///////////////////////////////////////////////////////////////////////////////////// /// /// ### 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 /// - [ ] 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!!! /// - [ ] Lightning /// - [x] GLOBAL Ilumination /// - [ ] Phong /// - [ ] 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 /// - [ ] Sliders /// - [ ] Groups /// - [x] Gamma correct alpha blending for rectangles and bitmaps /// - [ ] Plotting of profile data /// - [x] Simple scatter plot /// /// #define _CRT_SECURE_NO_WARNINGS #define PREMULTIPLIED_ALPHA_BLENDING 1 #define PLATFORM #include "kpl.h" #include "profile.cpp" #include "math.h" struct R_Vertex { Vec3 pos; Vec2 tex; Vec3 norm; }; 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; B32 plot_ready; Bitmap plot; Bitmap screen320; F32 *depth320; }; #include "stb_image.h" #include "obj_parser.cpp" #include enum Scene { Scene_F22, Scene_Sponza, Scene_Count, }; GLOBAL B32 draw_rects = 0; GLOBAL Scene scene = Scene_Sponza; GLOBAL F32 zfar_value = 100000.f; GLOBAL F32 light_rotation = 0; 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 r_draw_rect(Bitmap* dst, F32 X, F32 Y, F32 w, F32 h, Vec4 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); 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 r_draw_bitmap(Bitmap* dst, Bitmap* src, Vec2 pos, Vec2 size=vec2(F32MAX, F32MAX)) { I64 minx = (I64)(pos.x + 0.5); I64 miny = (I64)(pos.y + 0.5); if (size.x == F32MAX || size.y == F32MAX) { 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; 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; } } } else { I64 maxx = minx + (I64)(size.x + 0.5f); I64 maxy = miny + (I64)(size.y + 0.5f); 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; } F32 distx = (F32)(maxx - minx); F32 disty = (F32)(maxy - miny); for (I64 y = miny; y < maxy; y++) { for (I64 x = minx; x < maxx; x++) { F32 u = (F32)(x - minx) / distx; F32 v = (F32)(y - miny) / disty; I64 tx = (I64)(u * src->x + 0.5f); I64 ty = (I64)(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 r_base_string(Bitmap *dst, Font *font, S8 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 { FontGlyph* g = &font->glyphs[word.str[i] - '!']; if(draw) r_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 r_draw_string(Bitmap *dst, Font *font, S8 word, Vec2 pos) { return r_base_string(dst, font, word, pos, true); } FUNCTION Vec4 r_get_string_rect(Font *font, S8 word, Vec2 pos) { return r_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; } 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(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))); F32 max_y1 = (F32)(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)); 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; 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); for (I64 y = min_y; y < max_y; y++) { F32 Cx0 = Cy0; F32 Cx1 = Cy1; F32 Cx2 = Cy2; for (I64 x = min_x; x < max_x; x++) { if (Cx0 >= 0 && Cx1 >= 0 && Cx2 >= 0) { F32 w1 = Cx1 / area; F32 w2 = Cx2 / area; F32 w3 = Cx0 / area; // @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 F32 interpolated_w = (1.f / p0.w) * w1 + (1.f / p1.w) * w2 + (1.f / p2.w) * w3; F32* depth = depth_buffer + (x + y * dst->x); if (*depth < interpolated_w) { *depth = interpolated_w; F32 invw0 = (w1 / p0.w); F32 invw1 = (w2 / p1.w); F32 invw2 = (w3 / p2.w); Vec3 norm = (norm0 * invw0 + norm1 * invw1 + norm2 * invw2) / interpolated_w; F32 u = tex0.x * invw0 + tex1.x * invw1 + tex2.x * invw2; F32 v = tex0.y * invw0 + tex1.y * invw1 + tex2.y * invw2; { u /= interpolated_w; v /= interpolated_w; u = u - floor(u); v = v - floor(v); // u = CLAMP(0, u, 1); // v = CLAMP(0, v, 1); u = u * (src->x - 1); v = v * (src->y - 1); } I64 ui = (I64)(u); I64 vi = (I64)(v); F32 udiff = u - (F32)ui; F32 vdiff = v - (F32)vi; // Origin UV (0,0) is in bottom left U32 *dst_pixel = destination + x; U32 *pixel = src->pixels + (ui + (src->y - 1ll - vi) * src->x); #if PREMULTIPLIED_ALPHA_BLENDING Vec4 result_color; { U32 c = *pixel; 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; 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 }; } F32 light = -dot(norm, light_direction); { light = CLAMP(0.1f, light, 1.f); result_color.r *= light; result_color.g *= light; result_color.b *= light; } result_color = premultiplied_alpha(dst_color, result_color); result_color = almost_linear_to_srgb(result_color); U32 color32 = vec4_to_u32abgr(result_color); #else U32 color32 = *pixel; #endif *dst_pixel = color32; } } Cx0 += dy10; Cx1 += dy21; Cx2 += dy02; } Cy0 -= dx10; Cy1 -= dx21; Cy2 -= dx02; destination += dst->x; } if (draw_rects) { r_draw_rect(dst, p0.x-4, p0.y-4, 8,8, vec4(1,0,0,1)); r_draw_rect(dst, p1.x-4, p1.y-4, 8,8, vec4(0,1,0,1)); r_draw_rect(dst, p2.x-4, p2.y-4, 8,8, vec4(0,0,1,1)); } if(os.frame > 60) PROFILE_END(draw_triangle); } FUNCTION void draw_triangle_bilinear(Bitmap* dst, F32 *depth_buffer, Bitmap *src, F32 light, Vec4 p0, Vec4 p1, Vec4 p2, Vec2 tex0, Vec2 tex1, Vec2 tex2) { 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))); 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)); F32 area = edge_function(p0, p1, p2); for (I64 y = min_y; y < max_y; y++) { for (I64 x = min_x; x < max_x; x++) { F32 edge0 = edge_function(p0, p1, { (F32)x,(F32)y }); F32 edge1 = edge_function(p1, p2, { (F32)x,(F32)y }); F32 edge2 = edge_function(p2, p0, { (F32)x,(F32)y }); if (edge0 >= 0 && edge1 >= 0 && edge2 >= 0) { F32 w1 = edge1 / area; F32 w2 = edge2 / area; F32 w3 = edge0 / area; F32 interpolated_w = (1.f / p0.w) * w1 + (1.f / p1.w) * w2 + (1.f / p2.w) * w3; F32 u = tex0.x * (w1 / p0.w) + tex1.x * (w2 / p1.w) + tex2.x * (w3 / p2.w); F32 v = tex0.y * (w1 / p0.w) + tex1.y * (w2 / p1.w) + tex2.y * (w3 / p2.w); u /= interpolated_w; v /= interpolated_w; // @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 F32* depth = depth_buffer + (x + y * dst->x); if (*depth < interpolated_w && interpolated_w > 0.1f) { *depth = interpolated_w; u = u * (src->x - 2); v = v * (src->y - 2); I64 ui = (I64)(u); I64 vi = (I64)(v); F32 udiff = u - (F32)ui; F32 vdiff = v - (F32)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); Vec4 pixelx1y1 = vec4abgr(*pixel); Vec4 pixelx2y1 = vec4abgr(*(pixel + 1)); Vec4 pixelx1y2 = vec4abgr(*(pixel - src->x)); Vec4 pixelx2y2 = vec4abgr(*(pixel + 1 - src->x)); pixelx1y1 = srgb_to_almost_linear(pixelx1y1); pixelx2y1 = srgb_to_almost_linear(pixelx2y1); pixelx1y2 = srgb_to_almost_linear(pixelx1y2); pixelx2y2 = srgb_to_almost_linear(pixelx2y2); Vec4 blendx1 = lerp(pixelx1y1, pixelx2y1, udiff); Vec4 blendx2 = lerp(pixelx1y2, pixelx2y2, udiff); Vec4 result_color = lerp(blendx1, blendx2, vdiff); result_color.r *= light; result_color.g *= light; result_color.b *= light; #if PREMULTIPLIED_ALPHA_BLENDING Vec4 dst_color = vec4abgr(*dst_pixel); dst_color = srgb_to_almost_linear(dst_color); result_color = premultiplied_alpha(dst_color, result_color); #endif // PREMULTIPLIED_ALPHA_BLENDING result_color = almost_linear_to_srgb(result_color); U32 color32 = vec4_to_u32abgr(result_color); *dst_pixel = color32; } } } } if (draw_rects) { r_draw_rect(dst, p0.x-4, p0.y-4, 8,8, vec4(1,0,0,1)); r_draw_rect(dst, p1.x-4, p1.y-4, 8,8, vec4(0,1,0,1)); r_draw_rect(dst, p2.x-4, p2.y-4, 8,8, vec4(0,0,1,1)); } } FUNCTION void r_scatter_plot(Bitmap *dst, F64 *data, I64 data_len) { F64 min = F32MAX; F64 max = FLT_MIN; F64 step = dst->x / (F64)data_len; for (U32 i = 0; i < data_len; i++) { if (min > data[i]) min = data[i]; if (max < data[i]) max = data[i]; } F64 diff = max - min; F64 x = 0; for (U32 i = 0; i < data_len; i++) { F64 *p = data + i; *p /= diff; F64 y = *p * dst->y; x += step; r_draw_rect(dst, (F32)x-2, (F32)y-2, 4, 4, vec4(1,0,0,1)); //dst->pixels[xi + yi * dst->x] = 0xffff0000; } } FUNCTION void r_draw_mesh(R_Render *r, S8 scene_name, OBJMaterial *materials, ObjMesh *mesh, Vec3 *vertices, Vec2 *tex_coords, Vec3 *normals) { for (int i = 0; i < mesh->indices.len; i++) { ObjIndex *index = mesh->indices.e + i; Bitmap *image = &r->img; if(index->material_id != -1) { OBJMaterial *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; } } 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_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 (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; Vec3 norm; } 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); in[in_count++].norm = lerp(prev->norm, curr->norm, t); } 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(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, 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); } #if 1 ProfileScope *scope = profile_scopes + ProfileScopeName_draw_triangle; LOCAL_PERSIST B32 profile_flag; if (!profile_flag && scope->i > 2000) { profile_flag = 1; save_profile_data(scope, scene_name, LIT("draw_triangle")); } #endif } } } #include "ui.cpp" int main() { os.window_size.x = 320*2; os.window_size.y = 180*2; os.window_resizable = 1; os_init().error_is_fatal(); S8List list = {}; string_push(os.frame_arena, &list, LIT("main.cpp")); generate_documentation(list, LIT("README.md")); Font font = os_load_font(os.perm_arena, 24, "Arial"); for (U32 i = 0; i < font.glyphs_len; i++) { FontGlyph *g = font.glyphs + i; U32 *pointer = g->bitmap.pixels; for (I32 y = 0; y < g->bitmap.y; y++) { for (I32 x = 0; x < g->bitmap.x; x++) { Vec4 color = vec4abgr(*pointer); color.rgb *= color.a; *pointer++ = vec4_to_u32abgr(color); } } } Obj f22 = load_obj(os.perm_arena, LIT("assets/f22.obj")); Obj sponza = load_obj(os.perm_arena, LIT("assets/sponza/sponza.obj")); Obj *obj = 0; F32 speed = 100.f; F32 rotation = 0; int screen_x = 1280/2; int screen_y = 720/2; 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.plot = {(U32 *)PUSH_SIZE(os.perm_arena, 1280*720*sizeof(U32)), 1280, 720}; r.depth320 = (F32 *)PUSH_SIZE(os.perm_arena, sizeof(F32) * screen_x * screen_y); r.img = load_image("assets/bricksx64.png"); /* @Note: Transparent texture */ { #if 0 Vec4 testc = vec4(1, 1, 1, 0.5f); testc.rgb *= testc.a; U32 testc32 = vec4_to_u32abgr(testc); U32 a[] = { d testc32, testc32, testc32, testc32, testc32, testc32, testc32, testc32, testc32, testc32, testc32, testc32, testc32, testc32, testc32, testc32, }; r.img.pixels = a; r.img.x = 4; r.img.y = 4; #endif } S8 frame_data = {}; UISetup setup[] = { UI_BOOL(LIT("Draw rectangles:"), &draw_rects), UI_OPTION(LIT("Scene:"), &scene, Scene_Count), UI_IMAGE(&r.plot), UI_LABEL(&frame_data), }; UI ui = ui_make(os.perm_arena, setup, ARRAY_CAP(setup)); B32 ui_mouse_lock = true; while (os_game_loop()) { switch(scene) { case Scene_F22: { speed = 1; obj = &f22; } break; case Scene_Sponza: { speed = 100; obj = &sponza; } break; case Scene_Count: INVALID_DEFAULT_CASE; } 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_F1].pressed) draw_rects = !draw_rects; 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; 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++) { Vec2* tex_coords = (Vec2*)obj->texture_coordinates.e; Vec3 *normals = (Vec3 *)obj->normals.e; ObjMesh *mesh = obj->mesh.e; Vec3* vertices = (Vec3 *)obj->vertices.e; r_draw_mesh(&r, obj->name, obj->materials.e, 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_format(os.frame_arena, "FPS:%f dt:%f frame:%u", os.fps, os.delta_time, os.frame); } } ///////////////////////////////////////////////////////////////////////////////////// /// ### 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