Obj parser, plane is loading correctly with texcoords etc! now OS defines the bitmap layout and format

This commit is contained in:
Krzosa Karol
2022-02-18 15:58:19 +01:00
parent 84c6191df6
commit 6e36d7596c
8 changed files with 1137 additions and 33 deletions

View File

@@ -14,6 +14,7 @@ OK Fix the gaps between triangles (it also improved look of triangle edges)
* Depth buffer
* FPS Camera
* Reading OBJ files
* Loading a model from PMX?
* Rendering multiple objects, queue renderer
* Clipping
* Optimizations
@@ -22,14 +23,24 @@ OK Fix the gaps between triangles (it also improved look of triangle edges)
*
*/
/* What a codebase needs:
* Macros for debug, release, slow, fast builds, where debug - tooling, slow - enable asserts
* Macros for OS, Compiler, Architecture
* Nice way of outputing visible error messages
* FatalError and Assert function for release builds with an error message, Debug Assert with error message for slow builds
*
*/
#define OS_WINDOWS 1
#define BILINEAR_BLEND 1
#define PERSPECTIVE_CORRECT_INTERPOLATION 1
#define DRAW_WIREFRAME 1
#define DRAW_RECTS 0
#include "main.h"
#include "platform.h"
#include "math.h"
#include "stb_image.h"
#include "objparser.h"
struct Face {
int p[3];
@@ -71,15 +82,15 @@ void DrawRect(Image* dst, float X, float Y, float w, float h, U32 color) {
for (int y = min_y; y < max_y; y++) {
for (int x = min_x; x < max_x; x++) {
dst->pixels[x + (dst->y - 1 - y) * dst->x] = color;
dst->pixels[x + y * dst->x] = color;
}
}
}
FUNCTION
void DrawBitmap(Image* dst, Image* src, Vec2 pos) {
I64 minx = (I64)(pos.x + 0.5f);
I64 miny = (I64)(pos.y + 0.5f);
I64 minx = (I64)(pos.x + 0.5);
I64 miny = (I64)(pos.y + 0.5);
I64 maxx = minx + src->x;
I64 maxy = miny + src->y;
I64 offsetx = 0;
@@ -105,7 +116,7 @@ void DrawBitmap(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 + (dst->y - 1 - y) * dst->x] = src->pixels[tx + (src->y - 1 - ty) * src->x];
dst->pixels[x + y * dst->x] = src->pixels[tx + ty * src->x];
}
}
}
@@ -127,8 +138,6 @@ void DrawTriangle(Image* dst, Image *src, Vec4 p0, Vec4 p1, Vec4 p2,
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));
//@Todo: Fix the proper rounding
//@Todo: Determine whether we need subprecision etc
float area = EdgeFunction(p0, p1, p2);
for (I64 y = min_y; y < max_y; y++) {
@@ -158,6 +167,7 @@ void DrawTriangle(Image* dst, Image *src, Vec4 p0, Vec4 p1, Vec4 p2,
I64 vi = (I64)(v);
float udiff = u - (float)ui;
float vdiff = v - (float)vi;
// Origin UV (0,0) is in bottom left
U32 *pixel = src->pixels + (ui + (src->y - 1ll - vi) * src->x);
#if BILINEAR_BLEND
Vec4 pixelx1y1 = V4ABGR(*pixel);
@@ -173,13 +183,15 @@ void DrawTriangle(Image* dst, Image *src, Vec4 p0, Vec4 p1, Vec4 p2,
U32 color32 = *pixel;
#endif
dst->pixels[x + (dst->y - 1 - y) * dst->x] = color32;
dst->pixels[x + y * dst->x] = color32;
}
}
}
#if DRAW_RECTS
DrawRect(dst, p0.x-4, p0.y-4, 8,8, 0x00ff0000);
DrawRect(dst, p1.x-4, p1.y-4, 8,8, 0x0000ff00);
DrawRect(dst, p2.x-4, p2.y-4, 8,8, 0x000000ff);
#endif
}
FUNCTION
@@ -194,20 +206,50 @@ void DrawLine(Image *dst, float x0, float y0, float x1, float y1) {
for (int i = 0; i <= longest_side_length; i++) {
int x = (int)(current_x + 0.5f);
int y = (int)(current_y + 0.5f);
dst->pixels[x + (dst->y - 1 - y) * dst->x] = 0xffffffff;
dst->pixels[x + y * dst->x] = 0xffffffff;
current_x += x_inc;
current_y += y_inc;
}
}
struct FaceA {
int vertex[3];
int tex[3];
int normal[3];
};
FUNCTION
Obj LoadObj(const char* file) {
char* data = OS_ReadFile(file);
char* memory = (char*)malloc(100000);
Obj result = Obj_Parse(memory, 100000, data);
free(data);
return result;
}
FUNCTION
Image LoadImage(const char* path) {
int x, y, n;
unsigned char* data = stbi_load(path, &x, &y, &n, 4);
Image result = { (U32*)data, x, y };
return result;
}
int main() {
Obj_Test();
OS_Init({ 1280,720 });
float rotation = 0;
Vec3 camera_pos = {0,0,-5};
int x,y,n;
unsigned char *data = stbi_load("assets/bricksx64.png", &x, &y, &n, 4);
Image img = {(U32 *)data, x, y};
Image screen320 = {(U32 *)malloc(320*180*sizeof(U32)), 140, 140};
Obj obj = LoadObj("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 = LoadImage("assets/bricksx64.png");
Image screen320 = {(U32 *)malloc(320*180*sizeof(U32)), 320, 180};
while (OS_GameLoop()) {
Mat4 perspective = Mat4Perspective(60.f, (float)screen.x, (float)screen.y, 0.1f, 100.f);
for (int y = 0; y < screen320.y; y++) {
@@ -215,21 +257,22 @@ int main() {
screen320.pixels[x + y * screen320.x] = 0;
}
}
#if 0
DrawTriangle(&screen320, &img, { 100,100 }, { 100,400 }, { 400,400 }, { 0,0 }, { 0,1 }, { 1,1 });
DrawTriangle(&screen320, &img, { 100,100 }, { 400,400 }, { 400,100}, { 0,0 }, { 1,1 }, { 1,0 });
#else
//DrawBitmap(&screen320, &img, {0,0});
DrawBitmap(&screen320, &img, {0,0});
Mat4 transform = Mat4RotationZ(rotation);
transform = transform * Mat4RotationX(rotation);
if (keydown_a) rotation += 0.05f;
if (keydown_b) rotation -= 0.05f;
for (int i = 0; i < ARRAY_CAP(cube_faces); i++) {
Face* face = cube_faces + i;
for (int i = 0; i < face_count; i++) {
FaceA* face = faces + i;
Vec4 pos[3] = {
vec4(cube_vertices[face->p[0] - 1], 1),
vec4(cube_vertices[face->p[1] - 1], 1),
vec4(cube_vertices[face->p[2] - 1], 1),
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],
};
//@Note: Transform
@@ -256,7 +299,8 @@ int main() {
pos[j].x += screen320.x / 2;
pos[j].y += screen320.y / 2;
}
DrawTriangle(&screen320, &img, pos[0], pos[1], pos[2], face->tex[0], face->tex[1], face->tex[2]);
DrawTriangle(&screen320, &img, pos[0], pos[1], pos[2], tex[0], tex[1], tex[2]);
#if DRAW_WIREFRAME
DrawLine(&screen320, pos[0].x, pos[0].y, pos[1].x, pos[1].y);
DrawLine(&screen320, pos[1].x, pos[1].y, pos[2].x, pos[2].y);
@@ -265,6 +309,7 @@ int main() {
}
}
// @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++) {
@@ -272,12 +317,8 @@ int main() {
float v = (float)y / (float)screen.y;
int tx = (int)(u * screen320.x + 0.5f);
int ty = (int)(v * screen320.y + 0.5f);
U32 pixel = screen320.pixels[tx + ty * (screen320.x)];
// 0xABGR to 0xARGB
// b > 24 g > 8 r < 8
*ptr++ = ((pixel & 0xff000000)) | ((pixel & 0x00ff0000) >> 16) | ((pixel & 0x0000ff00)) | ((pixel & 0x000000ff) << 16);
*ptr++ = screen320.pixels[tx + ty * (screen320.x)];
}
}
#endif
}
}