package hrend import ( // "log" // "math" ) type ObjectDef struct { Model *ObjModel Texture Framebuffer // This needs to go somewhere else eventually! Pos Vec3f LookVec Vec3f Color Vec3f Scale float32 Lighting bool } func (o *ObjectDef) FV(f *Facei, i int) *Vec3f { return &o.Model.Vertices[f[i].Posi] //o.ModelFaces[i][f].Posi] } func NewObjectDef(model *ObjModel, texture Framebuffer) *ObjectDef { result := ObjectDef{ Model: model, Texture: texture, LookVec: Vec3f{X: 0, Y: 0, Z: -1}, Scale: 1, Lighting: true, } return &result } // 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)} } func ComputeBoundingBoxF(v0, v1, v2 Vec3f) (Vec3f, Vec3f) { return Vec3f{min(v0.X, v1.X, v2.X), min(v0.Y, v1.Y, v2.Y), min(v0.Z, v1.Z, v2.Z)}, Vec3f{max(v0.X, v1.X, v2.X), max(v0.Y, v1.Y, v2.Y), max(v0.Z, v1.Z, v2.Z)} } // 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 Vec3f) 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 Vec3f) (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 < -1 || maxz > 1 } func TriangleFlat(fb *RenderBuffer, color *Vec3f, v0f Vec3f, v1f Vec3f, v2f Vec3f) { v0 := v0f.ToVec2i() v1 := v1f.ToVec2i() v2 := v2f.ToVec2i() //r, g, b := Uint2Col(color) boundsTL, boundsBR := ComputeBoundingBox(v0, v1, v2) if boundsBR.X < 0 || boundsBR.Y < 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) r := byte(255 * color.X) g := byte(255 * color.Y) b := byte(255 * color.Z) 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*v0f.Z + w1a*v1f.Z + w2a*v2f.Z if pz < fb.ZBuffer[x+y*fb.Width] { fb.ZBuffer[x+y*fb.Width] = pz fb.Data.Set(x, y, r, g, b) } } 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, face *Facef) { v0v := face[0] v1v := face[1] v2v := face[2] // min, max boundsTLf, boundsBRf := ComputeBoundingBoxF(face[0].Pos, face[1].Pos, face[2].Pos) // The triangle is fully out of bounds; we don't have a proper clipper, so this // check still needs to be performed if boundsBRf.Y < 0 || boundsBRf.X < 0 || boundsTLf.X >= float32(fb.Width) || boundsTLf.Y >= float32(fb.Height) { //|| return } v0 := face[0].Pos.ToVec2i() v1 := face[1].Pos.ToVec2i() v2 := face[2].Pos.ToVec2i() parea := EdgeFunctioni(v0, v1, v2) // Don't even bother with drawing backfaces or degenerate triangles; // don't even give the user the option if parea <= 0 { return } boundsTL := Vec2i{ X: int(max(boundsTLf.X, 0)), Y: int(max(boundsTLf.Y, 0)), } boundsBR := Vec2i{ X: int(min(boundsBRf.X, float32(fb.Width-1))), Y: int(min(boundsBRf.Y, float32(fb.Height-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 { //if w0 >= 0 && w1 >= 0 && 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 } } // Return true if the face should be culled func BackfaceCull(v1, v2, v3 Vec3f) bool { // This is what it essentially is // e1 := v1.Sub(&v2) // e2 := v1.Sub(&v3) // // If viewing front face, it should be pointing in the positive z direction // return e1.CrossProduct(e2).Z <= 0 // But we know we can just use x and y since this is post projection return (v1.X-v2.X)*(v3.Y-v2.Y)-(v1.Y-v2.Y)*(v3.X-v2.X) >= 0 } func conditionalAddTriangle(sc []HVec3f, tx []Vec3f, out []Facef) []Facef { var f Facef // The triangle is fine for i := range 3 { f[i].Pos = sc[i].MakeConventional() f[i].Tex = tx[i] } // Backface culling: no need to do anything with triangles facing the wrong way if EdgeFunction(f[0].Pos, f[1].Pos, f[2].Pos) <= 0 { out = append(out, f) } return out } // Apply perspective projection to all vertices, but don't convert homegenous // coordinates yet func PerspectiveAll(in []Vec3f, matrix3d *Mat44f, out []HVec3f) []HVec3f { out = out[:len(in)] for i := range in { out[i] = matrix3d.MultiplyPoint3(in[i]) } return out } func ClipFace(face Facei, vecs []HVec3f, texs []Vec3f) []Facef { outfaces := make([]Facef, 0, 2) outers := make([]int, 0, 3) inners := make([]int, 0, 3) var hf [3]HVec3f var tx [3]Vec3f var d [3]float32 for i := range 3 { hf[i] = vecs[face[i].Posi] tx[i] = texs[face[i].Texi] d[i] = hf[i].Pos.Z + hf[i].W if d[i] < 0.001 { outers = append(outers, i) } else { inners = append(inners, i) } } if len(outers) == 2 { // The one triangle thing ai := inners[0] bi := outers[0] ci := outers[1] // Calc how far along we are on each of these lines. These are the new points tba := d[bi] / (d[bi] - d[ai]) tca := d[ci] / (d[ci] - d[ai]) // The two points that aren't a need to be the interpolated values hf[bi].LerpSelf(&hf[ai], tba) // lerp b between it and a, store in self. hf[ci].LerpSelf(&hf[ai], tca) tx[bi] = LerpVec3f(tx[bi], tx[ai], tba) tx[ci] = LerpVec3f(tx[ci], tx[ai], tca) outfaces = conditionalAddTriangle(hf[:], tx[:], outfaces) } else if len(outers) == 1 { // The two triangle thing, two new corners ai := outers[0] bi := inners[0] ci := inners[1] tab := d[ai] / (d[ai] - d[bi]) tac := d[ai] / (d[ai] - d[ci]) hfa := hf[ai] txa := tx[ai] // This time, we're generating two new points. But, // Only ONE point needs to be modified: the one outer. Remember that // tab and tac are the distance to that point itself, so a still needs // to be the first value here hf[ai].LerpSelf(&hf[bi], tab) tx[ai] = LerpVec3f(tx[ai], tx[bi], tab) outfaces = conditionalAddTriangle(hf[:], tx[:], outfaces) // Now that we've replaced the far point, we also need to replace // the original B point that we used, since that's part of the other // triangle. But simply replacing it will make the triangle invisible, // since it inverts the winding order (I think) //hfa.LerpSelf(hf[ci], tac) hf[bi] = hfa hf[bi].LerpSelf(&hf[ci], tac) tx[bi] = LerpVec3f(txa, tx[ci], tac) //sct[bi].Pos = LerpVec3f(sc[ai].Pos, sc[ci].Pos, tac) //sct[bi].Tex = LerpVec3f(sc[ai].Tex, sc[ci].Tex, tac) //w[bi] = LerpF32(wa, w[ci], tac) // Now swap the a and b (or we could swap c and b) hf[ai], hf[bi] = hf[bi], hf[ai] tx[ai], tx[bi] = tx[bi], tx[ai] //w[ai], w[bi] = w[bi], w[ai] //sct[ai], sct[bi] = sct[bi], sct[ai] //outfaces = conditionalAddTriangle(sct, w, outfaces) outfaces = conditionalAddTriangle(hf[:], tx[:], outfaces) } else if len(outers) != 3 { // Output the face itself, no modification outfaces = conditionalAddTriangle(hf[:], tx[:], outfaces) } return outfaces // TODO: Now that we're here doing it like this, might as well remove faces // that are fully outside the other clipping zones. No need to do actual clipping... // just full rejections. This saves a BIT of processing... though not much // NOTE: Uh no... this is too much effort. Two points could be outside individual // planes and thus still intersect the screen. }