3dtrial/tinyrender2/render.go

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package main
import (
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//"log"
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"math"
)
func Bresenham2(fb *Framebuffer, color uint, x0 int, y0 int, x1 int, y1 int) {
dx := int(math.Abs(float64(x1 - x0)))
sx := -1
if x0 < x1 {
sx = 1
}
dy := -int(math.Abs(float64(y1 - y0)))
sy := -1
if y0 < y1 {
sy = 1
}
err := dx + dy
for {
fb.SetSafe(uint(x0), uint(y0), color)
if x0 == x1 && y0 == y1 {
break
}
e2 := 2 * err
if e2 >= dy {
if x0 == x1 {
break
}
err += dy
x0 += sx
}
if e2 <= dx {
if y0 == y1 {
break
}
err += dx
y0 += sy
}
}
}
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func line(fb *Framebuffer, color uint, v0 Vec2i, v1 Vec2i) {
Bresenham2(fb, color, v0.X, v0.Y, v1.X, v1.Y)
}
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/*func LineSweep(fb *Framebuffer, color uint, v0 Vec2i, v1 Vec2i, v2 Vec2i) {
}*/
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func Triangle1(fb *Framebuffer, color uint, v0 Vec2i, v1 Vec2i, v2 Vec2i) {
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// The dude gets rid of "degenerate" triangles so... we do too?
if v2.Y == v1.Y && v1.Y == v0.Y {
return
}
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// Very silly manual sorting by Y
if v2.Y < v0.Y {
v0, v2 = v2, v0
}
if v1.Y < v0.Y {
v0, v1 = v1, v0
}
if v2.Y < v1.Y {
v1, v2 = v2, v1
}
var v02step, v01step, v12step, xlong, xshort float32
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xlong = float32(v0.X)
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xshort = xlong
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// The first and last Y CAN'T be equal because sorting!!
if v1.Y == v0.Y {
xshort = float32(v1.X)
}
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// We can check just for greater than because we sorted the vertices
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// Assume 02 is on the right(?) and 01 on the left
v02step = (float32(v2.X - v0.X)) / (float32(v2.Y-v0.Y) + 0.001) // long side always
v01step = (float32(v1.X - v0.X)) / (float32(v1.Y-v0.Y) + 0.001) // first short side
v12step = (float32(v2.X - v1.X)) / (float32(v2.Y-v1.Y) + 0.001) // second short side
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for y := v0.Y; y <= v2.Y; y++ {
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xleft := int(xshort)
xright := int(xlong)
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if xleft > xright {
xleft, xright = xright, xleft
}
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// Draw a horizontal line from left to right
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for x := xleft; x <= xright; x++ {
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fb.SetSafe(uint(x), uint(y), color)
}
xlong += v02step
if y < v1.Y {
xshort += v01step
} else {
xshort += v12step
}
}
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}
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// How does this work? Compare with your
// other barycentric function (in a different repo). In the original
// cpp code, they used an overloaded operator ^ to mean cross product
func Barycentric(v0, v1, v2, p Vec2i) Vec3f {
// WARN: Just not doing this one
u := Vec3f{}
if math.Abs(float64(u.Z)) < 1 {
return Vec3f{-1, 1, 1}
}
return Vec3f{1 - (u.X+u.Y)/u.Z, u.Y / u.Z, u.X / u.Z}
}
// Figure out the minimum bounding box for a triangle defined by
// these vertices. Returns the top left and bottom right points,
// inclusive
func ComputeBoundingBox(v0, v1, v2 Vec2i) (Vec2i, Vec2i) {
return Vec2i{min(v0.X, v1.X, v2.X), min(v0.Y, v1.Y, v2.Y)},
Vec2i{max(v0.X, v1.X, v2.X), max(v0.Y, v1.Y, v2.Y)}
}
// The generic edge function, returning positive if P is on the right side of
// the line drawn between v1 and v2. This is counter clockwise
func EdgeFunction(v1, v2, p Vec2f) float32 {
return (p.X-v1.X)*(v2.Y-v1.Y) - (p.Y-v1.Y)*(v2.X-v1.X)
}
// This computes the x and y per-pixel increment for the line going
// between v1 and v2 (also counter clockwise)
func EdgeIncrement(v1, v2 Vec2f) (float32, float32) {
return (v2.Y - v1.Y), -(v2.X - v1.X)
}
func Triangle2(fb *Framebuffer, color uint, v0 Vec2i, v1 Vec2i, v2 Vec2i) {
boundsTL, boundsBR := ComputeBoundingBox(v0, v1, v2)
const expand = (2 << 12)
//log.Print(boundsTL, boundsBR)
v0f := v0.ToF()
v1f := v1.ToF()
v2f := v2.ToF()
// Where to start our scanning
pstart := Vec2f{float32(boundsTL.X) + 0.5, float32(boundsTL.Y) + 0.5}
// parea := EdgeFunction(v0f, v1f, v2f)
// invarea := 1 / parea
w0_y := int(expand * EdgeFunction(v1f, v2f, pstart))
w1_y := int(expand * EdgeFunction(v2f, v0f, pstart))
w2_y := int(expand * EdgeFunction(v0f, v1f, pstart))
w0_xit, w0_yit := EdgeIncrement(v1f, v2f)
w1_xit, w1_yit := EdgeIncrement(v2f, v0f)
w2_xit, w2_yit := EdgeIncrement(v0f, v1f)
w0_xi := int(expand * w0_xit)
w0_yi := int(expand * w0_yit)
w1_xi := int(expand * w1_xit)
w1_yi := int(expand * w1_yit)
w2_xi := int(expand * w2_xit)
w2_yi := int(expand * w2_yit)
for y := boundsTL.Y; y <= boundsBR.Y; y++ {
w0 := w0_y
w1 := w1_y
w2 := w2_y
for x := boundsTL.X; x <= boundsBR.X; x++ {
if w0 >= 0 && w1 >= 0 && w2 >= 0 {
fb.SetSafe(uint(x), uint(y), color)
// w0a := w0 * invarea
// w1a := w1 * invarea
// w2a := w2 * invarea
}
w0 += w0_xi
w1 += w1_xi
w2 += w2_xi
}
w0_y += w0_yi
w1_y += w1_yi
w2_y += w2_yi
}
}