Merge with base
This commit is contained in:
103
main.cpp
103
main.cpp
@@ -15,7 +15,9 @@ OK Depth buffer
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KINDA_OK Gamma correct blending
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OK Alpha blending??
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OK Premultiplied alpha???
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OK Merge with base
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* Lightning
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OK GLOBAL Ilumination
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* LookAt Camera
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* FPS Camera
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OK Reading OBJ files
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@@ -31,38 +33,25 @@ OK Reading OBJ files
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* Gamma correct and alpha blending
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*/
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/* What a codebase needs:
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* Macros for debug, release, slow, fast builds, where debug - tooling, slow - enable asserts
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* Macros for OS, Compiler, Architecture
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* Nice way of outputing visible error messages
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* FatalError and Assert function for release builds with an error message, Debug Assert with error message for slow builds
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*
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*/
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#define OS_WINDOWS 1
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#define PERSPECTIVE_CORRECT_INTERPOLATION 1
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#define BILINEAR_BLEND 1
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#define GAMMA_CORRECT_BLENDING 1
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#define PREMULTIPLIED_ALPHA_BLENDING 1
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#define _CRT_SECURE_NO_WARNINGS
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#include "main.h"
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#include "platform.h"
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#define PLATFORM
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#include "base.h"
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#include "math.h"
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#include "stb_image.h"
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#include "objparser.h"
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#include <float.h>
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GLOBAL OS os = {};
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//GLOBAL OS os = {};
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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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int p[3];
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Vec2 tex[3];
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};
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FUNCTION
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void draw_rect(Image* dst, float X, float Y, float w, float h, U32 color) {
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void draw_rect(Bitmap* dst, float X, float Y, float w, float h, U32 color) {
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int max_x = (int)(MIN(X + w, dst->x) + 0.5f);
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int max_y = (int)(MIN(Y + h, dst->y) + 0.5f);
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int min_x = (int)(MAX(0, X) + 0.5f);
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@@ -89,12 +78,12 @@ Vec4 srgb_to_almost_linear(Vec4 a) {
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FUNCTION
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Vec4 almost_linear_to_srgb(Vec4 a) {
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Vec4 result = { sqrt(a.r), sqrt(a.g), sqrt(a.b), a.a };
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Vec4 result = { sqrtf(a.r), sqrtf(a.g), sqrtf(a.b), a.a };
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return result;
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}
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FUNCTION
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void draw_bitmap(Image* dst, Image* src, Vec2 pos) {
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void draw_bitmap(Bitmap* dst, Bitmap* src, Vec2 pos) {
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I64 minx = (I64)(pos.x + 0.5);
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I64 miny = (I64)(pos.y + 0.5);
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I64 maxx = minx + src->x;
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@@ -130,14 +119,14 @@ FUNCTION
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result_color.b = result_color.b + (1-result_color.a) * dst_color.b;
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result_color.a = result_color.a + dst_color.a - result_color.a*dst_color.a;
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result_color = almost_linear_to_srgb(result_color);
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U32 color32 = color_to_u32abgr(result_color);
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U32 color32 = vec4_to_u32abgr(result_color);
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*dst_pixel = color32;
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}
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}
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}
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FUNCTION
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void draw_triangle(Image* dst, float *depth_buffer, Image *src, float light,
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void draw_triangle(Bitmap* dst, float *depth_buffer, Bitmap *src, float light,
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Vec4 p0, Vec4 p1, Vec4 p2,
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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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@@ -216,7 +205,7 @@ void draw_triangle(Image* dst, float *depth_buffer, Image *src, float light,
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result_color = almost_linear_to_srgb(result_color);
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//ASSERT(result_color.r <= 1 && result_color.g <= 1 && result_color.b <= 1);
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#endif // GAMMA_CORRECT_BLENDING
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U32 color32 = color_to_u32abgr(result_color);
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U32 color32 = vec4_to_u32abgr(result_color);
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#else // BILINEAR_BLEND
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Vec4 result_color = srgb_to_almost_linear(vec4abgr(*pixel));
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Vec4 dst_color = srgb_to_almost_linear(vec4abgr(*dst_pixel));
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@@ -225,7 +214,7 @@ void draw_triangle(Image* dst, float *depth_buffer, Image *src, float light,
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result_color.b = result_color.b + (1-result_color.a) * dst_color.b;
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result_color.a = result_color.a + dst_color.a - result_color.a*dst_color.a;
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result_color = almost_linear_to_srgb(result_color);
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U32 color32 = color_to_u32abgr(result_color);
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U32 color32 = vec4_to_u32abgr(result_color);
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#endif // BILINEAR_BLEND
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*dst_pixel = color32;
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@@ -241,7 +230,7 @@ void draw_triangle(Image* dst, float *depth_buffer, Image *src, float light,
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}
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FUNCTION
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void draw_line(Image *dst, float x0, float y0, float x1, float y1) {
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void draw_line(Bitmap *dst, float x0, float y0, float x1, float y1) {
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float delta_x = (x1 - x0);
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float delta_y = (y1 - y0);
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float longest_side_length = (ABS(delta_x) >= ABS(delta_y)) ? ABS(delta_x) : ABS(delta_y);
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@@ -264,20 +253,25 @@ struct FaceA {
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int normal[3];
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};
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FN void null_terminate(Arena *arena) {
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PUSH_SIZE(arena, 1);
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}
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FUNCTION
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Obj load_obj(const char* file) {
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char* data = os.read_file(file);
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Obj load_obj(S8 file) {
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Scratch scratch;
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S8 data = os_read_file(scratch, file).error_is_fatal();
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null_terminate(scratch);
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char* memory = (char*)malloc(100000);
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Obj result = obj::parse(memory, 100000, data);
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free(data);
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Obj result = obj::parse(memory, 100000, (char *)data.str);
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return result;
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}
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FUNCTION
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Image load_image(const char* path) {
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Bitmap load_image(const char* path) {
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int x, y, n;
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unsigned char* data = stbi_load(path, &x, &y, &n, 4);
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Image result = { (U32*)data, x, y };
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Bitmap result = { (U32*)data, x, y };
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#if PREMULTIPLIED_ALPHA_BLENDING
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U32 *p = result.pixels;
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for (int Y = 0; Y < y; Y++) {
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@@ -286,7 +280,7 @@ Image load_image(const char* path) {
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color.r *= color.a;
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color.g *= color.a;
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color.b *= color.a;
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*p++ = color_to_u32abgr(color);
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*p++ = vec4_to_u32abgr(color);
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}
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}
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#endif
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@@ -295,25 +289,28 @@ Image load_image(const char* path) {
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int main() {
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obj::test();
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os.init({ 1280,720 });
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os.window_size.x = 1280;
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os.window_size.y = 720;
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os_init();
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os_init_software_render();
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float rotation = 0;
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Vec3 camera_pos = {0,0,-5};
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Obj obj = load_obj("assets/f22.obj");
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Obj obj = load_obj(LIT("assets/f22.obj"));
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Vec3* vertices = (Vec3 *)obj.vertices;
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Vec2* tex_coords = (Vec2*)obj.texture;
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Vec3 *normals = (Vec3 *)obj.normals;
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FaceA* faces = (FaceA*)obj.indices;
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I64 face_count = obj.indices_count;
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Image img = load_image("assets/bricksx64.png");
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Bitmap img = load_image("assets/bricksx64.png");
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int screen_x = 320;
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int screen_y = 180;
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Image screen320 = {(U32 *)malloc(screen_x*screen_y*sizeof(U32)), screen_x, screen_y};
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Bitmap screen320 = {(U32 *)malloc(screen_x*screen_y*sizeof(U32)), screen_x, screen_y};
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float* depth320 = (float *)malloc(sizeof(float) * screen_x * screen_y);
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while (os.game_loop()) {
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Mat4 perspective = make_matrix_perspective(60.f, (float)os.screen.x, (float)os.screen.y, 0.1f, 100.f);
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while (os_game_loop()) {
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Mat4 perspective = make_matrix_perspective(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 x = 0; x < screen320.x; x++) {
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@@ -329,10 +326,11 @@ int main() {
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Mat4 transform = make_matrix_rotation_z(rotation);
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transform = transform * make_matrix_rotation_x(rotation);
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if (os.keydown_a) rotation += 0.05f;
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if (os.keydown_b) rotation -= 0.05f;
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if (os.keydown_f1) draw_rects = !draw_rects;
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if (os.keydown_f2) draw_wireframe = !draw_wireframe;
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if (os.key[Key_Escape].pressed) os.quit = true;
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if (os.key[Key_O].down) rotation += 0.05f;
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if (os.key[Key_P].down) rotation -= 0.05f;
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if (os.key[Key_F1].pressed) draw_rects = !draw_rects;
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if (os.key[Key_F2].pressed) draw_wireframe = !draw_wireframe;
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for (int i = 0; i < face_count; i++) {
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FaceA* face = faces + i;
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Vec4 pos[3] = {
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@@ -345,6 +343,11 @@ int main() {
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tex_coords[face->tex[1] - 1],
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tex_coords[face->tex[2] - 1],
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};
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Vec3 norm[3] = {
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normals[face->normal[0] - 1],
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normals[face->normal[1] - 1],
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normals[face->normal[2] - 1],
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};
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//@Note: Transform
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for (int j = 0; j < 3; j++) {
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@@ -356,7 +359,7 @@ int main() {
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Vec3 p0_to_p2 = pos[2].xyz - pos[0].xyz;
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Vec3 normal = normalize(cross(p0_to_p1, p0_to_p2));
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float light = -dot(normal, vec3(0,1,0));
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light = CLAMP(0.05, light, 1);
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light = CLAMP(0.05f, light, 1.f);
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if (dot(normal, p0_to_camera) > 0) {
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for (int j = 0; j < 3; j++) {
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//@Note: Camera
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@@ -388,13 +391,13 @@ int main() {
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}
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// @Note: Draw 320screen to OS screen
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U32* ptr = os.screen.pixels;
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for (int y = 0; y < os.screen.y; y++) {
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for (int x = 0; x < os.screen.x; x++) {
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float u = (float)x / (float)os.screen.x;
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float v = (float)y / (float)os.screen.y;
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int tx = (int)(u * screen320.x + 0.5f);
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int ty = (int)(v * screen320.y + 0.5f);
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U32* ptr = screen->pixels;
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for (int y = 0; y < screen->y; y++) {
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for (int x = 0; x < screen->x; x++) {
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float u = (float)x / (float)screen->x;
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float v = (float)y / (float)screen->y;
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int tx = (int)(u * screen320.x );
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int ty = (int)(v * screen320.y );
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*ptr++ = screen320.pixels[tx + ty * (screen320.x)];
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}
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}
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