Just before trashing vertex system

This commit is contained in:
Carlos Sanchez 2024-08-04 16:56:42 -04:00
parent 48366274c3
commit 0a6a5d6404
3 changed files with 24 additions and 145 deletions

View File

@ -245,11 +245,6 @@ func (m *Mat44f) MultiplyPoint3(p Vec3f) (Vec3f, float32) {
out.Y = p.X*m.Get(1, 0) + p.Y*m.Get(1, 1) + p.Z*m.Get(1, 2) + m.Get(1, 3) out.Y = p.X*m.Get(1, 0) + p.Y*m.Get(1, 1) + p.Z*m.Get(1, 2) + m.Get(1, 3)
out.Z = p.X*m.Get(2, 0) + p.Y*m.Get(2, 1) + p.Z*m.Get(2, 2) + m.Get(2, 3) out.Z = p.X*m.Get(2, 0) + p.Y*m.Get(2, 1) + p.Z*m.Get(2, 2) + m.Get(2, 3)
w := p.X*m.Get(3, 0) + p.Y*m.Get(3, 1) + p.Z*m.Get(3, 2) + m.Get(3, 3) w := p.X*m.Get(3, 0) + p.Y*m.Get(3, 1) + p.Z*m.Get(3, 2) + m.Get(3, 3)
// out.X /= w
// if w != 1 {
// out.Y /= w
// out.Z /= w
// }
return out, w return out, w
} }

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@ -128,53 +128,34 @@ func TriangleFlat(fb *RenderBuffer, color uint, v0f Vec3f, v1f Vec3f, v2f Vec3f)
} }
func TriangleTextured(fb *RenderBuffer, texture Framebuffer, intensity float32, v0v Vertex, v1v Vertex, v2v Vertex) { func TriangleTextured(fb *RenderBuffer, texture Framebuffer, intensity float32, v0v Vertex, v1v Vertex, v2v Vertex) {
// if ZClip(v0v.Pos, v1v.Pos, v2v.Pos) {
// return
// }
// min, max // min, max
boundsTLf, boundsBRf := ComputeBoundingBoxF(v0v.Pos, v1v.Pos, v2v.Pos) boundsTLf, boundsBRf := ComputeBoundingBoxF(v0v.Pos, v1v.Pos, v2v.Pos)
// The triangle is fully out of bounds // The triangle is fully out of bounds; we don't have a proper clipper, so this
// check still needs to be performed
if boundsBRf.Y < 0 || boundsBRf.X < 0 || boundsTLf.X >= float32(fb.Width) || boundsTLf.Y >= float32(fb.Height) { //|| if boundsBRf.Y < 0 || boundsBRf.X < 0 || boundsTLf.X >= float32(fb.Width) || boundsTLf.Y >= float32(fb.Height) { //||
//boundsBRf.Z < 0 || boundsTLf.Z > 1 {
return return
} }
// if boundsBRf.Z < 0 || boundsTLf.Z > 1 {
// //log.Print(boundsTLf, boundsBRf)
// return
// }
v0 := v0v.Pos.ToVec2i() v0 := v0v.Pos.ToVec2i()
v1 := v1v.Pos.ToVec2i() v1 := v1v.Pos.ToVec2i()
v2 := v2v.Pos.ToVec2i() v2 := v2v.Pos.ToVec2i()
//boundsTL, boundsBR := ComputeBoundingBox(v0, v1, v2)
parea := EdgeFunctioni(v0, v1, v2) parea := EdgeFunctioni(v0, v1, v2)
// Disable back face culling // Still draw back faces (assume someone else culls them)
// if parea < 0 { // if parea < 0 {
// log.Print("HEY", parea)
// v1, v2 = v2, v1 // v1, v2 = v2, v1
// parea = EdgeFunctioni(v0, v1, v2) // parea = EdgeFunctioni(v0, v1, v2)
// } // }
if parea == 0 { if parea <= 0 {
return return
} }
boundsTL := Vec2i{ boundsTL := Vec2i{
X: int(max(boundsTLf.X, 0)), //0, float32(fb.Width))), X: int(max(boundsTLf.X, 0)),
Y: int(max(boundsTLf.Y, 0)), //Clamp(boundsTLf.Y, 0, float32(fb.Height))), Y: int(max(boundsTLf.Y, 0)),
} }
boundsBR := Vec2i{ boundsBR := Vec2i{
X: int(min(boundsBRf.X, float32(fb.Width-1))), X: int(min(boundsBRf.X, float32(fb.Width-1))),
Y: int(min(boundsBRf.Y, float32(fb.Height-1))), Y: int(min(boundsBRf.Y, float32(fb.Height-1))),
} }
/*if boundsTL.Y < 0 {
boundsTL.Y = 0
}
if boundsTL.X < 0 {
boundsTL.X = 0
}
if boundsBR.Y >= int(fb.Height) {
boundsBR.Y = int(fb.Height - 1)
}
if boundsBR.X >= int(fb.Width) {
boundsBR.X = int(fb.Width - 1)
}*/
// Where to start our scanning // Where to start our scanning
pstart := Vec2i{boundsTL.X, boundsTL.Y} pstart := Vec2i{boundsTL.X, boundsTL.Y}
invarea := 1 / float32(parea) invarea := 1 / float32(parea)
@ -185,25 +166,6 @@ func TriangleTextured(fb *RenderBuffer, texture Framebuffer, intensity float32,
w1_xi, w1_yi := EdgeIncrementi(v2, v0) w1_xi, w1_yi := EdgeIncrementi(v2, v0)
w2_xi, w2_yi := EdgeIncrementi(v0, v1) w2_xi, w2_yi := EdgeIncrementi(v0, v1)
// //v0f := v0v.Pos
// parea := EdgeFunction(v0v.Pos, v1v.Pos, v2v.Pos)
// // Disable back face culling
// // if parea < 0 {
// // v1, v2 = v2, v1
// // parea = EdgeFunctioni(v0, v1, v2)
// // }
// if parea == 0 {
// return
// }
// pstart := Vec3f{X: float32(boundsTL.X), Y: float32(boundsTL.Y)}
// invarea := 1 / float32(parea)
// w0_y := EdgeFunction(v1v.Pos, v2v.Pos, pstart)
// w1_y := EdgeFunction(v2v.Pos, v0v.Pos, pstart)
// w2_y := EdgeFunction(v0v.Pos, v1v.Pos, pstart)
// w0_xi, w0_yi := EdgeIncrement(v1v.Pos, v2v.Pos)
// w1_xi, w1_yi := EdgeIncrement(v2v.Pos, v0v.Pos)
// w2_xi, w2_yi := EdgeIncrement(v0v.Pos, v1v.Pos)
for y := uint(boundsTL.Y); y <= uint(boundsBR.Y); y++ { for y := uint(boundsTL.Y); y <= uint(boundsBR.Y); y++ {
w0 := w0_y w0 := w0_y
w1 := w1_y w1 := w1_y
@ -234,40 +196,23 @@ func TriangleTextured(fb *RenderBuffer, texture Framebuffer, intensity float32,
} }
} }
//func PerspectiveAndClip(//o * ObjectDef, screenmat *Mat44f, width int, height int) {
// Return true if the face should be culled // Return true if the face should be culled
func BackfaceCull(v1, v2, v3 Vec3f) bool { func BackfaceCull(v1, v2, v3 Vec3f) bool {
return (v1.X-v2.X)*(v3.Y-v2.Y)-(v1.Y-v2.Y)*(v3.X-v2.X) >= 0
// This is what it essentially is // This is what it essentially is
// e1 := v1.Sub(&v2) // e1 := v1.Sub(&v2)
// e2 := v1.Sub(&v3) // e2 := v1.Sub(&v3)
// // If viewing front face, it should be pointing in the positive z direction // // If viewing front face, it should be pointing in the positive z direction
// return e1.CrossProduct(e2).Z <= 0 // return e1.CrossProduct(e2).Z <= 0
// But we know we can just use x and y since this is post projection // But we know we can just use x and y since this is post projection
return (v1.X-v2.X)*(v3.Y-v2.Y)-(v1.Y-v2.Y)*(v3.X-v2.X) >= 0
//l1 := f[2].Pos.Sub(&f[0].Pos)
//n := l1.CrossProduct(f[1].Pos.Sub(&f[0].Pos))
} }
// func TriangleTextured(fb *RenderBuffer, texture Framebuffer, intensity float32, v0v Vertex, v1v Vertex, v2v Vertex) { func PerspectiveAndClip(face Facef, matrix3d *Mat44f) []Facef {
// func PerspectiveAndClip(infaces []Facef, matrix3d *Mat44f, outfaces []Facef) {
func PerspectiveAndClip(face Facef, matrix3d *Mat44f) []Facef { //, outfaces []Facef) {
//var facei = 0
outfaces := make([]Facef, 0, 2) outfaces := make([]Facef, 0, 2)
var sc Facef var sc Facef
var w [3]float32 var w [3]float32
var d [3]float32 var d [3]float32
outers := make([]int, 0, 3) outers := make([]int, 0, 3)
// miny := float32(math.MaxFloat32)
// minyx := float32(math.MaxFloat32)
// minyi := 0
//var modelmat Mat44f
//var intensity float32
//modelmat.SetLookAt(&o.Pos, o.Pos.Add(&o.LookVec), &camup)
//modelmat.ScaleSelf(o.Scale)
//matrix3d := modelmat.Multiply(screenmat)
//for _, f := range infaces {
for i := range 3 { for i := range 3 {
sc[i] = face[i] sc[i] = face[i]
sc[i].Pos, w[i] = matrix3d.MultiplyPoint3(face[i].Pos) sc[i].Pos, w[i] = matrix3d.MultiplyPoint3(face[i].Pos)
@ -275,15 +220,7 @@ func PerspectiveAndClip(face Facef, matrix3d *Mat44f) []Facef { //, outfaces []F
if d[i] < 0 { if d[i] < 0 {
outers = append(outers, i) outers = append(outers, i)
} }
// if sc[i].Pos.Y < miny || sc[i].Pos.Y < {
// miny = sc[i].Pos.Y
// minyi = i
// }
//miny = min(miny, sc[i].Pos.Y)
//minz = min(minz, sc[i].Pos.Z)
//maxz = max(maxz, sc[i].Pos.Z)
} }
// Just to test: reject any that have points outside. We don't clip // Just to test: reject any that have points outside. We don't clip
if len(outers) > 0 { if len(outers) > 0 {
return outfaces return outfaces
@ -297,7 +234,7 @@ func PerspectiveAndClip(face Facef, matrix3d *Mat44f) []Facef { //, outfaces []F
} }
} }
// Backface culling: no need to do anything with triangles facing the wrong way // Backface culling: no need to do anything with triangles facing the wrong way
if !BackfaceCull(sc[0].Pos, sc[1].Pos, sc[2].Pos) { if EdgeFunction(sc[0].Pos, sc[1].Pos, sc[2].Pos) <= 0 {
outfaces = append(outfaces, sc) outfaces = append(outfaces, sc)
} }
//outfaces[facei] = sc //outfaces[facei] = sc
@ -308,28 +245,4 @@ func PerspectiveAndClip(face Facef, matrix3d *Mat44f) []Facef { //, outfaces []F
// TODO: Now that we're here doing it like this, might as well remove faces // TODO: Now that we're here doing it like this, might as well remove faces
// that are fully outside the other clipping zones. No need to do actual clipping... // that are fully outside the other clipping zones. No need to do actual clipping...
// just full rejections. This saves a BIT of processing... though not much // just full rejections. This saves a BIT of processing... though not much
// log.Print(o.Model.Faces[0][0].Pos, o.Model.Faces[0][1].Pos, o.Model.Faces[0][2].Pos)
// log.Print(sc[0].Pos, sc[1].Pos, sc[2].Pos)
// log.Print(matrix3d)
// for i := range 3 {
// // Perspective divide (?) and screen coord
// sc[i].Pos.ViewportSelf(width, height)
// }
// //log.Print(sc[0].Pos, sc[1].Pos, sc[2].Pos, matrix3d)
// if o.Lighting {
// l1 := f[2].Pos.Sub(&f[0].Pos)
// n := l1.CrossProduct(f[1].Pos.Sub(&f[0].Pos))
// n = n.Normalize()
// // light = lookvec // use this for weird things
// intensity = n.MultSimp(&light)
// if intensity < 0 {
// intensity = 0
// }
// intensity = (intensity + float32(*minlight)) / (1 + float32(*minlight))
// } else {
// intensity = 1.0
// }
// TriangleTextured(&rb, o.Texture, intensity, sc[0], sc[1], sc[2])
//}
} }

View File

@ -32,26 +32,6 @@ func must(err error) {
} }
} }
// type ObjectDef struct {
// Model *hrend.ObjModel
// Texture hrend.Framebuffer // This needs to go somewhere else eventually!
// Pos hrend.Vec3f
// LookVec hrend.Vec3f
// Scale float32
// Lighting bool
// }
//
// func NewObjectDef(model *hrend.ObjModel, texture hrend.Framebuffer) *ObjectDef {
// result := ObjectDef{
// Model: model,
// Texture: texture,
// LookVec: hrend.Vec3f{X: 0, Y: 0, Z: -1},
// Scale: 1,
// Lighting: true,
// }
// return &result
// }
func loadObject(name string) (*hrend.ObjModel, hrend.Framebuffer) { func loadObject(name string) (*hrend.ObjModel, hrend.Framebuffer) {
ofile := filepath.Join("../", name+".obj") ofile := filepath.Join("../", name+".obj")
tfile := filepath.Join("../", name+".jpg") tfile := filepath.Join("../", name+".jpg")
@ -102,25 +82,29 @@ func CameraInput(yaw, pitch float32) (float32, float32, hrend.Vec3f) {
pitch = hrend.Clamp(pitch, LookLock, math.Pi-LookLock) pitch = hrend.Clamp(pitch, LookLock, math.Pi-LookLock)
newcamtrans := hrend.Vec3f{X: 0, Y: 0, Z: 0} newcamtrans := hrend.Vec3f{X: 0, Y: 0, Z: 0}
move := float32(Movement)
if rl.IsMouseButtonDown(rl.MouseButtonLeft) {
move *= 6
}
if rl.IsKeyDown(rl.KeyD) { if rl.IsKeyDown(rl.KeyD) {
newcamtrans.X += Movement / Fps newcamtrans.X += move / Fps
} }
if rl.IsKeyDown(rl.KeyA) { if rl.IsKeyDown(rl.KeyA) {
newcamtrans.X -= Movement / Fps newcamtrans.X -= move / Fps
} }
// Moving forward moves in the negative z direction, since we FACE // Moving forward moves in the negative z direction, since we FACE
// the -z axis (the camera does anyway) // the -z axis (the camera does anyway)
if rl.IsKeyDown(rl.KeyW) { if rl.IsKeyDown(rl.KeyW) {
newcamtrans.Z -= Movement / Fps newcamtrans.Z -= move / Fps
} }
if rl.IsKeyDown(rl.KeyS) { if rl.IsKeyDown(rl.KeyS) {
newcamtrans.Z += Movement / Fps newcamtrans.Z += move / Fps
} }
if rl.IsKeyDown(rl.KeySpace) { if rl.IsKeyDown(rl.KeySpace) {
newcamtrans.Y += Movement / Fps newcamtrans.Y += move / Fps
} }
if rl.IsKeyDown(rl.KeyLeftShift) { if rl.IsKeyDown(rl.KeyLeftShift) {
newcamtrans.Y -= Movement / Fps newcamtrans.Y -= move / Fps
} }
// translate the new camera movement based on the yaw // translate the new camera movement based on the yaw
@ -210,9 +194,8 @@ func main() {
objects[len(objects)-1].Pos.Z -= 2 objects[len(objects)-1].Pos.Z -= 2
// These don't really change // These don't really change
var projection hrend.Mat44f //, viewport hrend.Mat44f var projection hrend.Mat44f
projection.SetProjection(float32(*fov), float32(Width)/float32(Height), NearClip, FarClip) projection.SetProjection(float32(*fov), float32(Width)/float32(Height), NearClip, FarClip)
//viewport.SetViewportSimple(int(Width), int(Height), 1) //65535)
var camera hrend.Mat44f var camera hrend.Mat44f
var newcamtrans hrend.Vec3f var newcamtrans hrend.Vec3f
@ -234,7 +217,6 @@ func main() {
camtrans = *camtrans.Add(&newcamtrans) camtrans = *camtrans.Add(&newcamtrans)
_ = camera.SetCamera(&camtrans, yaw, pitch, &camup) _ = camera.SetCamera(&camtrans, yaw, pitch, &camup)
screenmat := camera.Inverse().Multiply(&projection) screenmat := camera.Inverse().Multiply(&projection)
//screenmat = screenmat.Multiply(&viewport)
rb.ResetZBuffer() rb.ResetZBuffer()
for y := range Height { for y := range Height {
@ -243,29 +225,18 @@ func main() {
} }
} }
//var faces []hrend.Facef //[3]hrend.Vertex
var modelmat hrend.Mat44f var modelmat hrend.Mat44f
var intensity float32 var intensity float32
//var minz = float32(math.MaxFloat32)
//var maxz = float32(-math.MaxFloat32)
for _, o := range objects { for _, o := range objects {
// Create the final matrix // Create the final matrix
modelmat.SetLookAt(&o.Pos, o.Pos.Add(&o.LookVec), &camup) modelmat.SetLookAt(&o.Pos, o.Pos.Add(&o.LookVec), &camup)
modelmat.ScaleSelf(o.Scale) modelmat.ScaleSelf(o.Scale)
matrix3d := modelmat.Multiply(screenmat) matrix3d := modelmat.Multiply(screenmat)
for _, f := range o.Model.Faces { for _, f := range o.Model.Faces {
// Generate the new amount of triangles for each face (could be clipped)
for _, sc := range hrend.PerspectiveAndClip(f, matrix3d) { for _, sc := range hrend.PerspectiveAndClip(f, matrix3d) {
// for i := range 3 {
// sc[i] = f[i]
// sc[i].Pos = matrix3d.MultiplyPoint3(f[i].Pos)
// minz = min(minz, sc[i].Pos.Z)
// maxz = max(maxz, sc[i].Pos.Z)
// }
// log.Print(o.Model.Faces[0][0].Pos, o.Model.Faces[0][1].Pos, o.Model.Faces[0][2].Pos)
// log.Print(sc[0].Pos, sc[1].Pos, sc[2].Pos)
// log.Print(matrix3d)
for i := range 3 { for i := range 3 {
// Perspective divide (?) and screen coord // Screen coord mapping
sc[i].Pos.ViewportSelf(*width, *height) sc[i].Pos.ViewportSelf(*width, *height)
} }
//log.Print(sc[0].Pos, sc[1].Pos, sc[2].Pos, matrix3d) //log.Print(sc[0].Pos, sc[1].Pos, sc[2].Pos, matrix3d)
@ -276,7 +247,7 @@ func main() {
// light = lookvec // use this for weird things // light = lookvec // use this for weird things
intensity = n.MultSimp(&light) intensity = n.MultSimp(&light)
if intensity < 0 { if intensity < 0 {
intensity = 0 intensity = 0 // Don't just not draw the triangle: it should be black
} }
intensity = (intensity + float32(*minlight)) / (1 + float32(*minlight)) intensity = (intensity + float32(*minlight)) / (1 + float32(*minlight))
} else { } else {