Setting up render2
This commit is contained in:
parent
c12f5c9218
commit
de0691d28e
@ -12,7 +12,7 @@ const (
|
||||
Width = 512
|
||||
Height = 512
|
||||
ObjectFile = "head.obj"
|
||||
Repeat = 1_000
|
||||
Repeat = 100_000
|
||||
)
|
||||
|
||||
func must(err error) {
|
||||
@ -41,6 +41,7 @@ func main() {
|
||||
|
||||
fb := NewFramebuffer(Width, Height)
|
||||
|
||||
/*
|
||||
log.Printf("Loading obj %s", ObjectFile)
|
||||
|
||||
of, err := os.Open(ObjectFile)
|
||||
@ -48,12 +49,19 @@ func main() {
|
||||
defer of.Close()
|
||||
o, err := ParseObj(of)
|
||||
must(err)
|
||||
*/
|
||||
|
||||
log.Printf("Running render")
|
||||
|
||||
halfwidth := float32(fb.Width / 2)
|
||||
halfheight := float32(fb.Height / 2)
|
||||
//halfwidth := float32(fb.Width / 2)
|
||||
//halfheight := float32(fb.Height / 2)
|
||||
for range Repeat {
|
||||
Triangle1(&fb, 0xFF0000, Vec2i{10, 70}, Vec2i{50, 160}, Vec2i{70, 80})
|
||||
Triangle1(&fb, 0xFFFFFF, Vec2i{180, 50}, Vec2i{150, 1}, Vec2i{70, 180})
|
||||
Triangle1(&fb, 0x00FF00, Vec2i{180, 150}, Vec2i{120, 160}, Vec2i{130, 180})
|
||||
}
|
||||
|
||||
/*
|
||||
var x [3]int
|
||||
var y [3]int
|
||||
var hi = int(fb.Height - 1)
|
||||
@ -69,15 +77,8 @@ func main() {
|
||||
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
|
||||
}
|
||||
*/
|
||||
|
||||
log.Printf("Exporting ppm to stdout")
|
||||
fmt.Print(fb.ExportPPM())
|
||||
|
@ -13,6 +13,10 @@ type Vec3f struct {
|
||||
X, Y, Z float32
|
||||
}
|
||||
|
||||
type Vec2i struct {
|
||||
X, Y int
|
||||
}
|
||||
|
||||
type Facef [3]Vec3f
|
||||
|
||||
type ObjModel struct {
|
||||
|
@ -4,161 +4,6 @@ import (
|
||||
"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) {
|
||||
dx := int(math.Abs(float64(x1 - x0)))
|
||||
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) {
|
||||
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
|
||||
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
|
||||
}
|
||||
func line(fb *Framebuffer, color uint, v0 Vec2i, v1 Vec2i) {
|
||||
Bresenham2(fb, color, v0.X, v0.Y, v1.X, v1.Y)
|
||||
}
|
||||
|
||||
func Triangle1(fb *Framebuffer, color uint, v0 Vec2i, v1 Vec2i, v2 Vec2i) {
|
||||
line(fb, color, v0, v1)
|
||||
line(fb, color, v1, v2)
|
||||
line(fb, color, v2, v0)
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user