///////////////////////////////////////////////////////////////////////////////////// /// /// ### Things to do: /// /// - [x] Drawing triangles /// - [x] Drawing cubes and lines for testing /// - [x] Y up coordinate system, left handed /// - [x] Drawing a cube with perspective /// - [x] Culling triangles facing away from camera /// - [x] Texture mapping /// - [x] Basic linear transformations - rotation, translation, scaling /// - [x] Bilinear filtering of textures /// - [x] Nearest filtering /// - [x] Fix the gaps between triangles (it also improved look of triangle edges) /// - [ ] Perspective matrix vs simple perspective /// - [x] Perspective correct interpolation /// - [x] Depth buffer /// - [x] Gamma correct blending - converting to almost linear space /// - [x] Alpha blending /// - [x] Premultiplied alpha /// - [x] Merge with base /// - [ ] Fill convention /// - [ ] Antialiasing (seems like performance gets really bad with this) /// - [x] LookAt Camera /// - [x] FPS Camera /// - [ ] Quarternions for rotations /// - [x] Reading OBJ models /// - [x] Dumping raw obj files /// - [x] Loading raw obj files, big startup speedup! /// - [ ] Reading more OBJ formats /// - [x] Reading OBJ .mtl files /// - [x] Loading materials /// - [x] Rendering textures obj models /// - [x] Reading complex obj models (sponza) /// - [x] Fix sponza uv coordinates - the issue was uv > 1 and uv < 0 /// - [x] Clipping /// - [x] Triagnle rectangle bound clipping /// - [x] A way of culling Z out triangles /// - [x] Simple test z clipping /// - [x] Maybe should clip a triangle on znear zfar plane? /// - [x] Maybe should clip out triangles that are fully z out before draw_triangle /// - [ ] Effects!!! /// - [ ] Outlines /// - [ ] Lightning /// - [ ] Proper normal interpolation /// * `https://hero.handmade.network/episode/code/day101/#105 /// - [ ] Phong /// - [x] diffuse /// - [x] ambient /// - [ ] specular /// * reflecting vectors /// - [ ] Use all materials from OBJ /// - [ ] Point light /// - [ ] Reading PMX files /// - [ ] Rendering multiple objects, queue renderer /// - [x] Simple function to render a mesh /// - [x] Simple profiling tooling /// - [x] Statistics based on profiler data /// - [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. (edge0|edge1|edge2)>=0 /// - [ ] SIMD /// - [ ] Multithreading /// /// - [x] Text rendering /// - [ ] UI /// - [x] Labels /// - [x] Settings variables /// - [x] Signals /// - [ ] Sliders /// - [ ] Groups /// - [x] Gamma correct alpha blending for rectangles and bitmaps /// - [ ] Plotting of profile data /// - [x] Simple scatter plot /// /// /// ### Urgent: /// /// - [ ] Simplify the code, especially for the 2d routines /// - [x] Asset processor as second program /// /// #if 0 #include "tracy/Tracy.hpp" #undef assert #endif #include "multimedia.cpp" #include "profile.cpp" #include "obj.cpp" #include "vec.cpp" struct Vertex { Vec3 pos; Vec2 tex; Vec3 norm; }; struct 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; B32 plot_ready; Bitmap plot; Bitmap screen320; F32 *depth320; }; enum Scene { Scene_F22, Scene_Sponza, Scene_Count, }; global F32 light_rotation = 0; global F32 zfar_value = 100000.f; function Vec4 srgb_to_almost_linear(Vec4 a) { Vec4 result = {a.r*a.r, a.g*a.g, a.b*a.b, a.a}; return result; // @Note: Linear would be to power of 2.2 } function Vec4 almost_linear_to_srgb(Vec4 a) { Vec4 result = { sqrtf(a.r), sqrtf(a.g), sqrtf(a.b), a.a }; return result; } function Vec4 premultiplied_alpha(Vec4 dst, Vec4 src) { Vec4 result; result.r = src.r + ((1-src.a) * dst.r); result.g = src.g + ((1-src.a) * dst.g); result.b = src.b + ((1-src.a) * dst.b); result.a = src.a + dst.a - src.a*dst.a; return result; } function void draw_rect(Bitmap* dst, F32 X, F32 Y, F32 w, F32 h, Vec4 color) { int max_x = (int)(min(X + w, (F32)dst->x) + 0.5f); int max_y = (int)(min(Y + h, (F32)dst->y) + 0.5f); int min_x = (int)(max(0.f, X) + 0.5f); int min_y = (int)(max(0.f, Y) + 0.5f); color.rgb *= color.a; color = srgb_to_almost_linear(color); for (int y = min_y; y < max_y; y++) { for (int x = min_x; x < max_x; x++) { U32 *dst_pixel = dst->pixels + (x + y * dst->x); Vec4 dstc = srgb_to_almost_linear(vec4abgr(*dst_pixel)); dstc = premultiplied_alpha(dstc, color); U32 color32 = vec4_to_u32abgr(almost_linear_to_srgb(dstc)); *dst_pixel = color32; } } } function void draw_bitmap(Bitmap *dst, Bitmap *src, Vec2 pos){ S64 minx = (S64)(pos.x + 0.5); S64 miny = (S64)(pos.y + 0.5); S64 maxx = minx + src->x; S64 maxy = miny + src->y; S64 offsetx = 0; S64 offsety = 0; if (maxx > dst->x) { maxx = dst->x; } if (maxy > dst->y) { maxy = dst->y; } if (minx < 0) { offsetx = -minx; minx = 0; } if (miny < 0) { offsety = -miny; miny = 0; } for (S64 y = miny; y < maxy; y++) { for (S64 x = minx; x < maxx; x++) { S64 tx = x - minx + offsetx; S64 ty = y - miny + offsety; U32 *dst_pixel = dst->pixels + (x + y * dst->x); U32 *pixel = src->pixels + (tx + ty * src->x); Vec4 result_color = srgb_to_almost_linear(vec4abgr(*pixel)); Vec4 dst_color = srgb_to_almost_linear(vec4abgr(*dst_pixel)); result_color = premultiplied_alpha(dst_color, result_color); result_color = almost_linear_to_srgb(result_color); U32 color32 = vec4_to_u32abgr(result_color); *dst_pixel = color32; } } } function void draw_bitmap(Bitmap* dst, Bitmap* src, Vec2 pos, Vec2 size) { S64 minx = (S64)(pos.x + 0.5); S64 miny = (S64)(pos.y + 0.5); S64 maxx = minx + (S64)(size.x + 0.5f); S64 maxy = miny + (S64)(size.y + 0.5f); S64 offsetx = 0; S64 offsety = 0; maxx = clamp_top(maxx, (S64)dst->x); maxy = clamp_top(maxy, (S64)dst->y); if (minx < 0) { offsetx = -minx; minx = 0; } if (miny < 0) { offsety = -miny; miny = 0; } F32 distx = (F32)(maxx - minx); F32 disty = (F32)(maxy - miny); for (S64 y = miny; y < maxy; y++) { for (S64 x = minx; x < maxx; x++) { F32 u = (F32)(x - minx) / distx; F32 v = (F32)(y - miny) / disty; S64 tx = (S64)(u * src->x + 0.5f); S64 ty = (S64)(v * src->y + 0.5f); U32 *dst_pixel = dst->pixels + (x + y * dst->x); U32 *pixel = src->pixels + (tx + ty * src->x); Vec4 result_color = srgb_to_almost_linear(vec4abgr(*pixel)); Vec4 dst_color = srgb_to_almost_linear(vec4abgr(*dst_pixel)); result_color = premultiplied_alpha(dst_color, result_color); result_color = almost_linear_to_srgb(result_color); U32 color32 = vec4_to_u32abgr(result_color); *dst_pixel = color32; } } } function Vec4 base_string(Bitmap *dst, Font *font, String word, Vec2 pos, B32 draw) { Vec2 og_position = pos; F32 max_x = pos.x; for (U64 i = 0; i < word.len; i++) { if (word.str[i] == ' ') { FontGlyph* g = &font->glyphs['_' - '!']; pos.x += g->xadvance; if (pos.x > max_x) max_x = pos.x; } else if (word.str[i] == '\n') { pos.y -= font->line_advance; pos.x = og_position.x; } else if((word.str[i] >= '!' && word.str[i] <= 127)){ FontGlyph* g = &font->glyphs[word.str[i] - '!']; if(draw) draw_bitmap(dst, &g->bitmap, pos - g->bitmap.align); pos.x += g->xadvance; if (pos.x > max_x) max_x = pos.x; } } Vec4 rect = vec4(og_position.x, pos.y, max_x - og_position.x, og_position.y - pos.y + font->line_advance); return rect; } function Vec4 draw_string(Bitmap *dst, Font *font, String word, Vec2 pos) { return base_string(dst, font, word, pos, true); } function Vec4 get_string_rect(Font *font, String word, Vec2 pos) { return base_string(0, font, word, pos, false); } function F32 edge_function(Vec4 vecp0, Vec4 vecp1, Vec4 p) { F32 result = (vecp1.y - vecp0.y) * (p.x - vecp0.x) - (vecp1.x - vecp0.x) * (p.y - vecp0.y); return result; } // #include "optimization_log.cpp" function void draw_triangle_nearest(Bitmap* dst, F32 *depth_buffer, Bitmap *src, Vec3 light_direction, Vec4 p0, Vec4 p1, Vec4 p2, Vec2 tex0, Vec2 tex1, Vec2 tex2, Vec3 norm0, Vec3 norm1, Vec3 norm2) { if(src->pixels == 0) return; PROFILE_SCOPE(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))); F32 max_y1 = (F32)(max(p0.y, max(p1.y, p2.y))); S64 min_x = (S64)max(0.f, floor(min_x1)); S64 min_y = (S64)max(0.f, floor(min_y1)); S64 max_x = (S64)min((F32)dst->x, ceil(max_x1)); S64 max_y = (S64)min((F32)dst->y, ceil(max_y1)); if (min_y >= max_y) return; if (min_x >= max_x) return; F32 dy10 = (p1.y - p0.y); F32 dy21 = (p2.y - p1.y); F32 dy02 = (p0.y - p2.y); F32 dx10 = (p1.x - p0.x); F32 dx21 = (p2.x - p1.x); F32 dx02 = (p0.x - p2.x); F32 C0 = dy10 * (p0.x) - dx10 * (p0.y); F32 C1 = dy21 * (p1.x) - dx21 * (p1.y); F32 C2 = dy02 * (p2.x) - dx02 * (p2.y); F32 Cy0 = dy10 * min_x - dx10 * min_y - C0; F32 Cy1 = dy21 * min_x - dx21 * min_y - C1; F32 Cy2 = dy02 * min_x - dx02 * min_y - C2; Vec8I var07i = vec8i(0,1,2,3,4,5,6,7); Vec8 var07 = vec8(0,1,2,3,4,5,6,7); Vec8 Dy10 = vec8(dy10) * var07; Vec8 Dy21 = vec8(dy21) * var07; Vec8 Dy02 = vec8(dy02) * var07; Vec8 w0, w1, w2, invw0, invw1, invw2, u, v, interpolated_w; Vec8I ui, vi; U32 *destination = dst->pixels + dst->x*min_y; F32 area = (p1.y - p0.y) * (p2.x - p0.x) - (p1.x - p0.x) * (p2.y - p0.y); Vec8 area8 = vec8(area); for (S64 y = min_y; y < max_y; y++) { Vec8 Cx0 = vec8(Cy0); Vec8 Cx1 = vec8(Cy1); Vec8 Cx2 = vec8(Cy2); for (S64 x8 = min_x; x8 < max_x; x8+=8) { PROFILE_SCOPE(fill_triangle_outer); Cx0 = vec8(Cx0[7]) + Dy10; Cx1 = vec8(Cx1[7]) + Dy21; Cx2 = vec8(Cx2[7]) + Dy02; Vec8 should_fill; { Vec8 a = (vec8(x8) + var07); Vec8 b = vec8(max_x); should_fill = a < b; should_fill = should_fill & (Cx0 >= vec8(0) & Cx1 >= vec8(0) & Cx2 >= vec8(0)); } w0 = Cx1 / area8; w1 = Cx2 / area8; w2 = Cx0 / area8; // @Note: We could do: interpolated_w = 1.f / interpolated_w to get proper depth // but why waste an instruction, the smaller the depth value the farther the object interpolated_w = vec8(1.f / p0.w) * w0 + vec8(1.f / p1.w) * w1 + vec8(1.f / p2.w) * w2; F32 *depth_pointer = (depth_buffer + (x8 + y * dst->x)); Vec8 depth = loadu8(depth_pointer); should_fill = should_fill & (depth < interpolated_w); invw0 = (w0 / vec8(p0.w)); invw1 = (w1 / vec8(p1.w)); invw2 = (w2 / vec8(p2.w)); u = vec8(tex0.x) * invw0 + vec8(tex1.x) * invw1 + vec8(tex2.x) * invw2; v = vec8(tex0.y) * invw0 + vec8(tex1.y) * invw1 + vec8(tex2.y) * invw2; u /= interpolated_w; v /= interpolated_w; u = u - floor8(u); v = v - floor8(v); u = u * vec8(src->x - 1); v = v * vec8(src->y - 1); ui = convert_vec8_to_vec8i(u); vi = convert_vec8_to_vec8i(v); // Origin UV (0,0) is in bottom left _mm256_maskstore_epi32((int *)depth_pointer, should_fill.simd, interpolated_w.simd); Vec8I indices = ui + ((vec8i(src->y) - vec8i(1) - vi) * vec8i(src->x)); U32 *pixel[8] = { src->pixels + indices.e[0], src->pixels + indices.e[1], src->pixels + indices.e[2], src->pixels + indices.e[3], src->pixels + indices.e[4], src->pixels + indices.e[5], src->pixels + indices.e[6], src->pixels + indices.e[7], }; U32 *dst_pixel = destination + x8; for(S64 i = 0; i < 8; i++){ if (should_fill[i]){ PROFILE_SCOPE(fill_triangle_after_depth_test); Vec4 result_color; { U32 c = *pixel[i]; F32 a = ((c & 0xff000000) >> 24) / 255.f; F32 b = ((c & 0x00ff0000) >> 16) / 255.f; F32 g = ((c & 0x0000ff00) >> 8) / 255.f; F32 r = ((c & 0x000000ff) >> 0) / 255.f; r*=r; g*=g; b*=b; result_color = { r,g,b,a }; } Vec4 dst_color; { U32 c = dst_pixel[i]; F32 a = ((c & 0xff000000) >> 24) / 255.f; F32 b = ((c & 0x00ff0000) >> 16) / 255.f; F32 g = ((c & 0x0000ff00) >> 8) / 255.f; F32 r = ((c & 0x000000ff) >> 0) / 255.f; r*=r; g*=g; b*=b; dst_color = { r,g,b,a }; } #if 0 Vec3 light_color = vec3(0.8,0.8,1); constexpr F32 ambient_strength = 0.1f; { Vec3 ambient = ambient_strength * light_color; Vec3 diffuse = clamp_bot(0.f, -dot(norm, light_direction)) * light_color; result_color.rgb *= (ambient+diffuse); } #endif // Premultiplied alpha { result_color.r = result_color.r + ((1-result_color.a) * dst_color.r); result_color.g = result_color.g + ((1-result_color.a) * dst_color.g); result_color.b = result_color.b + ((1-result_color.a) * dst_color.b); result_color.a = result_color.a + dst_color.a - result_color.a*dst_color.a; } // Almost linear to srgb { result_color.r = sqrtf(result_color.r); result_color.g = sqrtf(result_color.g); result_color.b = sqrtf(result_color.b); } U32 color32; { U8 red = (U8)(result_color.r * 255); U8 green = (U8)(result_color.g * 255); U8 blue = (U8)(result_color.b * 255); U8 alpha = (U8)(result_color.a * 255); color32 = (U32)(alpha << 24 | blue << 16 | green << 8 | red << 0); } dst_pixel[i] = color32; } } } Cy0 -= dx10; Cy1 -= dx21; Cy2 -= dx02; destination += dst->x; } } function void draw_mesh(Render *r, String scene_name, Obj_Material *materials, Obj_Mesh *mesh, Vec3 *vertices, Vec2 *tex_coords, Vec3 *normals) { // ZoneNamedN(m, "draw_all_meshes", true); PROFILE_SCOPE(draw_all_meshes); for (int i = 0; i < mesh->indices.len; i++) { PROFILE_SCOPE(draw_set_of_mesh_indices); // ZoneNamedN(m, "draw_single_mesh", true); Obj_Index *index = mesh->indices.data + i; Bitmap *image = &r->img; if(index->material_id != -1) { Obj_Material *material = materials + index->material_id; // @Todo: No size info from OBJ things, this stuff needs a bit of refactor // Need to figure out how to accomodate multiple possible formats of input etc. if(material->texture_ambient.pixels) { image = &material->texture_ambient; } } 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_x(light_rotation) * vec3(0, 0, 1); 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 against 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, zfar_value); for (S32 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 _Vertex { Vec4 pos; Vec2 tex; Vec3 norm; } in[4]; S32 in_count = 0; Vertex *prev = vert + 2; 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); in[in_count].norm = lerp(prev->norm, curr->norm, t); in_count += 1; } if (curr_dot > 0) { in[in_count].pos = vec4(vert[j].pos, 1); in[in_count].tex = vert[j].tex; in[in_count++].norm = vert[j].norm; } prev = curr++; prev_dot = curr_dot; } if (in_count == 0) { continue; } for(S64 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, image, light_direction, in[0].pos, in[1].pos, in[2].pos, in[0].tex, in[1].tex, in[2].tex, in[0].norm, in[1].norm, in[2].norm); if (in_count > 3) { draw_triangle_nearest(&r->screen320, r->depth320, image, light_direction, in[0].pos, in[2].pos, in[3].pos, in[0].tex, in[2].tex, in[3].tex, in[0].norm, in[2].norm, in[3].norm); } } } } #include "ui.cpp" global F32 speed = 100.f; global F32 rotation = 0; global Obj *f22; global Obj *sponza; global Obj *obj; global Render r = {}; global Scene scene = Scene_Sponza; function UI_SIGNAL_CALLBACK(scene_callback) { switch(scene) { case Scene_F22: { speed = 1; r.camera_pos = vec3(0,0,-2); obj = f22; } break; case Scene_Sponza: { speed = 100; r.camera_pos = vec3(-228,94.5,-107); r.camera_yaw = vec2(-1.25, 0.21); obj = sponza; } break; case Scene_Count: invalid_default_case; } scene = (Scene)(((int)scene + 1) % Scene_Count); } FILE *global_file; function void windows_log(Log_Kind kind, String string, char *file, int line){ fprintf(global_file, "%s", string.str); } int main(int argc, char **argv) { global_file = fopen("perfclocks.txt", "a"); thread_ctx.log_proc = windows_log; fprintf(global_file, "\n---------------------"); os.window_size.x = 1280; os.window_size.y = 720; os.window_resizable = 1; assert(os_init()); Font font = os_load_font(os.perm_arena, 12*os.dpi_scale, "Arial", 0); f22 = load_obj_dump(os.perm_arena, "plane.bin"_s); sponza = load_obj_dump(os.perm_arena, "sponza.bin"_s); // Obj sponza_obj = load_obj(&os_process_heap, "assets/sponza/sponza.obj"_s); // sponza = &sponza_obj; scene_callback(); int screen_x = 1280; int screen_y = 720; r.camera_pos = vec3(-228,94.5,-107); r.camera_yaw = vec2(-1.25, 0.21); r.screen320 = {(U32 *)arena_push_size(os.perm_arena, screen_x*screen_y*sizeof(U32)), screen_x, screen_y}; r.depth320 = (F32 *)arena_push_size(os.perm_arena, sizeof(F32) * screen_x * screen_y); String frame_data = {}; UISetup setup[] = { UI_SIGNAL("Change scene"_s, scene_callback), UI_LABEL(&frame_data), UI_LABEL(&os.text), }; UI ui = ui_make(setup, buff_cap(setup)); B32 ui_mouse_lock = true; while (os_game_loop()) { PROFILE_SCOPE(main_loop); if (ui_mouse_lock == false) { r.camera_yaw.x += os.delta_mouse_pos.x * 0.01f; r.camera_yaw.y -= os.delta_mouse_pos.y * 0.01f; } if (os.key[Key_Escape].pressed) os_quit(); if (os.key[Key_O].down) light_rotation += 0.05f; if (os.key[Key_P].down) light_rotation -= 0.05f; if (os.key[Key_F2].pressed) { ui_mouse_lock = !ui_mouse_lock; os_show_cursor(!os.cursor_visible); } 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; // Clear screen and depth buffer 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++ = -F32MAX; } } 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, 1.f, zfar_value); r.transform = mat4_rotation_z(rotation); r.transform = r.transform * mat4_rotation_y(rotation); for (int i = 0; i < obj->mesh.len; i++) { PROFILE_SCOPE(draw_all_meshes); Vec2* tex_coords = (Vec2*)obj->texture_coordinates.data; Vec3 *normals = (Vec3 *)obj->normals.data; Obj_Mesh *mesh = obj->mesh.data; Vec3* vertices = (Vec3 *)obj->vertices.data; draw_mesh(&r, obj->name, obj->materials.data, mesh+i, vertices, tex_coords, normals); } // @Note: Draw 320screen to OS screen U32* ptr = os.screen->pixels; for (int y = 0; y < os.screen->y; y++) { 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 * r.screen320.x ); int ty = (int)(v * r.screen320.y ); *ptr++ = r.screen320.pixels[tx + ty * (r.screen320.x)]; } } ui_end_frame(os.screen, &ui, &font); frame_data = string_fmt(os.frame_arena, "FPS:%f dt:%f frame:%u camera_pos: %f %f %f camera_yaw: %f %f", os.fps, os.delta_time, os.frame, r.camera_pos.x, r.camera_pos.y, r.camera_pos.z, r.camera_yaw.x, r.camera_yaw.y); for(int i = 0; i < ProfileScopeName_Count; i++){ auto *scope = &profile_scopes[i]; if(scope->i == 0) continue; U64 total = 0; for(int i = 0; i < scope->i; i++){ total += scope->samples[i]; } log_info("\n%s :: Total: %llu Hits: %llu, Avg: %llu", profile_scope_names[i], total, (U64)scope->i, total / scope->i); scope->i = 0; } } } ///////////////////////////////////////////////////////////////////////////////////// /// ### Resources that helped me build the rasterizer (Might be helpful to you too): /// /// * Algorithm I used for triangle rasterization by Juan Pineda is described in paper called "A Parallel Algorithm for Polygon Rasterization" /// * Casey Muratori's series on making a game from scratch(including a 2D software rasterizer(episode ~82) and 3d gpu renderer): 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 /// /// ### To read /// /// * http://ce-publications.et.tudelft.nl/publications/1362_hardware_algorithms_for_tilebased_realtime_rendering.pdf