Setting up render2

This commit is contained in:
Carlos Sanchez 2024-07-26 17:48:47 -04:00
parent c12f5c9218
commit de0691d28e
3 changed files with 45 additions and 224 deletions

View File

@ -12,7 +12,7 @@ const (
Width = 512 Width = 512
Height = 512 Height = 512
ObjectFile = "head.obj" ObjectFile = "head.obj"
Repeat = 1_000 Repeat = 100_000
) )
func must(err error) { func must(err error) {
@ -41,44 +41,45 @@ func main() {
fb := NewFramebuffer(Width, Height) fb := NewFramebuffer(Width, Height)
log.Printf("Loading obj %s", ObjectFile) /*
log.Printf("Loading obj %s", ObjectFile)
of, err := os.Open(ObjectFile) of, err := os.Open(ObjectFile)
must(err) must(err)
defer of.Close() defer of.Close()
o, err := ParseObj(of) o, err := ParseObj(of)
must(err) must(err)
*/
log.Printf("Running render") log.Printf("Running render")
halfwidth := float32(fb.Width / 2) //halfwidth := float32(fb.Width / 2)
halfheight := float32(fb.Height / 2) //halfheight := float32(fb.Height / 2)
var x [3]int
var y [3]int
var hi = int(fb.Height - 1)
for range Repeat { for range Repeat {
for _, f := range o.Faces { Triangle1(&fb, 0xFF0000, Vec2i{10, 70}, Vec2i{50, 160}, Vec2i{70, 80})
// Precompute perspective for vertices to save time. Notice Z Triangle1(&fb, 0xFFFFFF, Vec2i{180, 50}, Vec2i{150, 1}, Vec2i{70, 180})
// is not considered: is this orthographic projection? Yeah probably... Triangle1(&fb, 0x00FF00, Vec2i{180, 150}, Vec2i{120, 160}, Vec2i{130, 180})
for i := range 3 { // Triangles, bro
x[i] = int((f[i].X + 1) * halfwidth)
y[i] = hi - int((f[i].Y+1)*halfheight)
}
Bresenham2(&fb, 0xFFFFFF, x[0], y[0], x[1], y[1])
Bresenham2(&fb, 0xFFFFFF, x[1], y[1], x[2], y[2])
Bresenham2(&fb, 0xFFFFFF, x[2], y[2], x[0], y[0])
}
// Just draw a simple line (a million times or something)
// // LineDumb5(&fb, 0xFFFFFF, 100, 100, 350, 200)
// // LineDumb5(&fb, 0xFF0000, 120, 100, 200, 350)
// // LineDumb5(&fb, 0xFF0000, 350, 200, 100, 100) // backward first line
// Bresenham2(&fb, 0xFFFFFF, 100, 100, 350, 200)
// Bresenham2(&fb, 0xFF0000, 120, 100, 200, 350)
// Bresenham2(&fb, 0xFF0000, 350, 200, 100, 100) // backward first line
} }
/*
var x [3]int
var y [3]int
var hi = int(fb.Height - 1)
for range Repeat {
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
x[i] = int((f[i].X + 1) * halfwidth)
y[i] = hi - int((f[i].Y+1)*halfheight)
}
Bresenham2(&fb, 0xFFFFFF, x[0], y[0], x[1], y[1])
Bresenham2(&fb, 0xFFFFFF, x[1], y[1], x[2], y[2])
Bresenham2(&fb, 0xFFFFFF, x[2], y[2], x[0], y[0])
}
}
*/
log.Printf("Exporting ppm to stdout") log.Printf("Exporting ppm to stdout")
fmt.Print(fb.ExportPPM()) fmt.Print(fb.ExportPPM())

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@ -13,6 +13,10 @@ type Vec3f struct {
X, Y, Z float32 X, Y, Z float32
} }
type Vec2i struct {
X, Y int
}
type Facef [3]Vec3f type Facef [3]Vec3f
type ObjModel struct { type ObjModel struct {

View File

@ -4,161 +4,6 @@ import (
"math" "math"
) )
// Draw a line using dumb
func LineDumb(fb *Framebuffer, color uint, x0 uint, y0 uint, x1 uint, y1 uint) {
var t float32
for t = 0; t < 1; t += 0.01 {
// Very simple interpolation between x and y
x := x0 + uint(float32(x1-x0)*t)
y := y0 + uint(float32(y1-y0)*t)
fb.Set(x, y, color)
}
}
func LineDumb2(fb *Framebuffer, color uint, x0 uint, y0 uint, x1 uint, y1 uint) {
for x := x0; x < x1; x++ {
// For each pixel across, compute how far across we are and interpolate y
t := float32(x-x0) / float32(x1-x0)
y := uint(float32(y0)*(1-t) + float32(y1)*t)
fb.Set(x, y, color)
}
}
func LineDumb3(fb *Framebuffer, color uint, x0 int, y0 int, x1 int, y1 int) {
steep := false
// This one makes sure that going pixel by pixel will not make holes in the
// other direction by always moving in the less steep direction.
if math.Abs(float64(x0-x1)) < math.Abs(float64(y0-y1)) {
x0, y0 = y0, x0
x1, y1 = y1, x1
steep = true
}
// Don't let lines be invisible, always go left to right
if x0 > x1 { // need to be left to right
x0, x1 = x1, x0
y0, y1 = y1, y0 // Why are we swapping these? I guess because we're swapping the points...
}
// Same as dumb2, going across pixel by pixel. But "x" here might actually be y
// because of the inverted direction
for x := x0; x <= x1; x++ {
t := float32(x-x0) / float32(x1-x0)
y := uint(float32(y0)*(1-t) + float32(y1)*t)
if steep {
fb.Set(y, uint(x), color)
} else {
fb.Set(uint(x), y, color)
}
}
}
func LineDumb4(fb *Framebuffer, color uint, x0 int, y0 int, x1 int, y1 int) {
steep := false
// This one makes sure that going pixel by pixel will not make holes in the
// other direction by always moving in the less steep direction.
if math.Abs(float64(x1-x0)) < math.Abs(float64(y1-y0)) {
x0, y0 = y0, x0
x1, y1 = y1, x1
steep = true
}
// Don't let lines be invisible, always go left to right
if x0 > x1 { // need to be left to right
x0, x1 = x1, x0
y0, y1 = y1, y0 // Why are we swapping these? I guess because we're swapping the points...
}
dx := x1 - x0 // These MUST be POST calcs
dy := y1 - y0
// Delta error or something? Basically, as we move in one direction, we get farther
// and farther off course if we never move in the OTHER direction. This is the amount
// of that per x direction.
derror := math.Abs(float64(dy) / float64(dx))
y := uint(y0)
var err float64
// Same as dumb2, going across pixel by pixel. But "x" here might actually be y
// because of the inverted direction
for x := x0; x <= x1; x++ {
if steep {
fb.Set(y, uint(x), color)
} else {
fb.Set(uint(x), y, color)
}
err += derror
if err > 0.5 {
if y1 > y0 {
y += 1
} else {
y = y - 1
}
err -= 1
}
}
}
// For not-steep lines
func BresenhamLow(fb *Framebuffer, color uint, x0 int, y0 int, x1 int, y1 int) {
dx := x1 - x0
dy := y1 - y0
yi := 1 // This is the increment
if dy < 0 { // Line moves in opposite vertical direction
yi = -1
dy = -dy
}
d := 2*dy - dx
// Why minus dx? if slope is 0 then d is -dx. If slope is 1 then d = dy.
// I don't know...
y := y0
x1u := uint(x1)
for x := uint(x0); x <= x1u; x++ {
fb.Set(x, uint(y), color)
if d > 0 {
y = y + yi
d = d + 2*(dy-dx)
} else {
d = d + 2*dy
}
}
}
// For steep lines
func BresenhamHigh(fb *Framebuffer, color uint, x0 int, y0 int, x1 int, y1 int) {
dx := x1 - x0
dy := y1 - y0
xi := 1 // This is the increment
if dx < 0 { // Line moves in opposite vertical direction
xi = -1
dx = -dx
}
d := 2*dx - dy
// Why minus dx? if slope is 0 then d is -dx. If slope is 1 then d = dy.
// I don't know...
x := x0
y1u := uint(y1)
for y := uint(y0); y <= y1u; y++ {
fb.Set(uint(x), y, color)
if d > 0 {
x = x + xi
d = d + 2*(dx-dy)
} else {
d = d + 2*dx
}
}
}
func Bresenham(fb *Framebuffer, color uint, x0 int, y0 int, x1 int, y1 int) {
if math.Abs(float64(y1-y0)) < math.Abs(float64(x1-x0)) { // This is a flatter line
if x0 > x1 { // This line is backwards
BresenhamLow(fb, color, x1, y1, x0, y0)
} else {
BresenhamLow(fb, color, x0, y0, x1, y1)
}
} else { // This is a steep line
if y0 > y1 { // This line is backwards
BresenhamHigh(fb, color, x1, y1, x0, y0)
} else {
BresenhamHigh(fb, color, x0, y0, x1, y1)
}
}
}
func Bresenham2(fb *Framebuffer, color uint, x0 int, y0 int, x1 int, y1 int) { func Bresenham2(fb *Framebuffer, color uint, x0 int, y0 int, x1 int, y1 int) {
dx := int(math.Abs(float64(x1 - x0))) dx := int(math.Abs(float64(x1 - x0)))
sx := -1 sx := -1
@ -195,41 +40,12 @@ func Bresenham2(fb *Framebuffer, color uint, x0 int, y0 int, x1 int, y1 int) {
} }
} }
func LineDumb5(fb *Framebuffer, color uint, x0 int, y0 int, x1 int, y1 int) { func line(fb *Framebuffer, color uint, v0 Vec2i, v1 Vec2i) {
steep := false Bresenham2(fb, color, v0.X, v0.Y, v1.X, v1.Y)
// This one makes sure that going pixel by pixel will not make holes in the }
// other direction by always moving in the less steep direction.
if math.Abs(float64(x1-x0)) < math.Abs(float64(y1-y0)) { func Triangle1(fb *Framebuffer, color uint, v0 Vec2i, v1 Vec2i, v2 Vec2i) {
x0, y0 = y0, x0 line(fb, color, v0, v1)
x1, y1 = y1, x1 line(fb, color, v1, v2)
steep = true line(fb, color, v2, v0)
}
// Don't let lines be invisible, always go left to right
if x0 > x1 { // need to be left to right
x0, x1 = x1, x0
y0, y1 = y1, y0 // Why are we swapping these? I guess because we're swapping the points...
}
dx := x1 - x0 // These MUST be POST calcs
dy := y1 - y0
derror2 := int(math.Abs(float64(dy))) * 2
error2 := 0
y := y0
sy := 1
if y1 <= y0 {
sy = -1
}
// Same as dumb2, going across pixel by pixel. But "x" here might actually be y
// because of the inverted direction
for x := x0; x <= x1; x++ {
if steep {
fb.Set(uint(y), uint(x), color)
} else {
fb.Set(uint(x), uint(y), color)
}
error2 += derror2
if error2 > dx {
y = y + sy
error2 -= dx * 2
}
}
} }