Check depth buffer before texture mapping
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ba68f22bee
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bedc30038b
171
src/render.cpp
171
src/render.cpp
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@ -84,85 +84,6 @@ void Render(EngineBuffer &buffer, EngineMemory &memory)
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&& (barycenter[1] >= 0.0f)
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&& (barycenter[2] >= 0.0f))
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{
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// Interpolate U and V of the texture for this point
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Texture &texture = textures.data[faces.data[f].materialIndex];
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UV &uv0 = uvs.data[face.uvIndex[0]];
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UV &uv1 = uvs.data[face.uvIndex[1]];
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UV &uv2 = uvs.data[face.uvIndex[2]];
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float a = barycenter[0] * p1.w * p2.w;
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float b = barycenter[1] * p0.w * p2.w;
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float c = barycenter[2] * p0.w * p1.w;
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float abc = 1.0f / (a + b + c);
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float uInterp =
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((a * uv0.u) + (b * uv1.u) + (c * uv2.u))
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* abc
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* texture.width;
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float vInterp =
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((a * uv0.v) + (b * uv1.v) + (c * uv2.v))
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* abc
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* texture.height;
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// Bilinear filtering
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unsigned int u = (unsigned int)uInterp;
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unsigned int v = (unsigned int)vInterp;
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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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{
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(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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(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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(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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(uint8_t)
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(duDiff * dvDiff * texture.texels[v][u].a
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+ du * dvDiff * texture.texels[v][u+1].a
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+ du * dv * texture.texels[v+1][u+1].a
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+ duDiff * dv * texture.texels[v+1][u].a)
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};
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// Perform Gouraud shading on the texture
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ColorF32 &c0 = verts.data[face.vertIndex[0]].color;
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ColorF32 &c1 = verts.data[face.vertIndex[1]].color;
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ColorF32 &c2 = verts.data[face.vertIndex[2]].color;
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ColorF32 shading =
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(barycenter[0] * c0)
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+ (barycenter[1] * c1)
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+ (barycenter[2] * c2);
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// Ensure no color channel exceeds max
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ScaleColor(shading);
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// Light the texture
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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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float zInv =
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1.0f /
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@ -171,15 +92,97 @@ void Render(EngineBuffer &buffer, EngineMemory &memory)
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+ (barycenter[2] * p2.w));
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// Draw the pixel if it's closer than what's in the z-buffer
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// Compute pixel color if it's closer than what's in the z-buffer
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if (zInv > memory.zbuffer[y][x])
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{
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ColorU32 *pixel = (ColorU32*)&buffer.buffer[y*buffer.width+x];
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// Update the depth buffer
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memory.zbuffer[y][x] = zInv;
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// Interpolate U and V of the texture for this point
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Texture &texture = textures.data[faces.data[f].materialIndex];
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UV &uv0 = uvs.data[face.uvIndex[0]];
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UV &uv1 = uvs.data[face.uvIndex[1]];
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UV &uv2 = uvs.data[face.uvIndex[2]];
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float a = barycenter[0] * p1.w * p2.w;
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float b = barycenter[1] * p0.w * p2.w;
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float c = barycenter[2] * p0.w * p1.w;
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float abc = 1.0f / (a + b + c);
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float uInterp =
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((a * uv0.u) + (b * uv1.u) + (c * uv2.u))
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* abc
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* texture.width;
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float vInterp =
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((a * uv0.v) + (b * uv1.v) + (c * uv2.v))
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* abc
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* texture.height;
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// Bilinear filtering
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unsigned int u = (unsigned int)uInterp;
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unsigned int v = (unsigned int)vInterp;
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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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{
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(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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(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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(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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(uint8_t)
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(duDiff * dvDiff * texture.texels[v][u].a
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+ du * dvDiff * texture.texels[v][u+1].a
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+ du * dv * texture.texels[v+1][u+1].a
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+ duDiff * dv * texture.texels[v+1][u].a)
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};
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// Perform Gouraud shading on the texture
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ColorF32 &c0 = verts.data[face.vertIndex[0]].color;
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ColorF32 &c1 = verts.data[face.vertIndex[1]].color;
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ColorF32 &c2 = verts.data[face.vertIndex[2]].color;
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ColorF32 shading =
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(barycenter[0] * c0)
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+ (barycenter[1] * c1)
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+ (barycenter[2] * c2);
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// Ensure no color channel exceeds max
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ScaleColor(shading);
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// Light the texture
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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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// Alpha blend the pixel
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ColorU32 *pixel = (ColorU32*)&buffer.buffer[y*buffer.width+x];
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float alpha = color.a / 255.0f;
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float alphaDiff = 1.0f - alpha;
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// Blend new color with the existing color
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ColorU32 blended =
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{
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(uint8_t)((alpha * color.b) + (alphaDiff * pixel->b)),
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@ -188,9 +191,9 @@ void Render(EngineBuffer &buffer, EngineMemory &memory)
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(uint8_t)((alpha * color.a) + (alphaDiff * pixel->a))
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};
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DrawPixel(buffer.buffer, buffer.width, blended.u32, x, y);
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memory.zbuffer[y][x] = zInv;
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// Draw
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DrawPixel(buffer.buffer, buffer.width, blended.u32, x, y);
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}
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}
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}
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