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Create EngineMemory structure

master
Austin Morlan 4 years ago
parent 84d096c246
commit e87546c8b1
Signed by: austin
GPG Key ID: FD6B27654AF5E348
  1. 6
      Makefile
  2. 30
      include/engine.h
  3. 18
      include/geometry.h
  4. 5
      include/loader.h
  5. 12
      include/render.h
  6. 157
      src/engine.cpp
  7. 13
      src/loader.cpp
  8. 8
      src/main.cpp
  9. 59
      src/render.cpp

@ -41,11 +41,11 @@ CFLAGS=$(D) $(O) -std=c++11 $(WARNINGS_ON) $(WARNINGS_OFF) -I$(INCLUDE_DIR)
LIBS=-lSDL2
_HEADERS = camera.h color.h engine.h geometry.h light.h loader.h matrix.h\
platform.h point.h transform.h util.h vec.h
platform.h point.h render.h transform.h util.h vec.h
HEADERS = $(patsubst %,$(INCLUDE_DIR)/%,$(_HEADERS))
_OBJS = color.o engine.o geometry.o light.o loader.o main.o platform.o transform.o\
vec.o
_OBJS = color.o engine.o light.o loader.o main.o platform.o render.o\
transform.o vec.o
OBJS = $(patsubst %,$(BUILD_DIR)/%,$(_OBJS))
$(BUILD_DIR)/%.o: $(SRC_DIR)/%.cpp $(HEADERS)

@ -1,5 +1,6 @@
#ifndef ENGINE_H
#include "geometry.h"
#include <cstdint>
@ -13,15 +14,9 @@
#define CAMERA_NEAR_CLIP (5.0f)
#define CAMERA_FAR_CLIP (600.0f)
// GEOMETRY CONFIGURATION
#define FACE_LIMIT (30000)
#define MATERIAL_LIMIT (5)
#define TEXTURE_SIZE_LIMIT (1024)
#define VERTEX_LIMIT (20000)
// ENUMS
enum Engine_Input
enum EngineInput
{
TRANSLATE_X_POS,
TRANSLATE_X_NEG,
@ -41,19 +36,30 @@ enum Engine_Input
// STRUCTURES
struct Engine_Buffer
struct EngineBuffer
{
uint32_t *buffer;
float zbuffer[WINDOW_HEIGHT][WINDOW_WIDTH];
int width;
int height;
};
struct EngineMemory
{
float zbuffer[WINDOW_HEIGHT][WINDOW_WIDTH];
VertexList localVerts;
VertexList transVerts;
FaceList localFaces;
FaceList transFaces;
UVList uvs;
MaterialList materials;
TextureList textures;
};
// FUNCTIONS
int Engine_Init(char *objFilename, char *mtlFilename);
void Engine_Render(Engine_Buffer &buffer, uint32_t input);
void Engine_Shutdown(void);
int EngineInit(char *objFilename, char *mtlFilename);
void EngineRender(EngineBuffer &buffer, uint32_t input);
void EngineShutdown(void);
#define ENGINE_H

@ -1,11 +1,17 @@
#ifndef GEOMETRY_H
#include "color.h"
#include "engine.h"
#include "point.h"
#include <cstdint>
// CONSTANTS
#define FACE_LIMIT (30000)
#define MATERIAL_LIMIT (5)
#define TEXTURE_SIZE_LIMIT (1024)
#define VERTEX_LIMIT (20000)
// STRUCTURES
struct Texture
{
@ -81,16 +87,6 @@ struct Mesh
};
// PUBLIC FUNCTIONS
void ClipAndCull(
VertexList &verts, FaceList &localFaces,
FaceList &transFaces, Point &camPosition);
void RenderMesh(
Engine_Buffer &buffer, FaceList &faces, VertexList &verts,
UVList &uvs, TextureList &textures);
#define GEOMETRY_H
#endif

@ -1,10 +1,11 @@
#ifndef LOADER_H
#include "engine.h"
#include "geometry.h"
int ParseOBJ(char *filename, VertexList &verts, FaceList &faces, UVList &uvs);
int ParseMTL(char *filename, MaterialList &materials, TextureList &textures);
int ParseOBJ(char *filename, EngineMemory &memory);
int ParseMTL(char *filename, EngineMemory &memory);
#define LOADER_H

@ -0,0 +1,12 @@
#ifndef RENDER_H
#include "engine.h"
// PUBLIC FUNCTIONS
void Render(EngineBuffer &buffer, EngineMemory &memory);
#define RENDER_H
#endif

@ -5,6 +5,7 @@
#include "light.h"
#include "loader.h"
#include "matrix.h"
#include "render.h"
#include "transform.h"
#include "util.h"
#include "vec.h"
@ -16,51 +17,46 @@
static Mesh mesh;
static Camera camera;
static Light light;
static VertexList localVerts;
static VertexList transVerts;
static FaceList localFaces;
static FaceList transFaces;
static UVList uvs;
static MaterialList materials;
static TextureList textures;
static Matrix tPersp;
static Matrix tScreen;
static EngineMemory memory;
// PRIVATE PROTOTYPES
static void CheckInputs(uint32_t input);
static void ComputeNormals(void);
static void ClearDepthBuffer(Engine_Buffer &buffer);
static void CheckInputs(uint32_t input);
static void ClearDepthBuffer(void);
static void TransformToClipSpace(void);
static void ClipAndCull(void);
static void TransformToScreenSpace(void);
static void LightMesh(void);
// PUBLIC FUNCTIONS
int Engine_Init(char *objFilename, char *mtlFilename)
int EngineInit(char *objFilename, char *mtlFilename)
{
int result;
result = ParseOBJ(objFilename, localVerts, localFaces, uvs);
result = ParseOBJ(objFilename, memory);
if (result < 0)
{
return -1;
}
result = ParseMTL(mtlFilename, materials, textures);
result = ParseMTL(mtlFilename, memory);
if (result < 0)
{
return -1;
}
printf("Verts: %lu\n", localVerts.size);
printf("Faces: %lu\n", localFaces.size);
printf("Materials: %lu\n", materials.size);
printf("Verts: %lu\n", memory.localVerts.size);
printf("Faces: %lu\n", memory.localFaces.size);
printf("Materials: %lu\n", memory.materials.size);
transVerts.size = localVerts.size;
memory.transVerts.size = memory.localVerts.size;
// Compute vertex and face normals for lighting calculation
@ -68,8 +64,8 @@ int Engine_Init(char *objFilename, char *mtlFilename)
// Mesh configuration
mesh.position.z = 50;
mesh.position.y = -75;
mesh.position.z = 125;
mesh.position.y = -125;
mesh.scale = 1.0f;
@ -89,14 +85,14 @@ int Engine_Init(char *objFilename, char *mtlFilename)
return 0;
}
void Engine_Render(Engine_Buffer &buffer, uint32_t input)
void EngineRender(EngineBuffer &buffer, uint32_t input)
{
// Check for user input
CheckInputs(input);
// Clear the z-buffer
ClearDepthBuffer(buffer);
ClearDepthBuffer();
// Transform vertices to clip space
@ -104,7 +100,7 @@ void Engine_Render(Engine_Buffer &buffer, uint32_t input)
// Clip near/far Z and cull backfaces
ClipAndCull(transVerts, localFaces, transFaces, camera.position);
ClipAndCull();
// Light vertices and/or faces
@ -116,10 +112,10 @@ void Engine_Render(Engine_Buffer &buffer, uint32_t input)
// Render
RenderMesh(buffer, transFaces, transVerts, uvs, textures);
Render(buffer, memory);
}
void Engine_Shutdown(void)
void EngineShutdown(void)
{
}
@ -198,53 +194,58 @@ static void CheckInputs(uint32_t input)
static void ComputeNormals(void)
{
VertexList &verts = memory.localVerts;
FaceList &faces = memory.localFaces;
int vertexNormalCount[VERTEX_LIMIT] = {};
for (size_t f = 0; f < localFaces.size; ++f)
for (size_t f = 0; f < faces.size; ++f)
{
size_t v0 = (size_t)localFaces.data[f].vertIndex[0];
size_t v1 = (size_t)localFaces.data[f].vertIndex[1];
size_t v2 = (size_t)localFaces.data[f].vertIndex[2];
Face &face = faces.data[f];
Point &p0 = localVerts.data[v0].point;
Point &p1 = localVerts.data[v1].point;
Point &p2 = localVerts.data[v2].point;
Vertex &vert0 = verts.data[face.vertIndex[0]];
Vertex &vert1 = verts.data[face.vertIndex[1]];
Vertex &vert2 = verts.data[face.vertIndex[2]];
Vector v01 = p1 - p0;
Vector v02 = p2 - p0;
Vector v01 = vert1.point - vert0.point;
Vector v02 = vert2.point - vert0.point;
Vector normal = VectorCross(v01, v02);
// Add each vertex's normal to the sum for future averaging
localVerts.data[v0].normal += normal;
localVerts.data[v1].normal += normal;
localVerts.data[v2].normal += normal;
vert0.normal += normal;
vert1.normal += normal;
vert2.normal += normal;
++vertexNormalCount[v0];
++vertexNormalCount[v1];
++vertexNormalCount[v2];
++vertexNormalCount[face.vertIndex[0]];
++vertexNormalCount[face.vertIndex[1]];
++vertexNormalCount[face.vertIndex[2]];
}
for (size_t v = 0; v < localVerts.size; ++v)
for (size_t v = 0; v < verts.size; ++v)
{
if (vertexNormalCount[v] > 0)
{
// Compute the average normal for this vertex
localVerts.data[v].normal /= vertexNormalCount[v];
VectorNormalize(localVerts.data[v].normal);
verts.data[v].normal /= vertexNormalCount[v];
VectorNormalize(verts.data[v].normal);
}
}
}
static void ClearDepthBuffer(Engine_Buffer &buffer)
static void ClearDepthBuffer(void)
{
memset(buffer.zbuffer, 0, sizeof(float) * (size_t)(buffer.width * buffer.height));
memset(memory.zbuffer, 0, sizeof(memory.zbuffer));
}
static void TransformToClipSpace(void)
{
VertexList &localVerts = memory.localVerts;
VertexList &transVerts = memory.transVerts;
Matrix tTranslate = Transform_Translate(mesh.position);
Matrix tRotate = Transform_Rotate(mesh.rotation);
Matrix tScale = Transform_Scale(mesh.scale);
@ -260,28 +261,82 @@ static void TransformToClipSpace(void)
}
}
void ClipAndCull(void)
{
FaceList &localFaces = memory.localFaces;
FaceList &transFaces = memory.transFaces;
VertexList &verts = memory.transVerts;
int faceIndex = 0;
for (size_t f = 0; f < localFaces.size; ++f)
{
Face &face = localFaces.data[f];
Point &p0 = verts.data[face.vertIndex[0]].point;
Point &p1 = verts.data[face.vertIndex[1]].point;
Point &p2 = verts.data[face.vertIndex[2]].point;
// Ignore this face if its Z is outside the Z clip planes
if ( (p0.z < -p0.w)
|| (p0.z > p0.w)
|| (p1.z < -p1.w)
|| (p1.z > p1.w)
|| (p2.z < -p2.w)
|| (p2.z > p2.w))
{
continue;
}
// Calculate the face's normal (inverted for Blender-compatibility)
Vector v01 = p1 - p0;
Vector v02 = p2 - p0;
Vector normal = -VectorCross(v01, v02);
// Eye vector to viewport
Vector view = camera.position - p0;
float dot = VectorDot(normal, view);
// Not a backface; add it to the list
if (dot < EPSILON_E3)
{
transFaces.data[faceIndex] = face;
++faceIndex;
transFaces.size = (size_t)faceIndex;
}
}
}
static void TransformToScreenSpace(void)
{
for (size_t v = 0; v < transVerts.size; ++v)
VertexList &verts = memory.transVerts;
for (size_t v = 0; v < verts.size; ++v)
{
transVerts.data[v].point *= tScreen;
transVerts.data[v].point.x /= transVerts.data[v].point.w;
transVerts.data[v].point.y /= transVerts.data[v].point.w;
transVerts.data[v].point.z /= transVerts.data[v].point.w;
verts.data[v].point *= tScreen;
verts.data[v].point.x /= verts.data[v].point.w;
verts.data[v].point.y /= verts.data[v].point.w;
verts.data[v].point.z /= verts.data[v].point.w;
}
}
static void LightMesh(void)
{
for (size_t f = 0; f < transFaces.size; ++f)
VertexList &verts = memory.transVerts;
FaceList &faces = memory.transFaces;
MaterialList &materials = memory.materials;
for (size_t f = 0; f < faces.size; ++f)
{
Face &face = transFaces.data[f];
Face &face = faces.data[f];
Material &material = materials.data[face.materialIndex];
// Gouraud shading
for (int i = 0; i < 3; ++i)
{
Vertex &vert = transVerts.data[face.vertIndex[i]];
Vertex &vert = verts.data[face.vertIndex[i]];
vert.color = ComputeLight(vert, material, light);
}

@ -1,3 +1,4 @@
#include "engine.h"
#include "loader.h"
#include <cctype>
#include <cstdio>
@ -34,7 +35,7 @@ struct BMP_Header
// PUBLIC FUNCTIONS
int ParseOBJ(char *filename, VertexList &verts, FaceList &faces, UVList &uvs)
int ParseOBJ(char *filename, EngineMemory &memory)
{
FILE *fp = fopen(filename, "r");
@ -51,6 +52,9 @@ int ParseOBJ(char *filename, VertexList &verts, FaceList &faces, UVList &uvs)
int faceIndex = 0;
int materialIndex = -1;
VertexList &verts = memory.localVerts;
FaceList &faces = memory.localFaces;
UVList &uvs = memory.uvs;
while (fgets(line, sizeof(line), fp))
{
@ -69,6 +73,8 @@ int ParseOBJ(char *filename, VertexList &verts, FaceList &faces, UVList &uvs)
&verts.data[vertIndex].point.y,
&verts.data[vertIndex].point.z);
verts.data[vertIndex].point.w = 1.0f;
++vertIndex;
}
@ -117,7 +123,7 @@ int ParseOBJ(char *filename, VertexList &verts, FaceList &faces, UVList &uvs)
return 0;
}
int ParseMTL(char *filename, MaterialList &materials, TextureList &textures)
int ParseMTL(char *filename, EngineMemory &memory)
{
FILE *fp = fopen(filename, "r");
@ -130,6 +136,9 @@ int ParseMTL(char *filename, MaterialList &materials, TextureList &textures)
char line[256];
int materialIndex = -1;
MaterialList &materials = memory.materials;
TextureList &textures = memory.textures;
while (fgets(line, sizeof(line), fp))
{
char *separator = strchr(line, ' ');

@ -23,12 +23,12 @@ int main(int argc, char *argv[])
if (result == PLATFORM_OK)
{
Engine_Buffer buffer = {};
EngineBuffer buffer = {};
buffer.buffer = (uint32_t*)platform.surface->pixels;
buffer.width = platform.surface->w;
buffer.height = platform.surface->h;
result = Engine_Init(objFilename, mtlFilename);
result = EngineInit(objFilename, mtlFilename);
if (result < 0)
{
@ -47,14 +47,14 @@ int main(int argc, char *argv[])
Platform_ClearWindow(platform);
Engine_Render(buffer, platform.input);
EngineRender(buffer, platform.input);
Platform_UpdateWindow(platform);
Platform_SyncToFramerate(platform);
}
Engine_Shutdown();
EngineShutdown();
Platform_Shutdown(platform);
}

@ -1,6 +1,7 @@
#include "color.h"
#include "engine.h"
#include "geometry.h"
#include "render.h"
#include "util.h"
@ -29,57 +30,13 @@ struct BoundingBox
// PUBLIC FUNCTIONS
void ClipAndCull(
VertexList &verts, FaceList &localFaces,
FaceList &transFaces, Point &camPosition)
void Render(EngineBuffer &buffer, EngineMemory &memory)
{
int faceIndex = 0;
FaceList &faces = memory.transFaces;
VertexList &verts = memory.transVerts;
TextureList &textures = memory.textures;
UVList &uvs = memory.uvs;
for (size_t f = 0; f < localFaces.size; ++f)
{
Face &face = localFaces.data[f];
Point &p0 = verts.data[face.vertIndex[0]].point;
Point &p1 = verts.data[face.vertIndex[1]].point;
Point &p2 = verts.data[face.vertIndex[2]].point;
// Ignore this face if its Z is outside the Z clip planes
if ( (p0.z < -p0.w)
|| (p0.z > p0.w)
|| (p1.z < -p1.w)
|| (p1.z > p1.w)
|| (p2.z < -p2.w)
|| (p2.z > p2.w))
{
continue;
}
// Calculate the face's normal (inverted for Blender-compatibility)
Vector v01 = p1 - p0;
Vector v02 = p2 - p0;
Vector normal = -VectorCross(v01, v02);
// Eye vector to viewport
Vector view = camPosition - p0;
float dot = VectorDot(normal, view);
// Not a backface; add it to the list
if (dot < EPSILON_E3)
{
transFaces.data[faceIndex] = face;
++faceIndex;
transFaces.size = (size_t)faceIndex;
}
}
}
void RenderMesh(
Engine_Buffer &buffer, FaceList &faces, VertexList &verts,
UVList &uvs, TextureList &textures)
{
for(size_t f = 0; f < faces.size; ++f)
{
Face &face = faces.data[f];
@ -206,11 +163,11 @@ void RenderMesh(
// Draw the pixel if it's closer than what's in the z-buffer
if (zInv > buffer.zbuffer[y][x])
if (zInv > memory.zbuffer[y][x])
{
DrawPixel(buffer.buffer, buffer.width, color.u32, x, y);
buffer.zbuffer[y][x] = zInv;
memory.zbuffer[y][x] = zInv;
}
}
}
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