#include "main.h" #include "platform.h" #include "math.h" #include "stb_image.h" // TODO: // Perspective correct interpolation // Texture mapping // Counter clockwise triangle culling // Reading OBJ struct Face { int p[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[] = { {4,1,2}, {4,2,3}, {8,4,3}, {8,3,7}, {8,5,1}, {8,1,4}, {3,2,6}, {3,6,7}, {7,6,5}, {7,5,8}, {1,5,6}, {1,6,2} }; FUNCTION void DrawRect(Image* dst, float X, float Y, float w, float h) { 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] = 0xffff0000; } } } FUNCTION float EdgeFunction(Vec3 vecp0, Vec3 vecp1, Vec3 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, Vec3 p0, Vec3 p1, Vec3 p2) { float min_x = (float)(MIN(p0.x, MIN(p1.x, p2.x)) + 0.5f); float min_y = (float)(MIN(p0.y, MIN(p1.y, p2.y)) + 0.5f); float max_x = (float)(MAX(p0.x, MAX(p1.x, p2.x)) + 0.5f); float max_y = (float)(MAX(p0.y, MAX(p1.y, p2.y)) + 0.5f); min_x = MAX(0, min_x); min_y = MAX(0, min_y); max_x = MIN(dst->x-1, max_x); max_y = MIN(dst->y-1, max_y); float area = EdgeFunction(p0, p1, p2); for (float y = min_y; y < max_y; y++) { for (float x = min_x; x < max_x; x++) { float edge1 = EdgeFunction(p0, p1, { x,y }); float edge2 = EdgeFunction(p1, p2, { x,y }); float edge3 = EdgeFunction(p2, p0, { x,y }); if (edge1 <= 0 && edge2 <= 0 && edge3 <= 0) { int xi = (int)(x + 0.5f); int yi = (int)(y + 0.5f); float w1 = edge1 / area; float w2 = edge2 / area; float w3 = edge3 / area; float r = 1 * w1 + 0 * w2 + 0 * w3; float g = 0 * w1 + 1 * w2 + 0 * w3; float b = 0 * w1 + 0 * w2 + 1 * w3; uint8_t r8 = (uint8_t)((r * 255.f) + 0.5f); uint8_t g8 = (uint8_t)((g * 255.f) + 0.5f); uint8_t b8 = (uint8_t)((b * 255.f) + 0.5f); dst->pixels[xi + yi * dst->x] = r8 << 16 | g8 << 8 | b8; } } } DrawRect(dst, p0.x-4, p0.y-4, 8,8); DrawRect(dst, p1.x-4, p1.y-4, 8,8); DrawRect(dst, p2.x-4, p2.y-4, 8,8); } 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 = (fabsf(delta_x) >= fabsf(delta_y)) ? fabsf(delta_x) : fabsf(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; } } int main() { OS_Init({.window_x=1280, .window_y=720}); float rotation = 0; Vec3 camera_pos = {0,0,-5}; while (OS_GameLoop()) { for (int y = 0; y < screen.y; y++) { for (int x = 0; x < screen.x; x++) { screen.pixels[x + y * screen.x] = 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; Vec3 pos[3] = { cube_vertices[face->p[0] - 1], cube_vertices[face->p[1] - 1], cube_vertices[face->p[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]; Vec3 p0_to_p1 = pos[1] - pos[0]; Vec3 p0_to_p2 = pos[2] - pos[0]; 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].x -= camera_pos.x; pos[j].y -= camera_pos.y; pos[j].z -= camera_pos.z; //@Note: Perspective pos[j].x /= pos[j].z; pos[j].y /= pos[j].z; //@Note: To pixel space pos[j].x *= screen.x / 2; pos[j].y *= screen.y / 2; pos[j].x += screen.x / 2; pos[j].y += screen.y / 2; } DrawTriangle(&screen, pos[0], pos[1], pos[2]); DrawLine(&screen, pos[0].x, pos[0].y, pos[1].x, pos[1].y); DrawLine(&screen, pos[1].x, pos[1].y, pos[2].x, pos[2].y); DrawLine(&screen, pos[2].x, pos[2].y, pos[0].x, pos[0].y); } } } }