3dtrial/renderer1/main.go

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package main
import (
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"flag"
"image"
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"log"
"os"
"renderer1/hrend"
"runtime/pprof" // For performance profiling (unnecessary)
_ "image/jpeg"
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rl "github.com/gen2brain/raylib-go/raylib"
)
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const (
Width = 640
Height = 480
NearClip = 0.1
FarClip = 100
FOV = 90.0
ZOffset = -1.5
ObjectFile = "head.obj"
TextureFile = "../head.jpg"
)
func must(err error) {
if err != nil {
panic(err)
}
}
func loadDefault() (*hrend.ObjModel, hrend.Framebuffer) {
log.Printf("Loading obj %s, texture %s", ObjectFile, TextureFile)
of, err := os.Open(ObjectFile)
must(err)
defer of.Close()
o, err := hrend.ParseObj(of)
must(err)
jf, err := os.Open(TextureFile)
must(err)
defer jf.Close()
timg, _, err := image.Decode(jf)
must(err)
texture := hrend.NewTexture(timg, 4)
return o, texture
}
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// However flag works... idk
var cpuprofile = flag.String("cpuprofile", "", "write cpu profile to file")
// var dozbuf = flag.Bool("zbuffer", false, "Write zbuffer instead of image")
// var p6file = flag.String("p6file", "", "Output binary ppm to given file instead")
// var fov = flag.Float64("fov", 90, "Horizontal FOV in degrees")
// var xofs = flag.Float64("xofs", 0, "Offset image by x")
// var zofs = flag.Float64("zofs", -1.5, "Offset image by z (should be negative)")
// var repeat = flag.Int("repeat", 60, "Amount of times to repeat render")
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func main() {
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log.Printf("Program start")
flag.Parse()
if *cpuprofile != "" {
log.Printf("CPU profiling requested, write to %s", *cpuprofile)
f, err := os.Create(*cpuprofile)
must(err)
defer f.Close()
err = pprof.StartCPUProfile(f)
must(err)
defer pprof.StopCPUProfile()
}
fb := NewRaylibBuffer(Width, Height)
rb := hrend.NewRenderbuffer(fb, Width, Height)
o, texture := loadDefault()
light := hrend.Vec3f{0, 0, -1}
var projection, worldToCamera, viewport hrend.Mat44f
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rl.InitWindow(Width, Height, "Simple renderer with raylib")
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defer rl.CloseWindow()
rl.SetTargetFPS(60)
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var thing hrend.Vec2i
log.Print(thing)
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for !rl.WindowShouldClose() {
rl.BeginDrawing()
screenmat := worldToCamera.Multiply(&projection)
screenmat = screenmat.Multiply(&viewport)
var sc [3]hrend.Vertex
rb.ResetZBuffer()
for _, f := range o.Faces {
// Precompute perspective for vertices to save time. Notice Z
// is not considered: is this orthographic projection? Yeah probably...
var fpt [3]hrend.Vec3f
for i := range 3 { // Triangles, bro
sc[i] = f[i]
sc[i].Pos = screenmat.MultiplyPoint3(f[i].Pos)
fpt[i] = worldToCamera.MultiplyPoint3(f[i].Pos)
}
l1 := fpt[2].Sub(fpt[0])
n := l1.CrossProduct(fpt[1].Sub(fpt[0]))
n = n.Normalize()
intensity := n.MultSimp(&light)
if intensity > 0 {
hrend.TriangleTextured(&rb, texture, intensity, sc[0], sc[1], sc[2])
}
}
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rl.ClearBackground(rl.RayWhite)
rl.DrawText("Congrats! You created your first window!", 190, 200, 20, rl.LightGray)
rl.EndDrawing()
}
}