Depthbuffer working
This commit is contained in:
85
main.cpp
85
main.cpp
@@ -33,14 +33,16 @@ OK Fix the gaps between triangles (it also improved look of triangle edges)
|
||||
#define OS_WINDOWS 1
|
||||
#define BILINEAR_BLEND 1
|
||||
#define PERSPECTIVE_CORRECT_INTERPOLATION 1
|
||||
#define DRAW_WIREFRAME 1
|
||||
#define DRAW_RECTS 0
|
||||
|
||||
#include "main.h"
|
||||
#include "platform.h"
|
||||
#include "math.h"
|
||||
#include "stb_image.h"
|
||||
#include "objparser.h"
|
||||
#include <float.h>
|
||||
|
||||
GLOBAL bool draw_rects = 0;
|
||||
GLOBAL bool draw_wireframe = 0;
|
||||
|
||||
struct Face {
|
||||
int p[3];
|
||||
@@ -128,7 +130,7 @@ float EdgeFunction(Vec4 vecp0, Vec4 vecp1, Vec4 p) {
|
||||
}
|
||||
|
||||
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) {
|
||||
float min_x1 = (float)(MIN(p0.x, MIN(p1.x, p2.x)));
|
||||
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;
|
||||
u /= interpolated_z;
|
||||
v /= interpolated_z;
|
||||
interpolated_z = 1.f / 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
|
||||
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);
|
||||
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);
|
||||
#if 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 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 = ColorToU32ABGR(result_color);
|
||||
Vec4 blendx1 = Lerp(pixelx1y1, pixelx2y1, udiff);
|
||||
Vec4 blendx2 = Lerp(pixelx1y2, pixelx2y2, udiff);
|
||||
Vec4 result_color = Lerp(blendx1, blendx2, vdiff);
|
||||
U32 color32 = ColorToU32ABGR(result_color);
|
||||
#else
|
||||
U32 color32 = *pixel;
|
||||
U32 color32 = *pixel;
|
||||
#endif
|
||||
|
||||
dst->pixels[x + y * dst->x] = color32;
|
||||
|
||||
dst->pixels[x + y * dst->x] = color32;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#if DRAW_RECTS
|
||||
DrawRect(dst, p0.x-4, p0.y-4, 8,8, 0x00ff0000);
|
||||
DrawRect(dst, p1.x-4, p1.y-4, 8,8, 0x0000ff00);
|
||||
DrawRect(dst, p2.x-4, p2.y-4, 8,8, 0x000000ff);
|
||||
#endif
|
||||
if (draw_rects) {
|
||||
DrawRect(dst, p0.x-4, p0.y-4, 8,8, 0x00ff0000);
|
||||
DrawRect(dst, p1.x-4, p1.y-4, 8,8, 0x0000ff00);
|
||||
DrawRect(dst, p2.x-4, p2.y-4, 8,8, 0x000000ff);
|
||||
}
|
||||
}
|
||||
|
||||
FUNCTION
|
||||
@@ -250,11 +257,19 @@ int main() {
|
||||
|
||||
Image img = LoadImage("assets/bricksx64.png");
|
||||
Image screen320 = {(U32 *)malloc(320*180*sizeof(U32)), 320, 180};
|
||||
float* depth320 = (float *)malloc(sizeof(float) * 320 * 180);
|
||||
while (OS_GameLoop()) {
|
||||
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 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});
|
||||
@@ -262,6 +277,8 @@ int main() {
|
||||
transform = transform * Mat4RotationX(rotation);
|
||||
if (keydown_a) 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++) {
|
||||
FaceA* face = faces + i;
|
||||
Vec4 pos[3] = {
|
||||
@@ -300,12 +317,12 @@ int main() {
|
||||
pos[j].y += screen320.y / 2;
|
||||
}
|
||||
|
||||
DrawTriangle(&screen320, &img, pos[0], pos[1], pos[2], tex[0], tex[1], tex[2]);
|
||||
#if DRAW_WIREFRAME
|
||||
DrawLine(&screen320, pos[0].x, pos[0].y, pos[1].x, pos[1].y);
|
||||
DrawLine(&screen320, pos[1].x, pos[1].y, pos[2].x, pos[2].y);
|
||||
DrawLine(&screen320, pos[2].x, pos[2].y, pos[0].x, pos[0].y);
|
||||
#endif
|
||||
DrawTriangle(&screen320, depth320, &img, pos[0], pos[1], pos[2], tex[0], tex[1], tex[2]);
|
||||
if (draw_wireframe) {
|
||||
DrawLine(&screen320, pos[0].x, pos[0].y, pos[1].x, pos[1].y);
|
||||
DrawLine(&screen320, pos[1].x, pos[1].y, pos[2].x, pos[2].y);
|
||||
DrawLine(&screen320, pos[2].x, pos[2].y, pos[0].x, pos[0].y);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
12
platform.cpp
12
platform.cpp
@@ -11,9 +11,11 @@
|
||||
typedef HRESULT tSetProcessDpiAwareness(PROCESS_DPI_AWARENESS);
|
||||
|
||||
Image screen;
|
||||
float* depth_buffer;
|
||||
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;
|
||||
@@ -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 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;
|
||||
}
|
||||
} break;
|
||||
case WM_SYSKEYUP:
|
||||
@@ -43,6 +48,9 @@ LRESULT CALLBACK WindowProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
|
||||
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;
|
||||
}
|
||||
} break;
|
||||
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_dc = CreateCompatibleDC(g_window_dc);
|
||||
screen.pixels = (U32*)mem;
|
||||
depth_buffer = (float*)malloc((size_t)window_x * (size_t)window_y * sizeof(float));
|
||||
screen.x = window_x;
|
||||
screen.y = window_y;
|
||||
}
|
||||
@@ -129,7 +136,6 @@ bool OS_GameLoop() {
|
||||
screen.y = new_height;
|
||||
if (screen.pixels) {
|
||||
screen.pixels = 0;
|
||||
free(depth_buffer);
|
||||
DeleteDC(g_screen_dc);
|
||||
DeleteObject(g_screen_dib);
|
||||
}
|
||||
|
||||
@@ -12,9 +12,11 @@ struct OSInitArgs {
|
||||
};
|
||||
|
||||
extern Image screen;
|
||||
extern float* depth_buffer;
|
||||
extern bool keydown_a;
|
||||
extern bool keydown_b;
|
||||
extern bool keydown_f1;
|
||||
extern bool keydown_f2;
|
||||
extern bool keydown_f3;
|
||||
|
||||
bool OS_GameLoop();
|
||||
void OS_Init(OSInitArgs);
|
||||
|
||||
Reference in New Issue
Block a user