Depthbuffer working

This commit is contained in:
Krzosa Karol
2022-02-18 23:05:51 +01:00
parent 6e36d7596c
commit e0b2182d11
3 changed files with 63 additions and 38 deletions

View File

@@ -33,14 +33,16 @@ OK Fix the gaps between triangles (it also improved look of triangle edges)
#define OS_WINDOWS 1 #define OS_WINDOWS 1
#define BILINEAR_BLEND 1 #define BILINEAR_BLEND 1
#define PERSPECTIVE_CORRECT_INTERPOLATION 1 #define PERSPECTIVE_CORRECT_INTERPOLATION 1
#define DRAW_WIREFRAME 1
#define DRAW_RECTS 0
#include "main.h" #include "main.h"
#include "platform.h" #include "platform.h"
#include "math.h" #include "math.h"
#include "stb_image.h" #include "stb_image.h"
#include "objparser.h" #include "objparser.h"
#include <float.h>
GLOBAL bool draw_rects = 0;
GLOBAL bool draw_wireframe = 0;
struct Face { struct Face {
int p[3]; int p[3];
@@ -128,7 +130,7 @@ float EdgeFunction(Vec4 vecp0, Vec4 vecp1, Vec4 p) {
} }
FUNCTION FUNCTION
void DrawTriangle(Image* dst, Image *src, Vec4 p0, Vec4 p1, Vec4 p2, void DrawTriangle(Image* dst, float *depth_buffer, Image *src, Vec4 p0, Vec4 p1, Vec4 p2,
Vec2 tex0, Vec2 tex1, Vec2 tex2) { Vec2 tex0, Vec2 tex1, Vec2 tex2) {
float min_x1 = (float)(MIN(p0.x, MIN(p1.x, p2.x))); 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 min_y1 = (float)(MIN(p0.y, MIN(p1.y, p2.y)));
@@ -157,41 +159,46 @@ void DrawTriangle(Image* dst, Image *src, Vec4 p0, Vec4 p1, Vec4 p2,
float interpolated_z = (1.f / p0.w) * w1 + (1.f / p1.w) * w2 + (1.f / p2.w) * w3; float interpolated_z = (1.f / p0.w) * w1 + (1.f / p1.w) * w2 + (1.f / p2.w) * w3;
u /= interpolated_z; u /= interpolated_z;
v /= interpolated_z; v /= interpolated_z;
interpolated_z = 1.f / interpolated_z;
#else #else
float u = tex0.x * w1 + tex1.x * w2 + tex2.x * w3; float u = tex0.x * w1 + tex1.x * w2 + tex2.x * w3;
float v = tex0.y * w1 + tex1.y * w2 + tex2.y * w3; float v = tex0.y * w1 + tex1.y * w2 + tex2.y * w3;
#endif #endif
u = u * (src->x - 2); float* depth = depth_buffer + (x + y * dst->x);
v = v * (src->y - 2); if (*depth > interpolated_z) {
I64 ui = (I64)(u); *depth = interpolated_z;
I64 vi = (I64)(v); u = u * (src->x - 2);
float udiff = u - (float)ui; v = v * (src->y - 2);
float vdiff = v - (float)vi; I64 ui = (I64)(u);
// Origin UV (0,0) is in bottom left I64 vi = (I64)(v);
U32 *pixel = src->pixels + (ui + (src->y - 1ll - vi) * src->x); float udiff = u - (float)ui;
float vdiff = v - (float)vi;
// Origin UV (0,0) is in bottom left
U32* pixel = src->pixels + (ui + (src->y - 1ll - vi) * src->x);
#if BILINEAR_BLEND #if BILINEAR_BLEND
Vec4 pixelx1y1 = V4ABGR(*pixel); Vec4 pixelx1y1 = V4ABGR(*pixel);
Vec4 pixelx2y1 = V4ABGR(*(pixel + 1)); Vec4 pixelx2y1 = V4ABGR(*(pixel + 1));
Vec4 pixelx1y2 = V4ABGR(*(pixel - src->x)); Vec4 pixelx1y2 = V4ABGR(*(pixel - src->x));
Vec4 pixelx2y2 = V4ABGR(*(pixel + 1 - src->x)); Vec4 pixelx2y2 = V4ABGR(*(pixel + 1 - src->x));
Vec4 blendx1 = Lerp(pixelx1y1, pixelx2y1, udiff); Vec4 blendx1 = Lerp(pixelx1y1, pixelx2y1, udiff);
Vec4 blendx2 = Lerp(pixelx1y2, pixelx2y2, udiff); Vec4 blendx2 = Lerp(pixelx1y2, pixelx2y2, udiff);
Vec4 result_color = Lerp(blendx1, blendx2, vdiff); Vec4 result_color = Lerp(blendx1, blendx2, vdiff);
U32 color32 = ColorToU32ABGR(result_color); U32 color32 = ColorToU32ABGR(result_color);
#else #else
U32 color32 = *pixel; U32 color32 = *pixel;
#endif #endif
dst->pixels[x + y * dst->x] = color32; dst->pixels[x + y * dst->x] = color32;
}
} }
} }
} }
#if DRAW_RECTS if (draw_rects) {
DrawRect(dst, p0.x-4, p0.y-4, 8,8, 0x00ff0000); DrawRect(dst, p0.x-4, p0.y-4, 8,8, 0x00ff0000);
DrawRect(dst, p1.x-4, p1.y-4, 8,8, 0x0000ff00); DrawRect(dst, p1.x-4, p1.y-4, 8,8, 0x0000ff00);
DrawRect(dst, p2.x-4, p2.y-4, 8,8, 0x000000ff); DrawRect(dst, p2.x-4, p2.y-4, 8,8, 0x000000ff);
#endif }
} }
FUNCTION FUNCTION
@@ -250,11 +257,19 @@ int main() {
Image img = LoadImage("assets/bricksx64.png"); Image img = LoadImage("assets/bricksx64.png");
Image screen320 = {(U32 *)malloc(320*180*sizeof(U32)), 320, 180}; Image screen320 = {(U32 *)malloc(320*180*sizeof(U32)), 320, 180};
float* depth320 = (float *)malloc(sizeof(float) * 320 * 180);
while (OS_GameLoop()) { while (OS_GameLoop()) {
Mat4 perspective = Mat4Perspective(60.f, (float)screen.x, (float)screen.y, 0.1f, 100.f); Mat4 perspective = Mat4Perspective(60.f, (float)screen.x, (float)screen.y, 0.1f, 100.f);
U32* p = screen320.pixels;
for (int y = 0; y < screen320.y; y++) { for (int y = 0; y < screen320.y; y++) {
for (int x = 0; x < screen320.x; x++) { for (int x = 0; x < screen320.x; x++) {
screen320.pixels[x + y * screen320.x] = 0; *p++ = 0;
}
}
float* dp = depth320;
for (int y = 0; y < screen320.y; y++) {
for (int x = 0; x < screen320.x; x++) {
*dp++ = FLT_MAX;
} }
} }
DrawBitmap(&screen320, &img, {0,0}); DrawBitmap(&screen320, &img, {0,0});
@@ -262,6 +277,8 @@ int main() {
transform = transform * Mat4RotationX(rotation); transform = transform * Mat4RotationX(rotation);
if (keydown_a) rotation += 0.05f; if (keydown_a) rotation += 0.05f;
if (keydown_b) rotation -= 0.05f; if (keydown_b) rotation -= 0.05f;
if (keydown_f1) draw_rects = !draw_rects;
if (keydown_f2) draw_wireframe = !draw_wireframe;
for (int i = 0; i < face_count; i++) { for (int i = 0; i < face_count; i++) {
FaceA* face = faces + i; FaceA* face = faces + i;
Vec4 pos[3] = { Vec4 pos[3] = {
@@ -300,12 +317,12 @@ int main() {
pos[j].y += screen320.y / 2; pos[j].y += screen320.y / 2;
} }
DrawTriangle(&screen320, &img, pos[0], pos[1], pos[2], tex[0], tex[1], tex[2]); DrawTriangle(&screen320, depth320, &img, pos[0], pos[1], pos[2], tex[0], tex[1], tex[2]);
#if DRAW_WIREFRAME if (draw_wireframe) {
DrawLine(&screen320, pos[0].x, pos[0].y, pos[1].x, pos[1].y); DrawLine(&screen320, pos[0].x, pos[0].y, pos[1].x, pos[1].y);
DrawLine(&screen320, pos[1].x, pos[1].y, pos[2].x, pos[2].y); DrawLine(&screen320, pos[1].x, pos[1].y, pos[2].x, pos[2].y);
DrawLine(&screen320, pos[2].x, pos[2].y, pos[0].x, pos[0].y); DrawLine(&screen320, pos[2].x, pos[2].y, pos[0].x, pos[0].y);
#endif }
} }
} }

View File

@@ -11,9 +11,11 @@
typedef HRESULT tSetProcessDpiAwareness(PROCESS_DPI_AWARENESS); typedef HRESULT tSetProcessDpiAwareness(PROCESS_DPI_AWARENESS);
Image screen; Image screen;
float* depth_buffer;
bool keydown_a; bool keydown_a;
bool keydown_b; bool keydown_b;
bool keydown_f1;
bool keydown_f2;
bool keydown_f3;
GLOBAL bool g_app_is_running = true; GLOBAL bool g_app_is_running = true;
GLOBAL HBITMAP g_screen_dib; GLOBAL HBITMAP g_screen_dib;
@@ -36,6 +38,9 @@ LRESULT CALLBACK WindowProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
case VK_ESCAPE: g_app_is_running = false; break; case VK_ESCAPE: g_app_is_running = false; break;
case 0x4F: keydown_a = true; break; case 0x4F: keydown_a = true; break;
case 0x50: keydown_b = 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;
} }
} break; } break;
case WM_SYSKEYUP: case WM_SYSKEYUP:
@@ -43,6 +48,9 @@ LRESULT CALLBACK WindowProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
switch (wParam) { switch (wParam) {
case 0x4F: keydown_a = false; break; case 0x4F: keydown_a = false; break;
case 0x50: keydown_b = 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;
} }
} break; } break;
default: result = DefWindowProc(hwnd, uMsg, wParam, lParam); default: result = DefWindowProc(hwnd, uMsg, wParam, lParam);
@@ -66,7 +74,6 @@ void Win32_ScreenInit(int window_x, int window_y) {
g_screen_dib = CreateDIBSection(g_window_dc, &bminfo, DIB_RGB_COLORS, (void**)&mem, 0, 0); g_screen_dib = CreateDIBSection(g_window_dc, &bminfo, DIB_RGB_COLORS, (void**)&mem, 0, 0);
g_screen_dc = CreateCompatibleDC(g_window_dc); g_screen_dc = CreateCompatibleDC(g_window_dc);
screen.pixels = (U32*)mem; screen.pixels = (U32*)mem;
depth_buffer = (float*)malloc((size_t)window_x * (size_t)window_y * sizeof(float));
screen.x = window_x; screen.x = window_x;
screen.y = window_y; screen.y = window_y;
} }
@@ -129,7 +136,6 @@ bool OS_GameLoop() {
screen.y = new_height; screen.y = new_height;
if (screen.pixels) { if (screen.pixels) {
screen.pixels = 0; screen.pixels = 0;
free(depth_buffer);
DeleteDC(g_screen_dc); DeleteDC(g_screen_dc);
DeleteObject(g_screen_dib); DeleteObject(g_screen_dib);
} }

View File

@@ -12,9 +12,11 @@ struct OSInitArgs {
}; };
extern Image screen; extern Image screen;
extern float* depth_buffer;
extern bool keydown_a; extern bool keydown_a;
extern bool keydown_b; extern bool keydown_b;
extern bool keydown_f1;
extern bool keydown_f2;
extern bool keydown_f3;
bool OS_GameLoop(); bool OS_GameLoop();
void OS_Init(OSInitArgs); void OS_Init(OSInitArgs);