Setting up indexed faces
This commit is contained in:
parent
8a79445b42
commit
0f235dba74
4
renderer4/.gitignore
vendored
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4
renderer4/.gitignore
vendored
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renderer4
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renderer3
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renderer2
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renderer
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284
renderer4/generation.go
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284
renderer4/generation.go
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package main
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import (
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"image"
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"image/color"
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"log"
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"math"
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"math/rand"
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"renderer4/hrend"
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)
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func Checkerboard(cols []color.Color, size int) image.Image {
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result := image.NewRGBA(image.Rect(0, 0, size, size))
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for y := range size {
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for x := range size {
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result.Set(x, y, cols[(x+y)%len(cols)])
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}
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}
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return result
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}
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// Returns a sizexsize*3 texture where the top is the top color,
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// bottom is bottom color, middle is gradient
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func Gradient(bottom color.Color, top color.Color, size int) image.Image {
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result := image.NewRGBA(image.Rect(0, 0, size, size*3))
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br, bg, bb, ba := bottom.RGBA()
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tr, tg, tb, ta := top.RGBA()
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for y := range size {
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for x := range size {
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lerp := float32(y) / float32(size-1)
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result.Set(x, y, top)
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result.Set(x, y+size, color.RGBA{
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R: byte(float32(tr>>8)*(1-lerp) + float32(br>>8)*lerp),
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G: byte(float32(tg>>8)*(1-lerp) + float32(bg>>8)*lerp),
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B: byte(float32(tb>>8)*(1-lerp) + float32(bb>>8)*lerp),
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A: byte(float32(ta>>8)*(1-lerp) + float32(ba>>8)*lerp),
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})
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result.Set(x, y+size*2, bottom)
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}
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}
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return result
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}
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// Returns a 1px wide gradient where top is top color, bottom is bottom color
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func Gradient1px(bottom color.Color, top color.Color, size int) image.Image {
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result := image.NewRGBA(image.Rect(0, 0, 1, size))
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br, bg, bb, ba := bottom.RGBA()
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tr, tg, tb, ta := top.RGBA()
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for y := range size {
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lerp := float32(y) / float32(size-1)
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result.Set(0, y, color.RGBA{
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R: byte(float32(tr>>8)*(1-lerp) + float32(br>>8)*lerp),
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G: byte(float32(tg>>8)*(1-lerp) + float32(bg>>8)*lerp),
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B: byte(float32(tb>>8)*(1-lerp) + float32(bb>>8)*lerp),
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A: byte(float32(ta>>8)*(1-lerp) + float32(ba>>8)*lerp),
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})
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}
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return result
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}
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// Skybox for now assumes a 1px gradient
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func Skybox() *hrend.ObjModel {
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v := make([]hrend.Vec3f, 8)
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vt := make([]hrend.Vec3f, 2)
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f := make([]hrend.Facei, 12)
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// Assuming 1px gradient, these are the only two texture points you need
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vt[0] = hrend.Vec3f{X: 0, Y: 0.001, Z: 0}
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vt[1] = hrend.Vec3f{X: 0, Y: 1, Z: 0}
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vvt := []uint16{
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0, 0, 0, 0, 1, 1, 1, 1,
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//vt[0], vt[0], vt[0], vt[0], vt[1], vt[1], vt[1], vt[1],
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}
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// Cube faces are weird, I guess just manually do them? ugh
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// First 4 are the bottom vertices. We can make two faces out of these
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v[0] = hrend.Vec3f{X: float32(-1), Y: float32(-1), Z: float32(-1)}
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v[1] = hrend.Vec3f{X: float32(1), Y: float32(-1), Z: float32(-1)}
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v[2] = hrend.Vec3f{X: float32(1), Y: float32(-1), Z: float32(1)}
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v[3] = hrend.Vec3f{X: float32(-1), Y: float32(-1), Z: float32(1)}
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// Now the top 4 vertices, same order as bottom
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v[4] = hrend.Vec3f{X: float32(-1), Y: float32(1), Z: float32(-1)}
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v[5] = hrend.Vec3f{X: float32(1), Y: float32(1), Z: float32(-1)}
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v[6] = hrend.Vec3f{X: float32(1), Y: float32(1), Z: float32(1)}
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v[7] = hrend.Vec3f{X: float32(-1), Y: float32(1), Z: float32(1)}
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// These are our 12 faces
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fv := [][3]uint16{
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{0, 2, 1}, // bottom
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{0, 3, 2},
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{4, 5, 6}, // top
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{6, 7, 4},
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{0, 1, 5}, // south
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{5, 4, 0},
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{1, 2, 6}, // east
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{6, 5, 1},
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{2, 3, 7}, // North
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{7, 6, 2},
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{3, 0, 4}, // west
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{4, 7, 3},
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}
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for i, face := range fv {
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for j := range 3 {
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f[i][j].Posi = face[j] //= hrend.Vertex{Pos: face[j], Tex: vvt[face[j]]}
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f[i][j].Texi = vvt[face[j]] //= hrend.Vertex{Pos: face[j], Tex: vvt[face[j]]}
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}
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}
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// Ugh and now the sides... so complicated
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return &hrend.ObjModel{
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Vertices: v,
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VTexture: vt,
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Faces: f,
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}
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}
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// Reset all faces and regenerate them using the vertices as a square mesh
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func RegenerateSquareMesh(size int, obj *hrend.ObjModel) {
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obj.VTexture = make([]hrend.Vec3f, 4)
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// For the simple square terrain, there aren't a lot of texture coords...
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// If you want something more complicated, replace this
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obj.VTexture[0] = hrend.Vec3f{X: 0, Y: 0, Z: 0}
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obj.VTexture[1] = hrend.Vec3f{X: 1, Y: 0, Z: 0}
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obj.VTexture[2] = hrend.Vec3f{X: 0, Y: 1, Z: 0}
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obj.VTexture[3] = hrend.Vec3f{X: 1, Y: 1, Z: 0}
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obj.Faces = nil // Clear old faces
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width := size + size + 1
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// Faces are slightly different; we generate two for every "cell" inside the vertices
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for z := 0; z < width-1; z++ {
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for x := 0; x < width-1; x++ {
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topleft := uint16(x + z*width)
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topright := uint16(x + 1 + z*width)
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bottomleft := uint16(x + (z+1)*width)
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bottomright := uint16(x + 1 + (z+1)*width)
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// remember to wind counter-clockwise
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obj.Faces = append(obj.Faces, hrend.Facei{
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{Posi: topleft, Texi: 0},
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{Posi: bottomleft, Texi: 2},
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{Posi: topright, Texi: 1},
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}, hrend.Facei{
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{Posi: topright, Texi: 1},
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{Posi: bottomleft, Texi: 2},
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{Posi: bottomright, Texi: 3},
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})
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}
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}
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}
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func FlatTerrain(size int) *hrend.ObjModel {
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result := hrend.ObjModel{
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Vertices: make([]hrend.Vec3f, 0),
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VTexture: make([]hrend.Vec3f, 4),
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Faces: make([]hrend.Facei, 0),
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}
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// Generate all the simple vertices along the plane at y=0
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for z := -size; z <= size; z++ {
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for x := -size; x <= size; x++ {
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result.Vertices = append(result.Vertices, hrend.Vec3f{X: float32(x), Y: 0, Z: float32(z)})
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}
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}
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RegenerateSquareMesh(size, &result)
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return &result
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}
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func DiamondSquareTerrain(size int, roughness float32, scale float32) *hrend.ObjModel {
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result := hrend.ObjModel{
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Vertices: make([]hrend.Vec3f, 0),
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VTexture: make([]hrend.Vec3f, 4),
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Faces: make([]hrend.Facei, 0),
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}
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dsterra := DiamondSquare(size+size+1, float64(roughness))
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// Generate all the simple vertices along the plane at y=0
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for z := -size; z <= size; z++ {
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for x := -size; x <= size; x++ {
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//result.Vertices = append(result.Vertices, hrend.Vec3f{X: float32(x), Y: float32(float64(scale) * dsterra[0][0]), Z: float32(z)})
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result.Vertices = append(result.Vertices, hrend.Vec3f{X: float32(x), Y: float32(float64(scale) * dsterra[z+size][x+size]), Z: float32(z)})
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}
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}
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RegenerateSquareMesh(size, &result)
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return &result
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}
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// CHATGPT -----------------------------------------
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func DiamondSquare(size int, roughness float64) [][]float64 {
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// Initialize the array
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terrain := make([][]float64, size)
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for i := range terrain {
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terrain[i] = make([]float64, size)
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}
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// Seed the corners
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terrain[0][0] = rand.Float64()
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terrain[0][size-1] = rand.Float64()
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terrain[size-1][0] = rand.Float64()
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terrain[size-1][size-1] = rand.Float64()
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log.Print("DS Seeded corners")
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// Size of the step
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stepSize := size - 1
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for stepSize > 1 {
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halfStep := stepSize / 2
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// Diamond step
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for y := halfStep; y < size; y += stepSize {
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for x := halfStep; x < size; x += stepSize {
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diamondStep(terrain, x, y, halfStep, roughness)
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}
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}
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// Square step
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for y := 0; y < size; y += halfStep {
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for x := (y + halfStep) % stepSize; x < size; x += stepSize {
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squareStep(terrain, x, y, halfStep, roughness)
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}
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}
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stepSize = halfStep
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}
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log.Printf("DS finished squares and diamonds")
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// Normalize to [0, 1]
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normalize(terrain)
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log.Printf("DS normalize (complete)")
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return terrain
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}
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// Diamond step of the algorithm
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func diamondStep(terrain [][]float64, x, y, halfStep int, roughness float64) {
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sum := terrain[y-halfStep][x-halfStep] +
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terrain[y-halfStep][x+halfStep] +
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terrain[y+halfStep][x-halfStep] +
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terrain[y+halfStep][x+halfStep]
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avg := sum / 4
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terrain[y][x] = avg + (rand.Float64()*2-1)*roughness
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}
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// Square step of the algorithm
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func squareStep(terrain [][]float64, x, y, halfStep int, roughness float64) {
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avg := 0.0
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count := 0
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if x-halfStep >= 0 {
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avg += terrain[y][x-halfStep]
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count++
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}
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if x+halfStep < len(terrain) {
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avg += terrain[y][x+halfStep]
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count++
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}
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if y-halfStep >= 0 {
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avg += terrain[y-halfStep][x]
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count++
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}
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if y+halfStep < len(terrain) {
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avg += terrain[y+halfStep][x]
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count++
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}
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avg /= float64(count)
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terrain[y][x] = avg + (rand.Float64()*2-1)*roughness
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}
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// Normalize the array to range [0, 1]
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func normalize(terrain [][]float64) {
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minVal, maxVal := math.Inf(1), math.Inf(-1)
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for _, row := range terrain {
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for _, value := range row {
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if value < minVal {
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minVal = value
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}
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if value > maxVal {
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maxVal = value
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}
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}
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}
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rangeVal := maxVal - minVal
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for i, row := range terrain {
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for j := range row {
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terrain[i][j] = (terrain[i][j] - minVal) / rangeVal
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}
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}
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}
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11
renderer4/go.mod
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11
renderer4/go.mod
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module renderer4
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go 1.22.5
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require github.com/gen2brain/raylib-go/raylib v0.0.0-20240628125141-62016ee92fc0
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require (
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github.com/ebitengine/purego v0.7.1 // indirect
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golang.org/x/exp v0.0.0-20240506185415-9bf2ced13842 // indirect
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golang.org/x/sys v0.20.0 // indirect
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)
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renderer4/go.sum
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renderer4/go.sum
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github.com/ebitengine/purego v0.7.1 h1:6/55d26lG3o9VCZX8lping+bZcmShseiqlh2bnUDiPA=
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github.com/ebitengine/purego v0.7.1/go.mod h1:ah1In8AOtksoNK6yk5z1HTJeUkC1Ez4Wk2idgGslMwQ=
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github.com/gen2brain/raylib-go/raylib v0.0.0-20240628125141-62016ee92fc0 h1:mhWZabwn9WvzqMBgiuW8ewuQ4Zg+PfW+XbNnTtIX1FY=
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github.com/gen2brain/raylib-go/raylib v0.0.0-20240628125141-62016ee92fc0/go.mod h1:BaY76bZk7nw1/kVOSQObPY1v1iwVE1KHAGMfvI6oK1Q=
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golang.org/x/exp v0.0.0-20240506185415-9bf2ced13842 h1:vr/HnozRka3pE4EsMEg1lgkXJkTFJCVUX+S/ZT6wYzM=
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golang.org/x/exp v0.0.0-20240506185415-9bf2ced13842/go.mod h1:XtvwrStGgqGPLc4cjQfWqZHG1YFdYs6swckp8vpsjnc=
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golang.org/x/sys v0.20.0 h1:Od9JTbYCk261bKm4M/mw7AklTlFYIa0bIp9BgSm1S8Y=
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golang.org/x/sys v0.20.0/go.mod h1:/VUhepiaJMQUp4+oa/7Zr1D23ma6VTLIYjOOTFZPUcA=
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27
renderer4/hrend/frametime.go
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renderer4/hrend/frametime.go
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package hrend
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import (
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"time"
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)
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// Sum up and average frame times at desired intervals. Average and sum
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// should be seconds
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type FrameTimer struct {
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Sum time.Duration
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TotalTime time.Duration
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Count int
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TotalCount int
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LastAverage time.Duration
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}
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func (ft *FrameTimer) Add(t time.Duration, avgcount int) {
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ft.Sum += t
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ft.TotalTime += t
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ft.Count += 1
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ft.TotalCount += 1
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if ft.Count%avgcount == 0 {
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ft.LastAverage = ft.Sum / time.Duration(ft.Count)
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ft.Sum = 0
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ft.Count = 0
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}
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}
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197
renderer4/hrend/image.go
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197
renderer4/hrend/image.go
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package hrend
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import (
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"bytes"
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"fmt"
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"image"
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"image/color"
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"log"
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"math"
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"strings"
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)
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// Convert rgb to uint
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func Col2Uint(r, g, b byte) uint {
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return (uint(r) << 16) | (uint(g) << 8) | uint(b)
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}
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func Color2Uint(col color.Color) uint {
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r, g, b, _ := col.RGBA()
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//log.Print(r, g, b)
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return uint(((r & 0xff00) << 8) | (g & 0xff00) | ((b & 0xff00) >> 8))
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}
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// Convert uint to rgb (in that order)
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func Uint2Col(col uint) (byte, byte, byte) {
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return byte((col >> 16) & 0xFF), byte((col >> 8) & 0xFF), byte(col & 0xFF)
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}
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// A simple buffer where you can set pixels
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type Framebuffer interface {
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Set(x uint, y uint, r byte, g byte, b byte)
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Get(x uint, y uint) (byte, byte, byte)
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GetUv(u float32, v float32) (byte, byte, byte)
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Dims() (uint, uint)
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}
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// Turn framebuffer into image, useful for processing into individual frames
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func ToImage(fb Framebuffer) *image.RGBA {
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width, height := fb.Dims()
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result := image.NewRGBA(image.Rect(0, 0, int(width), int(height)))
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for y := range height {
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for x := range width {
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c := color.RGBA{A: 255}
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c.R, c.G, c.G = fb.Get(x, y)
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result.Set(int(x), int(y), c)
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}
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}
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return result
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}
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// Color is in RGB (alpha not used right now)
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type SimpleFramebuffer struct {
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Data []byte
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Width uint
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Height uint
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}
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func (fb *SimpleFramebuffer) Dims() (uint, uint) {
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return fb.Width, fb.Height
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}
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// Sure hope this gets inlined...
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func (fb *SimpleFramebuffer) Set(x uint, y uint, r byte, g byte, b byte) {
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if x >= fb.Width || y >= fb.Height {
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return
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}
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fb.Data[(x+y*fb.Width)*3] = r
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fb.Data[(x+y*fb.Width)*3+1] = g
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fb.Data[(x+y*fb.Width)*3+2] = b
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}
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func (fb *SimpleFramebuffer) Get(x uint, y uint) (byte, byte, byte) {
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if x >= fb.Width || y >= fb.Height {
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return 0, 0, 0
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}
|
||||
return fb.Data[(x+y*fb.Width)*3],
|
||||
fb.Data[(x+y*fb.Width)*3+1],
|
||||
fb.Data[(x+y*fb.Width)*3+2]
|
||||
}
|
||||
|
||||
func (fb *SimpleFramebuffer) GetUv(u float32, v float32) (byte, byte, byte) {
|
||||
x := uint(float32(fb.Width)*u) & (fb.Width - 1)
|
||||
y := uint(float32(fb.Height)*(1-v)) & (fb.Height - 1)
|
||||
i := (x + y*fb.Width) * 3
|
||||
return fb.Data[i], fb.Data[i+1], fb.Data[i+2]
|
||||
// return fb.Data[(x+y*fb.Width)*3],
|
||||
// fb.Data[(x+y*fb.Width)*3+1],
|
||||
// fb.Data[(x+y*fb.Width)*3+2]
|
||||
}
|
||||
|
||||
func NewSimpleFramebuffer(width uint, height uint) *SimpleFramebuffer {
|
||||
return &SimpleFramebuffer{
|
||||
Data: make([]byte, width*height*3),
|
||||
Width: width,
|
||||
Height: height,
|
||||
}
|
||||
}
|
||||
|
||||
type RenderBuffer struct {
|
||||
Data Framebuffer
|
||||
ZBuffer []float32 //uint16 // Apparently 16 bit z-buffers are used
|
||||
Width uint
|
||||
Height uint
|
||||
}
|
||||
|
||||
// Create a new framebuffer for the given width and height.
|
||||
func NewRenderbuffer(d Framebuffer, width uint, height uint) RenderBuffer {
|
||||
return RenderBuffer{
|
||||
Data: d,
|
||||
ZBuffer: make([]float32, width*height),
|
||||
Width: width,
|
||||
Height: height,
|
||||
}
|
||||
}
|
||||
|
||||
func NewTexture(texture image.Image, stride int) *SimpleFramebuffer {
|
||||
bounds := texture.Bounds()
|
||||
width := bounds.Dx() / stride
|
||||
height := bounds.Dy() / stride
|
||||
result := NewSimpleFramebuffer(uint(width), uint(height))
|
||||
wlog := math.Log2(float64(width))
|
||||
hlog := math.Log2(float64(height))
|
||||
if wlog != math.Floor(wlog) || hlog != math.Floor(hlog) {
|
||||
panic("Texture must be power of two")
|
||||
}
|
||||
for y := bounds.Min.Y; y < bounds.Max.Y; y += stride {
|
||||
for x := bounds.Min.X; x < bounds.Max.X; x += stride {
|
||||
col := texture.At(x, y)
|
||||
r, g, b, _ := col.RGBA()
|
||||
result.Set(uint(x/stride), uint(y/stride), byte(r>>8), byte(g>>8), byte(b>>8))
|
||||
}
|
||||
}
|
||||
return result
|
||||
}
|
||||
|
||||
// Fill zbuffer with pixels that are max distance away
|
||||
func (fb *RenderBuffer) ResetZBuffer() {
|
||||
for i := range fb.ZBuffer {
|
||||
fb.ZBuffer[i] = 65535 //math.MaxFloat32
|
||||
}
|
||||
}
|
||||
|
||||
// Given some image data, return a string that is the ppm of it
|
||||
func (fb *RenderBuffer) ExportPPM() string {
|
||||
log.Printf("ExportPPM called for framebuffer %dx%d", fb.Width, fb.Height)
|
||||
var result strings.Builder
|
||||
result.WriteString(fmt.Sprintf("P3\n%d %d\n255\n", fb.Width, fb.Height))
|
||||
for y := range fb.Height {
|
||||
for x := range fb.Width {
|
||||
r, g, b := fb.Data.Get(x, y)
|
||||
result.WriteString(fmt.Sprintf("%d %d %d\t", r, g, b))
|
||||
}
|
||||
result.WriteRune('\n')
|
||||
}
|
||||
return result.String()
|
||||
}
|
||||
|
||||
func (fb *RenderBuffer) ExportPPMP6() []byte {
|
||||
log.Printf("ExportPPM6 called for framebuffer %dx%d", fb.Width, fb.Height)
|
||||
var result bytes.Buffer
|
||||
result.WriteString(fmt.Sprintf("P6\n%d %d\n255\n", fb.Width, fb.Height))
|
||||
for y := range fb.Height {
|
||||
for x := range fb.Width {
|
||||
r, g, b := fb.Data.Get(x, y)
|
||||
result.Write([]byte{r, g, b})
|
||||
}
|
||||
//result.WriteString(fmt.Sprintf("%d %d %d\t", r, g, b))
|
||||
}
|
||||
//result.WriteRune('\n')
|
||||
return result.Bytes()
|
||||
}
|
||||
|
||||
func (fb *RenderBuffer) ZBuffer_ExportPPM() string {
|
||||
var result strings.Builder
|
||||
mini := float32(math.MaxFloat32)
|
||||
maxi := float32(-math.MaxFloat32)
|
||||
for _, f := range fb.ZBuffer {
|
||||
if f == math.MaxFloat32 {
|
||||
continue
|
||||
}
|
||||
mini = min(f, mini)
|
||||
maxi = max(f, maxi)
|
||||
}
|
||||
result.WriteString(fmt.Sprintf("P2\n%d %d\n255\n", fb.Width, fb.Height))
|
||||
for y := range fb.Height {
|
||||
for x := range fb.Width {
|
||||
if fb.ZBuffer[x+y*fb.Width] == math.MaxFloat32 {
|
||||
result.WriteString("0 ")
|
||||
} else {
|
||||
zp := byte(math.Abs(float64(255 * fb.ZBuffer[x+y*fb.Width] / (maxi - mini))))
|
||||
result.WriteString(fmt.Sprintf("%d ", zp))
|
||||
}
|
||||
}
|
||||
result.WriteRune('\n')
|
||||
}
|
||||
return result.String()
|
||||
}
|
382
renderer4/hrend/math.go
Normal file
382
renderer4/hrend/math.go
Normal file
@ -0,0 +1,382 @@
|
||||
package hrend
|
||||
|
||||
// This is the linear algebra junk? Vectors, matrices, etc
|
||||
import (
|
||||
//"log"
|
||||
"math"
|
||||
)
|
||||
|
||||
type Vec3f struct {
|
||||
X, Y, Z float32
|
||||
}
|
||||
|
||||
type Vec2i struct {
|
||||
X, Y int
|
||||
}
|
||||
|
||||
type Vec2f struct {
|
||||
X, Y float32
|
||||
}
|
||||
|
||||
// A ROW MAJOR matrix
|
||||
type Mat44f [16]float32
|
||||
|
||||
func (m *Mat44f) Set(x int, y int, val float32) {
|
||||
m[x+y*4] = val
|
||||
}
|
||||
func (m *Mat44f) Get(x int, y int) float32 {
|
||||
return m[x+y*4]
|
||||
}
|
||||
func (m *Mat44f) ZeroFill() {
|
||||
for i := range m {
|
||||
m[i] = 0
|
||||
}
|
||||
}
|
||||
|
||||
// Multiply the entire matrix by the given value
|
||||
func (m *Mat44f) MultiplySelf(f float32) {
|
||||
for i := range m {
|
||||
m[i] *= f
|
||||
}
|
||||
}
|
||||
|
||||
// Copied from https://github.com/go-gl/mathgl/blob/master/mgl32/matrix.go
|
||||
func (m *Mat44f) Determinant() float32 {
|
||||
return m[0]*m[5]*m[10]*m[15] - m[0]*m[5]*m[11]*m[14] - m[0]*m[6]*m[9]*m[15] + m[0]*m[6]*m[11]*m[13] + m[0]*m[7]*m[9]*m[14] - m[0]*m[7]*m[10]*m[13] - m[1]*m[4]*m[10]*m[15] + m[1]*m[4]*m[11]*m[14] + m[1]*m[6]*m[8]*m[15] - m[1]*m[6]*m[11]*m[12] - m[1]*m[7]*m[8]*m[14] + m[1]*m[7]*m[10]*m[12] + m[2]*m[4]*m[9]*m[15] - m[2]*m[4]*m[11]*m[13] - m[2]*m[5]*m[8]*m[15] + m[2]*m[5]*m[11]*m[12] + m[2]*m[7]*m[8]*m[13] - m[2]*m[7]*m[9]*m[12] - m[3]*m[4]*m[9]*m[14] + m[3]*m[4]*m[10]*m[13] + m[3]*m[5]*m[8]*m[14] - m[3]*m[5]*m[10]*m[12] - m[3]*m[6]*m[8]*m[13] + m[3]*m[6]*m[9]*m[12]
|
||||
}
|
||||
|
||||
// Copied from https://github.com/go-gl/mathgl/blob/master/mgl32/matrix.go
|
||||
func (m *Mat44f) Inverse() *Mat44f {
|
||||
det := m.Determinant()
|
||||
|
||||
if det == float32(0.0) {
|
||||
return &Mat44f{}
|
||||
}
|
||||
|
||||
// How the hell am I supposed to know if this is correct? Oh well...
|
||||
result := Mat44f{
|
||||
-m[7]*m[10]*m[13] + m[6]*m[11]*m[13] + m[7]*m[9]*m[14] - m[5]*m[11]*m[14] - m[6]*m[9]*m[15] + m[5]*m[10]*m[15],
|
||||
m[3]*m[10]*m[13] - m[2]*m[11]*m[13] - m[3]*m[9]*m[14] + m[1]*m[11]*m[14] + m[2]*m[9]*m[15] - m[1]*m[10]*m[15],
|
||||
-m[3]*m[6]*m[13] + m[2]*m[7]*m[13] + m[3]*m[5]*m[14] - m[1]*m[7]*m[14] - m[2]*m[5]*m[15] + m[1]*m[6]*m[15],
|
||||
m[3]*m[6]*m[9] - m[2]*m[7]*m[9] - m[3]*m[5]*m[10] + m[1]*m[7]*m[10] + m[2]*m[5]*m[11] - m[1]*m[6]*m[11],
|
||||
m[7]*m[10]*m[12] - m[6]*m[11]*m[12] - m[7]*m[8]*m[14] + m[4]*m[11]*m[14] + m[6]*m[8]*m[15] - m[4]*m[10]*m[15],
|
||||
-m[3]*m[10]*m[12] + m[2]*m[11]*m[12] + m[3]*m[8]*m[14] - m[0]*m[11]*m[14] - m[2]*m[8]*m[15] + m[0]*m[10]*m[15],
|
||||
m[3]*m[6]*m[12] - m[2]*m[7]*m[12] - m[3]*m[4]*m[14] + m[0]*m[7]*m[14] + m[2]*m[4]*m[15] - m[0]*m[6]*m[15],
|
||||
-m[3]*m[6]*m[8] + m[2]*m[7]*m[8] + m[3]*m[4]*m[10] - m[0]*m[7]*m[10] - m[2]*m[4]*m[11] + m[0]*m[6]*m[11],
|
||||
-m[7]*m[9]*m[12] + m[5]*m[11]*m[12] + m[7]*m[8]*m[13] - m[4]*m[11]*m[13] - m[5]*m[8]*m[15] + m[4]*m[9]*m[15],
|
||||
m[3]*m[9]*m[12] - m[1]*m[11]*m[12] - m[3]*m[8]*m[13] + m[0]*m[11]*m[13] + m[1]*m[8]*m[15] - m[0]*m[9]*m[15],
|
||||
-m[3]*m[5]*m[12] + m[1]*m[7]*m[12] + m[3]*m[4]*m[13] - m[0]*m[7]*m[13] - m[1]*m[4]*m[15] + m[0]*m[5]*m[15],
|
||||
m[3]*m[5]*m[8] - m[1]*m[7]*m[8] - m[3]*m[4]*m[9] + m[0]*m[7]*m[9] + m[1]*m[4]*m[11] - m[0]*m[5]*m[11],
|
||||
m[6]*m[9]*m[12] - m[5]*m[10]*m[12] - m[6]*m[8]*m[13] + m[4]*m[10]*m[13] + m[5]*m[8]*m[14] - m[4]*m[9]*m[14],
|
||||
-m[2]*m[9]*m[12] + m[1]*m[10]*m[12] + m[2]*m[8]*m[13] - m[0]*m[10]*m[13] - m[1]*m[8]*m[14] + m[0]*m[9]*m[14],
|
||||
m[2]*m[5]*m[12] - m[1]*m[6]*m[12] - m[2]*m[4]*m[13] + m[0]*m[6]*m[13] + m[1]*m[4]*m[14] - m[0]*m[5]*m[14],
|
||||
-m[2]*m[5]*m[8] + m[1]*m[6]*m[8] + m[2]*m[4]*m[9] - m[0]*m[6]*m[9] - m[1]*m[4]*m[10] + m[0]*m[5]*m[10],
|
||||
}
|
||||
|
||||
result.MultiplySelf(1 / det)
|
||||
//log.Print(m)
|
||||
//log.Print(result)
|
||||
|
||||
return &result
|
||||
}
|
||||
|
||||
func (m *Mat44f) SetIdentity() {
|
||||
m.ZeroFill()
|
||||
for i := range 4 {
|
||||
m.Set(i, i, 1)
|
||||
}
|
||||
}
|
||||
|
||||
// NOTE: we use "Set" instead of "Create" for all these so we reuse the matrix
|
||||
// instead of creating a new one all the time (garbage collection)
|
||||
|
||||
// Compute the projection matrix, filling the given matrix. FOV is in degrees
|
||||
func (m *Mat44f) SetProjection(fov float32, aspect float32, near float32, far float32) {
|
||||
// Projection matrix is (ROW MAJOR!)
|
||||
// S 0 0 0
|
||||
// 0 S 0 0
|
||||
// 0 0 -f/(f-n) -1
|
||||
// 0 0 -fn/(f-n) 0
|
||||
// where S (scale) is 1 / tan(fov / 2) (assuming fov is radians)
|
||||
// // NOTE: -1 there is actually -1/c, where c is distance from viewer to
|
||||
// // projection plane. We fix it at 1 for now but...
|
||||
// m.ZeroFill()
|
||||
// scale := float32(1 / math.Tan(float64(fov)*0.5*math.Pi/180))
|
||||
// m.Set(0, 0, scale)
|
||||
// m.Set(1, 1, scale)
|
||||
// m.Set(2, 2, -far/(far-near))
|
||||
// m.Set(3, 2, -1)
|
||||
// m.Set(2, 3, -far*near/(far-near))
|
||||
// OK apparently I suck, let's use somebody else's projection matrix:
|
||||
m.ZeroFill()
|
||||
|
||||
// fov = fov / 180 * math.Pi // Convert to radians
|
||||
// e := float32(1 / math.Tan(float64(fov/2)))
|
||||
|
||||
// m.Set(0, 0, e/aspect)
|
||||
// m.Set(1, 1, e)
|
||||
// m.Set(2, 2, (far+near)/(near-far))
|
||||
// m.Set(2, 3, 2*far*near/(near-far))
|
||||
// m.Set(3, 2, -1) // Might need to be swapped
|
||||
|
||||
DEG2RAD := math.Acos(-1.0) / 180.0
|
||||
tangent := math.Tan(float64(fov/2.0) * DEG2RAD) // tangent of half fovY
|
||||
top := near * float32(tangent) // half height of near plane
|
||||
right := top * aspect // half width of near plane
|
||||
// Column major maybe???
|
||||
// n/r 0 0 0
|
||||
// 0 n/t 0 0
|
||||
// 0 0 -(f+n)/(f-n) -1
|
||||
// 0 0 -(2fn)/(f-n) 0
|
||||
|
||||
m.Set(0, 0, near/right)
|
||||
m.Set(1, 1, near/top)
|
||||
m.Set(2, 2, -(far+near)/(far-near))
|
||||
m.Set(3, 2, -1)
|
||||
m.Set(2, 3, -(2*far*near)/(far-near))
|
||||
}
|
||||
|
||||
func (m *Mat44f) SetViewport(tl Vec3f, br Vec3f) { //width, height, depth int) {
|
||||
m.ZeroFill()
|
||||
m.Set(0, 0, (br.X-tl.X)/2)
|
||||
m.Set(1, 1, (tl.Y-br.Y)/2) // Inverted because screen funny
|
||||
m.Set(2, 2, 1) //(br.Z-tl.Z)/2)
|
||||
m.Set(3, 3, 1)
|
||||
m.Set(0, 3, (br.X+tl.X)/2)
|
||||
m.Set(1, 3, (br.Y+tl.Y)/2)
|
||||
//m.Set(2, 3, (br.Z+tl.Z)/2)
|
||||
}
|
||||
|
||||
// Convert the point to a viewport point
|
||||
func (v *Vec3f) ViewportSelf(width, height int) {
|
||||
v.X = (v.X + 1) / 2 * float32(width)
|
||||
v.Y = (1 - (v.Y+1)/2) * float32(height)
|
||||
// Don't touch Z
|
||||
}
|
||||
|
||||
func (m *Mat44f) SetViewportSimple(width, height, depth int) {
|
||||
var tl Vec3f // All zero
|
||||
br := Vec3f{
|
||||
X: float32(width),
|
||||
Y: float32(height),
|
||||
Z: float32(depth),
|
||||
}
|
||||
m.SetViewport(tl, br)
|
||||
}
|
||||
|
||||
func (m *Mat44f) SetTranslation(x, y, z float32) {
|
||||
m.SetIdentity()
|
||||
m.Set(0, 3, x) // Let user decide how to offset x
|
||||
m.Set(1, 3, y) // Let user decide how to offset x
|
||||
m.Set(2, 3, z) // Get farther away from the face (user)
|
||||
}
|
||||
|
||||
func (m *Mat44f) ScaleSelf(scale float32) {
|
||||
m.Set(0, 0, m.Get(0, 0)*scale)
|
||||
m.Set(1, 1, m.Get(1, 1)*scale)
|
||||
m.Set(2, 2, m.Get(2, 2)*scale)
|
||||
}
|
||||
|
||||
func (m *Mat44f) SetRotationX(radang float32) {
|
||||
m.SetIdentity()
|
||||
m[5] = float32(math.Cos(float64(radang)))
|
||||
m[10] = m[5]
|
||||
m[6] = float32(math.Sin(float64(radang)))
|
||||
m[9] = -m[6]
|
||||
}
|
||||
|
||||
func (m *Mat44f) SetRotationY(radang float32) {
|
||||
m.SetIdentity()
|
||||
m[0] = float32(math.Cos(float64(radang)))
|
||||
m[10] = m[0]
|
||||
m[8] = float32(math.Sin(float64(radang)))
|
||||
m[2] = -m[8]
|
||||
}
|
||||
|
||||
func (m *Mat44f) SetRotationZ(radang float32) {
|
||||
m.SetIdentity()
|
||||
m[0] = float32(math.Cos(float64(radang)))
|
||||
m[5] = m[0]
|
||||
m[4] = float32(math.Sin(float64(radang)))
|
||||
m[2] = -m[4]
|
||||
}
|
||||
|
||||
// Camera is easier to deal with using yaw and pitch, since we're not supporting roll
|
||||
func (m *Mat44f) SetCamera(loc *Vec3f, yaw float32, pitch float32, up *Vec3f) Vec3f {
|
||||
// Use sphere equation to compute lookat vector through the two
|
||||
// player-controled angles (pitch and yaw)
|
||||
lookvec := Vec3f{
|
||||
Z: float32(-math.Sin(float64(pitch)) * math.Cos(float64(yaw))),
|
||||
X: float32(math.Sin(float64(pitch)) * math.Sin(float64(yaw))),
|
||||
Y: float32(math.Cos(float64(pitch))),
|
||||
}
|
||||
m.SetLookAt(loc, loc.Add(&lookvec), up)
|
||||
return lookvec
|
||||
}
|
||||
|
||||
// Note: use {0,1,0} for up for normal use
|
||||
func (m *Mat44f) SetLookAt(from *Vec3f, to *Vec3f, up *Vec3f) {
|
||||
forward := from.Sub(to).Normalize()
|
||||
// IDK if you have to normalize but whatever
|
||||
right := up.CrossProduct(forward).Normalize()
|
||||
realup := forward.CrossProduct(right)
|
||||
m.SetIdentity()
|
||||
m.Set(0, 0, right.X)
|
||||
m.Set(1, 0, right.Y)
|
||||
m.Set(2, 0, right.Z)
|
||||
m.Set(0, 1, realup.X)
|
||||
m.Set(1, 1, realup.Y)
|
||||
m.Set(2, 1, realup.Z)
|
||||
m.Set(0, 2, forward.X)
|
||||
m.Set(1, 2, forward.Y)
|
||||
m.Set(2, 2, forward.Z)
|
||||
m.Set(0, 3, from.X)
|
||||
m.Set(1, 3, from.Y)
|
||||
m.Set(2, 3, from.Z)
|
||||
}
|
||||
|
||||
// Homogenous vec3f
|
||||
type HVec3f struct {
|
||||
Pos Vec3f
|
||||
W float32
|
||||
}
|
||||
|
||||
func (h *HVec3f) MakeConventional() Vec3f {
|
||||
r := h.Pos
|
||||
if h.W != 1 {
|
||||
r.X /= h.W
|
||||
r.Y /= h.W
|
||||
r.Z /= h.W
|
||||
}
|
||||
return r
|
||||
}
|
||||
|
||||
// Multiply the given point by our vector. Remember this is row-major order.
|
||||
// Point is NOT scaled back
|
||||
func (m *Mat44f) MultiplyPoint3(p Vec3f) HVec3f {
|
||||
var out HVec3f
|
||||
// We hope very much that Go will optimize the function calls for us,
|
||||
// along with computing the constants.
|
||||
out.Pos.X = p.X*m.Get(0, 0) + p.Y*m.Get(0, 1) + p.Z*m.Get(0, 2) + m.Get(0, 3)
|
||||
out.Pos.Y = p.X*m.Get(1, 0) + p.Y*m.Get(1, 1) + p.Z*m.Get(1, 2) + m.Get(1, 3)
|
||||
out.Pos.Z = p.X*m.Get(2, 0) + p.Y*m.Get(2, 1) + p.Z*m.Get(2, 2) + m.Get(2, 3)
|
||||
out.W = p.X*m.Get(3, 0) + p.Y*m.Get(3, 1) + p.Z*m.Get(3, 2) + m.Get(3, 3)
|
||||
return out
|
||||
}
|
||||
|
||||
// Multiply two 4x4 matrices together (not optimized). May
|
||||
// mess with garbage collector?? IDK
|
||||
func (m *Mat44f) Multiply(m2 *Mat44f) *Mat44f {
|
||||
var result Mat44f
|
||||
// This is the x and y of our resulting matrix
|
||||
for y := 0; y < 4; y++ {
|
||||
for x := 0; x < 4; x++ {
|
||||
for i := 0; i < 4; i++ {
|
||||
result[x+y*4] += m[i+y*4] * m2[x+i*4]
|
||||
}
|
||||
}
|
||||
}
|
||||
return &result
|
||||
}
|
||||
|
||||
// Multiply two matrices, storing the result in the first one
|
||||
// func (m *Mat44f) MultiplyInto(m2 *Mat44f) {
|
||||
// var orig Mat44f
|
||||
// for i := 0; i < 16; i++ {
|
||||
// orig[i] = m[i]
|
||||
// }
|
||||
// // This is the x and y of our resulting matrix
|
||||
// for y := 0; y < 4; y++ {
|
||||
// for x := 0; x < 4; x++ {
|
||||
// m[x+y*4] = 0
|
||||
// for i := 0; i < 4; i++ {
|
||||
// m[x+y*4] += orig[i+y*4] * m2[x+i*4]
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
// return &result
|
||||
// }
|
||||
|
||||
func (vi *Vec2i) ToF() Vec2f {
|
||||
return Vec2f{float32(vi.X), float32(vi.Y)}
|
||||
}
|
||||
|
||||
func (vi *Vec3f) ToVec2i() Vec2i {
|
||||
return Vec2i{int(vi.X), int(vi.Y)}
|
||||
}
|
||||
|
||||
func (v0 *Vec3f) Add(v1 *Vec3f) *Vec3f {
|
||||
return &Vec3f{
|
||||
X: v0.X + v1.X,
|
||||
Y: v0.Y + v1.Y,
|
||||
Z: v0.Z + v1.Z,
|
||||
}
|
||||
}
|
||||
|
||||
func (v0 *Vec3f) Sub(v1 *Vec3f) *Vec3f {
|
||||
return &Vec3f{
|
||||
X: v0.X - v1.X,
|
||||
Y: v0.Y - v1.Y,
|
||||
Z: v0.Z - v1.Z,
|
||||
}
|
||||
}
|
||||
|
||||
func (v0 *Vec3f) Scale(s float32) *Vec3f {
|
||||
return &Vec3f{
|
||||
X: v0.X * s,
|
||||
Y: v0.Y * s,
|
||||
Z: v0.Z * s,
|
||||
}
|
||||
}
|
||||
|
||||
func (v0 *HVec3f) LerpSelf(v1 *HVec3f, t float32) {
|
||||
v0.Pos.X = (1-t)*v0.Pos.X + t*v1.Pos.X
|
||||
v0.Pos.Y = (1-t)*v0.Pos.Y + t*v1.Pos.Y
|
||||
v0.Pos.Z = (1-t)*v0.Pos.Z + t*v1.Pos.Z
|
||||
v0.W = (1-t)*v0.W + t*v1.W
|
||||
}
|
||||
|
||||
func LerpVec3f(v0 Vec3f, v1 Vec3f, t float32) Vec3f {
|
||||
return Vec3f{
|
||||
X: (1-t)*v0.X + t*v1.X,
|
||||
Y: (1-t)*v0.Y + t*v1.Y,
|
||||
Z: (1-t)*v0.Z + t*v1.Z,
|
||||
}
|
||||
}
|
||||
|
||||
func LerpF32(a, b, t float32) float32 {
|
||||
return (1-t)*a + t*b
|
||||
}
|
||||
|
||||
func (v0 *Vec3f) CrossProduct(v1 *Vec3f) *Vec3f {
|
||||
return &Vec3f{
|
||||
X: v0.Y*v1.Z - v0.Z*v1.Y,
|
||||
Y: v0.Z*v1.X - v0.X*v1.Z,
|
||||
Z: v0.X*v1.Y - v0.Y*v1.X,
|
||||
}
|
||||
}
|
||||
|
||||
//func (v
|
||||
|
||||
func (v *Vec3f) Normalize() *Vec3f {
|
||||
l := float32(math.Sqrt(float64(v.MultSimp(v))))
|
||||
return &Vec3f{
|
||||
X: v.X / l,
|
||||
Y: v.Y / l,
|
||||
Z: v.Z / l,
|
||||
}
|
||||
}
|
||||
|
||||
func (v0 *Vec3f) MultSimp(v1 *Vec3f) float32 {
|
||||
return v0.X*v1.X + v0.Y*v1.Y + v0.Z*v1.Z
|
||||
}
|
||||
|
||||
func Clamp[t float32 | int](v, minv, maxv t) t {
|
||||
if v < minv {
|
||||
return minv
|
||||
} else if v > maxv {
|
||||
return maxv
|
||||
} else {
|
||||
return v
|
||||
}
|
||||
}
|
117
renderer4/hrend/obj.go
Normal file
117
renderer4/hrend/obj.go
Normal file
@ -0,0 +1,117 @@
|
||||
package hrend
|
||||
|
||||
// This reads obj files?
|
||||
import (
|
||||
"bufio"
|
||||
"fmt"
|
||||
"io"
|
||||
"log"
|
||||
"strings"
|
||||
)
|
||||
|
||||
// A single vertex generally has multiple items associated with it
|
||||
// when it's part of a face.
|
||||
// type Vertex struct {
|
||||
// Pos Vec3f
|
||||
// Tex Vec3f
|
||||
// }
|
||||
|
||||
// Facei stores indexes into a model or some other structure
|
||||
type Facei [3]struct {
|
||||
Posi uint16
|
||||
Texi uint16
|
||||
}
|
||||
|
||||
type Facef [3]struct {
|
||||
Pos Vec3f
|
||||
Tex Vec3f
|
||||
}
|
||||
|
||||
type ObjModel struct {
|
||||
Vertices []Vec3f
|
||||
VTexture []Vec3f
|
||||
Faces []Facei
|
||||
}
|
||||
|
||||
// func (o *ObjModel) ClearCachedVertexInfo() {
|
||||
// o.Vertices = nil
|
||||
// o.VTexture = nil
|
||||
// }
|
||||
|
||||
// Parse an obj file at the given reader. Only handles v and f right now
|
||||
func ParseObj(reader io.Reader) (*ObjModel, error) {
|
||||
result := ObjModel{
|
||||
Vertices: make([]Vec3f, 0),
|
||||
VTexture: make([]Vec3f, 0),
|
||||
Faces: make([]Facei, 0),
|
||||
}
|
||||
breader := bufio.NewReader(reader)
|
||||
done := false
|
||||
for !done {
|
||||
// Scan a line
|
||||
line, err := breader.ReadString('\n')
|
||||
if err != nil {
|
||||
if err == io.EOF {
|
||||
done = true
|
||||
} else {
|
||||
log.Printf("NOT EOF ERR?")
|
||||
return nil, err
|
||||
}
|
||||
}
|
||||
line = strings.Trim(line, " \t\n\r")
|
||||
if len(line) == 0 {
|
||||
continue
|
||||
}
|
||||
// Find the first "item", whatever that is. This also gets rid of comments
|
||||
// since we just don't use lines that start with # (no handler
|
||||
var t string
|
||||
_, err = fmt.Sscan(line, &t)
|
||||
if err != nil {
|
||||
log.Printf("SSCANF ERR")
|
||||
return nil, err
|
||||
}
|
||||
line = line[len(t):]
|
||||
if t == "v" {
|
||||
// Read a vertex, should be just three floats
|
||||
var v Vec3f
|
||||
_, err := fmt.Sscan(line, &v.X, &v.Y, &v.Z)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
result.Vertices = append(result.Vertices, v)
|
||||
} else if t == "vt" {
|
||||
// Read a vertex tex coord, should be just three floats too
|
||||
var vt Vec3f
|
||||
_, err := fmt.Sscan(line, &vt.X, &vt.Y, &vt.Z)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
result.VTexture = append(result.VTexture, vt)
|
||||
} else if t == "f" {
|
||||
// Read a face; in our example, it's always three sets.
|
||||
// For THIS example, we throw away those other values
|
||||
var face Facei
|
||||
var vi [3]int
|
||||
var vti [3]int
|
||||
var ti int
|
||||
_, err := fmt.Sscanf(line, "%d/%d/%d %d/%d/%d %d/%d/%d",
|
||||
&vi[0], &vti[0], &ti, &vi[1], &vti[1], &ti, &vi[2], &vti[2], &ti)
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
for i := range 3 {
|
||||
if vi[i] > len(result.Vertices) || vi[i] < 1 || vi[i] > 65536 {
|
||||
return nil, fmt.Errorf("Face vertex index out of bounds: %d", vi[i])
|
||||
}
|
||||
face[i].Posi = uint16(vi[i] - 1)
|
||||
if vti[i] > len(result.VTexture) || vti[i] < 1 || vti[i] > 65536 {
|
||||
return nil, fmt.Errorf("Face vertex texture index out of bounds: %d", vti[i])
|
||||
}
|
||||
face[i].Texi = uint16(vti[i] - 1)
|
||||
}
|
||||
result.Faces = append(result.Faces, face)
|
||||
}
|
||||
}
|
||||
log.Printf("Obj had %d vertices, %d faces", len(result.Vertices), len(result.Faces))
|
||||
return &result, nil
|
||||
}
|
327
renderer4/hrend/render.go
Normal file
327
renderer4/hrend/render.go
Normal file
@ -0,0 +1,327 @@
|
||||
package hrend
|
||||
|
||||
import (
|
||||
// "log"
|
||||
// "math"
|
||||
)
|
||||
|
||||
type ObjectDef struct {
|
||||
Model *ObjModel
|
||||
Texture Framebuffer // This needs to go somewhere else eventually!
|
||||
Pos Vec3f
|
||||
LookVec Vec3f
|
||||
Color Vec3f
|
||||
Scale float32
|
||||
Lighting bool
|
||||
}
|
||||
|
||||
func (o *ObjectDef) FV(f *Facei, i int) *Vec3f {
|
||||
return &o.Model.Vertices[f[i].Posi] //o.ModelFaces[i][f].Posi]
|
||||
}
|
||||
|
||||
func NewObjectDef(model *ObjModel, texture Framebuffer) *ObjectDef {
|
||||
result := ObjectDef{
|
||||
Model: model,
|
||||
Texture: texture,
|
||||
LookVec: Vec3f{X: 0, Y: 0, Z: -1},
|
||||
Scale: 1,
|
||||
Lighting: true,
|
||||
}
|
||||
return &result
|
||||
}
|
||||
|
||||
// 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)}
|
||||
}
|
||||
|
||||
func ComputeBoundingBoxF(v0, v1, v2 Vec3f) (Vec3f, Vec3f) {
|
||||
return Vec3f{min(v0.X, v1.X, v2.X), min(v0.Y, v1.Y, v2.Y), min(v0.Z, v1.Z, v2.Z)},
|
||||
Vec3f{max(v0.X, v1.X, v2.X), max(v0.Y, v1.Y, v2.Y), max(v0.Z, v1.Z, v2.Z)}
|
||||
}
|
||||
|
||||
// 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 Vec3f) 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 Vec3f) (float32, float32) {
|
||||
return (v2.Y - v1.Y), -(v2.X - v1.X)
|
||||
}
|
||||
|
||||
// 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 EdgeFunctioni(v1, v2, p Vec2i) int {
|
||||
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 EdgeIncrementi(v1, v2 Vec2i) (int, int) {
|
||||
return (v2.Y - v1.Y), -(v2.X - v1.X)
|
||||
}
|
||||
|
||||
func ZClip(v0f Vec3f, v1f Vec3f, v2f Vec3f) bool {
|
||||
maxz := max(v0f.Z, v1f.Z, v2f.Z)
|
||||
return maxz < -1 || maxz > 1
|
||||
}
|
||||
|
||||
func TriangleFlat(fb *RenderBuffer, color *Vec3f, v0f Vec3f, v1f Vec3f, v2f Vec3f) {
|
||||
v0 := v0f.ToVec2i()
|
||||
v1 := v1f.ToVec2i()
|
||||
v2 := v2f.ToVec2i()
|
||||
//r, g, b := Uint2Col(color)
|
||||
boundsTL, boundsBR := ComputeBoundingBox(v0, v1, v2)
|
||||
if boundsBR.X < 0 || boundsBR.Y < 0 || boundsTL.X >= int(fb.Width) || boundsTL.Y >= int(fb.Height) {
|
||||
return
|
||||
}
|
||||
parea := EdgeFunctioni(v0, v1, v2)
|
||||
if parea <= 0 {
|
||||
return
|
||||
}
|
||||
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
|
||||
pstart := Vec2i{boundsTL.X, boundsTL.Y}
|
||||
invarea := 1 / float32(parea)
|
||||
w0_y := EdgeFunctioni(v1, v2, pstart)
|
||||
w1_y := EdgeFunctioni(v2, v0, pstart)
|
||||
w2_y := EdgeFunctioni(v0, v1, pstart)
|
||||
w0_xi, w0_yi := EdgeIncrementi(v1, v2)
|
||||
w1_xi, w1_yi := EdgeIncrementi(v2, v0)
|
||||
w2_xi, w2_yi := EdgeIncrementi(v0, v1)
|
||||
r := byte(255 * color.X)
|
||||
g := byte(255 * color.Y)
|
||||
b := byte(255 * color.Z)
|
||||
|
||||
for y := uint(boundsTL.Y); y <= uint(boundsBR.Y); y++ {
|
||||
w0 := w0_y
|
||||
w1 := w1_y
|
||||
w2 := w2_y
|
||||
for x := uint(boundsTL.X); x <= uint(boundsBR.X); x++ {
|
||||
if (w0 | w1 | w2) >= 0 {
|
||||
w0a := float32(w0) * invarea
|
||||
w1a := float32(w1) * invarea
|
||||
w2a := float32(w2) * invarea
|
||||
pz := w0a*v0f.Z + w1a*v1f.Z + w2a*v2f.Z
|
||||
if pz < fb.ZBuffer[x+y*fb.Width] {
|
||||
fb.ZBuffer[x+y*fb.Width] = pz
|
||||
fb.Data.Set(x, y, r, g, b)
|
||||
}
|
||||
}
|
||||
w0 += w0_xi
|
||||
w1 += w1_xi
|
||||
w2 += w2_xi
|
||||
}
|
||||
w0_y += w0_yi
|
||||
w1_y += w1_yi
|
||||
w2_y += w2_yi
|
||||
}
|
||||
}
|
||||
|
||||
func TriangleTextured(fb *RenderBuffer, texture Framebuffer, intensity float32, face *Facef) {
|
||||
v0v := face[0]
|
||||
v1v := face[1]
|
||||
v2v := face[2]
|
||||
// min, max
|
||||
boundsTLf, boundsBRf := ComputeBoundingBoxF(face[0].Pos, face[1].Pos, face[2].Pos)
|
||||
// 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) { //||
|
||||
return
|
||||
}
|
||||
v0 := face[0].Pos.ToVec2i()
|
||||
v1 := face[1].Pos.ToVec2i()
|
||||
v2 := face[2].Pos.ToVec2i()
|
||||
parea := EdgeFunctioni(v0, v1, v2)
|
||||
// Don't even bother with drawing backfaces or degenerate triangles;
|
||||
// don't even give the user the option
|
||||
if parea <= 0 {
|
||||
return
|
||||
}
|
||||
boundsTL := Vec2i{
|
||||
X: int(max(boundsTLf.X, 0)),
|
||||
Y: int(max(boundsTLf.Y, 0)),
|
||||
}
|
||||
boundsBR := Vec2i{
|
||||
X: int(min(boundsBRf.X, float32(fb.Width-1))),
|
||||
Y: int(min(boundsBRf.Y, float32(fb.Height-1))),
|
||||
}
|
||||
// Where to start our scanning
|
||||
pstart := Vec2i{boundsTL.X, boundsTL.Y}
|
||||
invarea := 1 / float32(parea)
|
||||
w0_y := EdgeFunctioni(v1, v2, pstart)
|
||||
w1_y := EdgeFunctioni(v2, v0, pstart)
|
||||
w2_y := EdgeFunctioni(v0, v1, pstart)
|
||||
w0_xi, w0_yi := EdgeIncrementi(v1, v2)
|
||||
w1_xi, w1_yi := EdgeIncrementi(v2, v0)
|
||||
w2_xi, w2_yi := EdgeIncrementi(v0, v1)
|
||||
|
||||
for y := uint(boundsTL.Y); y <= uint(boundsBR.Y); y++ {
|
||||
w0 := w0_y
|
||||
w1 := w1_y
|
||||
w2 := w2_y
|
||||
for x := uint(boundsTL.X); x <= uint(boundsBR.X); x++ {
|
||||
if (w0 | w1 | w2) >= 0 {
|
||||
//if w0 >= 0 && w1 >= 0 && w2 >= 0 {
|
||||
w0a := float32(w0) * invarea
|
||||
w1a := float32(w1) * invarea
|
||||
w2a := float32(w2) * invarea
|
||||
pz := w0a*v0v.Pos.Z + w1a*v1v.Pos.Z + w2a*v2v.Pos.Z
|
||||
if pz < fb.ZBuffer[x+y*fb.Width] {
|
||||
fb.ZBuffer[x+y*fb.Width] = pz
|
||||
r, g, b := texture.GetUv(
|
||||
(w0a*v0v.Tex.X + w1a*v1v.Tex.X + w2a*v2v.Tex.X),
|
||||
(w0a*v0v.Tex.Y + w1a*v1v.Tex.Y + w2a*v2v.Tex.Y),
|
||||
)
|
||||
fb.Data.Set(x, y, byte(float32(r)*intensity), byte(float32(g)*intensity), byte(float32(b)*intensity))
|
||||
}
|
||||
}
|
||||
w0 += w0_xi
|
||||
w1 += w1_xi
|
||||
w2 += w2_xi
|
||||
}
|
||||
w0_y += w0_yi
|
||||
w1_y += w1_yi
|
||||
w2_y += w2_yi
|
||||
}
|
||||
}
|
||||
|
||||
// Return true if the face should be culled
|
||||
func BackfaceCull(v1, v2, v3 Vec3f) bool {
|
||||
// This is what it essentially is
|
||||
// e1 := v1.Sub(&v2)
|
||||
// e2 := v1.Sub(&v3)
|
||||
// // If viewing front face, it should be pointing in the positive z direction
|
||||
// return e1.CrossProduct(e2).Z <= 0
|
||||
// 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
|
||||
}
|
||||
|
||||
func conditionalAddTriangle(sc []HVec3f, tx []Vec3f, out []Facef) []Facef {
|
||||
var f Facef
|
||||
// The triangle is fine
|
||||
for i := range 3 {
|
||||
f[i].Pos = sc[i].MakeConventional()
|
||||
f[i].Tex = tx[i]
|
||||
}
|
||||
// Backface culling: no need to do anything with triangles facing the wrong way
|
||||
if EdgeFunction(f[0].Pos, f[1].Pos, f[2].Pos) <= 0 {
|
||||
out = append(out, f)
|
||||
}
|
||||
|
||||
return out
|
||||
}
|
||||
|
||||
// Apply perspective projection to all vertices, but don't convert homegenous
|
||||
// coordinates yet
|
||||
func PerspectiveAll(in []Vec3f, matrix3d *Mat44f, out []HVec3f) []HVec3f {
|
||||
out = out[:len(in)]
|
||||
for i := range in {
|
||||
out[i] = matrix3d.MultiplyPoint3(in[i])
|
||||
}
|
||||
return out
|
||||
}
|
||||
|
||||
func ClipFace(face Facei, vecs []HVec3f, texs []Vec3f) []Facef {
|
||||
outfaces := make([]Facef, 0, 2)
|
||||
outers := make([]int, 0, 3)
|
||||
inners := make([]int, 0, 3)
|
||||
var hf [3]HVec3f
|
||||
var tx [3]Vec3f
|
||||
var d [3]float32
|
||||
for i := range 3 {
|
||||
hf[i] = vecs[face[i].Posi]
|
||||
tx[i] = texs[face[i].Texi]
|
||||
d[i] = hf[i].Pos.Z + hf[i].W
|
||||
if d[i] < 0.001 {
|
||||
outers = append(outers, i)
|
||||
} else {
|
||||
inners = append(inners, i)
|
||||
}
|
||||
}
|
||||
|
||||
if len(outers) == 2 { // The one triangle thing
|
||||
ai := inners[0]
|
||||
bi := outers[0]
|
||||
ci := outers[1]
|
||||
|
||||
// Calc how far along we are on each of these lines. These are the new points
|
||||
tba := d[bi] / (d[bi] - d[ai])
|
||||
tca := d[ci] / (d[ci] - d[ai])
|
||||
|
||||
// The two points that aren't a need to be the interpolated values
|
||||
hf[bi].LerpSelf(&hf[ai], tba) // lerp b between it and a, store in self.
|
||||
hf[ci].LerpSelf(&hf[ai], tca)
|
||||
tx[bi] = LerpVec3f(tx[bi], tx[ai], tba)
|
||||
tx[ci] = LerpVec3f(tx[ci], tx[ai], tca)
|
||||
|
||||
outfaces = conditionalAddTriangle(hf[:], tx[:], outfaces)
|
||||
} else if len(outers) == 1 { // The two triangle thing, two new corners
|
||||
ai := outers[0]
|
||||
bi := inners[0]
|
||||
ci := inners[1]
|
||||
|
||||
tab := d[ai] / (d[ai] - d[bi])
|
||||
tac := d[ai] / (d[ai] - d[ci])
|
||||
|
||||
hfa := hf[ai]
|
||||
txa := tx[ai]
|
||||
|
||||
// This time, we're generating two new points. But,
|
||||
// Only ONE point needs to be modified: the one outer. Remember that
|
||||
// tab and tac are the distance to that point itself, so a still needs
|
||||
// to be the first value here
|
||||
hf[ai].LerpSelf(&hf[bi], tab)
|
||||
tx[ai] = LerpVec3f(tx[ai], tx[bi], tab)
|
||||
outfaces = conditionalAddTriangle(hf[:], tx[:], outfaces)
|
||||
|
||||
// Now that we've replaced the far point, we also need to replace
|
||||
// the original B point that we used, since that's part of the other
|
||||
// triangle. But simply replacing it will make the triangle invisible,
|
||||
// since it inverts the winding order (I think)
|
||||
//hfa.LerpSelf(hf[ci], tac)
|
||||
hf[bi] = hfa
|
||||
hf[bi].LerpSelf(&hf[ci], tac)
|
||||
tx[bi] = LerpVec3f(txa, tx[ci], tac)
|
||||
|
||||
//sct[bi].Pos = LerpVec3f(sc[ai].Pos, sc[ci].Pos, tac)
|
||||
//sct[bi].Tex = LerpVec3f(sc[ai].Tex, sc[ci].Tex, tac)
|
||||
//w[bi] = LerpF32(wa, w[ci], tac)
|
||||
|
||||
// Now swap the a and b (or we could swap c and b)
|
||||
hf[ai], hf[bi] = hf[bi], hf[ai]
|
||||
tx[ai], tx[bi] = tx[bi], tx[ai]
|
||||
//w[ai], w[bi] = w[bi], w[ai]
|
||||
//sct[ai], sct[bi] = sct[bi], sct[ai]
|
||||
//outfaces = conditionalAddTriangle(sct, w, outfaces)
|
||||
outfaces = conditionalAddTriangle(hf[:], tx[:], outfaces)
|
||||
|
||||
} else if len(outers) != 3 { // Output the face itself, no modification
|
||||
outfaces = conditionalAddTriangle(hf[:], tx[:], outfaces)
|
||||
}
|
||||
|
||||
return outfaces
|
||||
|
||||
// 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...
|
||||
// just full rejections. This saves a BIT of processing... though not much
|
||||
// NOTE: Uh no... this is too much effort. Two points could be outside individual
|
||||
// planes and thus still intersect the screen.
|
||||
}
|
282
renderer4/main.go
Normal file
282
renderer4/main.go
Normal file
@ -0,0 +1,282 @@
|
||||
package main
|
||||
|
||||
import (
|
||||
"flag"
|
||||
"fmt"
|
||||
"image"
|
||||
"image/color"
|
||||
"log"
|
||||
"math"
|
||||
"os"
|
||||
"path/filepath"
|
||||
"renderer4/hrend"
|
||||
"runtime/pprof" // For performance profiling (unnecessary)
|
||||
"time"
|
||||
|
||||
_ "image/jpeg"
|
||||
|
||||
rl "github.com/gen2brain/raylib-go/raylib"
|
||||
)
|
||||
|
||||
const (
|
||||
NearClip = 0.0001
|
||||
FarClip = 10
|
||||
Movement = 1.0
|
||||
Rotation = 0.25
|
||||
LookLock = math.Pi / 32
|
||||
)
|
||||
|
||||
func must(err error) {
|
||||
if err != nil {
|
||||
panic(err)
|
||||
}
|
||||
}
|
||||
|
||||
func loadObject(name string) (*hrend.ObjModel, hrend.Framebuffer) {
|
||||
ofile := filepath.Join("../", name+".obj")
|
||||
tfile := filepath.Join("../", name+".jpg")
|
||||
log.Printf("Loading obj %s, texture %s", ofile, tfile)
|
||||
|
||||
of, err := os.Open(ofile)
|
||||
must(err)
|
||||
defer of.Close()
|
||||
o, err := hrend.ParseObj(of)
|
||||
must(err)
|
||||
|
||||
// We also get rid of cached vertex info from the file
|
||||
//o.ClearCachedVertexInfo()
|
||||
|
||||
jf, err := os.Open(tfile)
|
||||
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("height", 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.")
|
||||
var xofs = flag.Float64("xofs", 0, "starting x-offset")
|
||||
var zofs = flag.Float64("zofs", 0, "starting z-offset")
|
||||
var yofs = flag.Float64("yofs", 0.5, "starting y-offset")
|
||||
var fov = flag.Float64("fov", 90, "the horizontal fov")
|
||||
var fps = flag.Int("fps", 60, "fps to run (realtime only)")
|
||||
var minlight = flag.Float64("minlight", 0.5, "Minimum light level")
|
||||
|
||||
// var renderconfig = flag.String("renderconfig", "", "if set, rendering is written out")
|
||||
|
||||
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) {
|
||||
|
||||
Fps := float32(*fps)
|
||||
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}
|
||||
move := float32(Movement)
|
||||
if rl.IsMouseButtonDown(rl.MouseButtonLeft) {
|
||||
move *= 6
|
||||
}
|
||||
if rl.IsKeyDown(rl.KeyD) {
|
||||
newcamtrans.X += move / Fps
|
||||
}
|
||||
if rl.IsKeyDown(rl.KeyA) {
|
||||
newcamtrans.X -= move / 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 -= move / Fps
|
||||
}
|
||||
if rl.IsKeyDown(rl.KeyS) {
|
||||
newcamtrans.Z += move / Fps
|
||||
}
|
||||
if rl.IsKeyDown(rl.KeySpace) {
|
||||
newcamtrans.Y += move / Fps
|
||||
}
|
||||
if rl.IsKeyDown(rl.KeyLeftShift) {
|
||||
newcamtrans.Y -= move / Fps
|
||||
}
|
||||
|
||||
// translate the new camera movement based on the yaw
|
||||
var moverot hrend.Mat44f
|
||||
moverot.SetRotationY(-yaw)
|
||||
hnewcamtrans := moverot.MultiplyPoint3(newcamtrans)
|
||||
|
||||
return yaw, pitch, hnewcamtrans.MakeConventional()
|
||||
}
|
||||
|
||||
// --------------------------------------------
|
||||
//
|
||||
// MAIN
|
||||
//
|
||||
// --------------------------------------------
|
||||
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)
|
||||
|
||||
var timer hrend.FrameTimer
|
||||
var fb hrend.Framebuffer
|
||||
var drawFunc func()
|
||||
|
||||
if IsRealtime() {
|
||||
rl.InitWindow(int32(Width), int32(Height), "Simple renderer with raylib")
|
||||
defer rl.CloseWindow()
|
||||
rl.SetTargetFPS(int32(*fps))
|
||||
rl.DisableCursor()
|
||||
rfb := NewRaylibBuffer(Width, Height)
|
||||
defer rl.UnloadTexture(rfb.Texture)
|
||||
defer rl.UnloadImageColors(rfb.Data)
|
||||
defer rl.UnloadImage(rfb.Image)
|
||||
fb = rfb
|
||||
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 {
|
||||
}
|
||||
|
||||
rb := hrend.NewRenderbuffer(fb, Width, Height)
|
||||
|
||||
// Generate world
|
||||
wtexraw := Checkerboard([]color.Color{color.RGBA{R: 0, G: 255, B: 0, A: 255}, color.RGBA{R: 50, G: 150, B: 0, A: 255}}, 32)
|
||||
wtex := hrend.NewTexture(wtexraw, 1)
|
||||
world := DiamondSquareTerrain(32, 0.05, 9) // must be power of two
|
||||
|
||||
// Generate skybox
|
||||
skyraw := Gradient1px(color.RGBA{R: 100, G: 100, B: 255, A: 255}, color.RGBA{R: 0, G: 0, B: 25, A: 255}, 32)
|
||||
skytex := hrend.NewTexture(skyraw, 1)
|
||||
sky := Skybox()
|
||||
|
||||
// Some static models we could put in the scene
|
||||
modnames := []string{"head", "diablo"}
|
||||
models := make([]*hrend.ObjModel, len(modnames))
|
||||
textures := make([]hrend.Framebuffer, len(modnames))
|
||||
for i, name := range modnames {
|
||||
models[i], textures[i] = loadObject(name)
|
||||
}
|
||||
|
||||
// And the actual objects for the scene. We also put the world in there
|
||||
objects := make([]*hrend.ObjectDef, 0)
|
||||
objects = append(objects, hrend.NewObjectDef(world, wtex))
|
||||
worldobj := objects[len(objects)-1]
|
||||
worldobj.Pos.Y -= 5
|
||||
worldobj.Color = hrend.Vec3f{X: 0.0, Y: 1.0, Z: 0.0}
|
||||
objects = append(objects, hrend.NewObjectDef(sky, skytex)) // the actual skybox
|
||||
skyobj := objects[len(objects)-1]
|
||||
skyobj.Scale = 50
|
||||
skyobj.Lighting = false
|
||||
skyobj.Color = hrend.Vec3f{X: 0.5, Y: 0.5, Z: 1.0}
|
||||
objects = append(objects, hrend.NewObjectDef(models[1], textures[1]))
|
||||
diabloobj := objects[len(objects)-1]
|
||||
diabloobj.Pos.Y += 1
|
||||
diabloobj.Pos.Z -= 2
|
||||
diabloobj.Color = hrend.Vec3f{X: 1.0, Y: 0.0, Z: 0.0}
|
||||
//diabloobj.Lighting = false
|
||||
|
||||
// These don't really change
|
||||
var projection hrend.Mat44f
|
||||
projection.SetProjection(float32(*fov), float32(Width)/float32(Height), NearClip, FarClip)
|
||||
|
||||
var camera hrend.Mat44f
|
||||
var newcamtrans hrend.Vec3f
|
||||
camtrans := hrend.Vec3f{X: float32(*xofs), Y: float32(*yofs), Z: float32(*zofs)}
|
||||
camup := hrend.Vec3f{X: 0, Y: 1, Z: 0}
|
||||
lightang := -math.Pi / 4 // Angle offset from "straight down"
|
||||
light := hrend.Vec3f{X: 0, Y: float32(-math.Cos(lightang)), Z: float32(math.Sin(lightang))}
|
||||
|
||||
// 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)
|
||||
_ = camera.SetCamera(&camtrans, yaw, pitch, &camup)
|
||||
screenmat := camera.Inverse().Multiply(&projection)
|
||||
|
||||
rb.ResetZBuffer()
|
||||
for y := range Height {
|
||||
for x := range Width {
|
||||
fb.Set(x, y, 0, 0, 0)
|
||||
}
|
||||
}
|
||||
|
||||
var modelmat hrend.Mat44f
|
||||
var intensity float32
|
||||
outvecs := make([]hrend.HVec3f, 0, 65536)
|
||||
for _, o := range objects {
|
||||
// Create the final matrix
|
||||
modelmat.SetLookAt(&o.Pos, o.Pos.Add(&o.LookVec), &camup)
|
||||
modelmat.ScaleSelf(o.Scale)
|
||||
matrix3d := modelmat.Multiply(screenmat)
|
||||
outvecs = hrend.PerspectiveAll(o.Model.Vertices, matrix3d, outvecs)
|
||||
for _, f := range o.Model.Faces {
|
||||
// Generate the new amount of triangles for each face (could be clipped)
|
||||
//func ClipFace(face Facei, vecs []HVec3f, texs []Vec3f) []Facef {
|
||||
for _, sc := range hrend.ClipFace(f, outvecs, o.Model.VTexture) {
|
||||
for i := range 3 {
|
||||
// Screen coord mapping
|
||||
sc[i].Pos.ViewportSelf(*width, *height)
|
||||
}
|
||||
//log.Print(sc[0].Pos, sc[1].Pos, sc[2].Pos, matrix3d)
|
||||
if o.Lighting {
|
||||
l1 := o.FV(&f, 2).Sub(o.FV(&f, 0))
|
||||
n := l1.CrossProduct(o.FV(&f, 1).Sub(o.FV(&f, 0)))
|
||||
n = n.Normalize()
|
||||
// light = lookvec // use this for weird things
|
||||
intensity = n.MultSimp(&light)
|
||||
if intensity < 0 {
|
||||
intensity = 0 // Don't just not draw the triangle: it should be black
|
||||
}
|
||||
intensity = (intensity + float32(*minlight)) / (1 + float32(*minlight))
|
||||
} else {
|
||||
intensity = 1.0
|
||||
}
|
||||
hrend.TriangleTextured(&rb, o.Texture, intensity, &sc) //sc[0], sc[1], sc[2])
|
||||
//hrend.TriangleFlat(&rb, o.Color.Scale(intensity), sc[0].Pos, sc[1].Pos, sc[2].Pos)
|
||||
}
|
||||
//break // only render one face
|
||||
//hrend.TriangleFlat(&rb, hrend.Col2Uint(byte(255*intensity), byte(255*intensity), byte(255*intensity)), sc[0].Pos, sc[1].Pos, sc[2].Pos)
|
||||
}
|
||||
//break // only render one object
|
||||
}
|
||||
//log.Print(minz, maxz)
|
||||
|
||||
timer.Add(time.Since(start), 10)
|
||||
drawFunc()
|
||||
}
|
||||
}
|
70
renderer4/raybuffer.go
Normal file
70
renderer4/raybuffer.go
Normal file
@ -0,0 +1,70 @@
|
||||
package main
|
||||
|
||||
import (
|
||||
rl "github.com/gen2brain/raylib-go/raylib"
|
||||
"log"
|
||||
)
|
||||
|
||||
type RaylibBuffer struct {
|
||||
Data []rl.Color
|
||||
Image *rl.Image
|
||||
Texture rl.Texture2D
|
||||
Width uint
|
||||
Height uint
|
||||
}
|
||||
|
||||
func NewRaylibBuffer(width uint, height uint) *RaylibBuffer {
|
||||
log.Printf("Creating new raylib framebuffer using texture + image")
|
||||
//rl.NewTexture2D(1, Width, Height, 0, )
|
||||
rlimage := rl.GenImageColor(int(width), int(height), rl.Black)
|
||||
rl.ImageFormat(rlimage, rl.UncompressedR8g8b8a8)
|
||||
log.Printf("Generated baseline image: %v", rlimage)
|
||||
rltexture := rl.LoadTextureFromImage(rlimage)
|
||||
log.Printf("Generated texture from image")
|
||||
data := rl.LoadImageColors(rlimage)
|
||||
log.Printf("Generated pixel data from image")
|
||||
return &RaylibBuffer{
|
||||
Data: data,
|
||||
Image: rlimage,
|
||||
Texture: rltexture,
|
||||
Width: width,
|
||||
Height: height,
|
||||
}
|
||||
}
|
||||
|
||||
func (fb *RaylibBuffer) Dims() (uint, uint) {
|
||||
return fb.Width, fb.Height
|
||||
}
|
||||
|
||||
// Sure hope this gets inlined...
|
||||
func (fb *RaylibBuffer) Set(x uint, y uint, r byte, g byte, b byte) {
|
||||
// if x >= fb.Width || y >= fb.Height {
|
||||
// return
|
||||
// }
|
||||
// fb.Data[x+y*fb.Width].R = r
|
||||
// fb.Data[x+y*fb.Width].G = g
|
||||
// fb.Data[x+y*fb.Width].B = b
|
||||
c := &fb.Data[x+y*fb.Width]
|
||||
c.R = r
|
||||
c.G = g
|
||||
c.B = b
|
||||
}
|
||||
|
||||
func (fb *RaylibBuffer) Get(x uint, y uint) (byte, byte, byte) {
|
||||
if x >= fb.Width || y >= fb.Height {
|
||||
return 0, 0, 0
|
||||
}
|
||||
return fb.Data[x+y*fb.Width].R,
|
||||
fb.Data[x+y*fb.Width].G,
|
||||
fb.Data[x+y*fb.Width].B
|
||||
}
|
||||
|
||||
func (fb *RaylibBuffer) GetUv(u float32, v float32) (byte, byte, byte) {
|
||||
x := uint(float32(fb.Width)*u) & (fb.Width - 1)
|
||||
y := uint(float32(fb.Height)*(1-v)) & (fb.Height - 1)
|
||||
c := &fb.Data[x+y*fb.Width]
|
||||
return c.R, c.G, c.B
|
||||
// fb.Data[x+y*fb.Width].R,
|
||||
// fb.Data[x+y*fb.Width].G,
|
||||
// fb.Data[x+y*fb.Width].B
|
||||
}
|
3
renderer4/runopengl21.sh
Executable file
3
renderer4/runopengl21.sh
Executable file
@ -0,0 +1,3 @@
|
||||
#!/bin/sh
|
||||
go build -tags opengl21 -o renderer
|
||||
./renderer
|
Loading…
Reference in New Issue
Block a user