Add bilinear filtering
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20402784f7
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21fb0058ad
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@ -19,8 +19,7 @@ enum Engine_Input
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ROTATE_Z_POS,
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ROTATE_Z_NEG,
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SCALE_UP,
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SCALE_DOWN,
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SHADING_TOGGLE
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SCALE_DOWN
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};
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@ -10,6 +10,7 @@
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// STRUCTURES
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struct Material
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{
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bool smooth;
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ColorF32 kAmbient;
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ColorF32 kDiffuse;
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};
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@ -75,7 +76,6 @@ struct Mesh
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float scale;
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Material material;
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bool smooth;
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Mesh_LocalData local;
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Mesh_TransformedData transformed;
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@ -88,8 +88,8 @@ void CullBackfaces(
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Point &camPosition);
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void RenderMesh(
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Engine_Buffer &buffer, Mesh_TransformedData &mesh, bool smooth, Texture &texture,
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std::vector<TextureCoord> &uvs);
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Engine_Buffer &buffer, Mesh_TransformedData &mesh,
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Texture &texture, std::vector<TextureCoord> &uvs);
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#define GEOMETRY_H
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@ -35,6 +35,7 @@ int Engine_Init(Engine_Buffer &buffer, char *filename)
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mesh.position.z = 250;
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mesh.material.kDiffuse = {1.0,1.0,1.0,1.0};
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mesh.material.kAmbient = {1.0,1.0,1.0,1.0};
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mesh.material.smooth = true;
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camera.SetFOV(90.0f, buffer.width, buffer.height);
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@ -53,8 +54,7 @@ void Engine_Render(Engine_Buffer &buffer, uint32_t input)
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// Clear the z-buffer
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unsigned long bufferSize = (unsigned long)(buffer.width * buffer.height);
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memset(buffer.zbuffer, 0, bufferSize * sizeof(float));
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memset(buffer.zbuffer, 0, sizeof(float) * (size_t)(buffer.width * buffer.height));
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// Local space to world space
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@ -78,7 +78,7 @@ void Engine_Render(Engine_Buffer &buffer, uint32_t input)
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// Color the vertices for Gouraud shading
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if (mesh.smooth)
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if (mesh.material.smooth)
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{
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for (size_t f = 0; f < mesh.transformed.faces.size(); ++f)
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{
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@ -135,7 +135,7 @@ void Engine_Render(Engine_Buffer &buffer, uint32_t input)
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mesh.transformed.verts[v].point.z /= mesh.transformed.verts[v].point.w;
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}
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RenderMesh(buffer, mesh.transformed, mesh.smooth, texture, mesh.local.uvs);
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RenderMesh(buffer, mesh.transformed, texture, mesh.local.uvs);
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}
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void Engine_Shutdown(void)
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@ -208,13 +208,4 @@ static void CheckInputs(uint32_t input)
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{
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mesh.scale -= 0.1f;
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}
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if (CHECK_BIT(input, SHADING_TOGGLE))
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{
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mesh.smooth = true;
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}
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else
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{
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mesh.smooth = false;
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}
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}
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@ -66,8 +66,9 @@ void CullBackfaces(
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}
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void RenderMesh(Engine_Buffer &buffer, Mesh_TransformedData &mesh, bool smooth, Texture &texture,
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std::vector<TextureCoord> &uvs)
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void RenderMesh(
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Engine_Buffer &buffer, Mesh_TransformedData &mesh,
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Texture &texture, std::vector<TextureCoord> &uvs)
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{
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for(size_t f = 0; f < mesh.faces.size(); ++f)
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{
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@ -138,37 +139,55 @@ void RenderMesh(Engine_Buffer &buffer, Mesh_TransformedData &mesh, bool smooth,
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// Interpolate U and V
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float u = ((a * t0.u) + (b * t1.u) + (c * t2.u)) * abc;
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float v = ((a * t0.v) + (b * t1.v) + (c * t2.v)) * abc;
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float uInterp = ((a * t0.u) + (b * t1.u) + (c * t2.u)) * abc;
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float vInterp = ((a * t0.v) + (b * t1.v) + (c * t2.v)) * abc;
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// Convert U and V to pixels in the texture image
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unsigned int uPixel = (unsigned int)(u * texture.width);
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unsigned int vPixel = (unsigned int)(v * texture.height);
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uInterp *= texture.width;
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vInterp *= texture.height;
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unsigned int u = (unsigned int)uInterp;
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unsigned int v = (unsigned int)vInterp;
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ColorF32 shading;
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// Gouraud shading - interpolate color based on vertices
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if (smooth)
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{
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shading =
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// Gouraud shading
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ColorF32 shading =
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(barycenter[0] * v0.color)
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+ (barycenter[1] * v1.color)
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+ (barycenter[2] * v2.color);
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}
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// Flat shading - base color on single face color
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else
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{
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shading = mesh.faces[f].color;
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}
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// Shade the texel with lighting calculations
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ColorU32 texel = texture.texels[vPixel][uPixel];
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texel.r *= shading.r;
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texel.g *= shading.g;
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texel.b *= shading.b;
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// Bilinear filtering
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float du = uInterp - u;
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float dv = vInterp - v;
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float duDiff = 1-du;
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float dvDiff = 1-dv;
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ColorU32 color;
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color.b = (uint8_t)
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(duDiff * dvDiff * texture.texels[v][u].b
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+ du * dvDiff * texture.texels[v][u+1].b
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+ du * dv * texture.texels[v+1][u+1].b
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+ duDiff * dv * texture.texels[v+1][u].b);
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color.g = (uint8_t)
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(duDiff * dvDiff * texture.texels[v][u].g
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+ du * dvDiff * texture.texels[v][u+1].g
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+ du * dv * texture.texels[v+1][u+1].g
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+ duDiff * dv * texture.texels[v+1][u].g);
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color.r = (uint8_t)
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(duDiff * dvDiff * texture.texels[v][u].r
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+ du * dvDiff * texture.texels[v][u+1].r
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+ du * dv * texture.texels[v+1][u+1].r
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+ duDiff * dv * texture.texels[v+1][u].r);
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// Shade the texture with the light calculations
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color.b *= shading.b;
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color.g *= shading.g;
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color.r *= shading.r;
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// Interpolate 1/z for the z-buffer
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@ -179,12 +198,11 @@ void RenderMesh(Engine_Buffer &buffer, Mesh_TransformedData &mesh, bool smooth,
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+ (barycenter[2] * v2.point.w));
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// Draw the pixel if it's closer than what's in the z-buffer
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int pixel = (y * buffer.width + x);
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if (zInv > buffer.zbuffer[pixel])
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{
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DrawPixel(buffer.buffer, buffer.width, texel.u32, x, y);
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DrawPixel(buffer.buffer, buffer.width, color.u32, x, y);
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buffer.zbuffer[pixel] = zInv;
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}
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@ -169,10 +169,6 @@ static void HandleEvent(
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{
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SET_BIT(platform.input, ROTATE_Y_NEG);
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} break;
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case SDLK_g:
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{
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SET_BIT(platform.input, SHADING_TOGGLE);
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} break;
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case SDLK_UP:
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{
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SET_BIT(platform.input, SCALE_UP);
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@ -235,10 +231,6 @@ static void HandleEvent(
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{
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CLEAR_BIT(platform.input, ROTATE_Y_NEG);
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} break;
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case SDLK_g:
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{
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CLEAR_BIT(platform.input, SHADING_TOGGLE);
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} break;
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case SDLK_UP:
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{
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CLEAR_BIT(platform.input, SCALE_UP);
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