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 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, v0v Vertex, v1v Vertex, v2v Vertex) { // min, max boundsTLf, boundsBRf := ComputeBoundingBoxF(v0v.Pos, v1v.Pos, v2v.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 := v0v.Pos.ToVec2i() v1 := v1v.Pos.ToVec2i() v2 := v2v.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 PerspectiveAndClip(face Facef, matrix3d *Mat44f) []Facef { outfaces := make([]Facef, 0, 2) var sc Facef var w [3]float32 var d [3]float32 outers := make([]int, 0, 3) for i := range 3 { sc[i] = face[i] sc[i].Pos, w[i] = matrix3d.MultiplyPoint3(face[i].Pos) d[i] = sc[i].Pos.Z + w[i] if d[i] < 0 { outers = append(outers, i) } } // Just to test: reject any that have points outside. We don't clip if len(outers) > 0 { return outfaces } else { for i := range 3 { //sc[i] if w[i] != 1 { sc[i].Pos.X /= w[i] sc[i].Pos.Y /= w[i] sc[i].Pos.Z /= w[i] } } // Backface culling: no need to do anything with triangles facing the wrong way if EdgeFunction(sc[0].Pos, sc[1].Pos, sc[2].Pos) <= 0 { outfaces = append(outfaces, sc) } //outfaces[facei] = sc //facei += 1 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. }