Testing a generator to output different draw triangle versions, more gamma correct blending
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graphics3.rdbg
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graphics3.rdbg
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168
main.cpp
168
main.cpp
@@ -5,22 +5,30 @@ OK Y up coordinate system, left handed
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OK Drawing a cube with perspective
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OK Culling triangles facing away from camera
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OK Texture mapping
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? Basic math operations on Vec4 Mat4 - Muls, Dot, Cross etc.
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? Basic math operations on Vec4 Mat4 - Muls, dot, cross etc.
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OK Basic linear transformations - rotation, translation, scaling
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OK Bilinear filtering of textures / subpixel precison
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OK Fix the gaps between triangles (it also improved look of triangle edges)
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* Perspective matrix vs simple perspective
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* Perspective correct interpolation
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* Depth buffer
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OK Perspective correct interpolation
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OK Depth buffer
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KINDA_OK Gamma correct blending
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* Alpha blending??
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* Premultiplied alpha???
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* Lightning
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* LookAt Camera
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* FPS Camera
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* Reading OBJ files
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* Loading a model from PMX?
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OK Reading OBJ files
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* Reading PMX files
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* Rendering multiple objects, queue renderer
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* Clipping
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* Optimizations
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* SIMD
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* Multithreading
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*
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* Text rendering
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* Basic UI
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* Gamma correct and alpha blending
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*/
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/* What a codebase needs:
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@@ -34,6 +42,7 @@ OK Fix the gaps between triangles (it also improved look of triangle edges)
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#define BILINEAR_BLEND 1
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#define PERSPECTIVE_CORRECT_INTERPOLATION 1
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#define _CRT_SECURE_NO_WARNINGS
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#include "main.h"
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#include "platform.h"
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#include "math.h"
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@@ -41,8 +50,10 @@ OK Fix the gaps between triangles (it also improved look of triangle edges)
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#include "objparser.h"
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#include <float.h>
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GLOBAL OS os = {};
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GLOBAL bool draw_rects = 0;
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GLOBAL bool draw_wireframe = 0;
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#include "rasterization_feature_selection.cpp"
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struct Face {
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int p[3];
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@@ -76,7 +87,7 @@ GLOBAL Face cube_faces[] = {
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};
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FUNCTION
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void DrawRect(Image* dst, float X, float Y, float w, float h, U32 color) {
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void draw_rect(Image* dst, float X, float Y, float w, float h, U32 color) {
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int max_x = (int)(MIN(X + w, dst->x) + 0.5f);
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int max_y = (int)(MIN(Y + h, dst->y) + 0.5f);
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int min_x = (int)(MAX(0, X) + 0.5f);
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@@ -90,7 +101,7 @@ void DrawRect(Image* dst, float X, float Y, float w, float h, U32 color) {
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}
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FUNCTION
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void DrawBitmap(Image* dst, Image* src, Vec2 pos) {
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void draw_bitmap(Image* dst, Image* src, Vec2 pos) {
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I64 minx = (I64)(pos.x + 0.5);
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I64 miny = (I64)(pos.y + 0.5);
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I64 maxx = minx + src->x;
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@@ -124,48 +135,61 @@ void DrawBitmap(Image* dst, Image* src, Vec2 pos) {
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}
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FUNCTION
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float EdgeFunction(Vec4 vecp0, Vec4 vecp1, Vec4 p) {
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float edge_function(Vec4 vecp0, Vec4 vecp1, Vec4 p) {
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float result = (vecp1.y - vecp0.y) * (p.x - vecp0.x) - (vecp1.x - vecp0.x) * (p.y - vecp0.y);
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return result;
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}
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FUNCTION
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Vec4 srgb_to_almost_linear(Vec4 a) {
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Vec4 result = {a.r*a.r, a.g*a.g, a.b*a.b, a.a};
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return result; // @Note: Linear would be to power of 2.2
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}
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FUNCTION
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Vec4 almost_linear_to_srgb(Vec4 a) {
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Vec4 result = { sqrt(a.r), sqrt(a.g), sqrt(a.b), a.a };
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return result;
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}
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FUNCTION
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void DrawTriangle(Image* dst, float *depth_buffer, Image *src, Vec4 p0, Vec4 p1, Vec4 p2,
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void draw_triangle(Image* dst, float *depth_buffer, Image *src,
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Vec4 p0, Vec4 p1, Vec4 p2,
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Vec2 tex0, Vec2 tex1, Vec2 tex2) {
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float min_x1 = (float)(MIN(p0.x, MIN(p1.x, p2.x)));
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float min_y1 = (float)(MIN(p0.y, MIN(p1.y, p2.y)));
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float max_x1 = (float)(MAX(p0.x, MAX(p1.x, p2.x)));
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float max_y1 = (float)(MAX(p0.y, MAX(p1.y, p2.y)));
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I64 min_x = (I64)MAX(0, Floor(min_x1));
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I64 min_y = (I64)MAX(0, Floor(min_y1));
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I64 max_x = (I64)MIN(dst->x, Ceil(max_x1));
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I64 max_y = (I64)MIN(dst->y, Ceil(max_y1));
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I64 min_x = (I64)MAX(0, floor(min_x1));
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I64 min_y = (I64)MAX(0, floor(min_y1));
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I64 max_x = (I64)MIN(dst->x, ceil(max_x1));
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I64 max_y = (I64)MIN(dst->y, ceil(max_y1));
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float area = EdgeFunction(p0, p1, p2);
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float area = edge_function(p0, p1, p2);
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for (I64 y = min_y; y < max_y; y++) {
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for (I64 x = min_x; x < max_x; x++) {
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float edge1 = EdgeFunction(p0, p1, { (float)x,(float)y });
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float edge2 = EdgeFunction(p1, p2, { (float)x,(float)y });
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float edge3 = EdgeFunction(p2, p0, { (float)x,(float)y });
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float edge1 = edge_function(p0, p1, { (float)x,(float)y });
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float edge2 = edge_function(p1, p2, { (float)x,(float)y });
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float edge3 = edge_function(p2, p0, { (float)x,(float)y });
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if (edge1 >= 0 && edge2 >= 0 && edge3 >= 0) {
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float w1 = edge2 / area;
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float w2 = edge3 / area;
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float w3 = edge1 / area;
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float interpolated_z = (1.f / p0.w) * w1 + (1.f / p1.w) * w2 + (1.f / p2.w) * w3;
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#if PERSPECTIVE_CORRECT_INTERPOLATION
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float u = tex0.x * (w1 / p0.w) + tex1.x * (w2 / p1.w) + tex2.x * (w3 / p2.w);
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float v = tex0.y * (w1 / p0.w) + tex1.y * (w2 / p1.w) + tex2.y * (w3 / p2.w);
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float interpolated_z = (1.f / p0.w) * w1 + (1.f / p1.w) * w2 + (1.f / p2.w) * w3;
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u /= interpolated_z;
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v /= interpolated_z;
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interpolated_z = 1.f / interpolated_z;
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#else
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float u = tex0.x * w1 + tex1.x * w2 + tex2.x * w3;
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float v = tex0.y * w1 + tex1.y * w2 + tex2.y * w3;
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#endif
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// @Note: We could do: interpolated_z = 1.f / interpolated_z to get proper depth
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// but why waste an instruction, the smaller the depth value the farther the object
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float* depth = depth_buffer + (x + y * dst->x);
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if (*depth > interpolated_z) {
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if (*depth < interpolated_z) {
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*depth = interpolated_z;
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u = u * (src->x - 2);
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v = v * (src->y - 2);
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@@ -175,16 +199,20 @@ void DrawTriangle(Image* dst, float *depth_buffer, Image *src, Vec4 p0, Vec4 p1,
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float vdiff = v - (float)vi;
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// Origin UV (0,0) is in bottom left
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U32* pixel = src->pixels + (ui + (src->y - 1ll - vi) * src->x);
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#if BILINEAR_BLEND
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Vec4 pixelx1y1 = V4ABGR(*pixel);
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Vec4 pixelx2y1 = V4ABGR(*(pixel + 1));
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Vec4 pixelx1y2 = V4ABGR(*(pixel - src->x));
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Vec4 pixelx2y2 = V4ABGR(*(pixel + 1 - src->x));
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Vec4 blendx1 = Lerp(pixelx1y1, pixelx2y1, udiff);
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Vec4 blendx2 = Lerp(pixelx1y2, pixelx2y2, udiff);
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Vec4 result_color = Lerp(blendx1, blendx2, vdiff);
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U32 color32 = ColorToU32ABGR(result_color);
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#if BILINEAR_BLEND
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Vec4 pixelx1y1 = srgb_to_almost_linear(v4abgr(*pixel));
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Vec4 pixelx2y1 = srgb_to_almost_linear(v4abgr(*(pixel + 1)));
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Vec4 pixelx1y2 = srgb_to_almost_linear(v4abgr(*(pixel - src->x)));
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Vec4 pixelx2y2 = srgb_to_almost_linear(v4abgr(*(pixel + 1 - src->x)));
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Vec4 blendx1 = lerp(pixelx1y1, pixelx2y1, udiff);
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Vec4 blendx2 = lerp(pixelx1y2, pixelx2y2, udiff);
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Vec4 result_color = lerp(blendx1, blendx2, vdiff);
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result_color = almost_linear_to_srgb(result_color);
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ASSERT(result_color.r <= 1 && result_color.g <= 1 && result_color.b <= 1);
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U32 color32 = color_to_u32abgr(result_color);
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#else
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U32 color32 = *pixel;
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#endif
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@@ -195,14 +223,15 @@ void DrawTriangle(Image* dst, float *depth_buffer, Image *src, Vec4 p0, Vec4 p1,
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}
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}
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if (draw_rects) {
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DrawRect(dst, p0.x-4, p0.y-4, 8,8, 0x00ff0000);
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DrawRect(dst, p1.x-4, p1.y-4, 8,8, 0x0000ff00);
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DrawRect(dst, p2.x-4, p2.y-4, 8,8, 0x000000ff);
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draw_rect(dst, p0.x-4, p0.y-4, 8,8, 0x00ff0000);
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draw_rect(dst, p1.x-4, p1.y-4, 8,8, 0x0000ff00);
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draw_rect(dst, p2.x-4, p2.y-4, 8,8, 0x000000ff);
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}
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}
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#include "raster_functions.cpp"
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FUNCTION
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void DrawLine(Image *dst, float x0, float y0, float x1, float y1) {
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void draw_line(Image *dst, float x0, float y0, float x1, float y1) {
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float delta_x = (x1 - x0);
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float delta_y = (y1 - y0);
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float longest_side_length = (ABS(delta_x) >= ABS(delta_y)) ? ABS(delta_x) : ABS(delta_y);
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@@ -226,16 +255,16 @@ struct FaceA {
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};
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FUNCTION
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Obj LoadObj(const char* file) {
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char* data = OS_ReadFile(file);
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Obj load_obj(const char* file) {
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char* data = os.read_file(file);
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char* memory = (char*)malloc(100000);
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Obj result = Obj_Parse(memory, 100000, data);
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Obj result = obj::parse(memory, 100000, data);
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free(data);
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return result;
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}
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FUNCTION
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Image LoadImage(const char* path) {
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Image load_image(const char* path) {
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int x, y, n;
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unsigned char* data = stbi_load(path, &x, &y, &n, 4);
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Image result = { (U32*)data, x, y };
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@@ -243,23 +272,25 @@ Image LoadImage(const char* path) {
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}
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int main() {
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Obj_Test();
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OS_Init({ 1280,720 });
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obj::test();
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os.init({ 1280,720 });
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generate_stuff();
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float rotation = 0;
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Vec3 camera_pos = {0,0,-5};
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Obj obj = LoadObj("assets/f22.obj");
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Obj obj = load_obj("assets/f22.obj");
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Vec3* vertices = (Vec3 *)obj.vertices;
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Vec2* tex_coords = (Vec2*)obj.texture;
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FaceA* faces = (FaceA*)obj.indices;
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I64 face_count = obj.indices_count;
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Image img = LoadImage("assets/bricksx64.png");
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Image img = load_image("assets/bricksx64.png");
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Image screen320 = {(U32 *)malloc(320*180*sizeof(U32)), 320, 180};
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float* depth320 = (float *)malloc(sizeof(float) * 320 * 180);
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while (OS_GameLoop()) {
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Mat4 perspective = Mat4Perspective(60.f, (float)screen.x, (float)screen.y, 0.1f, 100.f);
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while (os.game_loop()) {
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Mat4 perspective = make_matrix_perspective(60.f, (float)os.screen.x, (float)os.screen.y, 0.1f, 100.f);
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U32* p = screen320.pixels;
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for (int y = 0; y < screen320.y; y++) {
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for (int x = 0; x < screen320.x; x++) {
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@@ -269,16 +300,16 @@ int main() {
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float* dp = depth320;
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for (int y = 0; y < screen320.y; y++) {
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for (int x = 0; x < screen320.x; x++) {
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*dp++ = FLT_MAX;
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*dp++ = -FLT_MAX;
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}
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}
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DrawBitmap(&screen320, &img, {0,0});
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Mat4 transform = Mat4RotationZ(rotation);
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transform = transform * Mat4RotationX(rotation);
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if (keydown_a) rotation += 0.05f;
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if (keydown_b) rotation -= 0.05f;
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if (keydown_f1) draw_rects = !draw_rects;
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if (keydown_f2) draw_wireframe = !draw_wireframe;
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draw_bitmap(&screen320, &img, {0,0});
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Mat4 transform = make_matrix_rotation_z(rotation);
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transform = transform * make_matrix_rotation_x(rotation);
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if (os.keydown_a) rotation += 0.05f;
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if (os.keydown_b) rotation -= 0.05f;
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if (os.keydown_f1) draw_rects = !draw_rects;
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if (os.keydown_f2) draw_wireframe = !draw_wireframe;
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for (int i = 0; i < face_count; i++) {
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FaceA* face = faces + i;
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Vec4 pos[3] = {
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@@ -300,8 +331,8 @@ int main() {
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Vec3 p0_to_camera = camera_pos - pos[0].xyz;
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Vec3 p0_to_p1 = pos[1].xyz - pos[0].xyz;
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Vec3 p0_to_p2 = pos[2].xyz - pos[0].xyz;
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Vec3 normal = Cross(p0_to_p1, p0_to_p2);
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if (Dot(normal, p0_to_camera) > 0) {
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Vec3 normal = cross(p0_to_p1, p0_to_p2);
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if (dot(normal, p0_to_camera) > 0) {
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for (int j = 0; j < 3; j++) {
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//@Note: Camera
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pos[j].xyz = pos[j].xyz - camera_pos;
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@@ -313,25 +344,32 @@ int main() {
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//@Note: To pixel space
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pos[j].x *= screen320.x / 2;
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pos[j].y *= screen320.y / 2;
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pos[j].x += screen320.x / 2;
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pos[j].y += screen320.y / 2;
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//pos[j].x += screen320.x / 2;
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//pos[j].y += screen320.y / 2;
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pos[j].x += screen320.x / 4;
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pos[j].y += screen320.y / 4;
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}
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DrawTriangle(&screen320, depth320, &img, pos[0], pos[1], pos[2], tex[0], tex[1], tex[2]);
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draw_triangle_PERSPECTIVE_CORRECT_INTERPOLATION_on_BILINEAR_BLEND_off(&screen320, depth320, &img, pos[0], pos[1], pos[2], tex[0], tex[1], tex[2]);
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for (int j = 0; j < 3; j++) {
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pos[j].x += screen320.x / 3;
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pos[j].y += screen320.y / 3;
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}
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draw_triangle_PERSPECTIVE_CORRECT_INTERPOLATION_on_BILINEAR_BLEND_on(&screen320, depth320, &img, pos[0], pos[1], pos[2], tex[0], tex[1], tex[2]);
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if (draw_wireframe) {
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DrawLine(&screen320, pos[0].x, pos[0].y, pos[1].x, pos[1].y);
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DrawLine(&screen320, pos[1].x, pos[1].y, pos[2].x, pos[2].y);
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DrawLine(&screen320, pos[2].x, pos[2].y, pos[0].x, pos[0].y);
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draw_line(&screen320, pos[0].x, pos[0].y, pos[1].x, pos[1].y);
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draw_line(&screen320, pos[1].x, pos[1].y, pos[2].x, pos[2].y);
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draw_line(&screen320, pos[2].x, pos[2].y, pos[0].x, pos[0].y);
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}
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}
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}
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// @Note: Draw 320screen to OS screen
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U32* ptr = screen.pixels;
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for (int y = 0; y < screen.y; y++) {
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for (int x = 0; x < screen.x; x++) {
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float u = (float)x / (float)screen.x;
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float v = (float)y / (float)screen.y;
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U32* ptr = os.screen.pixels;
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for (int y = 0; y < os.screen.y; y++) {
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for (int x = 0; x < os.screen.x; x++) {
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float u = (float)x / (float)os.screen.x;
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float v = (float)y / (float)os.screen.y;
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int tx = (int)(u * screen320.x + 0.5f);
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int ty = (int)(v * screen320.y + 0.5f);
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*ptr++ = screen320.pixels[tx + ty * (screen320.x)];
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81
math.h
81
math.h
@@ -1,6 +1,8 @@
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#include "main.h"
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#include <intrin.h>
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constexpr float PI32 = 3.14159265359f;
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struct Mat4 {
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float p[4][4];
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};
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@@ -20,8 +22,6 @@ union Vec4 {
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struct { Vec3 xyz; };
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};
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constexpr float PI32 = 3.14159265359f;
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FUNCTION
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Vec4 vec4(Vec3 a, float b) {
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Vec4 result = { a.x,a.y,a.z,b };
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@@ -29,7 +29,7 @@ Vec4 vec4(Vec3 a, float b) {
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}
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FUNCTION
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Mat4 Mat4Identity() {
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Mat4 make_matrix_identity() {
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Mat4 result = {
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1,0,0,0,
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0,1,0,0,
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@@ -40,7 +40,7 @@ Mat4 Mat4Identity() {
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}
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FUNCTION
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float Sin(float value) {
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float sin(float value) {
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__m128 result128 = _mm_set_ps1(value);
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result128 = _mm_sin_ps(result128);
|
||||
float result = *(float *)&result128;
|
||||
@@ -48,7 +48,7 @@ float Sin(float value) {
|
||||
}
|
||||
|
||||
FUNCTION
|
||||
float Cos(float value) {
|
||||
float cos(float value) {
|
||||
__m128 result128 = _mm_set_ps1(value);
|
||||
result128 = _mm_cos_ps(result128);
|
||||
float result = *(float*)&result128;
|
||||
@@ -56,7 +56,7 @@ float Cos(float value) {
|
||||
}
|
||||
|
||||
FUNCTION
|
||||
float Tan(float value) {
|
||||
float tan(float value) {
|
||||
__m128 result128 = _mm_set_ps1(value);
|
||||
result128 = _mm_tan_ps(result128);
|
||||
float result = *(float*)&result128;
|
||||
@@ -64,7 +64,7 @@ float Tan(float value) {
|
||||
}
|
||||
|
||||
FUNCTION
|
||||
float Floor(float value) {
|
||||
float floor(float value) {
|
||||
__m128 result128 = _mm_set_ps1(value);
|
||||
result128 = _mm_floor_ps(result128);
|
||||
float result = *(float*)&result128;
|
||||
@@ -72,7 +72,7 @@ float Floor(float value) {
|
||||
}
|
||||
|
||||
FUNCTION
|
||||
float Ceil(float value) {
|
||||
float ceil(float value) {
|
||||
__m128 result128 = _mm_set_ps1(value);
|
||||
result128 = _mm_ceil_ps(result128);
|
||||
float result = *(float*)&result128;
|
||||
@@ -80,7 +80,7 @@ float Ceil(float value) {
|
||||
}
|
||||
|
||||
FUNCTION
|
||||
float Round(float value) {
|
||||
float round(float value) {
|
||||
__m128 result128 = _mm_set_ps1(value);
|
||||
result128 = _mm_round_ps(result128, _MM_FROUND_TO_NEAREST_INT| _MM_FROUND_NO_EXC);
|
||||
float result = *(float*)&result128;
|
||||
@@ -88,9 +88,17 @@ float Round(float value) {
|
||||
}
|
||||
|
||||
FUNCTION
|
||||
Mat4 Mat4RotationZ(float rotation) {
|
||||
float s = Sin(rotation);
|
||||
float c = Cos(rotation);
|
||||
float sqrt(float value) {
|
||||
__m128 result128 = _mm_set_ps1(value);
|
||||
result128 = _mm_sqrt_ps(result128);
|
||||
float result = *(float*)&result128;
|
||||
return result;
|
||||
}
|
||||
|
||||
FUNCTION
|
||||
Mat4 make_matrix_rotation_x(float rotation) {
|
||||
float s = sin(rotation);
|
||||
float c = cos(rotation);
|
||||
Mat4 result = {
|
||||
c, s, 0, 0,
|
||||
-s, c, 0, 0,
|
||||
@@ -101,9 +109,9 @@ Mat4 Mat4RotationZ(float rotation) {
|
||||
}
|
||||
|
||||
FUNCTION
|
||||
Mat4 Mat4RotationY(float rotation) {
|
||||
float s = Sin(rotation);
|
||||
float c = Cos(rotation);
|
||||
Mat4 make_matrix_rotation_y(float rotation) {
|
||||
float s = sin(rotation);
|
||||
float c = cos(rotation);
|
||||
Mat4 result = {
|
||||
c, 0, -s, 0,
|
||||
0, 1, 0, 0,
|
||||
@@ -114,9 +122,9 @@ Mat4 Mat4RotationY(float rotation) {
|
||||
}
|
||||
|
||||
FUNCTION
|
||||
Mat4 Mat4RotationX(float rotation) {
|
||||
float s = Sin(rotation);
|
||||
float c = Cos(rotation);
|
||||
Mat4 make_matrix_rotation_z(float rotation) {
|
||||
float s = sin(rotation);
|
||||
float c = cos(rotation);
|
||||
Mat4 result = {
|
||||
1, 0, 0, 0,
|
||||
0, c, s, 0,
|
||||
@@ -127,9 +135,9 @@ Mat4 Mat4RotationX(float rotation) {
|
||||
}
|
||||
|
||||
FUNCTION
|
||||
Mat4 Mat4Perspective(float fov, float window_x, float window_y, float znear, float zfar) {
|
||||
Mat4 make_matrix_perspective(float fov, float window_x, float window_y, float znear, float zfar) {
|
||||
float aspect_ratio = window_y / window_x;
|
||||
float f = (1.f / Tan((fov/2.f)*(180.f/PI32)));
|
||||
float f = (1.f / tan((fov/2.f)*(180.f/PI32)));
|
||||
Mat4 result = {
|
||||
aspect_ratio*f, 0, 0, 0,
|
||||
0, f, 0, 0,
|
||||
@@ -140,7 +148,19 @@ Mat4 Mat4Perspective(float fov, float window_x, float window_y, float znear, flo
|
||||
}
|
||||
|
||||
FUNCTION
|
||||
Mat4 Mat4Translate(Mat4 a, Vec3 translation) {
|
||||
Mat4 transpose(Mat4 a) {
|
||||
Mat4 result = a;
|
||||
result.p[0][1] = result.p[1][0];
|
||||
result.p[0][2] = result.p[2][0];
|
||||
result.p[0][3] = result.p[3][0];
|
||||
result.p[2][1] = result.p[1][2];
|
||||
result.p[3][1] = result.p[1][3];
|
||||
result.p[3][2] = result.p[2][3];
|
||||
return result;
|
||||
}
|
||||
|
||||
FUNCTION
|
||||
Mat4 translate(Mat4 a, Vec3 translation) {
|
||||
a.p[0][0] += translation.x;
|
||||
a.p[0][1] += translation.y;
|
||||
a.p[0][2] += translation.z;
|
||||
@@ -189,7 +209,6 @@ Vec3 operator+(Vec3 a, Vec3 b) {
|
||||
return result;
|
||||
}
|
||||
|
||||
|
||||
FUNCTION
|
||||
Vec4 operator*(Mat4 a, Vec4 b) {
|
||||
Vec4 result = {
|
||||
@@ -225,13 +244,13 @@ Mat4 operator*(Mat4 a, Mat4 b) {
|
||||
}
|
||||
|
||||
FUNCTION
|
||||
float Dot(Vec3 a, Vec3 b) {
|
||||
float dot(Vec3 a, Vec3 b) {
|
||||
float result = a.x * b.x + a.y * b.y + a.z * b.z;
|
||||
return result;
|
||||
}
|
||||
|
||||
FUNCTION
|
||||
Vec3 Cross(Vec3 a, Vec3 b) {
|
||||
Vec3 cross(Vec3 a, Vec3 b) {
|
||||
Vec3 result = {
|
||||
a.y * b.z - a.z * b.y,
|
||||
a.z * b.x - a.x * b.z,
|
||||
@@ -241,7 +260,7 @@ Vec3 Cross(Vec3 a, Vec3 b) {
|
||||
}
|
||||
|
||||
FUNCTION
|
||||
U32 ColorToU32ARGB(Vec4 a) {
|
||||
U32 color_to_u32argb(Vec4 a) {
|
||||
uint8_t r8 = (uint8_t)(a.r * 255.f);
|
||||
uint8_t g8 = (uint8_t)(a.g * 255.f);
|
||||
uint8_t b8 = (uint8_t)(a.b * 255.f);
|
||||
@@ -251,7 +270,7 @@ U32 ColorToU32ARGB(Vec4 a) {
|
||||
}
|
||||
|
||||
FUNCTION
|
||||
U32 ColorToU32ABGR(Vec4 a) {
|
||||
U32 color_to_u32abgr(Vec4 a) {
|
||||
uint8_t r8 = (uint8_t)(a.r * 255.f);
|
||||
uint8_t g8 = (uint8_t)(a.g * 255.f);
|
||||
uint8_t b8 = (uint8_t)(a.b * 255.f);
|
||||
@@ -261,7 +280,7 @@ U32 ColorToU32ABGR(Vec4 a) {
|
||||
}
|
||||
|
||||
FUNCTION
|
||||
Vec4 V4ARGB(U32 c) {
|
||||
Vec4 v4argb(U32 c) {
|
||||
float a = ((c & 0xff000000) >> 24) / 255.f;
|
||||
float r = ((c & 0x00ff0000) >> 16) / 255.f;
|
||||
float g = ((c & 0x0000ff00) >> 8) / 255.f;
|
||||
@@ -271,7 +290,7 @@ Vec4 V4ARGB(U32 c) {
|
||||
}
|
||||
|
||||
FUNCTION
|
||||
Vec4 V4ABGR(U32 c) {
|
||||
Vec4 v4abgr(U32 c) {
|
||||
float a = ((c & 0xff000000) >> 24) / 255.f;
|
||||
float b = ((c & 0x00ff0000) >> 16) / 255.f;
|
||||
float g = ((c & 0x0000ff00) >> 8) / 255.f;
|
||||
@@ -281,13 +300,13 @@ Vec4 V4ABGR(U32 c) {
|
||||
}
|
||||
|
||||
FUNCTION
|
||||
float Lerp(float a, float b, float t) {
|
||||
float lerp(float a, float b, float t) {
|
||||
float result = (1.0f - t) * a + t * b;
|
||||
return result;
|
||||
}
|
||||
|
||||
FUNCTION
|
||||
Vec4 Lerp(Vec4 a, Vec4 b, float t) {
|
||||
Vec4 result = {Lerp(a.x,b.x,t), Lerp(a.y,b.y,t), Lerp(a.z,b.z,t), Lerp(a.w,b.w,t) };
|
||||
Vec4 lerp(Vec4 a, Vec4 b, float t) {
|
||||
Vec4 result = {lerp(a.x,b.x,t), lerp(a.y,b.y,t), lerp(a.z,b.z,t), lerp(a.w,b.w,t) };
|
||||
return result;
|
||||
}
|
||||
387
objparser.cpp
387
objparser.cpp
@@ -2,6 +2,7 @@
|
||||
#include <stdint.h>
|
||||
#include <stdlib.h>
|
||||
#include <assert.h>
|
||||
#define FUNCTION static
|
||||
|
||||
enum class TokenType {
|
||||
none, word, number, whitespace, end
|
||||
@@ -18,223 +19,213 @@ struct Token {
|
||||
};
|
||||
};
|
||||
|
||||
static
|
||||
bool Obj_IsAlphabetic(char w) {
|
||||
bool result = (w >= 'a' && w <= 'z') || (w >= 'A' && w <= 'Z');
|
||||
return result;
|
||||
}
|
||||
|
||||
static
|
||||
bool Obj_IsNumber(char w) {
|
||||
bool result = w >= '0' && w <= '9';
|
||||
return result;
|
||||
}
|
||||
|
||||
static
|
||||
bool Obj_IsWhitespace(char w) {
|
||||
bool result = w == '\n' || w == ' ' || w == '\t' || w == '\v' || w == '\r';
|
||||
return result;
|
||||
}
|
||||
|
||||
static
|
||||
int Obj_StringLen(char* a) {
|
||||
int result = 0;
|
||||
while (*a++ != 0) result++;
|
||||
return result;
|
||||
}
|
||||
|
||||
static
|
||||
bool Obj_Equals(Token a, const char* b) {
|
||||
int len = Obj_StringLen((char*)b);
|
||||
if (a.type != TokenType::word) return false;
|
||||
if (a.len != len) return false;
|
||||
for (int i = 0; i < len; i++) {
|
||||
if (a.s[i] != b[i]) return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
static
|
||||
Token Obj_NextTokenRaw(char** data) {
|
||||
Token result = {};
|
||||
result.s = *data;
|
||||
*data += 1;
|
||||
|
||||
if (Obj_IsAlphabetic(*result.s)) {
|
||||
result.type = TokenType::word;
|
||||
while (!Obj_IsWhitespace(**data)) {
|
||||
*data+=1;
|
||||
}
|
||||
result.len = (int)(*data - result.s);
|
||||
}
|
||||
else if (Obj_IsNumber(*result.s) || *result.s == '-') {
|
||||
result.type = TokenType::number;
|
||||
while (Obj_IsNumber(**data) || **data == '.') {
|
||||
*data += 1;
|
||||
}
|
||||
result.number = atof(result.s);
|
||||
}
|
||||
else if (*result.s == '#') {
|
||||
while (**data != '\n') *data += 1;
|
||||
result = Obj_NextTokenRaw(data);
|
||||
}
|
||||
else if (Obj_IsWhitespace(*result.s)) {
|
||||
result.type = TokenType::whitespace;
|
||||
while (Obj_IsWhitespace(**data)) *data += 1;
|
||||
result.len = (int)(*data - result.s);
|
||||
}
|
||||
else if (*result.s == 0) {
|
||||
result.type = TokenType::end;
|
||||
}
|
||||
else if(*result.s >= '!') {
|
||||
result.type = (TokenType)*result.s;
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
static
|
||||
Token Obj_NextToken(char** data) {
|
||||
Token result;
|
||||
do {
|
||||
result = Obj_NextTokenRaw(data);
|
||||
} while (result.type == TokenType::whitespace);
|
||||
return result;
|
||||
}
|
||||
|
||||
static
|
||||
double Obj_ExpectNumber(char** data) {
|
||||
Token t = Obj_NextToken(data);
|
||||
assert(t.type == TokenType::number); // @Todo: Error handling, error flag
|
||||
return t.number;
|
||||
}
|
||||
|
||||
static
|
||||
void Obj_ExpectToken(char** data, char token) {
|
||||
Token t = Obj_NextToken(data);
|
||||
assert(t.type == (TokenType)token); // @Todo: Error handling, error flag
|
||||
}
|
||||
|
||||
static
|
||||
void Obj_Debug_ExpectRaw(char** data, TokenType type) {
|
||||
char* data_temp = *data;
|
||||
assert(Obj_NextTokenRaw(&data_temp).type == type);
|
||||
}
|
||||
|
||||
struct Obj_Arena {
|
||||
char* base;
|
||||
size_t size;
|
||||
size_t p;
|
||||
};
|
||||
|
||||
static
|
||||
char* Obj_Push(Obj_Arena *a, size_t size) {
|
||||
char* ptr = a->base;
|
||||
if (a->p + size < a->size) {
|
||||
ptr += a->p;
|
||||
a->p += size;
|
||||
namespace obj {
|
||||
FUNCTION bool is_alphabetic(char w) {
|
||||
bool result = (w >= 'a' && w <= 'z') || (w >= 'A' && w <= 'Z');
|
||||
return result;
|
||||
}
|
||||
else {
|
||||
assert(!"Buffer is too small to hold the data!");
|
||||
|
||||
FUNCTION bool is_number(char w) {
|
||||
bool result = w >= '0' && w <= '9';
|
||||
return result;
|
||||
}
|
||||
return ptr;
|
||||
}
|
||||
|
||||
Obj Obj_Parse(char* memory, size_t memory_size, char* data) {
|
||||
Obj_Arena arena = { memory, memory_size };
|
||||
Obj result = {};
|
||||
int parsing_vertices = 0;
|
||||
int parsing_normals = 0;
|
||||
int parsing_textures = 0;
|
||||
FUNCTION bool is_whitespace(char w) {
|
||||
bool result = w == '\n' || w == ' ' || w == '\t' || w == '\v' || w == '\r';
|
||||
return result;
|
||||
}
|
||||
|
||||
for (;;) {
|
||||
Token token = Obj_NextToken(&data);
|
||||
if (token.type == TokenType::end) break;
|
||||
else if (token.type == TokenType::word) {
|
||||
if (Obj_Equals(token, "v")) {
|
||||
assert(parsing_vertices != 2);
|
||||
parsing_vertices = 1;
|
||||
float* ptr = (float*)Obj_Push(&arena, sizeof(float) * 3);
|
||||
ptr[0] = (float)Obj_ExpectNumber(&data);
|
||||
ptr[1] = (float)Obj_ExpectNumber(&data);
|
||||
ptr[2] = (float)Obj_ExpectNumber(&data);
|
||||
if (result.vertices == 0) result.vertices = ptr;
|
||||
result.vertices_count++;
|
||||
Obj_Debug_ExpectRaw(&data, TokenType::whitespace);
|
||||
FUNCTION int string_len(char* a) {
|
||||
int result = 0;
|
||||
while (*a++ != 0) result++;
|
||||
return result;
|
||||
}
|
||||
|
||||
FUNCTION bool equals(Token a, const char* b) {
|
||||
int len = string_len((char*)b);
|
||||
if (a.type != TokenType::word) return false;
|
||||
if (a.len != len) return false;
|
||||
for (int i = 0; i < len; i++) {
|
||||
if (a.s[i] != b[i]) return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
FUNCTION Token next_token_raw(char** data) {
|
||||
Token result = {};
|
||||
result.s = *data;
|
||||
*data += 1;
|
||||
|
||||
if (is_alphabetic(*result.s)) {
|
||||
result.type = TokenType::word;
|
||||
while (!is_whitespace(**data)) {
|
||||
*data += 1;
|
||||
}
|
||||
else if (Obj_Equals(token, "vt")) {
|
||||
assert(parsing_textures != 2);
|
||||
parsing_textures = 1;
|
||||
parsing_vertices = 2;
|
||||
|
||||
float* ptr = (float*)Obj_Push(&arena, sizeof(float) * 2);
|
||||
ptr[0] = (float)Obj_ExpectNumber(&data);
|
||||
ptr[1] = (float)Obj_ExpectNumber(&data);
|
||||
if (result.texture == 0) result.texture = ptr;
|
||||
Obj_Debug_ExpectRaw(&data, TokenType::whitespace);
|
||||
result.len = (int)(*data - result.s);
|
||||
}
|
||||
else if (is_number(*result.s) || *result.s == '-') {
|
||||
result.type = TokenType::number;
|
||||
while (is_number(**data) || **data == '.') {
|
||||
*data += 1;
|
||||
}
|
||||
else if (Obj_Equals(token, "vn")) {
|
||||
assert((parsing_textures == 1 || parsing_textures == 2) && parsing_vertices == 2);
|
||||
parsing_textures = 2;
|
||||
parsing_normals = 1;
|
||||
result.number = atof(result.s);
|
||||
}
|
||||
else if (*result.s == '#') {
|
||||
while (**data != '\n') *data += 1;
|
||||
result = next_token_raw(data);
|
||||
}
|
||||
else if (is_whitespace(*result.s)) {
|
||||
result.type = TokenType::whitespace;
|
||||
while (is_whitespace(**data)) *data += 1;
|
||||
result.len = (int)(*data - result.s);
|
||||
}
|
||||
else if (*result.s == 0) {
|
||||
result.type = TokenType::end;
|
||||
}
|
||||
else if (*result.s >= '!') {
|
||||
result.type = (TokenType)*result.s;
|
||||
}
|
||||
|
||||
float* ptr = (float*)Obj_Push(&arena, sizeof(float) * 3);
|
||||
ptr[0] = (float)Obj_ExpectNumber(&data);
|
||||
ptr[1] = (float)Obj_ExpectNumber(&data);
|
||||
ptr[2] = (float)Obj_ExpectNumber(&data);
|
||||
if (result.normals == 0) result.normals = ptr;
|
||||
Obj_Debug_ExpectRaw(&data, TokenType::whitespace);
|
||||
}
|
||||
else if (Obj_Equals(token, "f")) {
|
||||
assert(parsing_normals == 1 && parsing_textures == 2 && parsing_vertices == 2);
|
||||
int* ptr = (int*)Obj_Push(&arena, sizeof(int) * 9);
|
||||
ptr[0] = (int)Obj_ExpectNumber(&data);
|
||||
Obj_ExpectToken(&data, '/');
|
||||
ptr[3] = (int)Obj_ExpectNumber(&data);
|
||||
Obj_ExpectToken(&data, '/');
|
||||
ptr[6] = (int)Obj_ExpectNumber(&data);
|
||||
return result;
|
||||
}
|
||||
|
||||
ptr[1] = (int)Obj_ExpectNumber(&data);
|
||||
Obj_ExpectToken(&data, '/');
|
||||
ptr[4] = (int)Obj_ExpectNumber(&data);
|
||||
Obj_ExpectToken(&data, '/');
|
||||
ptr[7] = (int)Obj_ExpectNumber(&data);
|
||||
FUNCTION Token next_token(char** data) {
|
||||
Token result;
|
||||
do {
|
||||
result = next_token_raw(data);
|
||||
} while (result.type == TokenType::whitespace);
|
||||
return result;
|
||||
}
|
||||
|
||||
ptr[2] = (int)Obj_ExpectNumber(&data);
|
||||
Obj_ExpectToken(&data, '/');
|
||||
ptr[5] = (int)Obj_ExpectNumber(&data);
|
||||
Obj_ExpectToken(&data, '/');
|
||||
ptr[8] = (int)Obj_ExpectNumber(&data);
|
||||
if (result.indices == 0) result.indices = ptr;
|
||||
result.indices_count += 1;
|
||||
FUNCTION double expect_number(char** data) {
|
||||
Token t = next_token(data);
|
||||
assert(t.type == TokenType::number); // @Todo: Error handling, error flag
|
||||
return t.number;
|
||||
}
|
||||
|
||||
Obj_Debug_ExpectRaw(&data, TokenType::whitespace);
|
||||
FUNCTION void expect_token(char** data, char token) {
|
||||
Token t = next_token(data);
|
||||
assert(t.type == (TokenType)token); // @Todo: Error handling, error flag
|
||||
}
|
||||
|
||||
FUNCTION void debug_expect_raw(char** data, TokenType type) {
|
||||
char* data_temp = *data;
|
||||
assert(next_token_raw(&data_temp).type == type);
|
||||
}
|
||||
|
||||
FUNCTION char* push(Obj_Arena *a, size_t size) {
|
||||
char* ptr = a->base;
|
||||
if (a->p + size < a->size) {
|
||||
ptr += a->p;
|
||||
a->p += size;
|
||||
}
|
||||
else {
|
||||
assert(!"Buffer is too small to hold the data!");
|
||||
}
|
||||
return ptr;
|
||||
}
|
||||
|
||||
Obj parse(char* memory, size_t memory_size, char* data) {
|
||||
Obj_Arena arena = { memory, memory_size };
|
||||
Obj result = {};
|
||||
int parsing_vertices = 0;
|
||||
int parsing_normals = 0;
|
||||
int parsing_textures = 0;
|
||||
|
||||
for (; ; ) {
|
||||
Token token = next_token(&data);
|
||||
if (token.type == TokenType::end) break;
|
||||
else if (token.type == TokenType::word) {
|
||||
if (equals(token, "v")) {
|
||||
assert(parsing_vertices != 2);
|
||||
parsing_vertices = 1;
|
||||
float* ptr = (float*)push(&arena, sizeof(float) * 3);
|
||||
ptr[0] = (float)expect_number(&data);
|
||||
ptr[1] = (float)expect_number(&data);
|
||||
ptr[2] = (float)expect_number(&data);
|
||||
if (result.vertices == 0) result.vertices = ptr;
|
||||
result.vertices_count++;
|
||||
debug_expect_raw(&data, TokenType::whitespace);
|
||||
}
|
||||
else if (equals(token, "vt")) {
|
||||
assert(parsing_textures != 2);
|
||||
parsing_textures = 1;
|
||||
parsing_vertices = 2;
|
||||
|
||||
float* ptr = (float*)push(&arena, sizeof(float) * 2);
|
||||
ptr[0] = (float)expect_number(&data);
|
||||
ptr[1] = (float)expect_number(&data);
|
||||
if (result.texture == 0) result.texture = ptr;
|
||||
debug_expect_raw(&data, TokenType::whitespace);
|
||||
}
|
||||
else if (equals(token, "vn")) {
|
||||
assert((parsing_textures == 1 || parsing_textures == 2) && parsing_vertices == 2);
|
||||
parsing_textures = 2;
|
||||
parsing_normals = 1;
|
||||
|
||||
float* ptr = (float*)push(&arena, sizeof(float) * 3);
|
||||
ptr[0] = (float)expect_number(&data);
|
||||
ptr[1] = (float)expect_number(&data);
|
||||
ptr[2] = (float)expect_number(&data);
|
||||
if (result.normals == 0) result.normals = ptr;
|
||||
debug_expect_raw(&data, TokenType::whitespace);
|
||||
}
|
||||
else if (equals(token, "f")) {
|
||||
assert(parsing_normals == 1 && parsing_textures == 2 && parsing_vertices == 2);
|
||||
int* ptr = (int*)push(&arena, sizeof(int) * 9);
|
||||
ptr[0] = (int)expect_number(&data);
|
||||
expect_token(&data, '/');
|
||||
ptr[3] = (int)expect_number(&data);
|
||||
expect_token(&data, '/');
|
||||
ptr[6] = (int)expect_number(&data);
|
||||
|
||||
ptr[1] = (int)expect_number(&data);
|
||||
expect_token(&data, '/');
|
||||
ptr[4] = (int)expect_number(&data);
|
||||
expect_token(&data, '/');
|
||||
ptr[7] = (int)expect_number(&data);
|
||||
|
||||
ptr[2] = (int)expect_number(&data);
|
||||
expect_token(&data, '/');
|
||||
ptr[5] = (int)expect_number(&data);
|
||||
expect_token(&data, '/');
|
||||
ptr[8] = (int)expect_number(&data);
|
||||
if (result.indices == 0) result.indices = ptr;
|
||||
result.indices_count += 1;
|
||||
|
||||
debug_expect_raw(&data, TokenType::whitespace);
|
||||
}
|
||||
}
|
||||
}
|
||||
result.memory_taken = arena.p;
|
||||
return result;
|
||||
}
|
||||
result.memory_taken = arena.p;
|
||||
return result;
|
||||
}
|
||||
|
||||
static
|
||||
void Obj_TestLex() {
|
||||
const char* d = "v 0.885739 0.001910 -0.380334";
|
||||
char* dd = (char *)d;
|
||||
assert(Obj_NextToken(&dd).type == TokenType::word);
|
||||
Token t = Obj_NextToken(&dd); assert(t.type == TokenType::number && t.number > 0.8857);
|
||||
t = Obj_NextToken(&dd); assert(t.type == TokenType::number && t.number > 0.0019);
|
||||
t = Obj_NextToken(&dd); assert(t.type == TokenType::number && t.number < -0.38);
|
||||
d = "# Blender v2.79 (sub 0) OBJ File: 'fighters_0.blend'\n"
|
||||
"# www.blender.org\n"
|
||||
"mtllib f-22.mtl\n"
|
||||
"o F-22\n";
|
||||
dd = (char *)d;
|
||||
t = Obj_NextToken(&dd); assert(t.type == TokenType::word && Obj_Equals(t, (char*)"mtllib"));
|
||||
t = Obj_NextToken(&dd); assert(t.type == TokenType::word && Obj_Equals(t, (char*)"f-22.mtl"));
|
||||
t = Obj_NextToken(&dd); assert(t.type == TokenType::word && Obj_Equals(t, (char*)"o"));
|
||||
t = Obj_NextToken(&dd); assert(t.type == TokenType::word && Obj_Equals(t, (char*)"F-22"));
|
||||
}
|
||||
FUNCTION void test_lex() {
|
||||
const char* d = "v 0.885739 0.001910 -0.380334";
|
||||
char* dd = (char *)d;
|
||||
assert(next_token(&dd).type == TokenType::word);
|
||||
Token t = next_token(&dd); assert(t.type == TokenType::number && t.number > 0.8857);
|
||||
t = next_token(&dd); assert(t.type == TokenType::number && t.number > 0.0019);
|
||||
t = next_token(&dd); assert(t.type == TokenType::number && t.number < -0.38);
|
||||
d = "# Blender v2.79 (sub 0) OBJ File: 'fighters_0.blend'\n"
|
||||
"# www.blender.org\n"
|
||||
"mtllib f-22.mtl\n"
|
||||
"o F-22\n";
|
||||
dd = (char *)d;
|
||||
t = next_token(&dd); assert(t.type == TokenType::word && equals(t, (char*)"mtllib"));
|
||||
t = next_token(&dd); assert(t.type == TokenType::word && equals(t, (char*)"f-22.mtl"));
|
||||
t = next_token(&dd); assert(t.type == TokenType::word && equals(t, (char*)"o"));
|
||||
t = next_token(&dd); assert(t.type == TokenType::word && equals(t, (char*)"F-22"));
|
||||
}
|
||||
|
||||
void Obj_Test() {
|
||||
Obj_TestLex();
|
||||
void test() {
|
||||
test_lex();
|
||||
}
|
||||
}
|
||||
@@ -10,5 +10,7 @@ struct Obj {
|
||||
size_t memory_taken;
|
||||
};
|
||||
|
||||
Obj Obj_Parse(char* memory, size_t memory_size, char* data);
|
||||
void Obj_Test();
|
||||
namespace obj {
|
||||
Obj parse(char* memory, size_t memory_size, char* data);
|
||||
void test();
|
||||
}
|
||||
|
||||
118
platform.cpp
118
platform.cpp
@@ -7,50 +7,41 @@
|
||||
#include <windows.h>
|
||||
#include <shellscalingapi.h>
|
||||
|
||||
struct OSWin32 {
|
||||
HBITMAP screen_dib;
|
||||
HDC screen_dc;
|
||||
HDC window_dc;
|
||||
HWND hwnd;
|
||||
HINSTANCE hinstance;
|
||||
};
|
||||
|
||||
typedef HRESULT tSetProcessDpiAwareness(PROCESS_DPI_AWARENESS);
|
||||
GLOBAL OS *wnd_proc_os = 0;
|
||||
|
||||
Image screen;
|
||||
bool keydown_a;
|
||||
bool keydown_b;
|
||||
bool keydown_f1;
|
||||
bool keydown_f2;
|
||||
bool keydown_f3;
|
||||
|
||||
GLOBAL bool g_app_is_running = true;
|
||||
GLOBAL HBITMAP g_screen_dib;
|
||||
GLOBAL HDC g_screen_dc;
|
||||
GLOBAL HDC g_window_dc;
|
||||
GLOBAL HWND g_hwnd;
|
||||
GLOBAL HINSTANCE g_hinstance;
|
||||
GLOBAL int g_cmdshow;
|
||||
|
||||
|
||||
FUNCTION
|
||||
LRESULT CALLBACK WindowProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam) {
|
||||
LRESULT result = 0;
|
||||
switch (uMsg) {
|
||||
case WM_CLOSE: DestroyWindow(hwnd); g_app_is_running = false; break;
|
||||
case WM_DESTROY: PostQuitMessage(0); g_app_is_running = false; break;
|
||||
case WM_CLOSE: DestroyWindow(hwnd); wnd_proc_os->app_is_running = false; break;
|
||||
case WM_DESTROY: PostQuitMessage(0); wnd_proc_os->app_is_running = false; break;
|
||||
case WM_SYSKEYDOWN:
|
||||
case WM_KEYDOWN: {
|
||||
switch (wParam) {
|
||||
case VK_ESCAPE: g_app_is_running = false; break;
|
||||
case 0x4F: keydown_a = true; break;
|
||||
case 0x50: keydown_b = true; break;
|
||||
case VK_F1: keydown_f1 = true; break;
|
||||
case VK_F2: keydown_f2 = true; break;
|
||||
case VK_F3: keydown_f3 = true; break;
|
||||
case VK_ESCAPE: wnd_proc_os->app_is_running = false; break;
|
||||
case 0x4F: wnd_proc_os->keydown_a = true; break;
|
||||
case 0x50: wnd_proc_os->keydown_b = true; break;
|
||||
case VK_F1: wnd_proc_os->keydown_f1 = true; break;
|
||||
case VK_F2: wnd_proc_os->keydown_f2 = true; break;
|
||||
case VK_F3: wnd_proc_os->keydown_f3 = true; break;
|
||||
}
|
||||
} break;
|
||||
case WM_SYSKEYUP:
|
||||
case WM_KEYUP: {
|
||||
switch (wParam) {
|
||||
case 0x4F: keydown_a = false; break;
|
||||
case 0x50: keydown_b = false; break;
|
||||
case VK_F1: keydown_f1 = false; break;
|
||||
case VK_F2: keydown_f2 = false; break;
|
||||
case VK_F3: keydown_f3 = false; break;
|
||||
case 0x4F: wnd_proc_os->keydown_a = false; break;
|
||||
case 0x50: wnd_proc_os->keydown_b = false; break;
|
||||
case VK_F1: wnd_proc_os->keydown_f1 = false; break;
|
||||
case VK_F2: wnd_proc_os->keydown_f2 = false; break;
|
||||
case VK_F3: wnd_proc_os->keydown_f3 = false; break;
|
||||
}
|
||||
} break;
|
||||
default: result = DefWindowProc(hwnd, uMsg, wParam, lParam);
|
||||
@@ -59,7 +50,8 @@ LRESULT CALLBACK WindowProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
|
||||
}
|
||||
|
||||
FUNCTION
|
||||
void Win32_ScreenInit(int window_x, int window_y) {
|
||||
void win32_screen_init(OS *os, int window_x, int window_y) {
|
||||
OSWin32 *w32 = (OSWin32 *)os->os_internal_data;
|
||||
BITMAPINFO bminfo = {};
|
||||
bminfo.bmiHeader.biSize = sizeof(bminfo.bmiHeader);
|
||||
bminfo.bmiHeader.biWidth = window_x;
|
||||
@@ -71,14 +63,16 @@ void Win32_ScreenInit(int window_x, int window_y) {
|
||||
bminfo.bmiHeader.biYPelsPerMeter = 1;
|
||||
|
||||
void* mem = 0;
|
||||
g_screen_dib = CreateDIBSection(g_window_dc, &bminfo, DIB_RGB_COLORS, (void**)&mem, 0, 0);
|
||||
g_screen_dc = CreateCompatibleDC(g_window_dc);
|
||||
screen.pixels = (U32*)mem;
|
||||
screen.x = window_x;
|
||||
screen.y = window_y;
|
||||
w32->screen_dib = CreateDIBSection(w32->window_dc, &bminfo, DIB_RGB_COLORS, (void**)&mem, 0, 0);
|
||||
w32->screen_dc = CreateCompatibleDC(w32->window_dc);
|
||||
os->screen.pixels = (U32*)mem;
|
||||
os->screen.x = window_x;
|
||||
os->screen.y = window_y;
|
||||
}
|
||||
|
||||
void OS_Init(OSInitArgs i) {
|
||||
void OS::init(OSInitArgs i) {
|
||||
OSWin32 *w32 = (OSWin32 *)os_internal_data;
|
||||
w32->hinstance = (HINSTANCE)GetModuleHandle(NULL);
|
||||
HMODULE shcore = LoadLibraryA("Shcore.dll");
|
||||
if (shcore) {
|
||||
tSetProcessDpiAwareness* set_dpi_awr = (tSetProcessDpiAwareness*)GetProcAddress(shcore, "SetProcessDpiAwareness");
|
||||
@@ -91,11 +85,11 @@ void OS_Init(OSInitArgs i) {
|
||||
const wchar_t CLASS_NAME[] = L"Hello!";
|
||||
WNDCLASS wc = { };
|
||||
wc.lpfnWndProc = WindowProc;
|
||||
wc.hInstance = g_hinstance;
|
||||
wc.hInstance = w32->hinstance;
|
||||
wc.lpszClassName = CLASS_NAME;
|
||||
ASSERT(RegisterClass(&wc));
|
||||
|
||||
g_hwnd = CreateWindowEx(
|
||||
w32->hwnd = CreateWindowEx(
|
||||
0, // Optional window styles.
|
||||
CLASS_NAME, // Window class
|
||||
L"Have a wonderful day!", // Window text
|
||||
@@ -103,24 +97,28 @@ void OS_Init(OSInitArgs i) {
|
||||
CW_USEDEFAULT, CW_USEDEFAULT, i.window_x, i.window_y, // Size and position
|
||||
NULL, // Parent window
|
||||
NULL, // Menu
|
||||
g_hinstance, // Instance handle
|
||||
w32->hinstance, // Instance handle
|
||||
NULL // Additional application data
|
||||
);
|
||||
if (g_hwnd == 0) {
|
||||
if (w32->hwnd == 0) {
|
||||
ASSERT(!"Failed to create window");
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
ShowWindow(g_hwnd, SW_SHOW);
|
||||
ShowWindow(w32->hwnd, SW_SHOW);
|
||||
RECT rect;
|
||||
GetWindowRect(g_hwnd, &rect);
|
||||
g_window_dc = GetWindowDC(g_hwnd);
|
||||
Win32_ScreenInit(rect.right - rect.left, rect.bottom - rect.top);
|
||||
GetWindowRect(w32->hwnd, &rect);
|
||||
w32->window_dc = GetWindowDC(w32->hwnd);
|
||||
win32_screen_init(this, rect.right - rect.left, rect.bottom - rect.top);
|
||||
app_is_running = true;
|
||||
}
|
||||
|
||||
bool OS_GameLoop() {
|
||||
bool OS::game_loop() {
|
||||
OSWin32 *w32 = (OSWin32 *)os_internal_data;
|
||||
|
||||
MSG msg = { };
|
||||
wnd_proc_os = this;
|
||||
while (PeekMessage(&msg, 0, 0, 0, PM_REMOVE) > 0) {
|
||||
TranslateMessage(&msg);
|
||||
DispatchMessage(&msg);
|
||||
@@ -128,7 +126,7 @@ bool OS_GameLoop() {
|
||||
|
||||
// @Note: Free the screen on window resize
|
||||
RECT rect;
|
||||
GetWindowRect(g_hwnd, &rect);
|
||||
GetWindowRect(w32->hwnd, &rect);
|
||||
int new_width = rect.right - rect.left;
|
||||
int new_height = rect.bottom - rect.top;
|
||||
if (new_width != screen.x || new_height != screen.y) {
|
||||
@@ -136,14 +134,14 @@ bool OS_GameLoop() {
|
||||
screen.y = new_height;
|
||||
if (screen.pixels) {
|
||||
screen.pixels = 0;
|
||||
DeleteDC(g_screen_dc);
|
||||
DeleteObject(g_screen_dib);
|
||||
DeleteDC(w32->screen_dc);
|
||||
DeleteObject(w32->screen_dib);
|
||||
}
|
||||
}
|
||||
|
||||
// @Note: Create drawable screen
|
||||
if (!screen.pixels) {
|
||||
Win32_ScreenInit((LONG)screen.x, (LONG)screen.y);
|
||||
win32_screen_init(this, (LONG)screen.x, (LONG)screen.y);
|
||||
}
|
||||
|
||||
// @Note: Draw screen to window
|
||||
@@ -157,33 +155,35 @@ bool OS_GameLoop() {
|
||||
}
|
||||
}
|
||||
|
||||
SelectObject(g_screen_dc, g_screen_dib);
|
||||
BitBlt(g_window_dc, 0, 0, (int)screen.x, (int)screen.y, g_screen_dc, 0, 0, SRCCOPY);
|
||||
SelectObject(w32->screen_dc, w32->screen_dib);
|
||||
BitBlt(w32->window_dc, 0, 0, (int)screen.x, (int)screen.y, w32->screen_dc, 0, 0, SRCCOPY);
|
||||
}
|
||||
|
||||
Sleep(16);
|
||||
return g_app_is_running;
|
||||
return app_is_running;
|
||||
}
|
||||
|
||||
int main();
|
||||
int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, PWSTR pCmdLine, int nCmdShow) {
|
||||
g_hinstance = hInstance;
|
||||
g_cmdshow = nCmdShow;
|
||||
return main();
|
||||
}
|
||||
|
||||
#include <stdio.h>
|
||||
void OS_Message(const char* format, ...) {
|
||||
void OS::message(int debug, const char* format, ...) {
|
||||
char buffer[1024];
|
||||
va_list args;
|
||||
va_start(args, format);
|
||||
vsnprintf(buffer, 1024, format, args);
|
||||
va_end(args);
|
||||
|
||||
MessageBoxA(0, buffer, "Error!", 0);
|
||||
if (debug) {
|
||||
OutputDebugStringA(buffer);
|
||||
}
|
||||
else {
|
||||
MessageBoxA(0, buffer, "Error!", 0);
|
||||
}
|
||||
}
|
||||
|
||||
char* OS_ReadFile(const char* path) {
|
||||
char* OS::read_file(const char* path) {
|
||||
char* result = 0;
|
||||
FILE* f = fopen(path, "rb");
|
||||
if (f) {
|
||||
|
||||
27
platform.h
27
platform.h
@@ -11,13 +11,22 @@ struct OSInitArgs {
|
||||
int window_y;
|
||||
};
|
||||
|
||||
extern Image screen;
|
||||
extern bool keydown_a;
|
||||
extern bool keydown_b;
|
||||
extern bool keydown_f1;
|
||||
extern bool keydown_f2;
|
||||
extern bool keydown_f3;
|
||||
struct OS {
|
||||
Image screen;
|
||||
bool keydown_a;
|
||||
bool keydown_b;
|
||||
bool keydown_f1;
|
||||
bool keydown_f2;
|
||||
bool keydown_f3;
|
||||
bool app_is_running;
|
||||
|
||||
bool OS_GameLoop();
|
||||
void OS_Init(OSInitArgs);
|
||||
char* OS_ReadFile(const char* path);
|
||||
void init(OSInitArgs args);
|
||||
bool game_loop();
|
||||
|
||||
void message(int debug, const char *msg, ...);
|
||||
char *read_file(const char *path);
|
||||
|
||||
OS() = default;
|
||||
OS(OSInitArgs args) { init(args); }
|
||||
char os_internal_data[1024];
|
||||
};
|
||||
255
raster_functions.cpp
Normal file
255
raster_functions.cpp
Normal file
@@ -0,0 +1,255 @@
|
||||
|
||||
FUNCTION void draw_triangle_PERSPECTIVE_CORRECT_INTERPOLATION_off_BILINEAR_BLEND_off (Image* dst, float *depth_buffer, Image *src,
|
||||
|
||||
Vec4 p0, Vec4 p1, Vec4 p2,
|
||||
|
||||
Vec2 tex0, Vec2 tex1, Vec2 tex2) {
|
||||
|
||||
float min_x1 = (float)(MIN(p0.x, MIN(p1.x, p2.x)));
|
||||
|
||||
float min_y1 = (float)(MIN(p0.y, MIN(p1.y, p2.y)));
|
||||
|
||||
float max_x1 = (float)(MAX(p0.x, MAX(p1.x, p2.x)));
|
||||
|
||||
float max_y1 = (float)(MAX(p0.y, MAX(p1.y, p2.y)));
|
||||
|
||||
I64 min_x = (I64)MAX(0, floor(min_x1));
|
||||
|
||||
I64 min_y = (I64)MAX(0, floor(min_y1));
|
||||
|
||||
I64 max_x = (I64)MIN(dst->x, ceil(max_x1));
|
||||
|
||||
I64 max_y = (I64)MIN(dst->y, ceil(max_y1));
|
||||
|
||||
|
||||
|
||||
float area = edge_function(p0, p1, p2);
|
||||
|
||||
for (I64 y = min_y; y < max_y; y++) {
|
||||
|
||||
for (I64 x = min_x; x < max_x; x++) {
|
||||
|
||||
float edge1 = edge_function(p0, p1, { (float)x,(float)y });
|
||||
|
||||
float edge2 = edge_function(p1, p2, { (float)x,(float)y });
|
||||
|
||||
float edge3 = edge_function(p2, p0, { (float)x,(float)y });
|
||||
|
||||
|
||||
|
||||
if (edge1 >= 0 && edge2 >= 0 && edge3 >= 0) {
|
||||
|
||||
float w1 = edge2 / area;
|
||||
|
||||
float w2 = edge3 / area;
|
||||
|
||||
float w3 = edge1 / area;
|
||||
|
||||
float interpolated_z = (1.f / p0.w) * w1 + (1.f / p1.w) * w2 + (1.f / p2.w) * w3;
|
||||
|
||||
// PERSPECTIVE_CORRECT_INTERPOLATION
|
||||
|
||||
float u = tex0.x * w1 + tex1.x * w2 + tex2.x * w3;
|
||||
|
||||
float v = tex0.y * w1 + tex1.y * w2 + tex2.y * w3;
|
||||
|
||||
|
||||
|
||||
// @Note: We could do: interpolated_z = 1.f / interpolated_z to get proper depth
|
||||
|
||||
// but why waste an instruction, the smaller the depth value the farther the object
|
||||
|
||||
float* depth = depth_buffer + (x + y * dst->x);
|
||||
|
||||
if (*depth < interpolated_z) {
|
||||
|
||||
*depth = interpolated_z;
|
||||
|
||||
u = u * (src->x - 2);
|
||||
|
||||
v = v * (src->y - 2);
|
||||
|
||||
I64 ui = (I64)(u);
|
||||
|
||||
I64 vi = (I64)(v);
|
||||
|
||||
float udiff = u - (float)ui;
|
||||
|
||||
float vdiff = v - (float)vi;
|
||||
|
||||
// Origin UV (0,0) is in bottom left
|
||||
|
||||
U32* pixel = src->pixels + (ui + (src->y - 1ll - vi) * src->x);
|
||||
|
||||
|
||||
|
||||
// BILINEAR_BLEND
|
||||
|
||||
U32 color32 = *pixel;
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
dst->pixels[x + y * dst->x] = color32;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if (draw_rects) {
|
||||
|
||||
draw_rect(dst, p0.x-4, p0.y-4, 8,8, 0x00ff0000);
|
||||
|
||||
draw_rect(dst, p1.x-4, p1.y-4, 8,8, 0x0000ff00);
|
||||
|
||||
draw_rect(dst, p2.x-4, p2.y-4, 8,8, 0x000000ff);
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
FUNCTION void draw_triangle_PERSPECTIVE_CORRECT_INTERPOLATION_on_BILINEAR_BLEND_on (Image* dst, float *depth_buffer, Image *src,
|
||||
|
||||
Vec4 p0, Vec4 p1, Vec4 p2,
|
||||
|
||||
Vec2 tex0, Vec2 tex1, Vec2 tex2) {
|
||||
|
||||
float min_x1 = (float)(MIN(p0.x, MIN(p1.x, p2.x)));
|
||||
|
||||
float min_y1 = (float)(MIN(p0.y, MIN(p1.y, p2.y)));
|
||||
|
||||
float max_x1 = (float)(MAX(p0.x, MAX(p1.x, p2.x)));
|
||||
|
||||
float max_y1 = (float)(MAX(p0.y, MAX(p1.y, p2.y)));
|
||||
|
||||
I64 min_x = (I64)MAX(0, floor(min_x1));
|
||||
|
||||
I64 min_y = (I64)MAX(0, floor(min_y1));
|
||||
|
||||
I64 max_x = (I64)MIN(dst->x, ceil(max_x1));
|
||||
|
||||
I64 max_y = (I64)MIN(dst->y, ceil(max_y1));
|
||||
|
||||
|
||||
|
||||
float area = edge_function(p0, p1, p2);
|
||||
|
||||
for (I64 y = min_y; y < max_y; y++) {
|
||||
|
||||
for (I64 x = min_x; x < max_x; x++) {
|
||||
|
||||
float edge1 = edge_function(p0, p1, { (float)x,(float)y });
|
||||
|
||||
float edge2 = edge_function(p1, p2, { (float)x,(float)y });
|
||||
|
||||
float edge3 = edge_function(p2, p0, { (float)x,(float)y });
|
||||
|
||||
|
||||
|
||||
if (edge1 >= 0 && edge2 >= 0 && edge3 >= 0) {
|
||||
|
||||
float w1 = edge2 / area;
|
||||
|
||||
float w2 = edge3 / area;
|
||||
|
||||
float w3 = edge1 / area;
|
||||
|
||||
float interpolated_z = (1.f / p0.w) * w1 + (1.f / p1.w) * w2 + (1.f / p2.w) * w3;
|
||||
|
||||
// PERSPECTIVE_CORRECT_INTERPOLATION
|
||||
|
||||
float u = tex0.x * (w1 / p0.w) + tex1.x * (w2 / p1.w) + tex2.x * (w3 / p2.w);
|
||||
|
||||
float v = tex0.y * (w1 / p0.w) + tex1.y * (w2 / p1.w) + tex2.y * (w3 / p2.w);
|
||||
|
||||
u /= interpolated_z;
|
||||
|
||||
v /= interpolated_z;
|
||||
|
||||
|
||||
|
||||
// @Note: We could do: interpolated_z = 1.f / interpolated_z to get proper depth
|
||||
|
||||
// but why waste an instruction, the smaller the depth value the farther the object
|
||||
|
||||
float* depth = depth_buffer + (x + y * dst->x);
|
||||
|
||||
if (*depth < interpolated_z) {
|
||||
|
||||
*depth = interpolated_z;
|
||||
|
||||
u = u * (src->x - 2);
|
||||
|
||||
v = v * (src->y - 2);
|
||||
|
||||
I64 ui = (I64)(u);
|
||||
|
||||
I64 vi = (I64)(v);
|
||||
|
||||
float udiff = u - (float)ui;
|
||||
|
||||
float vdiff = v - (float)vi;
|
||||
|
||||
// Origin UV (0,0) is in bottom left
|
||||
|
||||
U32* pixel = src->pixels + (ui + (src->y - 1ll - vi) * src->x);
|
||||
|
||||
|
||||
|
||||
// BILINEAR_BLEND
|
||||
|
||||
Vec4 pixelx1y1 = srgb_to_almost_linear(v4abgr(*pixel));
|
||||
|
||||
Vec4 pixelx2y1 = srgb_to_almost_linear(v4abgr(*(pixel + 1)));
|
||||
|
||||
Vec4 pixelx1y2 = srgb_to_almost_linear(v4abgr(*(pixel - src->x)));
|
||||
|
||||
Vec4 pixelx2y2 = srgb_to_almost_linear(v4abgr(*(pixel + 1 - src->x)));
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
Vec4 blendx1 = lerp(pixelx1y1, pixelx2y1, udiff);
|
||||
|
||||
Vec4 blendx2 = lerp(pixelx1y2, pixelx2y2, udiff);
|
||||
|
||||
Vec4 result_color = lerp(blendx1, blendx2, vdiff);
|
||||
|
||||
result_color = almost_linear_to_srgb(result_color);
|
||||
|
||||
ASSERT(result_color.r <= 1 && result_color.g <= 1 && result_color.b <= 1);
|
||||
|
||||
U32 color32 = color_to_u32abgr(result_color);
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
dst->pixels[x + y * dst->x] = color32;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if (draw_rects) {
|
||||
|
||||
draw_rect(dst, p0.x-4, p0.y-4, 8,8, 0x00ff0000);
|
||||
|
||||
draw_rect(dst, p1.x-4, p1.y-4, 8,8, 0x0000ff00);
|
||||
|
||||
draw_rect(dst, p2.x-4, p2.y-4, 8,8, 0x000000ff);
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
FUNCTION void draw_triangle_PERSPECTIVE_CORRECT_INTERPOLATION_off_BILINEAR_BLEND_on (Image* dst, float *depth_buffer, Image *src,
|
||||
|
||||
165
rasterization_feature_selection.cpp
Normal file
165
rasterization_feature_selection.cpp
Normal file
@@ -0,0 +1,165 @@
|
||||
struct Token {
|
||||
char* s;
|
||||
int len;
|
||||
};
|
||||
|
||||
FUNCTION bool is_alphabetic(char w) {
|
||||
bool result = (w >= 'a' && w <= 'z') || (w >= 'A' && w <= 'Z');
|
||||
return result;
|
||||
}
|
||||
|
||||
FUNCTION bool is_number(char w) {
|
||||
bool result = w >= '0' && w <= '9';
|
||||
return result;
|
||||
}
|
||||
|
||||
FUNCTION bool is_whitespace(char w) {
|
||||
bool result = w == '\n' || w == ' ' || w == '\t' || w == '\v' || w == '\r';
|
||||
return result;
|
||||
}
|
||||
|
||||
FUNCTION int string_len(char* a) {
|
||||
int result = 0;
|
||||
while (*a++ != 0) result++;
|
||||
return result;
|
||||
}
|
||||
|
||||
FUNCTION bool equals(Token a, const char* b) {
|
||||
int len = string_len((char*)b);
|
||||
if (a.len != len) return false;
|
||||
for (int i = 0; i < len; i++) {
|
||||
if (a.s[i] != b[i]) return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool combinations[64][8] = { { 0, 0 }, { 1, 1 }, { 0, 1 }, { 1, 0 } };
|
||||
int combinations_to_make = 4;
|
||||
|
||||
struct Lexer {
|
||||
char* stream;
|
||||
char* data;
|
||||
char output[10000];
|
||||
|
||||
Token next() {
|
||||
while (is_whitespace(*stream)) stream++;
|
||||
Token result = {};
|
||||
result.s = stream++;
|
||||
if (is_alphabetic(*result.s)) {
|
||||
while (is_alphabetic(*stream) || *stream == '_') stream++;
|
||||
}
|
||||
result.len = (int)(stream - result.s);
|
||||
return result;
|
||||
}
|
||||
|
||||
bool match(const char* str, Token* out = 0) {
|
||||
Lexer l = *this;
|
||||
Token token = next();
|
||||
if (out) *out = token;
|
||||
if (equals(token, str)) {
|
||||
return true;
|
||||
}
|
||||
*this = l;
|
||||
return false;
|
||||
}
|
||||
};
|
||||
|
||||
struct Section {
|
||||
char* begin, * end;
|
||||
char* name, * name_end;
|
||||
int if_clause_i;
|
||||
bool is_else;
|
||||
};
|
||||
|
||||
FUNCTION void generate_stuff() {
|
||||
char* data = os.read_file("main.cpp");
|
||||
FILE* f = fopen("raster_functions.cpp", "w");
|
||||
ASSERT(f);
|
||||
Section sections[100] = {};
|
||||
int sections_count = 0;
|
||||
int if_clause_count = 0;
|
||||
Lexer lexer = { data, data };
|
||||
for (;;) {
|
||||
Token token = lexer.next();
|
||||
if (*token.s == 0) break;
|
||||
|
||||
if (equals(token, "FUNCTION") &&
|
||||
lexer.match("void") &&
|
||||
lexer.match("draw_triangle", &token)) {
|
||||
Section* section = sections + sections_count++;
|
||||
section->begin = token.s + token.len;
|
||||
int indent = 1;
|
||||
while (lexer.next().s[0] != '{');
|
||||
for (; ; ) {
|
||||
token = lexer.next();
|
||||
if (token.s[0] == '{') indent++;
|
||||
else if (token.s[0] == '}') indent--;
|
||||
else if (token.s[0] == '#') {
|
||||
if (lexer.match("if")) {
|
||||
section->end = token.s;
|
||||
|
||||
if_clause_count++;
|
||||
token = lexer.next();
|
||||
section = sections + sections_count++;
|
||||
section->if_clause_i = if_clause_count;
|
||||
section->is_else = false;
|
||||
section->name = token.s;
|
||||
section->name_end = token.s + token.len;
|
||||
section->begin = section->name_end;
|
||||
}
|
||||
else if (lexer.match("else")) {
|
||||
section->end = token.s;
|
||||
char* name = section->name;
|
||||
char* name_end = section->name_end;
|
||||
|
||||
section = sections + sections_count++;
|
||||
section->is_else = true;
|
||||
section->if_clause_i = if_clause_count;
|
||||
section->name = name;
|
||||
section->name_end = name_end;
|
||||
section->begin = token.s + 5;
|
||||
}
|
||||
else if (lexer.match("endif")) {
|
||||
section->end = token.s;
|
||||
section = sections + sections_count++;
|
||||
section->begin = token.s + 6;
|
||||
}
|
||||
}
|
||||
|
||||
if (indent == 0) {
|
||||
section->end = token.s + 1;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
for (int ci = 0; ci < combinations_to_make; ci++) {
|
||||
// @Note: Figure out function name
|
||||
fprintf(f, "\nFUNCTION void draw_triangle");
|
||||
for (int i = 0; i < sections_count; i++) {
|
||||
section = sections + i;
|
||||
if (section->name && section->is_else == !combinations[ci][section->if_clause_i - 1]) {
|
||||
fprintf(f, "_%.*s_", (int)(section->name_end - section->name), section->name);
|
||||
fprintf(f, "%s", section->is_else ? "off" : "on");
|
||||
}
|
||||
}
|
||||
// @Note: Figure out function content
|
||||
for (int i = 0; i < sections_count; i++) {
|
||||
section = sections + i;
|
||||
if (!section->name) {
|
||||
fprintf(f, "%.*s %.*s", (int)(section->name_end - section->name), section->name, (int)(section->end - section->begin), section->begin);
|
||||
}
|
||||
else {
|
||||
if (section->is_else == !combinations[ci][section->if_clause_i - 1]) {
|
||||
fprintf(f, "// %.*s %.*s", (int)(section->name_end - section->name), section->name, (int)(section->end - section->begin), section->begin);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
fclose(f);
|
||||
}
|
||||
}
|
||||
}
|
||||
249
test.txt
Normal file
249
test.txt
Normal file
@@ -0,0 +1,249 @@
|
||||
|
||||
FUNCTION void draw_triangle_PERSPECTIVE_CORRECT_INTERPOLATION_off_BILINEAR_BLEND_off (Image* dst, float *depth_buffer, Image *src,
|
||||
|
||||
Vec4 p0, Vec4 p1, Vec4 p2,
|
||||
|
||||
Vec2 tex0, Vec2 tex1, Vec2 tex2) {
|
||||
|
||||
float min_x1 = (float)(MIN(p0.x, MIN(p1.x, p2.x)));
|
||||
|
||||
float min_y1 = (float)(MIN(p0.y, MIN(p1.y, p2.y)));
|
||||
|
||||
float max_x1 = (float)(MAX(p0.x, MAX(p1.x, p2.x)));
|
||||
|
||||
float max_y1 = (float)(MAX(p0.y, MAX(p1.y, p2.y)));
|
||||
|
||||
I64 min_x = (I64)MAX(0, floor(min_x1));
|
||||
|
||||
I64 min_y = (I64)MAX(0, floor(min_y1));
|
||||
|
||||
I64 max_x = (I64)MIN(dst->x, ceil(max_x1));
|
||||
|
||||
I64 max_y = (I64)MIN(dst->y, ceil(max_y1));
|
||||
|
||||
|
||||
|
||||
float area = edge_function(p0, p1, p2);
|
||||
|
||||
for (I64 y = min_y; y < max_y; y++) {
|
||||
|
||||
for (I64 x = min_x; x < max_x; x++) {
|
||||
|
||||
float edge1 = edge_function(p0, p1, { (float)x,(float)y });
|
||||
|
||||
float edge2 = edge_function(p1, p2, { (float)x,(float)y });
|
||||
|
||||
float edge3 = edge_function(p2, p0, { (float)x,(float)y });
|
||||
|
||||
|
||||
|
||||
if (edge1 >= 0 && edge2 >= 0 && edge3 >= 0) {
|
||||
|
||||
float w1 = edge2 / area;
|
||||
|
||||
float w2 = edge3 / area;
|
||||
|
||||
float w3 = edge1 / area;
|
||||
|
||||
float interpolated_z = (1.f / p0.w) * w1 + (1.f / p1.w) * w2 + (1.f / p2.w) * w3;
|
||||
|
||||
// PERSPECTIVE_CORRECT_INTERPOLATION
|
||||
|
||||
float u = tex0.x * w1 + tex1.x * w2 + tex2.x * w3;
|
||||
|
||||
float v = tex0.y * w1 + tex1.y * w2 + tex2.y * w3;
|
||||
|
||||
|
||||
|
||||
// @Note: We could do: interpolated_z = 1.f / interpolated_z to get proper depth
|
||||
|
||||
// but why waste an instruction, the smaller the depth value the farther the object
|
||||
|
||||
float* depth = depth_buffer + (x + y * dst->x);
|
||||
|
||||
if (*depth < interpolated_z) {
|
||||
|
||||
*depth = interpolated_z;
|
||||
|
||||
u = u * (src->x - 2);
|
||||
|
||||
v = v * (src->y - 2);
|
||||
|
||||
I64 ui = (I64)(u);
|
||||
|
||||
I64 vi = (I64)(v);
|
||||
|
||||
float udiff = u - (float)ui;
|
||||
|
||||
float vdiff = v - (float)vi;
|
||||
|
||||
// Origin UV (0,0) is in bottom left
|
||||
|
||||
U32* pixel = src->pixels + (ui + (src->y - 1ll - vi) * src->x);
|
||||
|
||||
|
||||
|
||||
// BILINEAR_BLEND
|
||||
|
||||
U32 color32 = *pixel;
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
dst->pixels[x + y * dst->x] = color32;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if (draw_rects) {
|
||||
|
||||
draw_rect(dst, p0.x-4, p0.y-4, 8,8, 0x00ff0000);
|
||||
|
||||
draw_rect(dst, p1.x-4, p1.y-4, 8,8, 0x0000ff00);
|
||||
|
||||
draw_rect(dst, p2.x-4, p2.y-4, 8,8, 0x000000ff);
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
FUNCTION void draw_triangle_PERSPECTIVE_CORRECT_INTERPOLATION_on_BILINEAR_BLEND_on (Image* dst, float *depth_buffer, Image *src,
|
||||
|
||||
Vec4 p0, Vec4 p1, Vec4 p2,
|
||||
|
||||
Vec2 tex0, Vec2 tex1, Vec2 tex2) {
|
||||
|
||||
float min_x1 = (float)(MIN(p0.x, MIN(p1.x, p2.x)));
|
||||
|
||||
float min_y1 = (float)(MIN(p0.y, MIN(p1.y, p2.y)));
|
||||
|
||||
float max_x1 = (float)(MAX(p0.x, MAX(p1.x, p2.x)));
|
||||
|
||||
float max_y1 = (float)(MAX(p0.y, MAX(p1.y, p2.y)));
|
||||
|
||||
I64 min_x = (I64)MAX(0, floor(min_x1));
|
||||
|
||||
I64 min_y = (I64)MAX(0, floor(min_y1));
|
||||
|
||||
I64 max_x = (I64)MIN(dst->x, ceil(max_x1));
|
||||
|
||||
I64 max_y = (I64)MIN(dst->y, ceil(max_y1));
|
||||
|
||||
|
||||
|
||||
float area = edge_function(p0, p1, p2);
|
||||
|
||||
for (I64 y = min_y; y < max_y; y++) {
|
||||
|
||||
for (I64 x = min_x; x < max_x; x++) {
|
||||
|
||||
float edge1 = edge_function(p0, p1, { (float)x,(float)y });
|
||||
|
||||
float edge2 = edge_function(p1, p2, { (float)x,(float)y });
|
||||
|
||||
float edge3 = edge_function(p2, p0, { (float)x,(float)y });
|
||||
|
||||
|
||||
|
||||
if (edge1 >= 0 && edge2 >= 0 && edge3 >= 0) {
|
||||
|
||||
float w1 = edge2 / area;
|
||||
|
||||
float w2 = edge3 / area;
|
||||
|
||||
float w3 = edge1 / area;
|
||||
|
||||
float interpolated_z = (1.f / p0.w) * w1 + (1.f / p1.w) * w2 + (1.f / p2.w) * w3;
|
||||
|
||||
// PERSPECTIVE_CORRECT_INTERPOLATION
|
||||
|
||||
float u = tex0.x * (w1 / p0.w) + tex1.x * (w2 / p1.w) + tex2.x * (w3 / p2.w);
|
||||
|
||||
float v = tex0.y * (w1 / p0.w) + tex1.y * (w2 / p1.w) + tex2.y * (w3 / p2.w);
|
||||
|
||||
u /= interpolated_z;
|
||||
|
||||
v /= interpolated_z;
|
||||
|
||||
|
||||
|
||||
// @Note: We could do: interpolated_z = 1.f / interpolated_z to get proper depth
|
||||
|
||||
// but why waste an instruction, the smaller the depth value the farther the object
|
||||
|
||||
float* depth = depth_buffer + (x + y * dst->x);
|
||||
|
||||
if (*depth < interpolated_z) {
|
||||
|
||||
*depth = interpolated_z;
|
||||
|
||||
u = u * (src->x - 2);
|
||||
|
||||
v = v * (src->y - 2);
|
||||
|
||||
I64 ui = (I64)(u);
|
||||
|
||||
I64 vi = (I64)(v);
|
||||
|
||||
float udiff = u - (float)ui;
|
||||
|
||||
float vdiff = v - (float)vi;
|
||||
|
||||
// Origin UV (0,0) is in bottom left
|
||||
|
||||
U32* pixel = src->pixels + (ui + (src->y - 1ll - vi) * src->x);
|
||||
|
||||
|
||||
|
||||
// BILINEAR_BLEND
|
||||
|
||||
Vec4 pixelx1y1 = v4abgr(*pixel);
|
||||
|
||||
Vec4 pixelx2y1 = v4abgr(*(pixel + 1));
|
||||
|
||||
Vec4 pixelx1y2 = v4abgr(*(pixel - src->x));
|
||||
|
||||
Vec4 pixelx2y2 = v4abgr(*(pixel + 1 - src->x));
|
||||
|
||||
|
||||
|
||||
Vec4 blendx1 = lerp(pixelx1y1, pixelx2y1, udiff);
|
||||
|
||||
Vec4 blendx2 = lerp(pixelx1y2, pixelx2y2, udiff);
|
||||
|
||||
Vec4 result_color = lerp(blendx1, blendx2, vdiff);
|
||||
|
||||
U32 color32 = color_to_u32abgr(result_color);
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
dst->pixels[x + y * dst->x] = color32;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if (draw_rects) {
|
||||
|
||||
draw_rect(dst, p0.x-4, p0.y-4, 8,8, 0x00ff0000);
|
||||
|
||||
draw_rect(dst, p1.x-4, p1.y-4, 8,8, 0x0000ff00);
|
||||
|
||||
draw_rect(dst, p2.x-4, p2.y-4, 8,8, 0x000000ff);
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
FUNCTION void draw_triangle_PERSPECTIVE_CORRECT_INTERPOLATION_off_BILINEAR_BLEND_on (Image* dst, float *depth_buffer, Image *src,
|
||||
|
||||
Reference in New Issue
Block a user