Starting part 4
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2
tinyrender4/.gitignore
vendored
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tinyrender4/.gitignore
vendored
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tinyrender1
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render
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3
tinyrender4/go.mod
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3
tinyrender4/go.mod
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module tinyrender4
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go 1.22.5
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0
tinyrender4/go.sum
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0
tinyrender4/go.sum
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6357
tinyrender4/head.obj
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6357
tinyrender4/head.obj
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File diff suppressed because it is too large
Load Diff
140
tinyrender4/image.go
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tinyrender4/image.go
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package main
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import (
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"bytes"
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"fmt"
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"image/color"
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//"log"
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"image"
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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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// Color is in ARGB (alpha not used right now)
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type Framebuffer struct {
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Data []uint
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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 NewFramebuffer(width uint, height uint) Framebuffer {
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return Framebuffer{
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Data: make([]uint, width*height),
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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) Framebuffer {
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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 := Framebuffer{
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Data: make([]uint, width*height),
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Width: uint(width),
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Height: uint(height),
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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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result.Set(uint(x/skip), uint(y/skip), Color2Uint(col))
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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 *Framebuffer) ResetZBuffer() {
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for i := range fb.ZBuffer {
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fb.ZBuffer[i] = math.MaxFloat32
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}
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}
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func (fb *Framebuffer) GetUv(u float32, v float32) uint {
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x := uint(float32(fb.Width) * u)
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y := uint(float32(fb.Height) * (1 - v))
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return fb.Data[x+y*fb.Width]
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}
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// Sure hope this gets inlined...
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func (fb *Framebuffer) Set(x uint, y uint, color uint) {
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fb.Data[x+y*fb.Width] = color
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}
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func (fb *Framebuffer) SetSafe(x uint, y uint, color uint) {
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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] = color
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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 *Framebuffer) ExportPPM() string {
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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 := Uint2Col(fb.Data[x+y*fb.Width])
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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 *Framebuffer) ExportPPMP6() []byte {
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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 i := range fb.Data {
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r, g, b := Uint2Col(fb.Data[i])
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result.Write([]byte{r, g, b})
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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 *Framebuffer) 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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119
tinyrender4/main.go
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119
tinyrender4/main.go
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package main
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import (
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"flag"
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"fmt"
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"image"
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"log"
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//"math"
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//"math/rand"
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"os"
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"runtime/pprof" // For performance profiling (unnecessary)
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_ "image/jpeg"
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)
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const (
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Width = 512
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Height = 512
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ObjectFile = "head.obj"
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TextureFile = "head.jpg"
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Repeat = 500
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)
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func must(err error) {
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if err != nil {
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panic(err)
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}
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}
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// However flag works... idk
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var cpuprofile = flag.String("cpuprofile", "", "write cpu profile to file")
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var dozbuf = flag.Bool("zbuffer", false, "Write zbuffer instead of image")
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var p6file = flag.String("p6file", "", "Output binary ppm to given file instead")
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// var zcuthigh = flag.Float64("zcuthigh", math.MaxFloat32, "High cutoff for z (values above this will be removed)")
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// var zcutlow = flag.Float64("zcutlow", -math.MaxFloat32, "Low cutoff for z (values below are removed)")
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func main() {
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log.Printf("Program start")
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// Little section for doing cpu profiling. I guess that's all you have to do?
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flag.Parse()
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if *cpuprofile != "" {
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log.Printf("CPU profiling requested, write to %s", *cpuprofile)
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f, err := os.Create(*cpuprofile)
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must(err)
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defer f.Close()
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err = pprof.StartCPUProfile(f)
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must(err)
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defer pprof.StopCPUProfile()
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}
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fb := NewFramebuffer(Width, Height)
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log.Printf("Loading obj %s, texture %s", ObjectFile, TextureFile)
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of, err := os.Open(ObjectFile)
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must(err)
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defer of.Close()
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o, err := ParseObj(of)
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must(err)
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jf, err := os.Open(TextureFile)
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must(err)
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defer jf.Close()
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timg, _, err := image.Decode(jf)
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must(err)
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texture := NewTexture(timg, 4)
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log.Printf("Running render")
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light := Vec3f{0, 0, -1}
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halfwidth := float32(fb.Width / 2)
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halfheight := float32(fb.Height / 2)
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var sc [3]Vertex
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var hi = float32(fb.Height - 1)
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for range Repeat {
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fb.ResetZBuffer()
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for _, f := range o.Faces {
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// Precompute perspective for vertices to save time. Notice Z
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// is not considered: is this orthographic projection? Yeah probably...
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for i := range 3 { // Triangles, bro
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sc[i] = f[i]
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sc[i].Pos.X = (f[i].Pos.X + 1) * halfwidth
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sc[i].Pos.Y = hi - (f[i].Pos.Y+1)*halfheight
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// NOTE: WE USE NEGATIVE Z BECAUSE IT'S SUPPOSED TO BE DISTANCE! AS-IS, CLOSER
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// POINTS HAVE HIGHER Z VLAUES
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sc[i].Pos.Z = -f[i].Pos.Z // Pull Z value directly. This is fine, our z-buffer is currently float32
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}
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l1 := f[2].Pos.Sub(f[0].Pos)
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n := l1.CrossProduct(f[1].Pos.Sub(f[0].Pos))
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n = n.Normalize()
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intensity := n.MultSimp(&light)
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if intensity > 0 {
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Triangle3t(&fb, &texture, intensity, sc[0], sc[1], sc[2])
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//Triangle3(&fb, uint(rand.Int()), sc[0], sc[1], sc[2])
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//Triangle1(&fb, uint(rand.Int()), sc[0].ToVec2i(), sc[1].ToVec2i(), sc[2].ToVec2i())
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//Triangle2(&fb, 0xFFFFFF, sc[0], sc[1], sc[2])
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}
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}
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}
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if *dozbuf {
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log.Printf("Exporting zbuffer ppm to stdout")
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fmt.Print(fb.ZBuffer_ExportPPM())
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} else {
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if *p6file != "" {
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err := os.WriteFile(*p6file, fb.ExportPPMP6(), 0660)
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must(err)
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} else {
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log.Printf("Exporting ppm to stdout")
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fmt.Print(fb.ExportPPM())
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}
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}
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log.Printf("Program end")
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}
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158
tinyrender4/obj.go
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158
tinyrender4/obj.go
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package main
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// This reads obj files?
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import (
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"bufio"
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"fmt"
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"io"
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"log"
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"math"
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"strings"
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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 single vertex generally has multiple items associated with it
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// when it's part of a face.
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type Vertex struct {
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Pos Vec3f
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Tex Vec3f
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}
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type Facef [3]Vertex
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// struct {
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// Vertices [3]Vec3f
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// TextureCoords [3]Vec2i
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// }
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type ObjModel struct {
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Vertices []Vec3f
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VTexture []Vec3f
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Faces []Facef
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}
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func (vi *Vec2i) ToF() Vec2f {
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return Vec2f{float32(vi.X), float32(vi.Y)}
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}
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func (vi *Vec3f) ToVec2i() Vec2i {
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return Vec2i{int(vi.X), int(vi.Y)}
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}
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func (v0 *Vec3f) Sub(v1 Vec3f) Vec3f {
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return Vec3f{
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X: v0.X - v1.X,
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Y: v0.Y - v1.Y,
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Z: v0.Z - v1.Z,
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}
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}
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func (v0 *Vec3f) CrossProduct(v1 Vec3f) Vec3f {
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return Vec3f{
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X: v0.Y*v1.Z - v0.Z*v1.Y,
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Y: v0.Z*v1.X - v0.X*v1.Z,
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Z: v0.X*v1.Y - v0.Y*v1.X,
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}
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}
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//func (v
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func (v *Vec3f) Normalize() Vec3f {
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l := float32(math.Sqrt(float64(v.MultSimp(v))))
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return Vec3f{
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X: v.X / l,
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Y: v.Y / l,
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Z: v.Z / l,
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}
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}
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func (v0 *Vec3f) MultSimp(v1 *Vec3f) float32 {
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return v0.X*v1.X + v0.Y*v1.Y + v0.Z*v1.Z
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}
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// Parse an obj file at the given reader. Only handles v and f right now
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func ParseObj(reader io.Reader) (*ObjModel, error) {
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result := ObjModel{
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Vertices: make([]Vec3f, 0),
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Faces: make([]Facef, 0),
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}
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breader := bufio.NewReader(reader)
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done := false
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for !done {
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// Scan a line
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line, err := breader.ReadString('\n')
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if err != nil {
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if err == io.EOF {
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done = true
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} else {
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log.Printf("NOT EOF ERR?")
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return nil, err
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}
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}
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line = strings.Trim(line, " \t\n\r")
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if len(line) == 0 {
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continue
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}
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// Find the first "item", whatever that is. This also gets rid of comments
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// since we just don't use lines that start with # (no handler
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var t string
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_, err = fmt.Sscan(line, &t)
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if err != nil {
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log.Printf("SSCANF ERR")
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return nil, err
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}
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line = line[len(t):]
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if t == "v" {
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// Read a vertex, should be just three floats
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var v Vec3f
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_, err := fmt.Sscan(line, &v.X, &v.Y, &v.Z)
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if err != nil {
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return nil, err
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}
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result.Vertices = append(result.Vertices, v)
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} else if t == "vt" {
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// Read a vertex tex coord, should be just three floats too
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var vt Vec3f
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_, err := fmt.Sscan(line, &vt.X, &vt.Y, &vt.Z)
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if err != nil {
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return nil, err
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}
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result.VTexture = append(result.VTexture, vt)
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} else if t == "f" {
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// Read a face; in our example, it's always three sets.
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// For THIS example, we throw away those other values
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var face Facef
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var vi [3]int
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var vti [3]int
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var ti int
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_, err := fmt.Sscanf(line, "%d/%d/%d %d/%d/%d %d/%d/%d",
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&vi[0], &vti[0], &ti, &vi[1], &vti[1], &ti, &vi[2], &vti[2], &ti)
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if err != nil {
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return nil, err
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}
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for i := range 3 {
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if vi[i] > len(result.Vertices) || vi[i] < 1 {
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return nil, fmt.Errorf("Face vertex index out of bounds: %d", vi[i])
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}
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face[i].Pos = result.Vertices[vi[i]-1]
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if vti[i] > len(result.VTexture) || vti[i] < 1 {
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return nil, fmt.Errorf("Face vertex texture index out of bounds: %d", vti[i])
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}
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face[i].Tex = result.VTexture[vti[i]-1]
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}
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result.Faces = append(result.Faces, face)
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}
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}
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return &result, nil
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}
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336
tinyrender4/render.go
Normal file
336
tinyrender4/render.go
Normal file
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package main
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import (
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//"log"
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"math"
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)
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func Bresenham2(fb *Framebuffer, color uint, x0 int, y0 int, x1 int, y1 int) {
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dx := int(math.Abs(float64(x1 - x0)))
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sx := -1
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if x0 < x1 {
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sx = 1
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}
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dy := -int(math.Abs(float64(y1 - y0)))
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sy := -1
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if y0 < y1 {
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sy = 1
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}
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err := dx + dy
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for {
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fb.SetSafe(uint(x0), uint(y0), color)
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if x0 == x1 && y0 == y1 {
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break
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}
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e2 := 2 * err
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if e2 >= dy {
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if x0 == x1 {
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break
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}
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err += dy
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x0 += sx
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}
|
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if e2 <= dx {
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if y0 == y1 {
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break
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}
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err += dx
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y0 += sy
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}
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}
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}
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func line(fb *Framebuffer, color uint, v0 Vec2i, v1 Vec2i) {
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Bresenham2(fb, color, v0.X, v0.Y, v1.X, v1.Y)
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}
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/*func LineSweep(fb *Framebuffer, color uint, v0 Vec2i, v1 Vec2i, v2 Vec2i) {
|
||||
|
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}*/
|
||||
|
||||
func Triangle1(fb *Framebuffer, color uint, v0 Vec2i, v1 Vec2i, v2 Vec2i) {
|
||||
// The dude gets rid of "degenerate" triangles so... we do too?
|
||||
if v2.Y == v1.Y && v1.Y == v0.Y {
|
||||
return
|
||||
}
|
||||
// Very silly manual sorting by Y
|
||||
if v2.Y < v0.Y {
|
||||
v0, v2 = v2, v0
|
||||
}
|
||||
if v1.Y < v0.Y {
|
||||
v0, v1 = v1, v0
|
||||
}
|
||||
if v2.Y < v1.Y {
|
||||
v1, v2 = v2, v1
|
||||
}
|
||||
|
||||
var v02step, v01step, v12step, xlong, xshort float32
|
||||
|
||||
xlong = float32(v0.X)
|
||||
xshort = xlong
|
||||
|
||||
// The first and last Y CAN'T be equal because sorting!!
|
||||
if v1.Y == v0.Y {
|
||||
xshort = float32(v1.X)
|
||||
}
|
||||
|
||||
// We can check just for greater than because we sorted the vertices
|
||||
// Assume 02 is on the right(?) and 01 on the left
|
||||
v02step = (float32(v2.X - v0.X)) / (float32(v2.Y-v0.Y) + 0.001) // long side always
|
||||
v01step = (float32(v1.X - v0.X)) / (float32(v1.Y-v0.Y) + 0.001) // first short side
|
||||
v12step = (float32(v2.X - v1.X)) / (float32(v2.Y-v1.Y) + 0.001) // second short side
|
||||
|
||||
for y := v0.Y; y <= v2.Y; y++ {
|
||||
xleft := int(xshort)
|
||||
xright := int(xlong)
|
||||
if xleft > xright {
|
||||
xleft, xright = xright, xleft
|
||||
}
|
||||
if xleft < 0 || xright >= int(fb.Width) {
|
||||
continue
|
||||
}
|
||||
// Draw a horizontal line from left to right
|
||||
for x := xleft; x <= xright; x++ {
|
||||
fb.SetSafe(uint(x), uint(y), color)
|
||||
}
|
||||
xlong += v02step
|
||||
if y < v1.Y {
|
||||
xshort += v01step
|
||||
} else {
|
||||
xshort += v12step
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// How does this work? Compare with your
|
||||
// other barycentric function (in a different repo). In the original
|
||||
// cpp code, they used an overloaded operator ^ to mean cross product
|
||||
func Barycentric(v0, v1, v2, p Vec2i) Vec3f {
|
||||
// WARN: Just not doing this one
|
||||
u := Vec3f{}
|
||||
if math.Abs(float64(u.Z)) < 1 {
|
||||
return Vec3f{-1, 1, 1}
|
||||
}
|
||||
return Vec3f{1 - (u.X+u.Y)/u.Z, u.Y / u.Z, u.X / u.Z}
|
||||
}
|
||||
|
||||
// Figure out the minimum bounding box for a triangle defined by
|
||||
// these vertices. Returns the top left and bottom right points,
|
||||
// inclusive
|
||||
func ComputeBoundingBox(v0, v1, v2 Vec2i) (Vec2i, Vec2i) {
|
||||
return Vec2i{min(v0.X, v1.X, v2.X), min(v0.Y, v1.Y, v2.Y)},
|
||||
Vec2i{max(v0.X, v1.X, v2.X), max(v0.Y, v1.Y, v2.Y)}
|
||||
}
|
||||
|
||||
// The generic edge function, returning positive if P is on the right side of
|
||||
// the line drawn between v1 and v2. This is counter clockwise
|
||||
func EdgeFunction(v1, v2, p Vec2f) float32 {
|
||||
return (p.X-v1.X)*(v2.Y-v1.Y) - (p.Y-v1.Y)*(v2.X-v1.X)
|
||||
}
|
||||
|
||||
// This computes the x and y per-pixel increment for the line going
|
||||
// between v1 and v2 (also counter clockwise)
|
||||
func EdgeIncrement(v1, v2 Vec2f) (float32, float32) {
|
||||
return (v2.Y - v1.Y), -(v2.X - v1.X)
|
||||
}
|
||||
|
||||
// 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 Triangle2(fb *Framebuffer, color uint, v0 Vec2i, v1 Vec2i, v2 Vec2i) {
|
||||
boundsTL, boundsBR := ComputeBoundingBox(v0, v1, v2)
|
||||
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}
|
||||
//log.Print(boundsTL, boundsBR)
|
||||
// v0f := v0.ToF()
|
||||
// v1f := v1.ToF()
|
||||
// v2f := v2.ToF()
|
||||
// parea := EdgeFunction(v0f, v1f, v2f)
|
||||
// invarea := 1 / 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)
|
||||
//dyi := int(fb.Width)
|
||||
//dy := boundsTL.X + dyi*boundsTL.Y
|
||||
|
||||
for y := uint(boundsTL.Y); y <= uint(boundsBR.Y); y++ {
|
||||
w0 := w0_y
|
||||
w1 := w1_y
|
||||
w2 := w2_y
|
||||
//di := dy
|
||||
//done := false
|
||||
for x := uint(boundsTL.X); x <= uint(boundsBR.X); x++ {
|
||||
if (w0 | w1 | w2) >= 0 {
|
||||
//fb.Data[di] = color
|
||||
fb.Set(x, y, color)
|
||||
//done = true
|
||||
// w0a := w0 * invarea
|
||||
// w1a := w1 * invarea
|
||||
// w2a := w2 * invarea
|
||||
// fb.Set(x, y, Col2Uint(byte(255*w0a), byte(255*w1a), byte(255*w2a)))
|
||||
} /*else if done {
|
||||
break
|
||||
}*/
|
||||
//di += 1
|
||||
w0 += w0_xi
|
||||
w1 += w1_xi
|
||||
w2 += w2_xi
|
||||
}
|
||||
//dy += dyi
|
||||
w0_y += w0_yi
|
||||
w1_y += w1_yi
|
||||
w2_y += w2_yi
|
||||
}
|
||||
}
|
||||
|
||||
func Triangle3(fb *Framebuffer, color uint, v0f Vec3f, v1f Vec3f, v2f Vec3f) {
|
||||
v0 := v0f.ToVec2i()
|
||||
v1 := v1f.ToVec2i()
|
||||
v2 := v2f.ToVec2i()
|
||||
boundsTL, boundsBR := ComputeBoundingBox(v0, v1, v2)
|
||||
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.Set(x, y, color)
|
||||
}
|
||||
// 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 Triangle3t(fb *Framebuffer, texture *Framebuffer, intensity float32, v0v Vertex, v1v Vertex, v2v Vertex) {
|
||||
v0 := v0v.Pos.ToVec2i()
|
||||
v1 := v1v.Pos.ToVec2i()
|
||||
v2 := v2v.Pos.ToVec2i()
|
||||
boundsTL, boundsBR := ComputeBoundingBox(v0, v1, v2)
|
||||
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 {
|
||||
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
|
||||
col := 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),
|
||||
)
|
||||
r, g, b := Uint2Col(col)
|
||||
fb.Set(x, y, Col2Uint(byte(float32(r)*intensity), byte(float32(g)*intensity), byte(float32(b)*intensity))) //uint(texture.Bounds().Dx())
|
||||
//0xF) // fb.Set(x, y, Col2Uint(byte(255*w0a), byte(255*w1a), byte(255*w2a)))
|
||||
}
|
||||
// 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
|
||||
}
|
||||
}
|
14
tinyrender4/run.sh
Executable file
14
tinyrender4/run.sh
Executable file
@ -0,0 +1,14 @@
|
||||
#!/bin/sh
|
||||
|
||||
set -e
|
||||
|
||||
if [ $# -ne 1 ]; then
|
||||
echo "You must pass the basename for the .prof and .ppm"
|
||||
exit 1
|
||||
fi
|
||||
|
||||
echo "Building"
|
||||
go build -o render
|
||||
echo "Running"
|
||||
./render "-cpuprofile=$1.prof" "-p6file=$1.ppm"
|
||||
# ./render "-zbuffer" >"$1_zbuffer.ppm"
|
22
tinyrender4/slices.sh
Executable file
22
tinyrender4/slices.sh
Executable file
@ -0,0 +1,22 @@
|
||||
#!/bin/sh
|
||||
|
||||
if [ $# -ne 1 ]; then
|
||||
echo "You must pass the basename for the slices"
|
||||
exit 1
|
||||
fi
|
||||
|
||||
echo "Building"
|
||||
go build -o render
|
||||
mkdir -p $1
|
||||
|
||||
frame=0
|
||||
for x in $(seq -0.7 0.05 0.7); do
|
||||
ff=$(printf "%03d" $frame)
|
||||
./render "-p6file=$1/$ff.ppm" "-zcuthigh=$x"
|
||||
frame=$((frame + 1))
|
||||
done
|
||||
|
||||
echo "Converting animation"
|
||||
|
||||
cd $1
|
||||
convert -delay 10 -loop 0 *.ppm -resize 256x256 anim.gif
|
Loading…
Reference in New Issue
Block a user