3dtrial/renderer2/main.go

223 lines
5.7 KiB
Go

package main
import (
"flag"
"fmt"
"image"
"log"
"math"
"os"
"renderer1/hrend"
"runtime/pprof" // For performance profiling (unnecessary)
"time"
_ "image/jpeg"
rl "github.com/gen2brain/raylib-go/raylib"
)
const (
NearClip = 0.1
FarClip = 100
FOV = 90.0
ZOffset = 1.5
Movement = 1.0
Rotation = 0.25
LookLock = math.Pi / 32
Fps = 60
//ObjectFile = "../head.obj"
//TextureFile = "../head.jpg"
)
func must(err error) {
if err != nil {
panic(err)
}
}
// func loadDefault() (*hrend.ObjModel, hrend.Framebuffer) {
// log.Printf("Loading obj %s, texture %s", ObjectFile, TextureFile)
//
// of, err := os.Open(ObjectFile)
// must(err)
// defer of.Close()
// o, err := hrend.ParseObj(of)
// must(err)
//
// jf, err := os.Open(TextureFile)
// must(err)
// defer jf.Close()
// timg, _, err := image.Decode(jf)
// must(err)
// texture := hrend.NewTexture(timg, 4)
//
// return o, texture
// }
// However flag works... idk
var cpuprofile = flag.String("cpuprofile", "", "write cpu profile to file")
var width = flag.Int("width", 640, "width of window or frame")
var height = flag.Int("width", 480, "height of window or frame")
// var renderconfig = flag.String("renderconfig", "", "if set, rendering is written out")
var renderout = flag.String("renderout", "", "If set, rendering is done to a file instead of realtime")
var renderinput = flag.String("renderinput", "", "If not realtime, the inputs are taken from here.")
func IsRealtime() bool {
return *renderout == ""
}
// 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")
// Do next inputs, whether they come from raylib or a file
func CameraInput(yaw, pitch float32) (float32, float32, hrend.Vec3f) {
mouse := rl.GetMouseDelta()
pitch += Rotation * mouse.Y / Fps
yaw += Rotation * mouse.X / Fps
pitch = hrend.Clamp(pitch, LookLock, math.Pi-LookLock)
newcamtrans := hrend.Vec3f{X: 0, Y: 0, Z: 0}
if rl.IsKeyDown(rl.KeyD) {
newcamtrans.X += Movement / Fps
}
if rl.IsKeyDown(rl.KeyA) {
newcamtrans.X -= Movement / Fps
}
// Moving forward moves in the negative z direction, since we FACE
// the -z axis (the camera does anyway)
if rl.IsKeyDown(rl.KeyW) {
newcamtrans.Z -= Movement / Fps
}
if rl.IsKeyDown(rl.KeyS) {
newcamtrans.Z += Movement / Fps
}
if rl.IsKeyDown(rl.KeySpace) {
newcamtrans.Y += Movement / Fps
}
if rl.IsKeyDown(rl.KeyLeftShift) {
newcamtrans.Y -= Movement / Fps
}
// translate the new camera movement based on the yaw
var moverot hrend.Mat44f
moverot.SetRotationY(-yaw)
newcamtrans = moverot.MultiplyPoint3(newcamtrans)
return pitch, yaw, newcamtrans
}
func main() {
log.Printf("Program start")
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()
}
Width := uint(*width)
Height := uint(*height)
var fb hrend.Framebuffer
if IsRealtime() {
rl.InitWindow(int32(Width), int32(Height), "Simple renderer with raylib")
defer rl.CloseWindow()
rl.SetTargetFPS(Fps)
rl.DisableCursor()
rfb := NewRaylibBuffer(Width, Height)
defer rl.UnloadTexture(rfb.Texture)
defer rl.UnloadImageColors(rfb.Data)
defer rl.UnloadImage(rfb.Image)
fb = rfb
}
rb := hrend.NewRenderbuffer(fb, Width, Height)
//o, texture := loadDefault()
var thing hrend.Vec2i
log.Print(thing)
var projection, viewport hrend.Mat44f
// These don't really change
projection.SetProjection(float32(FOV), float32(Width)/float32(Height), NearClip, FarClip)
viewport.SetViewportSimple(int(Width), int(Height), 1) //65535)
var timer hrend.FrameTimer
camtrans := hrend.Vec3f{X: 0, Y: 0, Z: ZOffset}
var newcamtrans hrend.Vec3f
camup := hrend.Vec3f{X: 0, Y: 1, Z: 0}
// In our system, 0 degree yaw is facing -Z, into the scene
yaw := float32(0)
pitch := float32(math.Pi / 2) // Start looking flat
var camera hrend.Mat44f
log.Printf("Starting render loop")
for !rl.WindowShouldClose() {
start := time.Now()
yaw, pitch, newcamtrans = CameraInput(yaw, pitch)
camtrans = *camtrans.Add(&newcamtrans)
lookvec := camera.SetCamera(&camtrans, yaw, pitch, &camup)
screenmat := camera.Inverse().Multiply(&projection)
screenmat = screenmat.Multiply(&viewport)
rb.ResetZBuffer()
for y := range Height {
for x := range Width {
fb.Set(x, y, 0, 0, 0)
}
}
var sc [3]hrend.Vertex
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
sc[i] = f[i]
sc[i].Pos = screenmat.MultiplyPoint3(f[i].Pos)
}
l1 := f[2].Pos.Sub(&f[0].Pos)
n := l1.CrossProduct(f[1].Pos.Sub(&f[0].Pos))
n = n.Normalize()
intensity := n.MultSimp(&lookvec)
if intensity < 0 {
intensity = 0
}
hrend.TriangleTextured(&rb, texture, intensity, sc[0], sc[1], sc[2])
//hrend.TriangleFlat(&rb, hrend.Col2Uint(byte(255*intensity), byte(255*intensity), byte(255*intensity)), sc[0].Pos, sc[1].Pos, sc[2].Pos)
}
rl.UpdateTexture(fb.Texture, fb.Data)
timer.Add(time.Since(start), 10)
if IsRealtime() {
rl.BeginDrawing()
rl.ClearBackground(rl.RayWhite)
rl.DrawTexture(fb.Texture, 0, 0, rl.White)
rl.DrawText(fmt.Sprintf("Frame: %.2fms", timer.LastAverage.Seconds()*1000), 5, 5, 20, rl.Red)
rl.EndDrawing()
} else {
}
}
}