really really broken

This commit is contained in:
Carlos Sanchez 2024-08-02 22:53:21 -04:00
parent ada9527869
commit 47b0428ed2
4 changed files with 128 additions and 47 deletions

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@ -79,8 +79,8 @@ func Skybox() *hrend.ObjModel {
v[7] = hrend.Vec3f{X: float32(-1), Y: float32(1), Z: float32(1)} v[7] = hrend.Vec3f{X: float32(-1), Y: float32(1), Z: float32(1)}
// These are our 12 faces // These are our 12 faces
fv := [][3]int{ fv := [][3]int{
{0, 1, 2}, // bottom {0, 2, 1}, // bottom
{2, 3, 0}, {1, 2, 3},
{4, 5, 6}, // top {4, 5, 6}, // top
{6, 7, 4}, {6, 7, 4},
{0, 1, 5}, // south {0, 1, 5}, // south

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@ -110,6 +110,15 @@ func (m *Mat44f) SetProjection(fov float32, aspect float32, near float32, far fl
// OK apparently I suck, let's use somebody else's projection matrix: // OK apparently I suck, let's use somebody else's projection matrix:
m.ZeroFill() 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 DEG2RAD := math.Acos(-1.0) / 180.0
tangent := math.Tan(float64(fov/2.0) * DEG2RAD) // tangent of half fovY tangent := math.Tan(float64(fov/2.0) * DEG2RAD) // tangent of half fovY
top := near * float32(tangent) // half height of near plane top := near * float32(tangent) // half height of near plane
@ -123,8 +132,31 @@ func (m *Mat44f) SetProjection(fov float32, aspect float32, near float32, far fl
m.Set(0, 0, near/right) m.Set(0, 0, near/right)
m.Set(1, 1, near/top) m.Set(1, 1, near/top)
m.Set(2, 2, -(far+near)/(far-near)) m.Set(2, 2, -(far+near)/(far-near))
//m.Set(2, 2, -(far)/(far-near))
m.Set(3, 2, -1) m.Set(3, 2, -1)
m.Set(2, 3, -(2*far*near)/(far-near)) m.Set(2, 3, -(2*far*near)/(far-near))
//m.Set(2, 3, -(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)
}
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) { func (m *Mat44f) SetTranslation(x, y, z float32) {
@ -198,27 +230,6 @@ func (m *Mat44f) SetLookAt(from *Vec3f, to *Vec3f, up *Vec3f) {
m.Set(2, 3, from.Z) m.Set(2, 3, from.Z)
} }
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, (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)
}
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)
}
// Multiply the given point by our vector. Remember this is row-major order // Multiply the given point by our vector. Remember this is row-major order
func (m *Mat44f) MultiplyPoint3(p Vec3f) Vec3f { func (m *Mat44f) MultiplyPoint3(p Vec3f) Vec3f {
var out Vec3f var out Vec3f
@ -316,7 +327,7 @@ func (v0 *Vec3f) MultSimp(v1 *Vec3f) float32 {
return v0.X*v1.X + v0.Y*v1.Y + v0.Z*v1.Z return v0.X*v1.X + v0.Y*v1.Y + v0.Z*v1.Z
} }
func Clamp(v, minv, maxv float32) float32 { func Clamp[t float32 | int](v, minv, maxv t) t {
if v < minv { if v < minv {
return minv return minv
} else if v > maxv { } else if v > maxv {

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@ -12,15 +12,20 @@ func ComputeBoundingBox(v0, v1, v2 Vec2i) (Vec2i, Vec2i) {
Vec2i{max(v0.X, v1.X, v2.X), max(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 generic edge function, returning positive if P is on the right side of
// the line drawn between v1 and v2. This is counter clockwise // the line drawn between v1 and v2. This is counter clockwise
func EdgeFunction(v1, v2, p Vec2f) float32 { func EdgeFunction(v1, v2, p Vec3f) float32 {
return (p.X-v1.X)*(v2.Y-v1.Y) - (p.Y-v1.Y)*(v2.X-v1.X) 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 // This computes the x and y per-pixel increment for the line going
// between v1 and v2 (also counter clockwise) // between v1 and v2 (also counter clockwise)
func EdgeIncrement(v1, v2 Vec2f) (float32, float32) { func EdgeIncrement(v1, v2 Vec3f) (float32, float32) {
return (v2.Y - v1.Y), -(v2.X - v1.X) return (v2.Y - v1.Y), -(v2.X - v1.X)
} }
@ -38,7 +43,7 @@ func EdgeIncrementi(v1, v2 Vec2i) (int, int) {
func ZClip(v0f Vec3f, v1f Vec3f, v2f Vec3f) bool { func ZClip(v0f Vec3f, v1f Vec3f, v2f Vec3f) bool {
maxz := max(v0f.Z, v1f.Z, v2f.Z) maxz := max(v0f.Z, v1f.Z, v2f.Z)
return maxz < 0 || maxz > 1 return maxz < -1 || maxz > 1
} }
func TriangleFlat(fb *RenderBuffer, color uint, v0f Vec3f, v1f Vec3f, v2f Vec3f) { func TriangleFlat(fb *RenderBuffer, color uint, v0f Vec3f, v1f Vec3f, v2f Vec3f) {
@ -102,21 +107,42 @@ 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) { // if ZClip(v0v.Pos, v1v.Pos, v2v.Pos) {
// return
// }
// min, max
boundsTLf, boundsBRf := ComputeBoundingBoxF(v0v.Pos, v1v.Pos, v2v.Pos)
// The triangle is fully out of bounds
if boundsBRf.Y < 0 || boundsBRf.X < 0 || boundsTLf.X >= float32(fb.Width) || boundsTLf.Y >= float32(fb.Height) { //||
//boundsBRf.Z < 0 || boundsTLf.Z > 1 {
return
}
if boundsBRf.Z < 0 || boundsTLf.Z > 1 {
//log.Print(boundsTLf, boundsBRf)
return 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) //boundsTL, boundsBR := ComputeBoundingBox(v0, v1, v2)
if boundsBR.Y < 0 || boundsBR.X < 0 || boundsTL.X >= int(fb.Width) || boundsTL.Y >= int(fb.Height) {
return
}
parea := EdgeFunctioni(v0, v1, v2) parea := EdgeFunctioni(v0, v1, v2)
// Disable back face culling
// if parea < 0 {
// v1, v2 = v2, v1
// parea = EdgeFunctioni(v0, v1, v2)
// }
if parea == 0 { if parea == 0 {
return return
} }
if boundsTL.Y < 0 { boundsTL := Vec2i{
X: int(max(boundsTLf.X, 0)), //0, float32(fb.Width))),
Y: int(max(boundsTLf.Y, 0)), //Clamp(boundsTLf.Y, 0, float32(fb.Height))),
}
boundsBR := Vec2i{
X: int(min(boundsBRf.X, float32(fb.Width-1))),
Y: int(min(boundsBRf.Y, float32(fb.Height-1))),
}
/*if boundsTL.Y < 0 {
boundsTL.Y = 0 boundsTL.Y = 0
} }
if boundsTL.X < 0 { if boundsTL.X < 0 {
@ -127,7 +153,7 @@ func TriangleTextured(fb *RenderBuffer, texture Framebuffer, intensity float32,
} }
if boundsBR.X >= int(fb.Width) { if boundsBR.X >= int(fb.Width) {
boundsBR.X = int(fb.Width - 1) 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)
@ -138,12 +164,32 @@ 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
w2 := w2_y w2 := w2_y
for x := uint(boundsTL.X); x <= uint(boundsBR.X); x++ { for x := uint(boundsTL.X); x <= uint(boundsBR.X); x++ {
if (w0 | w1 | w2) >= 0 { if (w0 | w1 | w2) >= 0 {
//if w0 >= 0 && w1 >= 0 && w2 >= 0 {
w0a := float32(w0) * invarea w0a := float32(w0) * invarea
w1a := float32(w1) * invarea w1a := float32(w1) * invarea
w2a := float32(w2) * invarea w2a := float32(w2) * invarea

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@ -19,8 +19,8 @@ import (
) )
const ( const (
NearClip = 0.01 NearClip = 0.0001
FarClip = 100 FarClip = 10
Movement = 1.0 Movement = 1.0
Rotation = 0.25 Rotation = 0.25
LookLock = math.Pi / 32 LookLock = math.Pi / 32
@ -201,12 +201,12 @@ func main() {
// Generate world // 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) 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) wtex := hrend.NewTexture(wtexraw, 1)
world := FlatTerrain(10) world := FlatTerrain(1)
// Generate skybox // Generate skybox
skyraw := Gradient1px(color.RGBA{R: 100, G: 100, B: 255, A: 255}, color.RGBA{R: 255, G: 255, B: 255, A: 255}, 32) // skyraw := Gradient1px(color.RGBA{R: 100, G: 100, B: 255, A: 255}, color.RGBA{R: 255, G: 255, B: 255, A: 255}, 32)
skytex := hrend.NewTexture(skyraw, 1) // skytex := hrend.NewTexture(skyraw, 1)
sky := Skybox() // sky := Skybox()
// Some static models we could put in the scene // Some static models we could put in the scene
modnames := []string{"head", "diablo"} modnames := []string{"head", "diablo"}
@ -219,13 +219,13 @@ func main() {
// And the actual objects for the scene. We also put the world in there // And the actual objects for the scene. We also put the world in there
objects := make([]*ObjectDef, 0) objects := make([]*ObjectDef, 0)
objects = append(objects, NewObjectDef(world, wtex)) objects = append(objects, NewObjectDef(world, wtex))
objects = append(objects, NewObjectDef(sky, skytex)) // the actual skybox // objects = append(objects, NewObjectDef(sky, skytex)) // the actual skybox
skyobj := objects[len(objects)-1] // skyobj := objects[len(objects)-1]
skyobj.Scale = 50 // skyobj.Scale = 50
skyobj.Lighting = false // skyobj.Lighting = false
objects = append(objects, NewObjectDef(models[1], textures[1])) // objects = append(objects, NewObjectDef(models[1], textures[1]))
objects[len(objects)-1].Pos.Y += 1 // objects[len(objects)-1].Pos.Y += 1
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, viewport hrend.Mat44f var projection, viewport hrend.Mat44f
@ -261,9 +261,13 @@ func main() {
} }
} }
//var osc [3]hrend.Vec3f
//var om3d hrend.Mat44f
var sc [3]hrend.Vertex var sc [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)
@ -274,7 +278,25 @@ func main() {
for i := range 3 { for i := range 3 {
sc[i] = f[i] sc[i] = f[i]
sc[i].Pos = matrix3d.MultiplyPoint3(f[i].Pos) sc[i].Pos = matrix3d.MultiplyPoint3(f[i].Pos)
minz = min(minz, sc[i].Pos.Z)
maxz = max(maxz, sc[i].Pos.Z)
} }
// for i := range 3 {
// if math.Signbit(float64(sc[i].Pos.X)) != math.Signbit(float64(osc[i].X)) ||
// math.Signbit(float64(sc[i].Pos.Y)) != math.Signbit(float64(osc[i].Y)) {
// log.Print(sc[0].Pos, sc[1].Pos, sc[2].Pos)
// log.Print(matrix3d)
// break
// }
// }
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)
// osc[0] = sc[0].Pos
// osc[1] = sc[1].Pos
// osc[2] = sc[2].Pos
//om3d = *matrix3d
//log.Print(sc[0].Pos, sc[1].Pos, sc[2].Pos, matrix3d)
if o.Lighting { if o.Lighting {
l1 := f[2].Pos.Sub(&f[0].Pos) l1 := f[2].Pos.Sub(&f[0].Pos)
n := l1.CrossProduct(f[1].Pos.Sub(&f[0].Pos)) n := l1.CrossProduct(f[1].Pos.Sub(&f[0].Pos))
@ -289,9 +311,11 @@ func main() {
intensity = 1.0 intensity = 1.0
} }
hrend.TriangleTextured(&rb, o.Texture, intensity, sc[0], sc[1], sc[2]) hrend.TriangleTextured(&rb, o.Texture, intensity, sc[0], sc[1], sc[2])
break
//hrend.TriangleFlat(&rb, hrend.Col2Uint(byte(255*intensity), byte(255*intensity), byte(255*intensity)), sc[0].Pos, sc[1].Pos, sc[2].Pos) //hrend.TriangleFlat(&rb, hrend.Col2Uint(byte(255*intensity), byte(255*intensity), byte(255*intensity)), sc[0].Pos, sc[1].Pos, sc[2].Pos)
} }
} }
//log.Print(minz, maxz)
timer.Add(time.Since(start), 10) timer.Add(time.Since(start), 10)
drawFunc() drawFunc()