package main import ( "flag" "fmt" "image" "log" //"math" //"math/rand" "os" "runtime/pprof" // For performance profiling (unnecessary) _ "image/jpeg" ) const ( Width = 512 Height = 512 NearClip = 0.1 FarClip = 5 // Because the head is so small and close ObjectFile = "head.obj" TextureFile = "../head.jpg" ) func must(err error) { if err != nil { panic(err) } } // However flag works... idk var cpuprofile = flag.String("cpuprofile", "", "write cpu profile to file") var dozbuf = flag.Bool("zbuffer", false, "Write zbuffer instead of image") var p6file = flag.String("p6file", "", "Output binary ppm to given file instead") var fov = flag.Float64("fov", 90, "Horizontal FOV in degrees") var xofs = flag.Float64("xofs", 0, "Offset image by x") var zofs = flag.Float64("zofs", -1.5, "Offset image by z (should be negative)") var repeat = flag.Int("repeat", 60, "Amount of times to repeat render") // var zcuthigh = flag.Float64("zcuthigh", math.MaxFloat32, "High cutoff for z (values above this will be removed)") // var zcutlow = flag.Float64("zcutlow", -math.MaxFloat32, "Low cutoff for z (values below are removed)") func main() { log.Printf("Program start") // Little section for doing cpu profiling. I guess that's all you have to do? flag.Parse() if *cpuprofile != "" { log.Printf("CPU profiling requested, write to %s", *cpuprofile) f, err := os.Create(*cpuprofile) must(err) defer f.Close() err = pprof.StartCPUProfile(f) must(err) defer pprof.StopCPUProfile() } fb := NewFramebuffer(Width, Height) log.Printf("Loading obj %s, texture %s", ObjectFile, TextureFile) of, err := os.Open(ObjectFile) must(err) defer of.Close() o, err := ParseObj(of) must(err) jf, err := os.Open(TextureFile) must(err) defer jf.Close() timg, _, err := image.Decode(jf) must(err) texture := NewTexture(timg, 4) log.Printf("Running render") light := Vec3f{0, 0, -1} var projection Mat44f var worldToCamera Mat44f projection.SetProjection(float32(*fov), NearClip, FarClip) worldToCamera.SetTranslation(float32(*xofs), 0, float32(*zofs)) // 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. screenmat := worldToCamera.Multiply(&projection) // light = worldToCamera.MultiplyPoint3(light) // light = light.Normalize() halfwidth := float32(fb.Width / 2) halfheight := float32(fb.Height / 2) var sc [3]Vertex var hi = float32(fb.Height - 1) for range *repeat { fb.ResetZBuffer() for _, f := range o.Faces { // Precompute perspective for vertices to save time. Notice Z // is not considered: is this orthographic projection? Yeah probably... var fpt [3]Vec3f for i := range 3 { // Triangles, bro fp := screenmat.MultiplyPoint3(f[i].Pos) fpt[i] = worldToCamera.MultiplyPoint3(f[i].Pos) sc[i] = f[i] sc[i].Pos.X = (fp.X + 1) * halfwidth sc[i].Pos.Y = hi - (fp.Y+1)*halfheight sc[i].Pos.Z = fp.Z // NOTE: WE USE NEGATIVE Z BECAUSE IT'S SUPPOSED TO BE DISTANCE! AS-IS, CLOSER // POINTS HAVE HIGHER Z VLAUES // sc[i].Pos.Z = -fp.Z // Pull Z value directly. This is fine, our z-buffer is currently float32 } l1 := fpt[2].Sub(fpt[0]) n := l1.CrossProduct(fpt[1].Sub(fpt[0])) n = n.Normalize() intensity := n.MultSimp(&light) if intensity > 0 { Triangle3t(&fb, &texture, intensity, sc[0], sc[1], sc[2]) } } } if *dozbuf { log.Printf("Exporting zbuffer ppm to stdout") fmt.Print(fb.ZBuffer_ExportPPM()) } else { if *p6file != "" { err := os.WriteFile(*p6file, fb.ExportPPMP6(), 0660) must(err) } else { log.Printf("Exporting ppm to stdout") fmt.Print(fb.ExportPPM()) } } log.Printf("Program end") }