Setting up new renderer for testing
This commit is contained in:
parent
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1
renderer2/.gitignore
vendored
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renderer2/.gitignore
vendored
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renderer2
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renderer2/go.mod
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renderer2/go.mod
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module renderer1
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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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renderer2/go.sum
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renderer2/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
renderer2/hrend/frametime.go
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renderer2/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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195
renderer2/hrend/image.go
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renderer2/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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}
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return fb.Data[(x+y*fb.Width)*3],
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fb.Data[(x+y*fb.Width)*3+1],
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fb.Data[(x+y*fb.Width)*3+2]
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}
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func (fb *SimpleFramebuffer) GetUv(u float32, v float32) (byte, byte, byte) {
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x := uint(float32(fb.Width)*u) & (fb.Width - 1)
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y := uint(float32(fb.Height)*(1-v)) & (fb.Height - 1)
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return fb.Data[(x+y*fb.Width)*3],
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fb.Data[(x+y*fb.Width)*3+1],
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fb.Data[(x+y*fb.Width)*3+2]
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}
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func NewSimpleFramebuffer(width uint, height uint) *SimpleFramebuffer {
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return &SimpleFramebuffer{
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Data: make([]byte, width*height*3),
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Width: width,
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Height: height,
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}
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}
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type RenderBuffer struct {
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Data Framebuffer
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ZBuffer []float32 //uint16 // Apparently 16 bit z-buffers are used
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Width uint
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Height uint
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}
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// Create a new framebuffer for the given width and height.
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func NewRenderbuffer(d Framebuffer, width uint, height uint) RenderBuffer {
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return RenderBuffer{
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Data: d,
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ZBuffer: make([]float32, width*height),
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Width: width,
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Height: height,
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}
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}
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func NewTexture(texture image.Image, skip int) *SimpleFramebuffer {
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bounds := texture.Bounds()
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width := bounds.Dx() / skip
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height := bounds.Dy() / skip
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result := NewSimpleFramebuffer(uint(width), uint(height))
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wlog := math.Log2(float64(width))
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hlog := math.Log2(float64(height))
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if wlog != math.Floor(wlog) || hlog != math.Floor(hlog) {
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panic("Texture must be power of two")
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}
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for y := bounds.Min.Y; y < bounds.Max.Y; y += skip {
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for x := bounds.Min.X; x < bounds.Max.X; x += skip {
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col := texture.At(x, y)
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r, g, b, _ := col.RGBA()
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result.Set(uint(x/skip), uint(y/skip), byte(r>>8), byte(g>>8), byte(b>>8))
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}
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}
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return result
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}
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// Fill zbuffer with pixels that are max distance away
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func (fb *RenderBuffer) ResetZBuffer() {
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for i := range fb.ZBuffer {
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fb.ZBuffer[i] = 65535 //math.MaxFloat32
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}
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}
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// Given some image data, return a string that is the ppm of it
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func (fb *RenderBuffer) ExportPPM() string {
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log.Printf("ExportPPM called for framebuffer %dx%d", fb.Width, fb.Height)
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var result strings.Builder
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result.WriteString(fmt.Sprintf("P3\n%d %d\n255\n", fb.Width, fb.Height))
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for y := range fb.Height {
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for x := range fb.Width {
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r, g, b := fb.Data.Get(x, y)
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result.WriteString(fmt.Sprintf("%d %d %d\t", r, g, b))
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}
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result.WriteRune('\n')
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}
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return result.String()
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}
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func (fb *RenderBuffer) ExportPPMP6() []byte {
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log.Printf("ExportPPM6 called for framebuffer %dx%d", fb.Width, fb.Height)
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var result bytes.Buffer
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result.WriteString(fmt.Sprintf("P6\n%d %d\n255\n", fb.Width, fb.Height))
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for y := range fb.Height {
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for x := range fb.Width {
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r, g, b := fb.Data.Get(x, y)
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result.Write([]byte{r, g, b})
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}
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//result.WriteString(fmt.Sprintf("%d %d %d\t", r, g, b))
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}
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//result.WriteRune('\n')
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return result.Bytes()
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}
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func (fb *RenderBuffer) ZBuffer_ExportPPM() string {
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var result strings.Builder
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mini := float32(math.MaxFloat32)
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maxi := float32(-math.MaxFloat32)
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for _, f := range fb.ZBuffer {
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if f == math.MaxFloat32 {
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continue
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}
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mini = min(f, mini)
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maxi = max(f, maxi)
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}
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result.WriteString(fmt.Sprintf("P2\n%d %d\n255\n", fb.Width, fb.Height))
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for y := range fb.Height {
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for x := range fb.Width {
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if fb.ZBuffer[x+y*fb.Width] == math.MaxFloat32 {
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result.WriteString("0 ")
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} else {
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zp := byte(math.Abs(float64(255 * fb.ZBuffer[x+y*fb.Width] / (maxi - mini))))
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result.WriteString(fmt.Sprintf("%d ", zp))
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}
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}
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result.WriteRune('\n')
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}
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return result.String()
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}
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49
renderer2/hrend/imagebuffer.go
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renderer2/hrend/imagebuffer.go
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/*package hrend
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import (
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"image"
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)
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// Color is in RGB (alpha not used right now)
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type ImageFramebuffer struct {
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Data image.Image
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Width uint
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Height uint
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}
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// Sure hope this gets inlined...
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func (fb *ImageFramebuffer) 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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image.New
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fb.Data.
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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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}
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return fb.Data[(x+y*fb.Width)*3],
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fb.Data[(x+y*fb.Width)*3+1],
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fb.Data[(x+y*fb.Width)*3+2]
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}
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func (fb *SimpleFramebuffer) GetUv(u float32, v float32) (byte, byte, byte) {
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x := uint(float32(fb.Width)*u) & (fb.Width - 1)
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y := uint(float32(fb.Height)*(1-v)) & (fb.Height - 1)
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return fb.Data[(x+y*fb.Width)*3],
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fb.Data[(x+y*fb.Width)*3+1],
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fb.Data[(x+y*fb.Width)*3+2]
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}
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func NewSimpleFramebuffer(width uint, height uint) *SimpleFramebuffer {
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return &SimpleFramebuffer{
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Data: make([]byte, width*height*3),
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Width: width,
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Height: height,
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}
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}*/
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324
renderer2/hrend/math.go
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324
renderer2/hrend/math.go
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package hrend
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// This is the linear algebra junk? Vectors, matrices, etc
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import (
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//"log"
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"math"
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)
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type Vec3f struct {
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X, Y, Z float32
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}
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type Vec2i struct {
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X, Y int
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}
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type Vec2f struct {
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X, Y float32
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}
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// A ROW MAJOR matrix
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type Mat44f [16]float32
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func (m *Mat44f) Set(x int, y int, val float32) {
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m[x+y*4] = val
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}
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func (m *Mat44f) Get(x int, y int) float32 {
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return m[x+y*4]
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}
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func (m *Mat44f) ZeroFill() {
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for i := range m {
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m[i] = 0
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}
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}
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// Multiply the entire matrix by the given value
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func (m *Mat44f) MultiplySelf(f float32) {
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for i := range m {
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m[i] *= f
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}
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}
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// Copied from https://github.com/go-gl/mathgl/blob/master/mgl32/matrix.go
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func (m *Mat44f) Determinant() float32 {
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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]
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}
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// Copied from https://github.com/go-gl/mathgl/blob/master/mgl32/matrix.go
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func (m *Mat44f) Inverse() *Mat44f {
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det := m.Determinant()
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if det == float32(0.0) {
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return &Mat44f{}
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}
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// How the hell am I supposed to know if this is correct? Oh well...
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result := Mat44f{
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-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],
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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],
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-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],
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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],
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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],
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-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],
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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],
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-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],
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-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],
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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],
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-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],
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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],
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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()
|
||||
|
||||
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) 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) 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)
|
||||
//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)
|
||||
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)
|
||||
}
|
||||
|
||||
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
|
||||
func (m *Mat44f) MultiplyPoint3(p Vec3f) Vec3f {
|
||||
var out Vec3f
|
||||
// We hope very much that Go will optimize the function calls for us,
|
||||
// along with computing the constants.
|
||||
out.X = p.X*m.Get(0, 0) + p.Y*m.Get(0, 1) + p.Z*m.Get(0, 2) + m.Get(0, 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)
|
||||
w := p.X*m.Get(3, 0) + p.Y*m.Get(3, 1) + p.Z*m.Get(3, 2) + m.Get(3, 3)
|
||||
if w != 1 {
|
||||
out.X /= w
|
||||
out.Y /= w
|
||||
out.Z /= w
|
||||
}
|
||||
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) 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(v, minv, maxv float32) float32 {
|
||||
if v < minv {
|
||||
return minv
|
||||
} else if v > maxv {
|
||||
return maxv
|
||||
} else {
|
||||
return v
|
||||
}
|
||||
}
|
107
renderer2/hrend/obj.go
Normal file
107
renderer2/hrend/obj.go
Normal file
@ -0,0 +1,107 @@
|
||||
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
|
||||
}
|
||||
|
||||
type Facef [3]Vertex
|
||||
|
||||
// struct {
|
||||
// Vertices [3]Vec3f
|
||||
// TextureCoords [3]Vec2i
|
||||
// }
|
||||
|
||||
type ObjModel struct {
|
||||
Vertices []Vec3f
|
||||
VTexture []Vec3f
|
||||
Faces []Facef
|
||||
}
|
||||
|
||||
// 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),
|
||||
Faces: make([]Facef, 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 Facef
|
||||
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 {
|
||||
return nil, fmt.Errorf("Face vertex index out of bounds: %d", vi[i])
|
||||
}
|
||||
face[i].Pos = result.Vertices[vi[i]-1]
|
||||
if vti[i] > len(result.VTexture) || vti[i] < 1 {
|
||||
return nil, fmt.Errorf("Face vertex texture index out of bounds: %d", vti[i])
|
||||
}
|
||||
face[i].Tex = result.VTexture[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
|
||||
}
|
177
renderer2/hrend/render.go
Normal file
177
renderer2/hrend/render.go
Normal file
@ -0,0 +1,177 @@
|
||||
package hrend
|
||||
|
||||
import (
|
||||
// "log"
|
||||
)
|
||||
|
||||
// Figure out the minimum bounding box for a triangle defined by
|
||||
// these vertices. Returns the top left and bottom right points,
|
||||
// inclusive
|
||||
func ComputeBoundingBox(v0, v1, v2 Vec2i) (Vec2i, Vec2i) {
|
||||
return Vec2i{min(v0.X, v1.X, v2.X), min(v0.Y, v1.Y, v2.Y)},
|
||||
Vec2i{max(v0.X, v1.X, v2.X), max(v0.Y, v1.Y, v2.Y)}
|
||||
}
|
||||
|
||||
// The generic edge function, returning positive if P is on the right side of
|
||||
// the line drawn between v1 and v2. This is counter clockwise
|
||||
func EdgeFunction(v1, v2, p Vec2f) float32 {
|
||||
return (p.X-v1.X)*(v2.Y-v1.Y) - (p.Y-v1.Y)*(v2.X-v1.X)
|
||||
}
|
||||
|
||||
// This computes the x and y per-pixel increment for the line going
|
||||
// between v1 and v2 (also counter clockwise)
|
||||
func EdgeIncrement(v1, v2 Vec2f) (float32, float32) {
|
||||
return (v2.Y - v1.Y), -(v2.X - v1.X)
|
||||
}
|
||||
|
||||
// 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 < 0 || maxz > 1
|
||||
}
|
||||
|
||||
func TriangleFlat(fb *RenderBuffer, color uint, v0f Vec3f, v1f Vec3f, v2f Vec3f) {
|
||||
if ZClip(v0f, v1f, v2f) {
|
||||
return
|
||||
}
|
||||
v0 := v0f.ToVec2i()
|
||||
v1 := v1f.ToVec2i()
|
||||
v2 := v2f.ToVec2i()
|
||||
r, g, b := Uint2Col(color)
|
||||
boundsTL, boundsBR := ComputeBoundingBox(v0, v1, v2)
|
||||
if boundsBR.Y < 0 || boundsBR.X < 0 || boundsTL.X >= int(fb.Width) || boundsTL.Y >= int(fb.Height) {
|
||||
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}
|
||||
parea := EdgeFunctioni(v0, v1, v2)
|
||||
// if parea < 0 {
|
||||
// v1, v2 = v2, v1
|
||||
// v1f, v2f = v2f, v1f
|
||||
// parea = EdgeFunctioni(v0, v1, v2)
|
||||
// }
|
||||
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 {
|
||||
//fb.Data[di] = color
|
||||
//done = true
|
||||
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] {
|
||||
//log.Print(pz)
|
||||
fb.ZBuffer[x+y*fb.Width] = pz
|
||||
fb.Data.Set(x, y, r, g, b)
|
||||
}
|
||||
// fb.Set(x, y, Col2Uint(byte(255*w0a), byte(255*w1a), byte(255*w2a)))
|
||||
}
|
||||
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, v0v Vertex, v1v Vertex, v2v Vertex) {
|
||||
if ZClip(v0v.Pos, v1v.Pos, v2v.Pos) {
|
||||
return
|
||||
}
|
||||
v0 := v0v.Pos.ToVec2i()
|
||||
v1 := v1v.Pos.ToVec2i()
|
||||
v2 := v2v.Pos.ToVec2i()
|
||||
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)
|
||||
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)
|
||||
|
||||
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*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
|
||||
}
|
||||
}
|
222
renderer2/main.go
Normal file
222
renderer2/main.go
Normal file
@ -0,0 +1,222 @@
|
||||
package main
|
||||
|
||||
import (
|
||||
"flag"
|
||||
"fmt"
|
||||
"image"
|
||||
"log"
|
||||
"math"
|
||||
"os"
|
||||
"renderer1/hrend"
|
||||
"runtime/pprof" // For performance profiling (unnecessary)
|
||||
"time"
|
||||
|
||||
_ "image/jpeg"
|
||||
|
||||
rl "github.com/gen2brain/raylib-go/raylib"
|
||||
)
|
||||
|
||||
const (
|
||||
NearClip = 0.1
|
||||
FarClip = 100
|
||||
FOV = 90.0
|
||||
ZOffset = 1.5
|
||||
Movement = 1.0
|
||||
Rotation = 0.25
|
||||
LookLock = math.Pi / 32
|
||||
Fps = 60
|
||||
//ObjectFile = "../head.obj"
|
||||
//TextureFile = "../head.jpg"
|
||||
)
|
||||
|
||||
func must(err error) {
|
||||
if err != nil {
|
||||
panic(err)
|
||||
}
|
||||
}
|
||||
|
||||
// func loadDefault() (*hrend.ObjModel, hrend.Framebuffer) {
|
||||
// log.Printf("Loading obj %s, texture %s", ObjectFile, TextureFile)
|
||||
//
|
||||
// of, err := os.Open(ObjectFile)
|
||||
// must(err)
|
||||
// defer of.Close()
|
||||
// o, err := hrend.ParseObj(of)
|
||||
// must(err)
|
||||
//
|
||||
// jf, err := os.Open(TextureFile)
|
||||
// must(err)
|
||||
// defer jf.Close()
|
||||
// timg, _, err := image.Decode(jf)
|
||||
// must(err)
|
||||
// texture := hrend.NewTexture(timg, 4)
|
||||
//
|
||||
// return o, texture
|
||||
// }
|
||||
|
||||
// However flag works... idk
|
||||
var cpuprofile = flag.String("cpuprofile", "", "write cpu profile to file")
|
||||
var width = flag.Int("width", 640, "width of window or frame")
|
||||
var height = flag.Int("width", 480, "height of window or frame")
|
||||
|
||||
// var renderconfig = flag.String("renderconfig", "", "if set, rendering is written out")
|
||||
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.")
|
||||
|
||||
func IsRealtime() bool {
|
||||
return *renderout == ""
|
||||
}
|
||||
|
||||
// var dozbuf = flag.Bool("zbuffer", false, "Write zbuffer instead of image")
|
||||
// var p6file = flag.String("p6file", "", "Output binary ppm to given file instead")
|
||||
// var fov = flag.Float64("fov", 90, "Horizontal FOV in degrees")
|
||||
// var xofs = flag.Float64("xofs", 0, "Offset image by x")
|
||||
// var zofs = flag.Float64("zofs", -1.5, "Offset image by z (should be negative)")
|
||||
// var repeat = flag.Int("repeat", 60, "Amount of times to repeat render")
|
||||
|
||||
// Do next inputs, whether they come from raylib or a file
|
||||
func CameraInput(yaw, pitch float32) (float32, float32, hrend.Vec3f) {
|
||||
|
||||
mouse := rl.GetMouseDelta()
|
||||
pitch += Rotation * mouse.Y / Fps
|
||||
yaw += Rotation * mouse.X / Fps
|
||||
pitch = hrend.Clamp(pitch, LookLock, math.Pi-LookLock)
|
||||
|
||||
newcamtrans := hrend.Vec3f{X: 0, Y: 0, Z: 0}
|
||||
if rl.IsKeyDown(rl.KeyD) {
|
||||
newcamtrans.X += Movement / Fps
|
||||
}
|
||||
if rl.IsKeyDown(rl.KeyA) {
|
||||
newcamtrans.X -= Movement / Fps
|
||||
}
|
||||
// Moving forward moves in the negative z direction, since we FACE
|
||||
// the -z axis (the camera does anyway)
|
||||
if rl.IsKeyDown(rl.KeyW) {
|
||||
newcamtrans.Z -= Movement / Fps
|
||||
}
|
||||
if rl.IsKeyDown(rl.KeyS) {
|
||||
newcamtrans.Z += Movement / Fps
|
||||
}
|
||||
if rl.IsKeyDown(rl.KeySpace) {
|
||||
newcamtrans.Y += Movement / Fps
|
||||
}
|
||||
if rl.IsKeyDown(rl.KeyLeftShift) {
|
||||
newcamtrans.Y -= Movement / Fps
|
||||
}
|
||||
|
||||
// translate the new camera movement based on the yaw
|
||||
var moverot hrend.Mat44f
|
||||
moverot.SetRotationY(-yaw)
|
||||
newcamtrans = moverot.MultiplyPoint3(newcamtrans)
|
||||
|
||||
return pitch, yaw, newcamtrans
|
||||
}
|
||||
|
||||
func main() {
|
||||
log.Printf("Program start")
|
||||
|
||||
flag.Parse()
|
||||
if *cpuprofile != "" {
|
||||
log.Printf("CPU profiling requested, write to %s", *cpuprofile)
|
||||
f, err := os.Create(*cpuprofile)
|
||||
must(err)
|
||||
defer f.Close()
|
||||
err = pprof.StartCPUProfile(f)
|
||||
must(err)
|
||||
defer pprof.StopCPUProfile()
|
||||
}
|
||||
|
||||
Width := uint(*width)
|
||||
Height := uint(*height)
|
||||
|
||||
var fb hrend.Framebuffer
|
||||
|
||||
if IsRealtime() {
|
||||
rl.InitWindow(int32(Width), int32(Height), "Simple renderer with raylib")
|
||||
defer rl.CloseWindow()
|
||||
rl.SetTargetFPS(Fps)
|
||||
rl.DisableCursor()
|
||||
rfb := NewRaylibBuffer(Width, Height)
|
||||
defer rl.UnloadTexture(rfb.Texture)
|
||||
defer rl.UnloadImageColors(rfb.Data)
|
||||
defer rl.UnloadImage(rfb.Image)
|
||||
fb = rfb
|
||||
}
|
||||
|
||||
rb := hrend.NewRenderbuffer(fb, Width, Height)
|
||||
//o, texture := loadDefault()
|
||||
|
||||
var thing hrend.Vec2i
|
||||
log.Print(thing)
|
||||
|
||||
var projection, viewport hrend.Mat44f
|
||||
|
||||
// These don't really change
|
||||
projection.SetProjection(float32(FOV), float32(Width)/float32(Height), NearClip, FarClip)
|
||||
viewport.SetViewportSimple(int(Width), int(Height), 1) //65535)
|
||||
|
||||
var timer hrend.FrameTimer
|
||||
|
||||
camtrans := hrend.Vec3f{X: 0, Y: 0, Z: ZOffset}
|
||||
var newcamtrans hrend.Vec3f
|
||||
camup := hrend.Vec3f{X: 0, Y: 1, Z: 0}
|
||||
|
||||
// In our system, 0 degree yaw is facing -Z, into the scene
|
||||
yaw := float32(0)
|
||||
pitch := float32(math.Pi / 2) // Start looking flat
|
||||
|
||||
var camera hrend.Mat44f
|
||||
|
||||
log.Printf("Starting render loop")
|
||||
for !rl.WindowShouldClose() {
|
||||
|
||||
start := time.Now()
|
||||
|
||||
yaw, pitch, newcamtrans = CameraInput(yaw, pitch)
|
||||
camtrans = *camtrans.Add(&newcamtrans)
|
||||
lookvec := camera.SetCamera(&camtrans, yaw, pitch, &camup)
|
||||
screenmat := camera.Inverse().Multiply(&projection)
|
||||
screenmat = screenmat.Multiply(&viewport)
|
||||
|
||||
rb.ResetZBuffer()
|
||||
for y := range Height {
|
||||
for x := range Width {
|
||||
fb.Set(x, y, 0, 0, 0)
|
||||
}
|
||||
}
|
||||
|
||||
var sc [3]hrend.Vertex
|
||||
for _, f := range o.Faces {
|
||||
// Precompute perspective for vertices to save time. Notice Z
|
||||
// is not considered: is this orthographic projection? Yeah probably...
|
||||
for i := range 3 { // Triangles, bro
|
||||
sc[i] = f[i]
|
||||
sc[i].Pos = screenmat.MultiplyPoint3(f[i].Pos)
|
||||
}
|
||||
|
||||
l1 := f[2].Pos.Sub(&f[0].Pos)
|
||||
n := l1.CrossProduct(f[1].Pos.Sub(&f[0].Pos))
|
||||
n = n.Normalize()
|
||||
intensity := n.MultSimp(&lookvec)
|
||||
if intensity < 0 {
|
||||
intensity = 0
|
||||
}
|
||||
hrend.TriangleTextured(&rb, texture, intensity, sc[0], sc[1], sc[2])
|
||||
//hrend.TriangleFlat(&rb, hrend.Col2Uint(byte(255*intensity), byte(255*intensity), byte(255*intensity)), sc[0].Pos, sc[1].Pos, sc[2].Pos)
|
||||
}
|
||||
|
||||
rl.UpdateTexture(fb.Texture, fb.Data)
|
||||
|
||||
timer.Add(time.Since(start), 10)
|
||||
|
||||
if IsRealtime() {
|
||||
rl.BeginDrawing()
|
||||
rl.ClearBackground(rl.RayWhite)
|
||||
rl.DrawTexture(fb.Texture, 0, 0, rl.White)
|
||||
rl.DrawText(fmt.Sprintf("Frame: %.2fms", timer.LastAverage.Seconds()*1000), 5, 5, 20, rl.Red)
|
||||
rl.EndDrawing()
|
||||
} else {
|
||||
|
||||
}
|
||||
}
|
||||
}
|
64
renderer2/raybuffer.go
Normal file
64
renderer2/raybuffer.go
Normal file
@ -0,0 +1,64 @@
|
||||
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
|
||||
}
|
||||
|
||||
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)
|
||||
return fb.Data[x+y*fb.Width].R,
|
||||
fb.Data[x+y*fb.Width].G,
|
||||
fb.Data[x+y*fb.Width].B
|
||||
}
|
17
renderer2/texturegen.go
Normal file
17
renderer2/texturegen.go
Normal file
@ -0,0 +1,17 @@
|
||||
package main
|
||||
|
||||
import (
|
||||
"image"
|
||||
"image/color"
|
||||
//"renderer1/hrend"
|
||||
)
|
||||
|
||||
func Checkerboard(cols []color.Color, size int) image.Image {
|
||||
result := image.NewRGBA(image.Rect(0, 0, size, size))
|
||||
for y := range size {
|
||||
for x := range size {
|
||||
result.Set(x, y, cols[(x+y)%len(cols)])
|
||||
}
|
||||
}
|
||||
return result
|
||||
}
|
Loading…
Reference in New Issue
Block a user