3dtrial/renderer2/main.go

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package main
import (
"flag"
"fmt"
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//"image"
"image/color"
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"log"
"math"
"os"
"renderer1/hrend"
"runtime/pprof" // For performance profiling (unnecessary)
"time"
_ "image/jpeg"
rl "github.com/gen2brain/raylib-go/raylib"
)
const (
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NearClip = 0.01
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FarClip = 100
FOV = 90.0
ZOffset = 1.5
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YOffset = 0.5
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Movement = 1.0
Rotation = 0.25
LookLock = math.Pi / 32
Fps = 60
//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
// }
// However flag works... idk
var cpuprofile = flag.String("cpuprofile", "", "write cpu profile to file")
var width = flag.Int("width", 640, "width of window or frame")
var height = flag.Int("width", 480, "height of window or frame")
var renderout = flag.String("renderout", "", "If set, rendering is done to a file instead of realtime")
var renderinput = flag.String("renderinput", "", "If not realtime, the inputs are taken from here.")
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// var renderconfig = flag.String("renderconfig", "", "if set, rendering is written out")
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func IsRealtime() bool {
return *renderout == ""
}
// Do next inputs, whether they come from raylib or a file
func CameraInput(yaw, pitch float32) (float32, float32, hrend.Vec3f) {
mouse := rl.GetMouseDelta()
pitch += Rotation * mouse.Y / Fps
yaw += Rotation * mouse.X / Fps
pitch = hrend.Clamp(pitch, LookLock, math.Pi-LookLock)
newcamtrans := hrend.Vec3f{X: 0, Y: 0, Z: 0}
if rl.IsKeyDown(rl.KeyD) {
newcamtrans.X += Movement / Fps
}
if rl.IsKeyDown(rl.KeyA) {
newcamtrans.X -= Movement / Fps
}
// Moving forward moves in the negative z direction, since we FACE
// the -z axis (the camera does anyway)
if rl.IsKeyDown(rl.KeyW) {
newcamtrans.Z -= Movement / Fps
}
if rl.IsKeyDown(rl.KeyS) {
newcamtrans.Z += Movement / Fps
}
if rl.IsKeyDown(rl.KeySpace) {
newcamtrans.Y += Movement / Fps
}
if rl.IsKeyDown(rl.KeyLeftShift) {
newcamtrans.Y -= Movement / Fps
}
// translate the new camera movement based on the yaw
var moverot hrend.Mat44f
moverot.SetRotationY(-yaw)
newcamtrans = moverot.MultiplyPoint3(newcamtrans)
return pitch, yaw, newcamtrans
}
func main() {
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()
}
Width := uint(*width)
Height := uint(*height)
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var timer hrend.FrameTimer
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var fb hrend.Framebuffer
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var drawFunc func()
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if IsRealtime() {
rl.InitWindow(int32(Width), int32(Height), "Simple renderer with raylib")
defer rl.CloseWindow()
rl.SetTargetFPS(Fps)
rl.DisableCursor()
rfb := NewRaylibBuffer(Width, Height)
defer rl.UnloadTexture(rfb.Texture)
defer rl.UnloadImageColors(rfb.Data)
defer rl.UnloadImage(rfb.Image)
fb = rfb
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drawFunc = func() {
rl.UpdateTexture(rfb.Texture, rfb.Data)
rl.BeginDrawing()
rl.ClearBackground(rl.RayWhite)
rl.DrawTexture(rfb.Texture, 0, 0, rl.White)
rl.DrawText(fmt.Sprintf("Frame: %.2fms", timer.LastAverage.Seconds()*1000), 5, 5, 20, rl.Red)
rl.EndDrawing()
}
} else {
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}
rb := hrend.NewRenderbuffer(fb, Width, Height)
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// Generate world
wtexraw := Checkerboard([]color.Color{color.RGBA{R: 255, G: 0, B: 0, A: 255}, color.RGBA{R: 0, G: 0, B: 255, A: 255}}, 32)
wtex := hrend.NewTexture(wtexraw, 1)
world := FlatTerrain(10)
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// These don't really change
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var projection, viewport hrend.Mat44f
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projection.SetProjection(float32(FOV), float32(Width)/float32(Height), NearClip, FarClip)
viewport.SetViewportSimple(int(Width), int(Height), 1) //65535)
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var camera hrend.Mat44f
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var newcamtrans hrend.Vec3f
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camtrans := hrend.Vec3f{X: 0, Y: YOffset, Z: ZOffset}
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camup := hrend.Vec3f{X: 0, Y: 1, Z: 0}
// In our system, 0 degree yaw is facing -Z, into the scene
yaw := float32(0)
pitch := float32(math.Pi / 2) // Start looking flat
log.Printf("Starting render loop")
for !rl.WindowShouldClose() {
start := time.Now()
yaw, pitch, newcamtrans = CameraInput(yaw, pitch)
camtrans = *camtrans.Add(&newcamtrans)
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_ = camera.SetCamera(&camtrans, yaw, pitch, &camup)
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screenmat := camera.Inverse().Multiply(&projection)
screenmat = screenmat.Multiply(&viewport)
rb.ResetZBuffer()
for y := range Height {
for x := range Width {
fb.Set(x, y, 0, 0, 0)
}
}
var sc [3]hrend.Vertex
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for _, f := range world.Faces {
for i := range 3 {
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sc[i] = f[i]
sc[i].Pos = screenmat.MultiplyPoint3(f[i].Pos)
}
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// l1 := f[2].Pos.Sub(&f[0].Pos)
// n := l1.CrossProduct(f[1].Pos.Sub(&f[0].Pos))
// n = n.Normalize()
// intensity := n.MultSimp(&lookvec)
// if intensity < 0 {
// intensity = 0
// }
hrend.TriangleTextured(&rb, wtex, 1.0, sc[0], sc[1], sc[2])
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//hrend.TriangleFlat(&rb, hrend.Col2Uint(byte(255*intensity), byte(255*intensity), byte(255*intensity)), sc[0].Pos, sc[1].Pos, sc[2].Pos)
}
timer.Add(time.Since(start), 10)
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drawFunc()
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}
}