Fixed triangle drawing, used to draw gaps in between triangles

This commit is contained in:
Krzosa Karol
2022-02-16 23:24:19 +01:00
parent 2680af2632
commit 8d4a747e1f
2 changed files with 91 additions and 35 deletions

105
main.cpp
View File

@@ -1,3 +1,26 @@
/* Things to do:
OK Drawing triangles
OK Drawing cubes and lines for testing
OK Y up coordinate system, left handed
OK Drawing a cube with perspective
OK Culling triangles facing away from camera
OK Texture mapping
? Basic math operations on Vec4 Mat4 - Muls, Dot, Cross etc.
OK Basic linear transformations - rotation, translation, scaling
* Bilinear filtering of textures / subpixel precison
* Perspective matrix vs simple perspective
* Perspective correct interpolation
* Depth buffer
* FPS Camera
* Reading OBJ files
* Rendering multiple objects, queue renderer
* Clipping
* Optimizations
* SIMD
* Multithreading
*
*/
#include "main.h"
#include "platform.h"
#include "math.h"
@@ -6,8 +29,9 @@
// TODO:
// Perspective correct interpolation
// Camera
// Perspective projection
// Texture mapping
// Counter clockwise triangle culling
// Reading OBJ
struct Face {
@@ -56,42 +80,52 @@ void DrawRect(Image* dst, float X, float Y, float w, float h, uint32_t color) {
}
FUNCTION
float EdgeFunction(Vec3 vecp0, Vec3 vecp1, Vec3 p) {
float EdgeFunction(Vec4 vecp0, Vec4 vecp1, Vec4 p) {
float result = (vecp1.y - vecp0.y) * (p.x - vecp0.x) - (vecp1.x - vecp0.x) * (p.y - vecp0.y);
return result;
}
FUNCTION
void DrawTriangle(Image* dst, Image *src, Vec3 p0, Vec3 p1, Vec3 p2,
void DrawTriangle(Image* dst, Image *src, Vec4 p0, Vec4 p1, Vec4 p2,
Vec2 tex0, Vec2 tex1, Vec2 tex2) {
float min_x = (float)(MIN(p0.x, MIN(p1.x, p2.x)) + 0.5f);
float min_y = (float)(MIN(p0.y, MIN(p1.y, p2.y)) + 0.5f);
float max_x = (float)(MAX(p0.x, MAX(p1.x, p2.x)) + 0.5f);
float max_y = (float)(MAX(p0.y, MAX(p1.y, p2.y)) + 0.5f);
min_x = MAX(0, min_x);
min_y = MAX(0, min_y);
max_x = MIN(dst->x-1, max_x);
max_y = MIN(dst->y-1, max_y);
float min_x = (float)(MIN(p0.x, MIN(p1.x, p2.x)));
float min_y = (float)(MIN(p0.y, MIN(p1.y, p2.y)));
float max_x = (float)(MAX(p0.x, MAX(p1.x, p2.x)));
float max_y = (float)(MAX(p0.y, MAX(p1.y, p2.y)));
min_x = MAX(0, min_x) + 0.5f;
min_y = MAX(0, min_y) + 0.5f;
max_x = MIN(dst->x-1, max_x) + 0.5f;
max_y = MIN(dst->y-1, max_y) + 0.5f;
//@Todo: Fix the proper rounding
//@Todo: Determine whether we need subprecision etc
float area = EdgeFunction(p0, p1, p2);
for (float y = min_y; y < max_y; y++) {
for (float x = min_x; x < max_x; x++) {
float edge1 = EdgeFunction(p0, p1, { x,y });
float edge2 = EdgeFunction(p1, p2, { x,y });
float edge3 = EdgeFunction(p2, p0, { x,y });
for (int y = min_y; y < max_y; y++) {
for (int x = min_x; x < max_x; x++) {
float edge1 = EdgeFunction(p0, p1, { (float)x,(float)y });
float edge2 = EdgeFunction(p1, p2, { (float)x,(float)y });
float edge3 = EdgeFunction(p2, p0, { (float)x,(float)y });
if (edge1 >= 0 && edge2 >= 0 && edge3 >= 0) {
int xi = (int)(x + 0.5f);
int yi = (int)(y + 0.5f);
float w1 = edge2 / area;
float w2 = edge3 / area;
float w3 = edge1 / area;
#if 1
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);
float interpolated_z = (1.f / p0.w) * w1 + (1.f / p1.w) * w2 + (1.f / p2.w) * w3;
u /= interpolated_z;
v /= interpolated_z;
#else
float u = tex0.x * w1 + tex1.x * w2 + tex2.x * w3;
float v = tex0.y * w1 + tex1.y * w2 + tex2.y * w3;
#endif
int ui = (int)(u * (src->x - 1) + 0.5f);
int vi = (int)(v * (src->y - 1) + 0.5f);
uint32_t pixel = src->pixels[ui + (src->y - 1 - vi) * src->x];
dst->pixels[xi + (dst->y - 1 - yi) * dst->x] = pixel;
dst->pixels[x + (dst->y - 1 - y) * dst->x] = pixel;
}
}
}
@@ -124,9 +158,8 @@ int main() {
Vec3 camera_pos = {0,0,-5};
int x,y,n;
unsigned char *data = stbi_load("assets/cat.png", &x, &y, &n, 4);
Image img = {
(uint32_t *)data, x, y
};
Image img = {(uint32_t *)data, x, y};
Mat4 perspective = Mat4Perspective(60.f, screen.x, screen.y, 0.1f, 100.f);
while (OS_GameLoop()) {
for (int y = 0; y < screen.y; y++) {
for (int x = 0; x < screen.x; x++) {
@@ -143,10 +176,10 @@ int main() {
if (keydown_b) rotation -= 0.05f;
for (int i = 0; i < ARRAY_CAP(cube_faces); i++) {
Face* face = cube_faces + i;
Vec3 pos[3] = {
cube_vertices[face->p[0] - 1],
cube_vertices[face->p[1] - 1],
cube_vertices[face->p[2] - 1],
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),
};
//@Note: Transform
@@ -154,17 +187,19 @@ int main() {
pos[j] = transform * pos[j];
}
//@Note: Cull
Vec3 p0_to_camera = camera_pos - pos[0];
Vec3 p0_to_p1 = pos[1] - pos[0];
Vec3 p0_to_p2 = pos[2] - pos[0];
Vec3 p0_to_camera = camera_pos - pos[0].xyz;
Vec3 p0_to_p1 = pos[1].xyz - pos[0].xyz;
Vec3 p0_to_p2 = pos[2].xyz - pos[0].xyz;
Vec3 normal = Cross(p0_to_p1, p0_to_p2);
if (Dot(normal, p0_to_camera) > 0) {
for (int j = 0; j < 3; j++) {
//@Note: Camera
pos[j] = pos[j] - camera_pos;
pos[j].xyz = pos[j].xyz - camera_pos;
//@Note: Perspective
pos[j].x /= pos[j].z;
pos[j].y /= pos[j].z;
pos[j] = perspective * pos[j];
pos[j].x = pos[j].x / pos[j].w;
pos[j].y = pos[j].y / pos[j].w;
pos[j].z = pos[j].z / pos[j].w;
//@Note: To pixel space
pos[j].x *= screen.x / 2;
pos[j].y *= screen.y / 2;
@@ -172,9 +207,9 @@ int main() {
pos[j].y += screen.y / 2;
}
DrawTriangle(&screen, &img, pos[0], pos[1], pos[2], face->tex[0], face->tex[1], face->tex[2]);
DrawLine(&screen, pos[0].x, pos[0].y, pos[1].x, pos[1].y);
DrawLine(&screen, pos[1].x, pos[1].y, pos[2].x, pos[2].y);
DrawLine(&screen, pos[2].x, pos[2].y, pos[0].x, pos[0].y);
//DrawLine(&screen, pos[0].x, pos[0].y, pos[1].x, pos[1].y);
//DrawLine(&screen, pos[1].x, pos[1].y, pos[2].x, pos[2].y);
//DrawLine(&screen, pos[2].x, pos[2].y, pos[0].x, pos[0].y);
}
}
#endif

21
math.h
View File

@@ -21,6 +21,14 @@ union Vec4 {
struct { Vec3 xyz; };
};
constexpr float PI32 = 3.14159265359f;
FUNCTION
Vec4 vec4(Vec3 a, float b) {
Vec4 result = { a.x,a.y,a.z,b };
return result;
}
FUNCTION
Mat4 Mat4Identity() {
Mat4 result = {
@@ -71,6 +79,19 @@ Mat4 Mat4RotationX(float rotation) {
return result;
}
FUNCTION
Mat4 Mat4Perspective(float fov, float window_x, float window_y, float znear, float zfar) {
float aspect_ratio = window_y / window_x;
float f = (1.f / tanf((fov/2.f)*(180.f/PI32)));
Mat4 result = {
aspect_ratio*f, 0, 0, 0,
0, f, 0, 0,
0, 0, (zfar)-(zfar-znear),(-zfar*znear)-(zfar - znear),
0,0,1,0
};
return result;
}
FUNCTION
Mat4 Mat4Translate(Mat4 a, Vec3 translation) {
a.p[0][0] += translation.x;