/* 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 OK Perspective correct interpolation OK Depth buffer KINDA_OK Gamma correct blending * Alpha blending?? * Premultiplied alpha??? * Lightning * LookAt Camera * FPS Camera OK Reading OBJ files * Reading PMX files * Rendering multiple objects, queue renderer * Clipping * Optimizations * SIMD * Multithreading * * Text rendering * Basic UI * Gamma correct and alpha blending */ /* What a codebase needs: * Macros for debug, release, slow, fast builds, where debug - tooling, slow - enable asserts * Macros for OS, Compiler, Architecture * Nice way of outputing visible error messages * FatalError and Assert function for release builds with an error message, Debug Assert with error message for slow builds * */ #define OS_WINDOWS 1 #define PERSPECTIVE_CORRECT_INTERPOLATION 1 #define BILINEAR_BLEND 1 #define GAMMA_CORRECT_BLENDING 1 #define PREMULTIPLIED_ALPHA_BLENDING 1 #define _CRT_SECURE_NO_WARNINGS #include "main.h" #include "platform.h" #include "math.h" #include "stb_image.h" #include "objparser.h" #include GLOBAL OS os = {}; GLOBAL bool draw_rects = 0; GLOBAL bool draw_wireframe = 0; 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 draw_rect(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 + y * dst->x] = color; } } } FUNCTION void draw_bitmap(Image* dst, Image* src, Vec2 pos) { I64 minx = (I64)(pos.x + 0.5); I64 miny = (I64)(pos.y + 0.5); 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 + y * dst->x] = src->pixels[tx + ty * src->x]; } } } FUNCTION float edge_function(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 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 = { sqrt(a.r), sqrt(a.g), sqrt(a.b), a.a }; return result; } FUNCTION void draw_triangle(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))); 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)); float area = edge_function(p0, p1, p2); for (I64 y = min_y; y < max_y; y++) { for (I64 x = min_x; x < max_x; x++) { float edge1 = edge_function(p0, p1, { (float)x,(float)y }); float edge2 = edge_function(p1, p2, { (float)x,(float)y }); float edge3 = edge_function(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; float interpolated_z = (1.f / p0.w) * w1 + (1.f / p1.w) * w2 + (1.f / p2.w) * w3; #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); 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 // @Note: We could do: interpolated_z = 1.f / interpolated_z to get proper depth // but why waste an instruction, the smaller the depth value the farther the object 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); U32 *dst_pixel = dst->pixels + (x + y * dst->x); #if BILINEAR_BLEND Vec4 pixelx1y1 = vec4abgr(*pixel); Vec4 pixelx2y1 = vec4abgr(*(pixel + 1)); Vec4 pixelx1y2 = vec4abgr(*(pixel - src->x)); Vec4 pixelx2y2 = vec4abgr(*(pixel + 1 - src->x)); #if GAMMA_CORRECT_BLENDING pixelx1y1 = srgb_to_almost_linear(pixelx1y1); pixelx2y1 = srgb_to_almost_linear(pixelx2y1); pixelx1y2 = srgb_to_almost_linear(pixelx1y2); pixelx2y2 = srgb_to_almost_linear(pixelx2y2); #endif // GAMMA_CORRECT_BLENDING Vec4 blendx1 = lerp(pixelx1y1, pixelx2y1, udiff); Vec4 blendx2 = lerp(pixelx1y2, pixelx2y2, udiff); Vec4 result_color = lerp(blendx1, blendx2, vdiff); #if PREMULTIPLIED_ALPHA_BLENDING Vec4 dst_color = vec4abgr(*dst_pixel); #if GAMMA_CORRECT_BLENDING dst_color = srgb_to_almost_linear(dst_color); #endif 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; #endif // PREMULTIPLIED_ALPHA_BLENDING #if GAMMA_CORRECT_BLENDING result_color = almost_linear_to_srgb(result_color); ASSERT(result_color.r <= 1 && result_color.g <= 1 && result_color.b <= 1); #endif // GAMMA_CORRECT_BLENDING U32 color32 = color_to_u32abgr(result_color); #else // BILINEAR_BLEND U32 color32 = *pixel; #endif // BILINEAR_BLEND *dst_pixel = color32; } } } } if (draw_rects) { draw_rect(dst, p0.x-4, p0.y-4, 8,8, 0x00ff0000); draw_rect(dst, p1.x-4, p1.y-4, 8,8, 0x0000ff00); draw_rect(dst, p2.x-4, p2.y-4, 8,8, 0x000000ff); } } FUNCTION void draw_line(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 + y * dst->x] = 0xffffffff; current_x += x_inc; current_y += y_inc; } } struct FaceA { int vertex[3]; int tex[3]; int normal[3]; }; FUNCTION Obj load_obj(const char* file) { char* data = os.read_file(file); char* memory = (char*)malloc(100000); Obj result = obj::parse(memory, 100000, data); free(data); return result; } FUNCTION Image load_image(const char* path) { int x, y, n; unsigned char* data = stbi_load(path, &x, &y, &n, 4); Image result = { (U32*)data, x, y }; #if PREMULTIPLIED_ALPHA_BLENDING U32 *p = result.pixels; for (int Y = 0; Y < y; Y++) { for (int X = 0; X < x; X++) { Vec4 color = vec4abgr(*p); color.r *= color.a; color.g *= color.a; color.b *= color.a; *p++ = color_to_u32abgr(color); } } #endif return result; } int main() { obj::test(); os.init({ 1280,720 }); float rotation = 0; Vec3 camera_pos = {0,0,-5}; Obj obj = load_obj("assets/f22.obj"); Vec3* vertices = (Vec3 *)obj.vertices; Vec2* tex_coords = (Vec2*)obj.texture; FaceA* faces = (FaceA*)obj.indices; I64 face_count = obj.indices_count; Image img = load_image("assets/bricksx64.png"); int screen_x = 320; int screen_y = 60; Image screen320 = {(U32 *)malloc(screen_x*screen_y*sizeof(U32)), screen_x, screen_y}; float* depth320 = (float *)malloc(sizeof(float) * screen_x * screen_y); while (os.game_loop()) { Mat4 perspective = make_matrix_perspective(60.f, (float)os.screen.x, (float)os.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++) { *p++ = 0x44444444; } } float* dp = depth320; for (int y = 0; y < screen320.y; y++) { for (int x = 0; x < screen320.x; x++) { *dp++ = -FLT_MAX; } } //draw_bitmap(&screen320, &img, {0,0}); Mat4 transform = make_matrix_rotation_z(rotation); transform = transform * make_matrix_rotation_x(rotation); if (os.keydown_a) rotation += 0.05f; if (os.keydown_b) rotation -= 0.05f; if (os.keydown_f1) draw_rects = !draw_rects; if (os.keydown_f2) draw_wireframe = !draw_wireframe; for (int i = 0; i < face_count; i++) { FaceA* face = faces + i; Vec4 pos[3] = { vec4(vertices[face->vertex[0] - 1], 1), vec4(vertices[face->vertex[1] - 1], 1), vec4(vertices[face->vertex[2] - 1], 1), }; Vec2 tex[3] = { tex_coords[face->tex[0] - 1], tex_coords[face->tex[1] - 1], tex_coords[face->tex[2] - 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; } draw_triangle(&screen320, depth320, &img, pos[0], pos[1], pos[2], tex[0], tex[1], tex[2]); for (int j = 0; j < 3; j++) { pos[j].x += screen320.x / 8; pos[j].y += screen320.y / 8; } draw_triangle(&screen320, depth320, &img, pos[0], pos[1], pos[2], tex[0], tex[1], tex[2]); if (draw_wireframe) { draw_line(&screen320, pos[0].x, pos[0].y, pos[1].x, pos[1].y); draw_line(&screen320, pos[1].x, pos[1].y, pos[2].x, pos[2].y); draw_line(&screen320, pos[2].x, pos[2].y, pos[0].x, pos[0].y); } } } // @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++) { float u = (float)x / (float)os.screen.x; float v = (float)y / (float)os.screen.y; int tx = (int)(u * screen320.x + 0.5f); int ty = (int)(v * screen320.y + 0.5f); *ptr++ = screen320.pixels[tx + ty * (screen320.x)]; } } } }