Full FPS camera, better profile info about time distribution, update Todo's README

This commit is contained in:
Krzosa Karol
2022-02-26 11:09:39 +01:00
parent 76a8053443
commit e553eb40fc
4 changed files with 316 additions and 215 deletions

473
main.cpp
View File

@@ -22,12 +22,14 @@
/// - [ ] Lightning
/// - [x] GLOBAL Ilumination
/// - [x] LookAt Camera
/// - [ ] FPS Camera
/// - [x] FPS Camera
/// - [x] Reading OBJ models
/// - [ ] Reading more OBJ formats
/// - [ ] Reading OBJ .mtl files
/// - [ ] Reading complex obj models (sponza)
/// - [x] Reading complex obj models (sponza)
/// - [ ] Reading PMX files
/// - [ ] Rendering multiple objects, queue renderer
/// - [x] Simple function to render a mesh
/// - [x] Clipping
/// - [x] Triagnle rectangle bound clipping
/// - [x] A way of culling Z out triangles
@@ -40,34 +42,17 @@
/// - [x] Find cool profilers - ExtraSleepy, Vtune
/// - [ ] Optimizations
/// - [ ] Inline edge function
/// - [ ] Expand edge functions to more optimized version
/// - [ ] Test 4x2 bitmap layout?
/// - [ ] Edge function to integer
/// - [ ] Use integer bit operations to figure out if plus. (edge1|edge2|edge3)>=0
/// - [ ] SIMD
/// - [ ] Multithreading
/// - [ ]
/// - [ ] SIMD
/// - [ ] Multithreading
///
/// - [ ] Text rendering
/// - [ ] Basic UI
/// - [ ] Gamma correct and alpha blending
///
/// ### Resources that helped me build the rasterizer (Might be helpful to you too):
///
/// * Algorithm I used for triangle rasterization by Juan Pineda: https://www.cs.drexel.edu/~david/Classes/Papers/comp175-06-pineda.pdf
/// * Fabian Giessen's "Optimizing Software Occlusion Culling": https://fgiesen.wordpress.com/2013/02/17/optimizing-sw-occlusion-culling-index/
/// * Fabian Giessen's optimized software renderer: https://github.com/rygorous/intel_occlusion_cull/tree/blog/SoftwareOcclusionCulling
/// * Fabian Giessen's javascript triangle rasterizer: https://gist.github.com/rygorous/2486101
/// * Fabian Giessen's C++ triangle rasterizer: https://github.com/rygorous/trirast/blob/master/main.cpp
/// * Joy's Kenneth lectures about computer graphics: https://www.youtube.com/playlist?list=PL_w_qWAQZtAZhtzPI5pkAtcUVgmzdAP8g
/// * Joy's Kenneth article on clipping: https://import.cdn.thinkific.com/167815/JoyKennethClipping-200905-175314.pdf
/// * A bunch of helpful notes and links to resources: https://nlguillemot.wordpress.com/2016/07/10/rasterizer-notes/
/// * Very nice paid course on making a software rasterizer using a scanline method: https://pikuma.com/courses/learn-3d-computer-graphics-programming
/// * Reference for obj loader: https://github.com/tinyobjloader/tinyobjloader/blob/master/tiny_obj_loader.h
/// *
/// *
/// *
///
/// ### To read
///
/// * http://ce-publications.et.tudelft.nl/publications/1362_hardware_algorithms_for_tilebased_realtime_rendering.pdf
@@ -88,6 +73,18 @@ struct R_Vertex {
struct R_Render {
Mat4 camera;
Mat4 projection;
Mat4 transform;
Vec3 camera_pos;
Vec3 camera_direction;
Vec3 camera_forward_velocity;
Vec2 camera_yaw;
Vec3 camera_target;
Bitmap img;
Bitmap screen320;
F32 *depth320;
};
#include "obj_parser.cpp"
@@ -176,6 +173,7 @@ FUNCTION
void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src, F32 light,
Vec4 p0, Vec4 p1, Vec4 p2,
Vec2 tex0, Vec2 tex1, Vec2 tex2) {
if(os.frame > 60) PROFILE_BEGIN(draw_triangle);
F32 min_x1 = (F32)(MIN(p0.x, MIN(p1.x, p2.x)));
F32 min_y1 = (F32)(MIN(p0.y, MIN(p1.y, p2.y)));
F32 max_x1 = (F32)(MAX(p0.x, MAX(p1.x, p2.x)));
@@ -243,6 +241,7 @@ void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src, F32 ligh
draw_rect(dst, p1.x-4, p1.y-4, 8,8, 0x0000ff00);
draw_rect(dst, p2.x-4, p2.y-4, 8,8, 0x000000ff);
}
if(os.frame > 60) PROFILE_END(draw_triangle);
}
FUNCTION
@@ -365,7 +364,183 @@ Bitmap load_image(const char* path) {
return result;
}
FN void r_draw_mesh(ObjMesh *mesh) {
S8 scenario_name = string_null;
FN void r_draw_mesh(R_Render *r, ObjMesh *mesh, Vec3 *vertices, Vec2 *tex_coords, Vec3 *normals) {
for (int i = 0; i < mesh->indices.len; i++) {
ObjIndex *index = mesh->indices.e + i;
R_Vertex vert[] = {
{
vertices[index->vertex[0] - 1],
tex_coords[index->tex[0] - 1],
normals[index->normal[0] - 1],
},
{
vertices[index->vertex[1] - 1],
tex_coords[index->tex[1] - 1],
normals[index->normal[1] - 1],
},
{
vertices[index->vertex[2] - 1],
tex_coords[index->tex[2] - 1],
normals[index->normal[2] - 1],
},
};
//@Note: Transform
for (int j = 0; j < 3; j++) {
vert[j].pos = r->transform * vert[j].pos;
}
Vec3 p0_to_camera = r->camera_pos - vert[0].pos;
Vec3 p0_to_p1 = vert[1].pos - vert[0].pos;
Vec3 p0_to_p2 = vert[2].pos - vert[0].pos;
Vec3 normal = normalize(cross(p0_to_p1, p0_to_p2));
Vec3 light_direction = mat4_rotation_y(45) * vec3(0, 0, 1);
F32 light = -dot(normal, light_direction);
light = CLAMP(0.05f, light, 1.f);
if (dot(normal, p0_to_camera) > 0) { //@Note: Backface culling
/// ## Clipping
///
/// There are 3 clipping stages, 2 clipping stages in 3D space against zfar and znear and 1 clipping
/// stage in 2D againts left,bottom,right,top(2D image bounds).
///
/// First the triangles get clipped against the zfar plane,
/// if a triangle has even one vertex outside the clipping region, the entire triangle gets cut.
/// So far I didn't have problems with that. It simplifies the computations and splitting triangles
/// on zfar seems like a waste of power.
///
/// The second clipping stage is znear plane. Triangles get fully and nicely clipped against znear.
/// Every time a triangle gets partially outside the clipping region it gets cut to the znear and
/// either one or two new triangles get derived from the old one.
///
/// Last clipping stage is performed in the 2D image space. Every triangle has a corresponding AABB
/// box. In this box every pixel gets tested to see if it's in the triangle. In this clipping stage
/// the box is clipped to the image metrics - 0, 0, width, height.
///
///
// @Note: Zfar
B32 vertex_is_outside = false;
Vec3 zfar_normal = vec3(0, 0, -1);
Vec3 zfar_pos = vec3(0, 0, 10000.f);
for (I32 j = 0; j < 3; j++) {
// @Note: Camera
vert[j].pos = r->camera * vert[j].pos;
// @Note: Skip triangle if even one vertex gets outside the clipping plane
if ((dot(zfar_normal, vert[j].pos - zfar_pos) < 0)) {
vertex_is_outside = true;
break;
}
}
if (vertex_is_outside) {
continue;
}
// @Note: Znear, clip triangles to the near clipping plane
Vec3 znear_normal = vec3(0, 0, 1);
Vec3 znear_pos = vec3(0, 0, 1.f);
struct _R_Vertex {
Vec4 pos;
Vec2 tex;
} in[4];
I32 in_count = 0;
R_Vertex *prev = vert + 2;
R_Vertex *curr = vert;
F32 prev_dot = dot(znear_normal, prev->pos - znear_pos);
F32 curr_dot = 0;
for (int j = 0; j < 3; j++) {
curr_dot = dot(znear_normal, curr->pos - znear_pos);
if (curr_dot * prev_dot < 0) {
F32 t = prev_dot / (prev_dot - curr_dot);
in[in_count].pos = vec4(lerp(prev->pos, curr->pos, t), 1);
in[in_count++].tex = lerp(prev->tex, curr->tex, t);
}
if (curr_dot > 0) {
in[in_count].pos = vec4(vert[j].pos, 1);
in[in_count++].tex = vert[j].tex;
}
prev = curr++;
prev_dot = curr_dot;
}
if (in_count == 0) {
continue;
}
for(I64 j = 0; j < in_count; j++) {
//@Note: Perspective
in[j].pos = r->projection * in[j].pos;
in[j].pos.x = in[j].pos.x / in[j].pos.w;
in[j].pos.y = in[j].pos.y / in[j].pos.w;
in[j].pos.z = in[j].pos.z / in[j].pos.w;
//@Note: To pixel space
in[j].pos.x *= r->screen320.x / 2;
in[j].pos.y *= r->screen320.y / 2;
in[j].pos.x += r->screen320.x / 2;
in[j].pos.y += r->screen320.y / 2;
}
draw_triangle_nearest(&r->screen320, r->depth320, &r->img, light, in[0].pos, in[1].pos, in[2].pos, in[0].tex, in[1].tex, in[2].tex);
if (in_count > 3) {
draw_triangle_nearest(&r->screen320, r->depth320, &r->img, light, in[0].pos, in[2].pos, in[3].pos, in[0].tex, in[2].tex, in[3].tex);
}
#if 1
ProfileScope *scope = profile_scopes + ProfileScopeName_draw_triangle;
LOCAL_PERSIST B32 profile_flag;
if (!profile_flag && scope->i > 2000) {
profile_flag = 1;
for (I64 si = 1; si < profile_scopes[ProfileScopeName_draw_triangle].i; si++) {
for (I64 sj = 1; sj < profile_scopes[ProfileScopeName_draw_triangle].i; sj++) {
if (profile_scopes[ProfileScopeName_draw_triangle].samples[sj] < profile_scopes[ProfileScopeName_draw_triangle].samples[sj - 1]) {
F64 temp = profile_scopes[ProfileScopeName_draw_triangle].samples[sj];
profile_scopes[ProfileScopeName_draw_triangle].samples[sj] = profile_scopes[ProfileScopeName_draw_triangle].samples[sj-1];
profile_scopes[ProfileScopeName_draw_triangle].samples[sj-1] = temp;
}
}
}
{
Scratch scratch;
U8 *string_pointer = string_begin(scratch);
I64 one_past_last = profile_scopes[ProfileScopeName_draw_triangle].i;
F64 sum = 0;
for (I64 si = 0; si < one_past_last; si++) {
sum += scope->samples[si];
//string_format(scratch, "%f;", scope->samples[si]);
}
I64 index25perc = one_past_last / 4 - 1;
F64 min = profile_scopes[ProfileScopeName_draw_triangle].samples[0];
F64 percentile25 = profile_scopes[ProfileScopeName_draw_triangle].samples[index25perc];
F64 median = profile_scopes[ProfileScopeName_draw_triangle].samples[one_past_last / 2 - 1];
F64 percentile75 = profile_scopes[ProfileScopeName_draw_triangle].samples[index25perc*3];
F64 max = profile_scopes[ProfileScopeName_draw_triangle].samples[one_past_last - 1];
F64 avg = sum / scope->i;
S8 build_name = BUILD_NAME;
string_format(scratch, "%s_%s = min:%f 25%%:%f median:%f 75%%:%f max: %f avg:%f\n", build_name, scenario_name, min, percentile25, median, percentile75, max, avg);
S8 data = string_end(scratch, string_pointer);
os_append_file(LIT("data.txt"), data);
}
}
#endif
if (draw_wireframe) {
draw_line(&r->screen320, vert[0].pos.x, vert[0].pos.y, vert[1].pos.x, vert[1].pos.y);
draw_line(&r->screen320, vert[1].pos.x, vert[1].pos.y, vert[2].pos.x, vert[2].pos.y);
draw_line(&r->screen320, vert[2].pos.x, vert[2].pos.y, vert[0].pos.x, vert[0].pos.y);
}
}
}
}
int main() {
@@ -377,193 +552,68 @@ int main() {
string_push(os.frame_arena, &list, LIT("main.cpp"));
generate_documentation(list, LIT("README.md"));
Obj obj = load_obj(LIT("assets/sponza/sponza_mini.obj"));
//Obj obj = load_obj(LIT("assets/f22.obj"));
ObjMesh *mesh = obj.mesh.e + 1;
F32 speed = 0.01f;
F32 rotation = 405;
Vec3 camera_pos = {0,0,-2};
//Vec3 camera_target = { 300, 200, 0 };
Vec3 camera_target = { 0, 0, 0 };
bool lock_camera_flag = 1;
scenario_name = LIT("assets/f22.obj");
//scenario_name = LIT("assets/AnyConv.com__White.obj");
//scenario_name = LIT("assets/sponza/sponza.obj");
Obj obj = load_obj(scenario_name);
Vec3* vertices = (Vec3 *)obj.vertices.e;
Vec2* tex_coords = (Vec2*)obj.texture_coordinates.e;
Vec3 *normals = (Vec3 *)obj.normals.e;
ObjMesh *mesh = obj.mesh.e;
F32 speed = 5.f;
F32 rotation = 0;
Bitmap img = load_image("assets/bricksx64.png");
int screen_x = 320;
int screen_y = 180;
Bitmap screen320 = {(U32 *)PUSH_SIZE(os.perm_arena, screen_x*screen_y*sizeof(U32)), screen_x, screen_y};
F32* depth320 = (F32 *)PUSH_SIZE(os.perm_arena, sizeof(F32) * screen_x * screen_y);
R_Render r = {};
r.camera_pos = {0,0,-2};
r.screen320 = {(U32 *)PUSH_SIZE(os.perm_arena, screen_x*screen_y*sizeof(U32)), screen_x, screen_y};
r.depth320 = (F32 *)PUSH_SIZE(os.perm_arena, sizeof(F32) * screen_x * screen_y);
r.img = load_image("assets/bricksx64.png");
while (os_game_loop()) {
Mat4 perspective = mat4_perspective(60.f, (F32)os.screen->x, (F32)os.screen->y, 0.1f, 1000.f);
Mat4 camera = mat4_look_at(camera_pos, camera_target, vec3(0, 1, 0));
U32* p = screen320.pixels;
for (int y = 0; y < screen320.y; y++) {
for (int x = 0; x < screen320.x; x++) {
*p++ = 0x33333333;
}
}
F32* dp = depth320;
for (int y = 0; y < screen320.y; y++) {
for (int x = 0; x < screen320.x; x++) {
*dp++ = -FLT_MAX;
}
}
Mat4 transform = mat4_rotation_z(rotation);
transform = transform * mat4_rotation_y(rotation);
r.camera_yaw.x += os.delta_mouse_pos.x * (F32)os.delta_time * 0.2f;
r.camera_yaw.y += os.delta_mouse_pos.y * (F32)os.delta_time * 0.2f;
if (os.key[Key_Escape].pressed) os_quit();
if (os.key[Key_O].down) rotation += 0.05f;
if (os.key[Key_P].down) rotation -= 0.05f;
if (os.key[Key_F1].pressed) draw_rects = !draw_rects;
if (os.key[Key_F2].pressed) draw_wireframe = !draw_wireframe;
if (os.key[Key_A].down) camera_target.x -= speed;
if (os.key[Key_D].down) camera_target.x += speed;
if (os.key[Key_W].down) camera_target.y += speed;
if (os.key[Key_S].down) camera_target.y -= speed;
if (os.key[Key_R].down) camera_pos.z += speed;
if (os.key[Key_F].down) camera_pos.z -= speed;
for (int i = 0; i < mesh->indices.len; i++) {
ObjIndex *index = mesh->indices.e + i;
R_Vertex vert[] = {
{
vertices[index->vertex[0] - 1],
tex_coords[index->tex[0] - 1],
normals[index->normal[0] - 1],
},
{
vertices[index->vertex[1] - 1],
tex_coords[index->tex[1] - 1],
normals[index->normal[1] - 1],
},
{
vertices[index->vertex[2] - 1],
tex_coords[index->tex[2] - 1],
normals[index->normal[2] - 1],
},
};
if (lock_camera_flag) {
camera_pos = vert[0].pos - vec3(0,-100,130);
camera_target = vert[0].pos;
camera = mat4_look_at(camera_pos, camera_target, vec3(0, 1, 0));
lock_camera_flag = 0;
}
//@Note: Transform
for (int j = 0; j < 3; j++) {
vert[j].pos = transform * vert[j].pos;
}
Vec3 p0_to_camera = camera_pos - vert[0].pos;
Vec3 p0_to_p1 = vert[1].pos - vert[0].pos;
Vec3 p0_to_p2 = vert[2].pos - vert[0].pos;
Vec3 normal = normalize(cross(p0_to_p1, p0_to_p2));
Vec3 light_direction = mat4_rotation_y(45) * vec3(0, 0, 1);
F32 light = -dot(normal, light_direction);
light = CLAMP(0.05f, light, 1.f);
if (dot(normal, p0_to_camera) > 0) { //@Note: Backface culling
// @Note: Zfar
B32 vertex_is_outside = false;
Vec3 zfar_normal = vec3(0, 0, -1);
Vec3 zfar_pos = vec3(0, 0, 1000.f);
for (I32 j = 0; j < 3; j++) {
// @Note: Camera
vert[j].pos = camera * vert[j].pos;
// @Note: Skip triangle if even one vertex gets outside the clipping plane
if ((dot(zfar_normal, vert[j].pos - zfar_pos) < 0)) {
vertex_is_outside = true;
break;
}
}
if (vertex_is_outside) {
continue;
}
// @Note: Znear, clip triangles to the near clipping plane
Vec3 znear_normal = vec3(0, 0, 1);
Vec3 znear_pos = vec3(0, 0, 1.f);
struct _R_Vertex {
Vec4 pos;
Vec2 tex;
} in[4];
I32 in_count = 0;
R_Vertex *prev = vert + 2;
R_Vertex *curr = vert;
F32 prev_dot = dot(znear_normal, prev->pos - znear_pos);
F32 curr_dot = 0;
for (int j = 0; j < 3; j++) {
curr_dot = dot(znear_normal, curr->pos - znear_pos);
if (curr_dot * prev_dot < 0) {
F32 t = prev_dot / (prev_dot - curr_dot);
in[in_count].pos = vec4(lerp(prev->pos, curr->pos, t), 1);
in[in_count++].tex = lerp(prev->tex, curr->tex, t);
}
if (curr_dot > 0) {
in[in_count].pos = vec4(vert[j].pos, 1);
in[in_count++].tex = vert[j].tex;
}
prev = curr++;
prev_dot = curr_dot;
}
if (in_count == 0) {
continue;
}
for(I64 j = 0; j < in_count; j++) {
//@Note: Perspective
in[j].pos = perspective * in[j].pos;
in[j].pos.x = in[j].pos.x / in[j].pos.w;
in[j].pos.y = in[j].pos.y / in[j].pos.w;
in[j].pos.z = in[j].pos.z / in[j].pos.w;
//@Note: To pixel space
in[j].pos.x *= screen320.x / 2;
in[j].pos.y *= screen320.y / 2;
in[j].pos.x += screen320.x / 2;
in[j].pos.y += screen320.y / 2;
}
if(os.frame > 60) PROFILE_BEGIN(draw_triangle);
draw_triangle_nearest(&screen320, depth320, &img, light, in[0].pos, in[1].pos, in[2].pos, in[0].tex, in[1].tex, in[2].tex);
if(os.frame > 60) PROFILE_END(draw_triangle);
if (in_count > 3) {
if(os.frame > 60) PROFILE_BEGIN(draw_triangle);
draw_triangle_nearest(&screen320, depth320, &img, light, in[0].pos, in[2].pos, in[3].pos, in[0].tex, in[2].tex, in[3].tex);
if(os.frame > 60) PROFILE_END(draw_triangle);
}
#if 1
ProfileScope *scope = profile_scopes + ProfileScopeName_draw_triangle;
LOCAL_PERSIST B32 profile_flag;
if (!profile_flag && scope->i > 2000) {
profile_flag = 1;
F64 sum = 0;
for (I64 i = 0; i < profile_scopes[ProfileScopeName_draw_triangle].i; i++) {
sum += scope->samples[i];
}
F64 avg = sum / scope->i;
S8 data = string_format(os.frame_arena, "avg:%f\n", avg);
os_append_file(LIT("data.txt"), data);
}
#endif
if (draw_wireframe) {
draw_line(&screen320, vert[0].pos.x, vert[0].pos.y, vert[1].pos.x, vert[1].pos.y);
draw_line(&screen320, vert[1].pos.x, vert[1].pos.y, vert[2].pos.x, vert[2].pos.y);
draw_line(&screen320, vert[2].pos.x, vert[2].pos.y, vert[0].pos.x, vert[0].pos.y);
}
if (os.key[Key_A].down) r.camera_pos.x -= speed * (F32)os.delta_time;
if (os.key[Key_D].down) r.camera_pos.x += speed * (F32)os.delta_time;
if (os.key[Key_W].down) {
r.camera_forward_velocity = r.camera_direction * speed * (F32)os.delta_time;
r.camera_pos = r.camera_pos + r.camera_forward_velocity;
}
if (os.key[Key_S].down) {
r.camera_forward_velocity = r.camera_direction * speed * (F32)os.delta_time;
r.camera_pos = r.camera_pos - r.camera_forward_velocity;
}
if (os.key[Key_R].down) r.camera_pos.y += speed * (F32)os.delta_time;
if (os.key[Key_F].down) r.camera_pos.y -= speed * (F32)os.delta_time;
U32* p = r.screen320.pixels;
for (int y = 0; y < r.screen320.y; y++) {
for (int x = 0; x < r.screen320.x; x++) {
*p++ = 0x33333333;
}
}
F32* dp = r.depth320;
for (int y = 0; y < r.screen320.y; y++) {
for (int x = 0; x < r.screen320.x; x++) {
*dp++ = -FLT_MAX;
}
}
Mat4 camera_rotation = mat4_rotation_y(r.camera_yaw.x) * mat4_rotation_x(r.camera_yaw.y);
r.camera_direction = (camera_rotation * vec4(0,0,1,1)).xyz;
Vec3 target = r.camera_pos + r.camera_direction;
r.camera = mat4_look_at(r.camera_pos, target, vec3(0, 1, 0));
r.projection = mat4_perspective(60.f, (F32)os.screen->x, (F32)os.screen->y, 0.1f, 1000.f);
r.transform = mat4_rotation_z(rotation);
r.transform = r.transform * mat4_rotation_y(rotation);
for (int i = 0; i < obj.mesh.len; i++) {
r_draw_mesh(&r, mesh+i, vertices, tex_coords, normals);
}
// @Note: Draw 320screen to OS screen
U32* ptr = os.screen->pixels;
@@ -571,10 +621,31 @@ int main() {
for (int x = 0; x < os.screen->x; x++) {
F32 u = (F32)x / (F32)os.screen->x;
F32 v = (F32)y / (F32)os.screen->y;
int tx = (int)(u * screen320.x );
int ty = (int)(v * screen320.y );
*ptr++ = screen320.pixels[tx + ty * (screen320.x)];
int tx = (int)(u * r.screen320.x );
int ty = (int)(v * r.screen320.y );
*ptr++ = r.screen320.pixels[tx + ty * (r.screen320.x)];
}
}
}
}
/// ### Resources that helped me build the rasterizer (Might be helpful to you too):
///
/// * Algorithm I used for triangle rasterization by Juan Pineda: https://www.cs.drexel.edu/~david/Classes/Papers/comp175-06-pineda.pdf
/// * Series on making a game from scratch(including a 2D software rasterizer(episode ~82) and 3d gpu renderer) by Casey Muratori: https://hero.handmade.network/episode/code#
/// * Fabian Giessen's "Optimizing Software Occlusion Culling": https://fgiesen.wordpress.com/2013/02/17/optimizing-sw-occlusion-culling-index/
/// * Fabian Giessen's optimized software renderer: https://github.com/rygorous/intel_occlusion_cull/tree/blog/SoftwareOcclusionCulling
/// * Fabian Giessen's javascript triangle rasterizer: https://gist.github.com/rygorous/2486101
/// * Fabian Giessen's C++ triangle rasterizer: https://github.com/rygorous/trirast/blob/master/main.cpp
/// * Joy's Kenneth lectures about computer graphics: https://www.youtube.com/playlist?list=PL_w_qWAQZtAZhtzPI5pkAtcUVgmzdAP8g
/// * Joy's Kenneth article on clipping: https://import.cdn.thinkific.com/167815/JoyKennethClipping-200905-175314.pdf
/// * A bunch of helpful notes and links to resources: https://nlguillemot.wordpress.com/2016/07/10/rasterizer-notes/
/// * Very nice paid course on making a software rasterizer using a scanline method: https://pikuma.com/courses/learn-3d-computer-graphics-programming
/// * Reference for obj loader: https://github.com/tinyobjloader/tinyobjloader/blob/master/tiny_obj_loader.h
/// *
/// *
/// *
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/// ### To read
///
/// * http://ce-publications.et.tudelft.nl/publications/1362_hardware_algorithms_for_tilebased_realtime_rendering.pdf