/* Things to do: OK Drawing triangles OK Drawing cubes and lines for testing OK Y up coordinate system, left handed OK Drawing a cube with perspective OK Culling triangles facing away from camera OK Texture mapping ? Basic math operations on Vec4 Mat4 - Muls, Dot, Cross etc. OK Basic linear transformations - rotation, translation, scaling OK Bilinear filtering of textures / subpixel precison OK Fix the gaps between triangles (it also improved look of triangle edges) * Perspective matrix vs simple perspective * Perspective correct interpolation * Depth buffer * FPS Camera * Reading OBJ files * Rendering multiple objects, queue renderer * Clipping * Optimizations * SIMD * Multithreading * */ #define BILINEAR_BLEND 1 #define PERSPECTIVE_CORRECT_INTERPOLATION 1 #define DRAW_WIREFRAME 1 #include "main.h" #include "platform.h" #include "math.h" #include "stb_image.h" struct Face { int p[3]; Vec2 tex[3]; }; GLOBAL Vec3 cube_vertices[] = { {-1, -1,-1}, {-1, 1, -1}, {1, 1, -1}, {1, -1, -1}, {1, 1, 1}, {1, -1, 1}, {-1, 1, 1}, {-1, -1,1}, }; GLOBAL Face cube_faces[] = { {{1, 2, 3}, {{ 0, 0 }, { 0, 1 }, { 1, 1 }}, }, {{1, 3, 4}, {{ 0, 0 }, { 1, 1 }, { 1, 0 }}, }, {{4, 3, 5}, {{ 0, 0 }, { 0, 1 }, { 1, 1 }}, }, {{4, 5, 6}, {{ 0, 0 }, { 1, 1 }, { 1, 0 }}, }, {{6, 5, 7}, {{ 0, 0 }, { 0, 1 }, { 1, 1 }}, }, {{6, 7, 8}, {{ 0, 0 }, { 1, 1 }, { 1, 0 }}, }, {{8, 7, 2}, {{ 0, 0 }, { 0, 1 }, { 1, 1 }}, }, {{8, 2, 1}, {{ 0, 0 }, { 1, 1 }, { 1, 0 }}, }, {{2, 7, 5}, {{ 0, 0 }, { 0, 1 }, { 1, 1 }}, }, {{2, 5, 3}, {{ 0, 0 }, { 1, 1 }, { 1, 0 }}, }, {{6, 8, 1}, {{ 0, 0 }, { 0, 1 }, { 1, 1 }}, }, {{6, 1, 4}, {{ 0, 0 }, { 1, 1 }, { 1, 0 }}, } }; FUNCTION void DrawRect(Image* dst, float X, float Y, float w, float h, U32 color) { int max_x = (int)(MIN(X + w, dst->x) + 0.5f); int max_y = (int)(MIN(Y + h, dst->y) + 0.5f); int min_x = (int)(MAX(0, X) + 0.5f); int min_y = (int)(MAX(0, Y) + 0.5f); for (int y = min_y; y < max_y; y++) { for (int x = min_x; x < max_x; x++) { dst->pixels[x + (dst->y - 1 - y) * dst->x] = color; } } } FUNCTION void DrawBitmap(Image* dst, Image* src, Vec2 pos) { I64 minx = (I64)(pos.x + 0.5f); I64 miny = (I64)(pos.y + 0.5f); I64 maxx = minx + src->x; I64 maxy = miny + src->y; I64 offsetx = 0; I64 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 (I64 y = miny; y < maxy; y++) { for (I64 x = minx; x < maxx; x++) { I64 tx = x - minx + offsetx; I64 ty = y - miny + offsety; dst->pixels[x + (dst->y - 1 - y) * dst->x] = src->pixels[tx + (src->y - 1 - ty) * src->x]; } } } FUNCTION float EdgeFunction(Vec4 vecp0, Vec4 vecp1, Vec4 p) { float result = (vecp1.y - vecp0.y) * (p.x - vecp0.x) - (vecp1.x - vecp0.x) * (p.y - vecp0.y); return result; } FUNCTION void DrawTriangle(Image* dst, 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))); float max_x1 = (float)(MAX(p0.x, MAX(p1.x, p2.x))); float max_y1 = (float)(MAX(p0.y, MAX(p1.y, p2.y))); I64 min_x = (I64)MAX(0, Floor(min_x1)); I64 min_y = (I64)MAX(0, Floor(min_y1)); I64 max_x = (I64)MIN(dst->x, Ceil(max_x1)); I64 max_y = (I64)MIN(dst->y, Ceil(max_y1)); //@Todo: Fix the proper rounding //@Todo: Determine whether we need subprecision etc float area = EdgeFunction(p0, p1, p2); for (I64 y = min_y; y < max_y; y++) { for (I64 x = min_x; x < max_x; x++) { float edge1 = EdgeFunction(p0, p1, { (float)x,(float)y }); float edge2 = EdgeFunction(p1, p2, { (float)x,(float)y }); float edge3 = EdgeFunction(p2, p0, { (float)x,(float)y }); if (edge1 >= 0 && edge2 >= 0 && edge3 >= 0) { float w1 = edge2 / area; float w2 = edge3 / area; float w3 = edge1 / area; #if PERSPECTIVE_CORRECT_INTERPOLATION float u = tex0.x * (w1 / p0.w) + tex1.x * (w2 / p1.w) + tex2.x * (w3 / p2.w); float v = tex0.y * (w1 / p0.w) + tex1.y * (w2 / p1.w) + tex2.y * (w3 / p2.w); float interpolated_z = (1.f / p0.w) * w1 + (1.f / p1.w) * w2 + (1.f / p2.w) * w3; u /= interpolated_z; v /= 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; 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 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; #endif dst->pixels[x + (dst->y - 1 - y) * dst->x] = color32; } } } 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 void DrawLine(Image *dst, float x0, float y0, float x1, float y1) { float delta_x = (x1 - x0); float delta_y = (y1 - y0); float longest_side_length = (ABS(delta_x) >= ABS(delta_y)) ? ABS(delta_x) : ABS(delta_y); float x_inc = delta_x / (float)longest_side_length; float y_inc = delta_y / (float)longest_side_length; float current_x = (float)x0; float current_y = (float)y0; for (int i = 0; i <= longest_side_length; i++) { int x = (int)(current_x + 0.5f); int y = (int)(current_y + 0.5f); dst->pixels[x + (dst->y - 1 - y) * dst->x] = 0xffffffff; current_x += x_inc; current_y += y_inc; } } int main() { OS_Init({ 1280,720 }); float rotation = 0; Vec3 camera_pos = {0,0,-5}; int x,y,n; unsigned char *data = stbi_load("assets/bricksx64.png", &x, &y, &n, 4); Image img = {(U32 *)data, x, y}; Image screen320 = {(U32 *)malloc(320*180*sizeof(U32)), 140, 140}; while (OS_GameLoop()) { Mat4 perspective = Mat4Perspective(60.f, (float)screen.x, (float)screen.y, 0.1f, 100.f); for (int y = 0; y < screen320.y; y++) { for (int x = 0; x < screen320.x; x++) { screen320.pixels[x + y * screen320.x] = 0; } } #if 0 DrawTriangle(&screen320, &img, { 100,100 }, { 100,400 }, { 400,400 }, { 0,0 }, { 0,1 }, { 1,1 }); DrawTriangle(&screen320, &img, { 100,100 }, { 400,400 }, { 400,100}, { 0,0 }, { 1,1 }, { 1,0 }); #else //DrawBitmap(&screen320, &img, {0,0}); Mat4 transform = Mat4RotationZ(rotation); transform = transform * Mat4RotationX(rotation); if (keydown_a) rotation += 0.05f; if (keydown_b) rotation -= 0.05f; for (int i = 0; i < ARRAY_CAP(cube_faces); i++) { Face* face = cube_faces + i; Vec4 pos[3] = { vec4(cube_vertices[face->p[0] - 1], 1), vec4(cube_vertices[face->p[1] - 1], 1), vec4(cube_vertices[face->p[2] - 1], 1), }; //@Note: Transform for (int j = 0; j < 3; j++) { pos[j] = transform * pos[j]; } //@Note: Cull Vec3 p0_to_camera = camera_pos - pos[0].xyz; Vec3 p0_to_p1 = pos[1].xyz - pos[0].xyz; Vec3 p0_to_p2 = pos[2].xyz - pos[0].xyz; Vec3 normal = Cross(p0_to_p1, p0_to_p2); if (Dot(normal, p0_to_camera) > 0) { for (int j = 0; j < 3; j++) { //@Note: Camera pos[j].xyz = pos[j].xyz - camera_pos; //@Note: Perspective pos[j] = perspective * pos[j]; pos[j].x = pos[j].x / pos[j].w; pos[j].y = pos[j].y / pos[j].w; pos[j].z = pos[j].z / pos[j].w; //@Note: To pixel space pos[j].x *= screen320.x / 2; pos[j].y *= screen320.y / 2; pos[j].x += screen320.x / 2; pos[j].y += screen320.y / 2; } DrawTriangle(&screen320, &img, pos[0], pos[1], pos[2], face->tex[0], face->tex[1], face->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 } } U32* ptr = screen.pixels; for (int y = 0; y < screen.y; y++) { for (int x = 0; x < screen.x; x++) { float u = (float)x / (float)screen.x; float v = (float)y / (float)screen.y; int tx = (int)(u * screen320.x + 0.5f); int ty = (int)(v * screen320.y + 0.5f); U32 pixel = screen320.pixels[tx + ty * (screen320.x)]; // 0xABGR to 0xARGB // b > 24 g > 8 r < 8 *ptr++ = ((pixel & 0xff000000)) | ((pixel & 0x00ff0000) >> 16) | ((pixel & 0x0000ff00)) | ((pixel & 0x000000ff) << 16); } } #endif } }