w) * w1 + (1.f / p1.w) * w2 + (1.f / p2.w) * w3;
@@ -334,7 +335,7 @@ void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 lig
F32 invw0 = (w1 / p0.w);
F32 invw1 = (w2 / p1.w);
F32 invw2 = (w3 / p2.w);
Vec3 norm = (norm0 * invw0 + norm1 * invw1 + norm2 * invw2) / interpolated_w;
F32 u = tex0.x * invw0 + tex1.x * invw1 + tex2.x * invw2;
F32 v = tex0.y * invw0 + tex1.y * invw1 + tex2.y * invw2;
@@ -353,7 +354,7 @@ void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 lig
// Origin UV (0,0) is in bottom left
U32 *dst_pixel = destination + x;
U32 *pixel = src->pixels + (ui + (src->y - 1ll - vi) * src->x);
#if PREMULTIPLIED_ALPHA_BLENDING
Vec4 result_color; {
U32 c = *pixel;
@@ -364,9 +365,9 @@ void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 lig
r*=r;
g*=g;
b*=b;
result_color = { r,g,b,a };
result_color = { r,g,b,a };
}
Vec4 dst_color; {
U32 c = *dst_pixel;
F32 a = ((c & 0xff000000) >> 24) / 255.f;
@@ -374,24 +375,24 @@ void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 lig
F32 g = ((c & 0x0000ff00) >> 8) / 255.f;
F32 r = ((c & 0x000000ff) >> 0) / 255.f;
r*=r; g*=g; b*=b;
dst_color = { r,g,b,a };
dst_color = { r,g,b,a };
}
Vec3 light_color = vec3(0.8,0.8,1);
constexpr F32 ambient_strength = 0.1f; {
Vec3 ambient = ambient_strength * light_color;
Vec3 diffuse = clamp_bot(0.f, -dot(norm, light_direction)) * light_color;
result_color.rgb *= (ambient+diffuse);
}
result_color = premultiplied_alpha(dst_color, result_color);
result_color = almost_linear_to_srgb(result_color);
U32 color32 = vec4_to_u32abgr(result_color);
#else
U32 color32 = *pixel;
#endif
*dst_pixel = color32;
}
}
@@ -404,38 +405,38 @@ void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 lig
Cy2 -= dx02;
destination += dst->x;
}
if(os.frame > 60) PROFILE_END(draw_triangle);
}
function
function
void draw_triangle_bilinear(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 light_direction,
Vec4 p0, Vec4 p1, Vec4 p2,
Vec2 tex0, Vec2 tex1, Vec2 tex2,
Vec2 tex0, Vec2 tex1, Vec2 tex2,
Vec3 norm0, Vec3 norm1, Vec3 norm2) {
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)));
S64 min_x = (S64)clamp_bot(0.f, floor(min_x1));
S64 min_y = (S64)clamp_bot(0.f, floor(min_y1));
S64 max_x = (S64)clamp_top((F32)dst->x, ceil(max_x1));
S64 max_y = (S64)clamp_top((F32)dst->y, ceil(max_y1));
F32 area = edge_function(p0, p1, p2);
for (S64 y = min_y; y < max_y; y++) {
for (S64 x = min_x; x < max_x; x++) {
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 (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;
// @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);
@@ -444,7 +445,7 @@ void draw_triangle_bilinear(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 li
F32 invw0 = (w1 / p0.w);
F32 invw1 = (w2 / p1.w);
F32 invw2 = (w3 / p2.w);
Vec3 norm = (norm0 * invw0 + norm1 * invw1 + norm2 * invw2) / interpolated_w;
F32 u = tex0.x * invw0 + tex1.x * invw1 + tex2.x * invw2;
F32 v = tex0.y * invw0 + tex1.y * invw1 + tex2.y * invw2;
@@ -456,7 +457,7 @@ void draw_triangle_bilinear(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 li
u = u * (src->x - 1);
v = v * (src->y - 1);
}
S64 ui = (S64)(u);
S64 vi = (S64)(v);
F32 udiff = u - (F32)ui;
@@ -464,7 +465,10 @@ void draw_triangle_bilinear(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 li
// 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 0
Vec4 result_color = vec4abgr(*pixel);
#else
Vec4 pixelx1y1 = vec4abgr(*pixel);
Vec4 pixelx2y1 = vec4abgr(*(pixel + 1));
Vec4 pixelx1y2 = vec4abgr(*(pixel - src->x));
@@ -476,20 +480,21 @@ void draw_triangle_bilinear(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 li
Vec4 blendx1 = lerp(pixelx1y1, pixelx2y1, udiff);
Vec4 blendx2 = lerp(pixelx1y2, pixelx2y2, udiff);
Vec4 result_color = lerp(blendx1, blendx2, vdiff);
#endif
Vec3 light_color = vec3(0.8,0.8,1);
constexpr F32 ambient_strength = 0.1f; {
Vec3 ambient = ambient_strength * light_color;
Vec3 diffuse = clamp_bot(0.f, -dot(norm, light_direction)) * light_color;
result_color.rgb *= (ambient+diffuse);
}
Vec4 dst_color = vec4abgr(*dst_pixel);
dst_color = srgb_to_almost_linear(dst_color);
result_color = premultiplied_alpha(dst_color, result_color);
result_color = almost_linear_to_srgb(result_color);
U32 color32 = vec4_to_u32abgr(result_color);
*dst_pixel = color32;
}
}
@@ -508,9 +513,9 @@ void draw_mesh(Render *r, String scene_name, Obj_Material *materials, Obj_Mesh *
// Need to figure out how to accomodate multiple possible formats of input etc.
if(material->texture_ambient.pixels) {
image = &material->texture_ambient;
}
}
}
Vertex vert[] = {
Vertex vert[] = {
{
vertices[index->vertex[0] - 1],
tex_coords[index->tex[0] - 1],
@@ -527,26 +532,26 @@ void draw_mesh(Render *r, String scene_name, Obj_Material *materials, Obj_Mesh *
normals[index->normal[2] - 1],
},
};
//@Note: Transform
for (int j = 0; j < 3; j++) {
vert[j].pos = r->transform * vert[j].pos;
}
Vec3 p0_to_camera = r->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_x(light_rotation) * vec3(0, 0, 1);
if (dot(normal, p0_to_camera) > 0) { //@Note: Backface culling
/// ## Clipping
///
/// There are 3 clipping stages, 2 clipping stages in 3D space against zfar and znear and 1 clipping
/// stage in 2D against left, bottom, right, top(2D image bounds).
/// ## Clipping
///
/// First the triangles get clipped against the zfar plane,
/// There are 3 clipping stages, 2 clipping stages in 3D space against zfar and znear and 1 clipping
/// stage in 2D against left, bottom, right, top(2D image bounds).
///
/// First the triangles get clipped against the zfar plane,
/// if a triangle has even one vertex outside the clipping region, the entire triangle gets cut.
/// So far I didn't have problems with that. It simplifies the computations and splitting triangles
/// on zfar seems like a waste of power.
@@ -554,12 +559,12 @@ void draw_mesh(Render *r, String scene_name, Obj_Material *materials, Obj_Mesh *
/// The second clipping stage is znear plane. Triangles get fully and nicely clipped against znear.
/// Every time a triangle gets partially outside the clipping region it gets cut to the znear and
/// either one or two new triangles get derived from the old one.
///
/// Last clipping stage is performed in the 2D image space. Every triangle has a corresponding AABB
///
/// Last clipping stage is performed in the 2D image space. Every triangle has a corresponding AABB
/// box. In this box every pixel gets tested to see if it's in the triangle. In this clipping stage
/// the box is clipped to the image metrics - 0, 0, width, height.
///
///
///
///
// @Note: Zfar
B32 vertex_is_outside = false;
Vec3 zfar_normal = vec3(0, 0, -1);
@@ -568,27 +573,27 @@ void draw_mesh(Render *r, String scene_name, Obj_Material *materials, Obj_Mesh *
// @Note: Camera
vert[j].pos = r->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)) {
if ((dot(zfar_normal, vert[j].pos - zfar_pos) < 0)) {
vertex_is_outside = true;
break;
}
}
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 _Vertex {
Vec4 pos;
Vec2 tex;
Vec3 norm;
} in[4];
S32 in_count = 0;
Vertex *prev = vert + 2;
Vertex *curr = vert;
F32 prev_dot = dot(znear_normal, prev->pos - znear_pos);
@@ -609,39 +614,34 @@ void draw_mesh(Render *r, String scene_name, Obj_Material *materials, Obj_Mesh *
prev = curr++;
prev_dot = curr_dot;
}
if (in_count == 0) {
continue;
}
for(S64 j = 0; j < in_count; j++) {
//@Note: Perspective
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;
//@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_bilinear(&r->screen320, r->depth320, image, light_direction, in[0].pos, in[1].pos, in[2].pos, in[0].tex, in[1].tex, in[2].tex, in[0].norm, in[1].norm, in[2].norm);
draw_triangle_nearest(&r->screen320, r->depth320, image, light_direction, in[0].pos, in[1].pos, in[2].pos, in[0].tex, in[1].tex, in[2].tex, in[0].norm, in[1].norm, in[2].norm);
if (in_count > 3) {
draw_triangle_bilinear(&r->screen320, r->depth320, image, light_direction, in[0].pos, in[2].pos, in[3].pos, in[0].tex, in[2].tex, in[3].tex, in[0].norm, in[2].norm, in[3].norm);
draw_triangle_nearest(&r->screen320, r->depth320, image, light_direction, in[0].pos, in[2].pos, in[3].pos, in[0].tex, in[2].tex, in[3].tex, in[0].norm, in[2].norm, in[3].norm);
}
#if 0
ProfileScope *scope = profile_scopes + ProfileScopeName_draw_triangle;
LOCAL_PERSIST B32 profile_flag;
if (!profile_flag && scope->i > 2000) {
profile_flag = 1;
save_profile_data(scope, scene_name, LIT("draw_triangle"));
}
#endif
}
}
}
@@ -679,7 +679,7 @@ windows_log(Log_Kind kind, String string, char *file, int line){
OutputDebugStringA((char *)string.str);
}
int
int
main(int argc, char **argv) {
thread_ctx.log_proc = windows_log;
os.window_size.x = 1280;
@@ -687,18 +687,18 @@ main(int argc, char **argv) {
os.window_resizable = 1;
assert(os_init());
Font font = os_load_font(os.perm_arena, 72, "Arial", 0);
f22 = load_obj_dump(os.perm_arena, "plane.bin"_s);
sponza = load_obj_dump(os.perm_arena, "sponza.bin"_s);
scene_callback();
int screen_x = 320;
int screen_y = 180;
int screen_x = 1280;
int screen_y = 720;
r.camera_pos = {0,0,-2};
r.screen320 = {(U32 *)arena_push_size(os.perm_arena, screen_x*screen_y*sizeof(U32)), screen_x, screen_y};
r.depth320 = (F32 *)arena_push_size(os.perm_arena, sizeof(F32) * screen_x * screen_y);
String frame_data = {};
UISetup setup[] = {
UI_SIGNAL("Change scene"_s, scene_callback),
@@ -706,8 +706,8 @@ main(int argc, char **argv) {
UI_LABEL(&os.text),
};
UI ui = ui_make(setup, buff_cap(setup));
B32 ui_mouse_lock = true;
B32 ui_mouse_lock = true;
while (os_game_loop()) {
if (ui_mouse_lock == false) {
r.camera_yaw.x += os.delta_mouse_pos.x * 0.01f;
@@ -744,8 +744,8 @@ main(int argc, char **argv) {
*dp++ = -F32MAX;
}
}
Mat4 camera_rotation = mat4_rotation_y(r.camera_yaw.x) * mat4_rotation_x(r.camera_yaw.y);
r.camera_direction = (camera_rotation * vec4(0,0,1,1)).xyz;
Vec3 target = r.camera_pos + r.camera_direction;
@@ -760,8 +760,8 @@ main(int argc, char **argv) {
Vec3* vertices = (Vec3 *)obj->vertices.data;
draw_mesh(&r, obj->name, obj->materials.data, mesh+i, vertices, tex_coords, normals);
}
// @Note: Draw 320screen to OS screen
U32* ptr = os.screen->pixels;
for (int y = 0; y < os.screen->y; y++) {
@@ -780,7 +780,7 @@ main(int argc, char **argv) {
/////////////////////////////////////////////////////////////////////////////////////
/// ### Resources that helped me build the rasterizer (Might be helpful to you too):
///
///
/// * Algorithm I used for triangle rasterization by Juan Pineda is described in paper called "A Parallel Algorithm for Polygon Rasterization"
/// * Casey Muratori's series on making a game from scratch(including a 2D software rasterizer(episode ~82) and 3d gpu renderer): https://hero.handmade.network/episode/code#
/// * Fabian Giessen's "Optimizing Software Occlusion Culling": https://fgiesen.wordpress.com/2013/02/17/optimizing-sw-occlusion-culling-index/