Depthbuffer working
This commit is contained in:
35
main.cpp
35
main.cpp
@@ -33,14 +33,16 @@ OK Fix the gaps between triangles (it also improved look of triangle edges)
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#define OS_WINDOWS 1
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#define OS_WINDOWS 1
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#define BILINEAR_BLEND 1
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#define BILINEAR_BLEND 1
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#define PERSPECTIVE_CORRECT_INTERPOLATION 1
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#define PERSPECTIVE_CORRECT_INTERPOLATION 1
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#define DRAW_WIREFRAME 1
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#define DRAW_RECTS 0
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#include "main.h"
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#include "main.h"
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#include "platform.h"
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#include "platform.h"
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#include "math.h"
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#include "math.h"
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#include "stb_image.h"
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#include "stb_image.h"
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#include "objparser.h"
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#include "objparser.h"
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#include <float.h>
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GLOBAL bool draw_rects = 0;
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GLOBAL bool draw_wireframe = 0;
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struct Face {
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struct Face {
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int p[3];
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int p[3];
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@@ -128,7 +130,7 @@ float EdgeFunction(Vec4 vecp0, Vec4 vecp1, Vec4 p) {
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}
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}
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FUNCTION
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FUNCTION
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void DrawTriangle(Image* dst, Image *src, Vec4 p0, Vec4 p1, Vec4 p2,
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void DrawTriangle(Image* dst, float *depth_buffer, Image *src, Vec4 p0, Vec4 p1, Vec4 p2,
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Vec2 tex0, Vec2 tex1, Vec2 tex2) {
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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_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 min_y1 = (float)(MIN(p0.y, MIN(p1.y, p2.y)));
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@@ -157,10 +159,14 @@ void DrawTriangle(Image* dst, Image *src, Vec4 p0, Vec4 p1, Vec4 p2,
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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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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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u /= interpolated_z;
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v /= 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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#else
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float u = tex0.x * w1 + tex1.x * w2 + tex2.x * w3;
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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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float v = tex0.y * w1 + tex1.y * w2 + tex2.y * w3;
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#endif
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#endif
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float* depth = depth_buffer + (x + y * dst->x);
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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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u = u * (src->x - 2);
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v = v * (src->y - 2);
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v = v * (src->y - 2);
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I64 ui = (I64)(u);
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I64 ui = (I64)(u);
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@@ -187,11 +193,12 @@ void DrawTriangle(Image* dst, Image *src, Vec4 p0, Vec4 p1, Vec4 p2,
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}
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}
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}
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}
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}
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}
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#if DRAW_RECTS
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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, 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, 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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DrawRect(dst, p2.x-4, p2.y-4, 8,8, 0x000000ff);
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#endif
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}
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}
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}
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FUNCTION
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FUNCTION
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@@ -250,11 +257,19 @@ int main() {
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Image img = LoadImage("assets/bricksx64.png");
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Image img = LoadImage("assets/bricksx64.png");
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Image screen320 = {(U32 *)malloc(320*180*sizeof(U32)), 320, 180};
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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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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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Mat4 perspective = Mat4Perspective(60.f, (float)screen.x, (float)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 y = 0; y < screen320.y; y++) {
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for (int x = 0; x < screen320.x; x++) {
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for (int x = 0; x < screen320.x; x++) {
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screen320.pixels[x + y * screen320.x] = 0;
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*p++ = 0;
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}
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}
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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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}
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}
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}
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}
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DrawBitmap(&screen320, &img, {0,0});
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DrawBitmap(&screen320, &img, {0,0});
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@@ -262,6 +277,8 @@ int main() {
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transform = transform * Mat4RotationX(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_a) rotation += 0.05f;
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if (keydown_b) 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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for (int i = 0; i < face_count; i++) {
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for (int i = 0; i < face_count; i++) {
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FaceA* face = faces + i;
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FaceA* face = faces + i;
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Vec4 pos[3] = {
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Vec4 pos[3] = {
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@@ -300,12 +317,12 @@ int main() {
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pos[j].y += screen320.y / 2;
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pos[j].y += screen320.y / 2;
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}
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}
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DrawTriangle(&screen320, &img, pos[0], pos[1], pos[2], tex[0], tex[1], tex[2]);
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DrawTriangle(&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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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[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[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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DrawLine(&screen320, pos[2].x, pos[2].y, pos[0].x, pos[0].y);
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#endif
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}
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}
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}
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}
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}
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12
platform.cpp
12
platform.cpp
@@ -11,9 +11,11 @@
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typedef HRESULT tSetProcessDpiAwareness(PROCESS_DPI_AWARENESS);
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typedef HRESULT tSetProcessDpiAwareness(PROCESS_DPI_AWARENESS);
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Image screen;
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Image screen;
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float* depth_buffer;
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bool keydown_a;
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bool keydown_a;
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bool keydown_b;
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bool keydown_b;
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bool keydown_f1;
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bool keydown_f2;
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bool keydown_f3;
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GLOBAL bool g_app_is_running = true;
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GLOBAL bool g_app_is_running = true;
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GLOBAL HBITMAP g_screen_dib;
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GLOBAL HBITMAP g_screen_dib;
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@@ -36,6 +38,9 @@ LRESULT CALLBACK WindowProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
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case VK_ESCAPE: g_app_is_running = false; break;
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case VK_ESCAPE: g_app_is_running = false; break;
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case 0x4F: keydown_a = true; break;
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case 0x4F: keydown_a = true; break;
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case 0x50: keydown_b = true; break;
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case 0x50: keydown_b = true; break;
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case VK_F1: keydown_f1 = true; break;
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case VK_F2: keydown_f2 = true; break;
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case VK_F3: keydown_f3 = true; break;
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}
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}
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} break;
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} break;
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case WM_SYSKEYUP:
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case WM_SYSKEYUP:
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@@ -43,6 +48,9 @@ LRESULT CALLBACK WindowProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
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switch (wParam) {
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switch (wParam) {
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case 0x4F: keydown_a = false; break;
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case 0x4F: keydown_a = false; break;
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case 0x50: keydown_b = false; break;
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case 0x50: keydown_b = false; break;
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case VK_F1: keydown_f1 = false; break;
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case VK_F2: keydown_f2 = false; break;
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case VK_F3: keydown_f3 = false; break;
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}
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}
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} break;
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} break;
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default: result = DefWindowProc(hwnd, uMsg, wParam, lParam);
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default: result = DefWindowProc(hwnd, uMsg, wParam, lParam);
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@@ -66,7 +74,6 @@ void Win32_ScreenInit(int window_x, int window_y) {
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g_screen_dib = CreateDIBSection(g_window_dc, &bminfo, DIB_RGB_COLORS, (void**)&mem, 0, 0);
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g_screen_dib = CreateDIBSection(g_window_dc, &bminfo, DIB_RGB_COLORS, (void**)&mem, 0, 0);
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g_screen_dc = CreateCompatibleDC(g_window_dc);
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g_screen_dc = CreateCompatibleDC(g_window_dc);
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screen.pixels = (U32*)mem;
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screen.pixels = (U32*)mem;
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depth_buffer = (float*)malloc((size_t)window_x * (size_t)window_y * sizeof(float));
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screen.x = window_x;
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screen.x = window_x;
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screen.y = window_y;
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screen.y = window_y;
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}
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}
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@@ -129,7 +136,6 @@ bool OS_GameLoop() {
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screen.y = new_height;
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screen.y = new_height;
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if (screen.pixels) {
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if (screen.pixels) {
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screen.pixels = 0;
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screen.pixels = 0;
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free(depth_buffer);
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DeleteDC(g_screen_dc);
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DeleteDC(g_screen_dc);
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DeleteObject(g_screen_dib);
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DeleteObject(g_screen_dib);
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}
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}
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@@ -12,9 +12,11 @@ struct OSInitArgs {
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};
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};
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extern Image screen;
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extern Image screen;
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extern float* depth_buffer;
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extern bool keydown_a;
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extern bool keydown_a;
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extern bool keydown_b;
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extern bool keydown_b;
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extern bool keydown_f1;
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extern bool keydown_f2;
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extern bool keydown_f3;
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bool OS_GameLoop();
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bool OS_GameLoop();
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void OS_Init(OSInitArgs);
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void OS_Init(OSInitArgs);
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