790 lines
27 KiB
C++
790 lines
27 KiB
C++
/////////////////////////////////////////////////////////////////////////////////////
|
|
///
|
|
/// ### 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
|
|
/// - [ ] Lightning
|
|
/// - [x] GLOBAL Ilumination
|
|
/// - [ ] Phong
|
|
/// - [ ] Use all materials from OBJ
|
|
/// - [ ] Point light
|
|
/// - [x] LookAt Camera
|
|
/// - [x] FPS Camera
|
|
/// - [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)
|
|
/// - [ ] Fix sponza uv coordinates
|
|
/// - [ ] Reading PMX files
|
|
/// - [ ] Rendering multiple objects, queue renderer
|
|
/// - [x] Simple function to render a mesh
|
|
/// - [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
|
|
/// - [ ] Subpixel precision of triangle edges
|
|
/// - [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
|
|
/// - [ ] Basic UI
|
|
/// - [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 <float.h>
|
|
|
|
GLOBAL B32 draw_rects = 0;
|
|
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, F32 light,
|
|
Vec4 p0, Vec4 p1, Vec4 p2,
|
|
Vec2 tex0, Vec2 tex1, Vec2 tex2) {
|
|
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++) {
|
|
F32 edge0 = Cx0;
|
|
F32 edge1 = Cx1;
|
|
F32 edge2 = Cx2;
|
|
|
|
if (Cx0 >= 0 && Cx1 >= 0 && Cx2 >= 0) {
|
|
F32 w1 = Cx1 / area;
|
|
F32 w2 = Cx2 / area;
|
|
F32 w3 = Cx0 / 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;
|
|
u = fmodf(u, 1.f);
|
|
v = fmodf(v, 1.f);
|
|
if(u < 0) {
|
|
u = 1 + u;
|
|
}
|
|
if(v < 0) {
|
|
v = 1 + v;
|
|
}
|
|
|
|
// u = CLAMP(0, u, 1);
|
|
// v = CLAMP(0, v, 1);
|
|
// @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) {
|
|
*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 *dst_pixel = destination + x;
|
|
U32 *pixel = src->pixels + (ui + (src->y - 1ll - vi) * src->x);
|
|
|
|
#if PREMULTIPLIED_ALPHA_BLENDING
|
|
Vec4 result_color = srgb_to_almost_linear(vec4abgr(*pixel));
|
|
Vec4 dst_color = srgb_to_almost_linear(vec4abgr(*dst_pixel));
|
|
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_subpixel(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;
|
|
}
|
|
|
|
}
|
|
|
|
S8 scenario_name = string_null;
|
|
FUNCTION
|
|
void r_draw_mesh(R_Render *r, 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;
|
|
OBJMaterial *material = materials + index->material_id;
|
|
Bitmap *image = &material->texture_ambient;
|
|
if(image->pixels == 0) {
|
|
image = &r->img;
|
|
}
|
|
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);
|
|
F32 light = -dot(normal, light_direction);
|
|
light = CLAMP(0.05f, light, 1.f);
|
|
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;
|
|
} 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);
|
|
}
|
|
if (curr_dot > 0) {
|
|
in[in_count].pos = vec4(vert[j].pos, 1);
|
|
in[in_count++].tex = vert[j].tex;
|
|
}
|
|
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, in[0].pos, in[1].pos, in[2].pos, in[0].tex, in[1].tex, in[2].tex);
|
|
if (in_count > 3) {
|
|
draw_triangle_nearest(&r->screen320, r->depth320, image, light, in[0].pos, in[2].pos, in[3].pos, in[0].tex, in[2].tex, in[3].tex);
|
|
}
|
|
|
|
|
|
#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, scenario_name, LIT("draw_triangle"));
|
|
r_scatter_plot(&r->plot, scope->samples, 2000);
|
|
r->plot_ready = true;
|
|
|
|
}
|
|
#endif
|
|
|
|
}
|
|
}
|
|
}
|
|
#include "ui.cpp"
|
|
|
|
int main() {
|
|
os.window_size.x = 1280;
|
|
os.window_size.y = 720;
|
|
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);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
//scenario_name = LIT("assets/f22.obj");
|
|
//scenario_name = LIT("assets/cube.obj");
|
|
//scenario_name = LIT("assets/AnyConv.com__White.obj");
|
|
scenario_name = LIT("assets/sponza/sponza.obj");
|
|
Obj obj = load_obj(os.perm_arena, scenario_name);
|
|
Vec3* vertices = (Vec3 *)obj.vertices.e;
|
|
Vec2* tex_coords = (Vec2*)obj.texture_coordinates.e;
|
|
Vec3 *normals = (Vec3 *)obj.normals.e;
|
|
ObjMesh *mesh = obj.mesh.e;
|
|
|
|
F32 speed = 100.f;
|
|
F32 rotation = 0;
|
|
|
|
int screen_x = 320*2;
|
|
int screen_y = 180*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[] = {
|
|
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_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()) {
|
|
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++) {
|
|
r_draw_mesh(&r, 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: https://www.cs.drexel.edu/~david/Classes/Papers/comp175-06-pineda.pdf
|
|
/// * 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
|