so sloooow

This commit is contained in:
Carlos Sanchez 2024-07-26 23:15:16 -04:00
parent 37c6ce73a8
commit 0a0d4436e7
3 changed files with 93 additions and 3 deletions

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@ -56,9 +56,9 @@ func main() {
//halfwidth := float32(fb.Width / 2)
//halfheight := float32(fb.Height / 2)
for range Repeat {
Triangle1(&fb, 0xFF0000, Vec2i{10, 70}, Vec2i{50, 160}, Vec2i{70, 80})
Triangle1(&fb, 0xFFFFFF, Vec2i{180, 50}, Vec2i{150, 1}, Vec2i{70, 180})
Triangle1(&fb, 0x00FF00, Vec2i{180, 150}, Vec2i{120, 160}, Vec2i{130, 180})
Triangle2(&fb, 0xFF0000, Vec2i{10, 70}, Vec2i{50, 160}, Vec2i{70, 80})
Triangle2(&fb, 0xFFFFFF, Vec2i{180, 50}, Vec2i{150, 1}, Vec2i{70, 180})
Triangle2(&fb, 0x00FF00, Vec2i{180, 150}, Vec2i{120, 160}, Vec2i{130, 180})
}
/*

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@ -17,6 +17,10 @@ type Vec2i struct {
X, Y int
}
type Vec2f struct {
X, Y float32
}
type Facef [3]Vec3f
type ObjModel struct {
@ -24,6 +28,14 @@ type ObjModel struct {
Faces []Facef
}
func (vi *Vec2i) ToF() Vec2f {
return Vec2f{float32(vi.X), float32(vi.Y)}
}
// func CrossProduct(v0, v1 Vec3f) Vec3f {
//
// }
// Parse an obj file at the given reader. Only handles v and f right now
func ParseObj(reader io.Reader) (*ObjModel, error) {
result := ObjModel{

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@ -1,6 +1,7 @@
package main
import (
//"log"
"math"
)
@ -98,3 +99,80 @@ func Triangle1(fb *Framebuffer, color uint, v0 Vec2i, v1 Vec2i, v2 Vec2i) {
}
}
}
// 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
}
}