Updating renderer to work with new base version
This commit is contained in:
10
README.md
10
README.md
@@ -25,6 +25,8 @@
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- [x] FPS Camera
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- [ ] Quarternions for rotations
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- [x] Reading OBJ models
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- [x] Dumping raw obj files
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- [x] Loading raw obj files, big startup speedup!
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- [ ] Reading more OBJ formats
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- [x] Reading OBJ .mtl files
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- [x] Loading materials
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@@ -41,7 +43,7 @@
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- [ ] Outlines
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- [ ] Lightning
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- [ ] Proper normal interpolation
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* https://hero.handmade.network/episode/code/day101/#105
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* `https://hero.handmade.network/episode/code/day101/#105
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- [ ] Phong
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- [x] diffuse
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- [x] ambient
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@@ -76,6 +78,12 @@
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- [x] Simple scatter plot
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### Urgent:
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- [ ] Simplify the code, especially for the 2d routines
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- [x] Asset processor as second program
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## Clipping
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There are 3 clipping stages, 2 clipping stages in 3D space against zfar and znear and 1 clipping
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137
assets.cpp
137
assets.cpp
@@ -21,11 +21,11 @@ struct Obj_Token {
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};
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};
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function Bitmap
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function Bitmap
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load_image(String path) {
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Scratch scratch;
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String file = os_read_file(scratch, path);
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int x, y, n;
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unsigned char* data = stbi_load_from_memory(file.str, file.len, &x, &y, &n, 4);
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Bitmap result = { (U32*)data, x, y };
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@@ -40,7 +40,7 @@ load_image(String path) {
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color.b *= color.a;
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*p++ = vec4_to_u32abgr(color);
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}
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}
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}
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}
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#endif
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return result;
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@@ -50,7 +50,7 @@ function Obj_Token next_token_raw(char** data) {
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Obj_Token result = {};
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result.s = *data;
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*data += 1;
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if (is_alphabetic(*result.s)) {
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result.type = Obj_Token_Type::word;
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while (!is_whitespace(**data)) {
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@@ -81,7 +81,7 @@ function Obj_Token next_token_raw(char** data) {
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else if (*result.s >= '!') {
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result.type = (Obj_Token_Type)*result.s;
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}
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return result;
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}
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@@ -110,12 +110,12 @@ function void debug_expect_raw(char** data, Obj_Token_Type type) {
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assert(t.type == type);
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}
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function void
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function void
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parse_mtl(Obj* obj, String path_obj_folder, String mtl_file) {
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Scratch scratch;
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char *data = (char *)mtl_file.str;
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Obj_Material *m = 0;
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for (;;) {
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Obj_Token token = next_token(&data);
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if (token.type == Obj_Token_Type::end) break;
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@@ -126,11 +126,11 @@ parse_mtl(Obj* obj, String path_obj_folder, String mtl_file) {
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m->name_len = clamp_top(token.len, 64);
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memory_copy(m->name, token.s8.str, m->name_len);
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}
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else if (string_compare(token.s8, "Ns"_s)) {
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m->shininess = expect_number(&data);
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}
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else if (string_compare(token.s8, "Ka"_s)) {
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m->ambient_color.x = expect_number(&data);
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m->ambient_color.y = expect_number(&data);
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@@ -141,7 +141,7 @@ parse_mtl(Obj* obj, String path_obj_folder, String mtl_file) {
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m->diffuse_color.y = expect_number(&data);
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m->diffuse_color.z = expect_number(&data);
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}
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else if (string_compare(token.s8, "Ks"_s)) {
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m->specular_color.x = expect_number(&data);
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m->specular_color.y = expect_number(&data);
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@@ -150,32 +150,32 @@ parse_mtl(Obj* obj, String path_obj_folder, String mtl_file) {
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else if (string_compare(token.s8, "Ni"_s)) {
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m->optical_density = expect_number(&data);
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}
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else if (string_compare(token.s8, "d"_s)) {
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m->non_transparency = expect_number(&data);
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}
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else if (string_compare(token.s8, "illum"_s)) {
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m->illumination_model = (S32)expect_number(&data);
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}
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else if (string_compare(token.s8, "map_Kd"_s)) {
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Obj_Token t = next_token(&data);
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String path = string_fmt(scratch, "%Q/%Q\0", path_obj_folder, t.s8);
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m->texture_diffuse = load_image(path);
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}
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else if (string_compare(token.s8, "map_Ka"_s)) {
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Obj_Token t = next_token(&data);
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String path = string_fmt(scratch, "%Q/%Q\0", path_obj_folder, t.s8);
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m->texture_ambient = load_image(path);
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}
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else if (string_compare(token.s8, "map_d"_s)) {
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Obj_Token t = next_token(&data);
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String path = string_fmt(scratch, "%Q/%Q\0", path_obj_folder, t.s8);
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m->texture_dissolve = load_image(path);
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}
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else if (string_compare(token.s8, "map_Disp"_s)) {
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Obj_Token t = next_token(&data);
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String path = string_fmt(scratch, "%Q/%Q\0", path_obj_folder, t.s8);
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@@ -185,7 +185,7 @@ parse_mtl(Obj* obj, String path_obj_folder, String mtl_file) {
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}
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}
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function Obj
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function Obj
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parse(Allocator *allocator, char* data, String path_obj_folder) {
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Set_Allocator(allocator);
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Scratch mtl_scratch;
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@@ -196,11 +196,11 @@ parse(Allocator *allocator, char* data, String path_obj_folder) {
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//result.mesh.init(allocator, 64);
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//result.materials.init(allocator, 64);
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int smoothing = 0;
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Obj_Mesh *mesh = result.mesh.push_empty_zero();
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//mesh->indices.init(allocator);
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int material_id = -1;
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S64 debug_i = 0;
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for (;;debug_i++){
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Obj_Token token = next_token(&data);
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@@ -213,14 +213,14 @@ parse(Allocator *allocator, char* data, String path_obj_folder) {
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vertex->z = (float)expect_number(&data);
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debug_expect_raw(&data, Obj_Token_Type::whitespace);
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}
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else if (string_compare(token.s8, "vt"_s)) {
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Vec2 *tex = result.texture_coordinates.push_empty_zero();
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tex->x = (float)expect_number(&data);
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tex->y = (float)expect_number(&data);
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debug_expect_raw(&data, Obj_Token_Type::whitespace);
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}
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else if (string_compare(token.s8, "vn"_s)) {
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Vec3 *norm = result.normals.push_empty_zero();
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norm->x = (float)expect_number(&data);
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@@ -228,16 +228,16 @@ parse(Allocator *allocator, char* data, String path_obj_folder) {
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norm->z = (float)expect_number(&data);
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debug_expect_raw(&data, Obj_Token_Type::whitespace);
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}
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else if (string_compare(token.s8, "mtllib"_s)) {
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Obj_Token t = next_token(&data);
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String path = string_fmt(mtl_scratch, "%Q/%Q", path_obj_folder, t.s8);
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String mtl_file = os_read_file(mtl_scratch, path);
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if(mtl_file.str) {
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parse_mtl(&result, path_obj_folder, mtl_file);
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parse_mtl(&result, path_obj_folder, mtl_file);
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}
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}
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else if (string_compare(token.s8, "usemtl"_s)) {
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Obj_Token t = next_token(&data);
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assert(t.type == Obj_Token_Type::word);
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@@ -249,7 +249,7 @@ parse(Allocator *allocator, char* data, String path_obj_folder) {
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}
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}
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}
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else if (string_compare(token.s8, "o"_s)) {
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Obj_Token t = next_token(&data);
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assert(t.type == Obj_Token_Type::word);
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@@ -261,7 +261,7 @@ parse(Allocator *allocator, char* data, String path_obj_folder) {
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memory_copy(mesh->name, t.s, len);
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}
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}
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else if (string_compare(token.s8, "s"_s)) {
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Obj_Token t = next_token(&data);
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if (t.type == Obj_Token_Type::number) {
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@@ -277,14 +277,14 @@ parse(Allocator *allocator, char* data, String path_obj_folder) {
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}
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else invalid_codepath;
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}
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}
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else if (string_compare(token.s8, "g"_s)) {
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Obj_Token t = next_token(&data);
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assert(t.type == Obj_Token_Type::word);
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}
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else if (string_compare(token.s8, "f"_s)) {
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Obj_Index *i = mesh->indices.push_empty_zero();
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i->smoothing_group_id = smoothing;
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@@ -294,13 +294,13 @@ parse(Allocator *allocator, char* data, String path_obj_folder) {
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i->tex[0] = (int)expect_number(&data);
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expect_token(&data, '/');
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i->normal[0] = (int)expect_number(&data);
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i->vertex[1] = (int)expect_number(&data);
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expect_token(&data, '/');
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i->tex[1] = (int)expect_number(&data);
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expect_token(&data, '/');
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i->normal[1] = (int)expect_number(&data);
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i->vertex[2] = (int)expect_number(&data);
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expect_token(&data, '/');
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i->tex[2] = (int)expect_number(&data);
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@@ -313,19 +313,19 @@ parse(Allocator *allocator, char* data, String path_obj_folder) {
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return result;
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}
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function Obj
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function Obj
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load_obj(Allocator *arena, String file) {
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Scratch scratch;
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String data = os_read_file(scratch, file);
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assert(data.str);
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String path = string_chop_last_slash(file);
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Obj result = parse(arena, (char *)data.str, path);
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result.name = file;
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return result;
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}
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template<class T> void
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template<class T> void
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dump_array(String_Builder *sb, Array<T> *arr){
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sb->append_data(arr, sizeof(*arr));
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sb->append_data(arr->data, sizeof(T)*arr->len);
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@@ -336,6 +336,7 @@ dump_bitmap_image(String_Builder *sb, Bitmap *bm){
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sb->append_data(bm->pixels, sizeof(U32)*bm->x*bm->y);
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}
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function B32
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_os_write_file(String file, String data, B32 append = false) {
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B32 result = false;
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@@ -345,7 +346,7 @@ _os_write_file(String file, String data, B32 append = false) {
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access = FILE_APPEND_DATA;
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creation_disposition = OPEN_ALWAYS;
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}
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// @Todo(Krzosa): Unicode
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HANDLE handle = CreateFileA((const char *)file.str, access, 0, NULL, creation_disposition, FILE_ATTRIBUTE_NORMAL, NULL);
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if (handle != INVALID_HANDLE_VALUE) {
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@@ -359,19 +360,19 @@ _os_write_file(String file, String data, B32 append = false) {
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else result = true;
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}
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CloseHandle(handle);
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}
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}
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else {
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log_error("File not found when trying to write: %Q", file);
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}
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return result;
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}
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function B32
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os_write_file(String file, String data) {
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function B32
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os_write_file2(String file, String data) {
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return _os_write_file(file, data, false);
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}
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function B32
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function B32
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os_append_file(String file, String data) {
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return _os_write_file(file, data, true);
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}
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@@ -380,24 +381,24 @@ function void
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dump_obj_to_file(Obj *obj, String out_name){
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obj->vertices.allocator = 0;
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obj->vertices.cap = obj->vertices.len;
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obj->texture_coordinates.allocator = 0;
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obj->texture_coordinates.cap = obj->texture_coordinates.len;
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obj->normals.allocator = 0;
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obj->normals.cap = obj->normals.len;
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obj->mesh.allocator = 0;
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obj->mesh.cap = obj->mesh.len;
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obj->materials.allocator = 0;
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obj->materials.cap = obj->materials.len;
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Iter(obj->mesh){
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it->indices.allocator = 0;
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it->indices.cap = it->indices.len;
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For(obj->mesh){
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it.indices.allocator = 0;
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it.indices.cap = it.indices.len;
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}
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Scratch arena;
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String_Builder sb = string_builder_make(arena, mib(4));
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sb.append_data(obj, sizeof(Obj));
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@@ -407,21 +408,21 @@ dump_obj_to_file(Obj *obj, String out_name){
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sb.append_data(obj->normals.data, obj->normals.len*sizeof(Vec3));
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sb.append_data(obj->mesh.data, obj->mesh.len*sizeof(Obj_Mesh));
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sb.append_data(obj->materials.data, obj->materials.len*sizeof(Obj_Material));
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Iter(obj->mesh){
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sb.append_data(it->indices.data, sizeof(Obj_Index)*it->indices.len);
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For(obj->mesh){
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sb.append_data(it.indices.data, sizeof(Obj_Index)*it.indices.len);
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}
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Iter(obj->materials){
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sb.append_data(it, sizeof(Obj_Material));
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dump_bitmap_image(&sb, &it->texture_ambient);
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dump_bitmap_image(&sb, &it->texture_diffuse);
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dump_bitmap_image(&sb, &it->texture_dissolve);
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dump_bitmap_image(&sb, &it->texture_displacement);
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For(obj->materials){
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sb.append_data(&it, sizeof(Obj_Material));
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dump_bitmap_image(&sb, &it.texture_ambient);
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dump_bitmap_image(&sb, &it.texture_diffuse);
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dump_bitmap_image(&sb, &it.texture_dissolve);
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dump_bitmap_image(&sb, &it.texture_displacement);
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}
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String result = string_flatten(arena, &sb);
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os_write_file(out_name, result);
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os_write_file2(out_name, result);
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}
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global FILE *output_file;
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@@ -429,21 +430,21 @@ global FILE *output_file;
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function void
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asset_log(Log_Kind kind, String string, char *file, int line){
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if(!output_file) {
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}
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fprintf(output_file, "%.*s", string_expand(string));
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}
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int
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int
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main(int argc, char **argv){
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output_file = fopen("asset.log.txt", "a");
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thread_ctx.log_proc = asset_log;
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Obj sponza_obj = load_obj(&os_process_heap, "assets/sponza/sponza.obj"_s);
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dump_obj_to_file(&sponza_obj, "sponza.bin"_s);
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Obj plane_obj = load_obj(&pernament_arena, "assets/f22.obj"_s);
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// Add brick texture as main texture
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Scratch scratch;
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Set_Allocator(scratch);
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@@ -451,11 +452,11 @@ main(int argc, char **argv){
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material.texture_ambient = load_image("assets/bricksx64.png"_s);
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plane_obj.materials.add(material);
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For(plane_obj.mesh){
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IFor(it->indices, jt, j){
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jt->material_id = 0;
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For_Named(it.indices, jt){
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jt.material_id = 0;
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}
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}
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dump_obj_to_file(&plane_obj, "plane.bin"_s);
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fclose(output_file);
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}
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@@ -1,8 +1,7 @@
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@echo off
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||||
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rem clang assets.cpp -Wall -Wno-unused-function -Wno-missing-braces -fno-exceptions -fdiagnostics-absolute-paths -g -I".." -o assets.exe -Wl,user32.lib
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||||
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rem assets.exe
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clang assets.cpp -Wall -Wno-unused-function -Wno-missing-braces -fno-exceptions -fdiagnostics-absolute-paths -g -I".." -o assets.exe -Wl,user32.lib
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assets.exe
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clang main.cpp -Wall -Wno-unused-function -Wno-missing-braces -fno-exceptions -fdiagnostics-absolute-paths -g -I".." -o main.exe -Wl,user32.lib
|
||||
320
main.cpp
320
main.cpp
@@ -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/
|
||||
|
||||
28
obj.cpp
28
obj.cpp
@@ -27,7 +27,7 @@ struct Obj_Material {
|
||||
F32 transparency; // Tr
|
||||
F32 optical_density; // Ni
|
||||
F32 shininess; // Ns
|
||||
S32 illumination_model; // illum
|
||||
S32 illumination_model; // illum
|
||||
Vec3 ambient_color; // Ka
|
||||
Vec3 diffuse_color; // Kd
|
||||
Vec3 specular_color; // Ks
|
||||
@@ -60,27 +60,27 @@ stream_read(Stream *s, SizeU size){
|
||||
function Obj *
|
||||
load_obj_dump(Allocator *allocator, String filename){
|
||||
String string = os_read_file(allocator, filename);
|
||||
|
||||
Obj *obj = (Obj *)string.str;
|
||||
Stream stream = {(U8 *)(obj+1), string.str + string.len};
|
||||
|
||||
Stream stream = {string.str, string.str + string.len};
|
||||
Obj *obj = stream_read_struct(&stream, Obj);
|
||||
obj->name.str = stream_read_array(&stream, U8, obj->name.len);
|
||||
obj->vertices.data = stream_read_array(&stream, Vec3, obj->vertices.len);
|
||||
obj->texture_coordinates.data = stream_read_array(&stream, Vec2, obj->texture_coordinates.len);
|
||||
obj->normals.data = stream_read_array(&stream, Vec3, obj->normals.len);
|
||||
obj->mesh.data = stream_read_array(&stream, Obj_Mesh, obj->mesh.len);
|
||||
obj->materials.data = stream_read_array(&stream, Obj_Material, obj->materials.len);
|
||||
|
||||
Iter(obj->mesh){
|
||||
it->indices.data = stream_read_array(&stream, Obj_Index, it->indices.len);
|
||||
|
||||
For(obj->mesh){
|
||||
it.indices.data = stream_read_array(&stream, Obj_Index, it.indices.len);
|
||||
}
|
||||
|
||||
Iter(obj->materials){
|
||||
it->texture_ambient.pixels = stream_read_array(&stream, U32, it->texture_ambient.x*it->texture_ambient.y);
|
||||
it->texture_diffuse.pixels = stream_read_array(&stream, U32, it->texture_diffuse.x*it->texture_diffuse.y);
|
||||
it->texture_dissolve.pixels = stream_read_array(&stream, U32, it->texture_dissolve.x*it->texture_dissolve.y);
|
||||
it->texture_displacement.pixels = stream_read_array(&stream, U32, it->texture_displacement.x*it->texture_displacement.y);
|
||||
|
||||
For(obj->materials){
|
||||
it.texture_ambient.pixels = stream_read_array(&stream, U32, it.texture_ambient.x*it.texture_ambient.y);
|
||||
it.texture_diffuse.pixels = stream_read_array(&stream, U32, it.texture_diffuse.x*it.texture_diffuse.y);
|
||||
it.texture_dissolve.pixels = stream_read_array(&stream, U32, it.texture_dissolve.x*it.texture_dissolve.y);
|
||||
it.texture_displacement.pixels = stream_read_array(&stream, U32, it.texture_displacement.x*it.texture_displacement.y);
|
||||
}
|
||||
|
||||
|
||||
return obj;
|
||||
}
|
||||
|
||||
|
||||
30
profile.cpp
30
profile.cpp
@@ -21,33 +21,3 @@ _profile_scope->samples[_profile_scope->i] = __rdtsc() - _profile_scope->samples
|
||||
_profile_scope->i = (_profile_scope->i + 1) % 5096; \
|
||||
}while (0)
|
||||
|
||||
|
||||
function void save_profile_data(ProfileScope *scope, S8 scenario_name, S8 scope_name) {
|
||||
/*for (S64 si = 1; si < scope->i; si++) {
|
||||
for (S64 sj = 1; sj < scope->i; sj++) {
|
||||
if (scope->samples[sj] < scope->samples[sj - 1]) {
|
||||
F64 temp = scope->samples[sj];
|
||||
scope->samples[sj] = scope->samples[sj-1];
|
||||
scope->samples[sj-1] = temp;
|
||||
}
|
||||
}
|
||||
}*/
|
||||
|
||||
/*
|
||||
Scratch scratch;
|
||||
scenario_name = string_chop_last_period(scenario_name);
|
||||
scenario_name = string_skip_to_last_slash(scenario_name);
|
||||
U8 *string_pointer = string_begin(scratch);
|
||||
string_fmt(scratch, "%s %s\n", build_name, scenario_name);
|
||||
S64 one_past_last = scope->i;
|
||||
for (S64 si = 0; si < one_past_last; si++) {
|
||||
string_fmt(scratch, "%u\n", scope->samples[si]);
|
||||
}
|
||||
|
||||
S8 data = string_end(scratch, string_pointer);
|
||||
Date date = os_date();
|
||||
os_make_dir(LIT("stats"));
|
||||
S8 name = string_fmt(scratch, "stats/%s_%s_%s_%u_%u_%u_%u_%u_%u.txt", scope_name, build_name, scenario_name, date.year, date.month, date.day, date.hour, date.minute, date.second);
|
||||
os_append_file(name, data);
|
||||
*/
|
||||
}
|
||||
16
ui.cpp
16
ui.cpp
@@ -35,13 +35,13 @@ struct UIWidget {
|
||||
UIWidget *prev;
|
||||
UIWidget *first_child;
|
||||
UIWidget *last_child;
|
||||
|
||||
|
||||
String text;
|
||||
Vec2 size;
|
||||
S32 option_max;
|
||||
union {
|
||||
Bitmap *image;
|
||||
B32 *b32;
|
||||
Bitmap *image;
|
||||
B32 *b32;
|
||||
String *label;
|
||||
S32 *option;
|
||||
UISignalCallback *signal_callback;
|
||||
@@ -50,13 +50,13 @@ struct UIWidget {
|
||||
|
||||
struct UI : UIWidget {
|
||||
Arena arena;
|
||||
|
||||
|
||||
UIWidget *hot;
|
||||
UIWidget *active;
|
||||
};
|
||||
|
||||
function UIWidget *ui_new_widget(Allocator *arena, UIWidgetKind kind) {
|
||||
UIWidget *result = exp_alloc_type(arena, UIWidget);
|
||||
UIWidget *result = exp_alloc_type(arena, UIWidget, AF_ZeroMemory);
|
||||
result->kind = kind;
|
||||
return result;
|
||||
}
|
||||
@@ -74,7 +74,7 @@ function UIWidget *ui_push_child(Arena *arena, UIWidget *widget, UIWidgetKind ki
|
||||
function UIWidget *ui_push_image(Arena *arena, UIWidget *widget, Bitmap *img) {
|
||||
UIWidget *result = ui_push_child(arena, widget, UIWidgetKind_Image);
|
||||
result->ptr.image = img;
|
||||
|
||||
|
||||
F32 ratio = (F32)result->ptr.image->x / (F32)result->ptr.image->y;
|
||||
result->size.y = 64;
|
||||
result->size.x = 64 * ratio;
|
||||
@@ -148,7 +148,7 @@ function B32 ui_mouse_test(UI *ui, UIWidget *w, Vec4 rect) {
|
||||
else if (w == ui->hot) {
|
||||
ui->hot = 0;
|
||||
}
|
||||
|
||||
|
||||
if (os.key[Key_MouseLeft].released) {
|
||||
if (ui->active == w) {
|
||||
if (ui->hot == w)
|
||||
@@ -156,7 +156,7 @@ function B32 ui_mouse_test(UI *ui, UIWidget *w, Vec4 rect) {
|
||||
ui->active = 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user