Splitting unused render

This commit is contained in:
Carlos Sanchez 2024-07-28 22:46:44 -04:00
parent 1345fb8fb2
commit b4bdb18867
3 changed files with 184 additions and 180 deletions

View File

@ -84,6 +84,8 @@ func main() {
// Premultiply all the translation/etc matrices. Why do we do world to camera THEN // Premultiply all the translation/etc matrices. Why do we do world to camera THEN
// projection? I guess that makes sense actually, oops... projection is the last step. // projection? I guess that makes sense actually, oops... projection is the last step.
screenmat := worldToCamera.Multiply(&projection) screenmat := worldToCamera.Multiply(&projection)
// light = worldToCamera.MultiplyPoint3(light)
// light = light.Normalize()
halfwidth := float32(fb.Width / 2) halfwidth := float32(fb.Width / 2)
halfheight := float32(fb.Height / 2) halfheight := float32(fb.Height / 2)
@ -94,8 +96,10 @@ func main() {
for _, f := range o.Faces { for _, f := range o.Faces {
// Precompute perspective for vertices to save time. Notice Z // Precompute perspective for vertices to save time. Notice Z
// is not considered: is this orthographic projection? Yeah probably... // is not considered: is this orthographic projection? Yeah probably...
var fpt [3]Vec3f
for i := range 3 { // Triangles, bro for i := range 3 { // Triangles, bro
fp := screenmat.MultiplyPoint3(f[i].Pos) fp := screenmat.MultiplyPoint3(f[i].Pos)
fpt[i] = worldToCamera.MultiplyPoint3(f[i].Pos)
sc[i] = f[i] sc[i] = f[i]
sc[i].Pos.X = (fp.X + 1) * halfwidth sc[i].Pos.X = (fp.X + 1) * halfwidth
sc[i].Pos.Y = hi - (fp.Y+1)*halfheight sc[i].Pos.Y = hi - (fp.Y+1)*halfheight
@ -105,15 +109,12 @@ func main() {
// sc[i].Pos.Z = -fp.Z // Pull Z value directly. This is fine, our z-buffer is currently float32 // sc[i].Pos.Z = -fp.Z // Pull Z value directly. This is fine, our z-buffer is currently float32
} }
l1 := f[2].Pos.Sub(f[0].Pos) l1 := fpt[2].Sub(fpt[0])
n := l1.CrossProduct(f[1].Pos.Sub(f[0].Pos)) n := l1.CrossProduct(fpt[1].Sub(fpt[0]))
n = n.Normalize() n = n.Normalize()
intensity := n.MultSimp(&light) intensity := n.MultSimp(&light)
if intensity > 0 { if intensity > 0 {
Triangle3t(&fb, &texture, intensity, sc[0], sc[1], sc[2]) Triangle3t(&fb, &texture, intensity, sc[0], sc[1], sc[2])
//Triangle3(&fb, uint(rand.Int()), sc[0], sc[1], sc[2])
//Triangle1(&fb, uint(rand.Int()), sc[0].ToVec2i(), sc[1].ToVec2i(), sc[2].ToVec2i())
//Triangle2(&fb, 0xFFFFFF, sc[0], sc[1], sc[2])
} }
} }
} }

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@ -2,119 +2,8 @@ package main
import ( import (
// "log" // "log"
"math"
) )
func Bresenham2(fb *Framebuffer, color uint, x0 int, y0 int, x1 int, y1 int) {
dx := int(math.Abs(float64(x1 - x0)))
sx := -1
if x0 < x1 {
sx = 1
}
dy := -int(math.Abs(float64(y1 - y0)))
sy := -1
if y0 < y1 {
sy = 1
}
err := dx + dy
for {
fb.SetSafe(uint(x0), uint(y0), color)
if x0 == x1 && y0 == y1 {
break
}
e2 := 2 * err
if e2 >= dy {
if x0 == x1 {
break
}
err += dy
x0 += sx
}
if e2 <= dx {
if y0 == y1 {
break
}
err += dx
y0 += sy
}
}
}
func line(fb *Framebuffer, color uint, v0 Vec2i, v1 Vec2i) {
Bresenham2(fb, color, v0.X, v0.Y, v1.X, v1.Y)
}
/*func LineSweep(fb *Framebuffer, color uint, v0 Vec2i, v1 Vec2i, v2 Vec2i) {
}*/
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 // Figure out the minimum bounding box for a triangle defined by
// these vertices. Returns the top left and bottom right points, // these vertices. Returns the top left and bottom right points,
// inclusive // inclusive
@ -147,67 +36,6 @@ func EdgeIncrementi(v1, v2 Vec2i) (int, int) {
return (v2.Y - v1.Y), -(v2.X - v1.X) 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) { func Triangle3(fb *Framebuffer, color uint, v0f Vec3f, v1f Vec3f, v2f Vec3f) {
v0 := v0f.ToVec2i() v0 := v0f.ToVec2i()
v1 := v1f.ToVec2i() v1 := v1f.ToVec2i()
@ -324,9 +152,7 @@ func Triangle3t(fb *Framebuffer, texture *Framebuffer, intensity float32, v0v Ve
) )
r, g, b := Uint2Col(col) 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()) 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 w0 += w0_xi
w1 += w1_xi w1 += w1_xi

177
tinyrender4/render_less.go Normal file
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@ -0,0 +1,177 @@
package main
import (
//"log"
"math"
)
func Bresenham2(fb *Framebuffer, color uint, x0 int, y0 int, x1 int, y1 int) {
dx := int(math.Abs(float64(x1 - x0)))
sx := -1
if x0 < x1 {
sx = 1
}
dy := -int(math.Abs(float64(y1 - y0)))
sy := -1
if y0 < y1 {
sy = 1
}
err := dx + dy
for {
fb.SetSafe(uint(x0), uint(y0), color)
if x0 == x1 && y0 == y1 {
break
}
e2 := 2 * err
if e2 >= dy {
if x0 == x1 {
break
}
err += dy
x0 += sx
}
if e2 <= dx {
if y0 == y1 {
break
}
err += dx
y0 += sy
}
}
}
func line(fb *Framebuffer, color uint, v0 Vec2i, v1 Vec2i) {
Bresenham2(fb, color, v0.X, v0.Y, v1.X, v1.Y)
}
/*func LineSweep(fb *Framebuffer, color uint, v0 Vec2i, v1 Vec2i, v2 Vec2i) {
}*/
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}
}
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
}
}