Create EngineMemory structure
This commit is contained in:
parent
84d096c246
commit
e87546c8b1
6
Makefile
6
Makefile
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@ -41,11 +41,11 @@ CFLAGS=$(D) $(O) -std=c++11 $(WARNINGS_ON) $(WARNINGS_OFF) -I$(INCLUDE_DIR)
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LIBS=-lSDL2
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_HEADERS = camera.h color.h engine.h geometry.h light.h loader.h matrix.h\
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platform.h point.h transform.h util.h vec.h
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platform.h point.h render.h transform.h util.h vec.h
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HEADERS = $(patsubst %,$(INCLUDE_DIR)/%,$(_HEADERS))
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_OBJS = color.o engine.o geometry.o light.o loader.o main.o platform.o transform.o\
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vec.o
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_OBJS = color.o engine.o light.o loader.o main.o platform.o render.o\
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transform.o vec.o
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OBJS = $(patsubst %,$(BUILD_DIR)/%,$(_OBJS))
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$(BUILD_DIR)/%.o: $(SRC_DIR)/%.cpp $(HEADERS)
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@ -1,5 +1,6 @@
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#ifndef ENGINE_H
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#include "geometry.h"
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#include <cstdint>
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@ -13,15 +14,9 @@
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#define CAMERA_NEAR_CLIP (5.0f)
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#define CAMERA_FAR_CLIP (600.0f)
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// GEOMETRY CONFIGURATION
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#define FACE_LIMIT (30000)
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#define MATERIAL_LIMIT (5)
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#define TEXTURE_SIZE_LIMIT (1024)
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#define VERTEX_LIMIT (20000)
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// ENUMS
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enum Engine_Input
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enum EngineInput
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{
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TRANSLATE_X_POS,
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TRANSLATE_X_NEG,
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@ -41,19 +36,30 @@ enum Engine_Input
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// STRUCTURES
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struct Engine_Buffer
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struct EngineBuffer
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{
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uint32_t *buffer;
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float zbuffer[WINDOW_HEIGHT][WINDOW_WIDTH];
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int width;
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int height;
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};
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struct EngineMemory
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{
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float zbuffer[WINDOW_HEIGHT][WINDOW_WIDTH];
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VertexList localVerts;
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VertexList transVerts;
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FaceList localFaces;
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FaceList transFaces;
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UVList uvs;
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MaterialList materials;
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TextureList textures;
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};
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// FUNCTIONS
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int Engine_Init(char *objFilename, char *mtlFilename);
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void Engine_Render(Engine_Buffer &buffer, uint32_t input);
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void Engine_Shutdown(void);
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int EngineInit(char *objFilename, char *mtlFilename);
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void EngineRender(EngineBuffer &buffer, uint32_t input);
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void EngineShutdown(void);
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#define ENGINE_H
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@ -1,11 +1,17 @@
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#ifndef GEOMETRY_H
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#include "color.h"
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#include "engine.h"
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#include "point.h"
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#include <cstdint>
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// CONSTANTS
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#define FACE_LIMIT (30000)
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#define MATERIAL_LIMIT (5)
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#define TEXTURE_SIZE_LIMIT (1024)
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#define VERTEX_LIMIT (20000)
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// STRUCTURES
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struct Texture
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{
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@ -81,16 +87,6 @@ struct Mesh
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};
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// PUBLIC FUNCTIONS
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void ClipAndCull(
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VertexList &verts, FaceList &localFaces,
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FaceList &transFaces, Point &camPosition);
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void RenderMesh(
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Engine_Buffer &buffer, FaceList &faces, VertexList &verts,
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UVList &uvs, TextureList &textures);
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#define GEOMETRY_H
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#endif
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@ -1,10 +1,11 @@
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#ifndef LOADER_H
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#include "engine.h"
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#include "geometry.h"
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int ParseOBJ(char *filename, VertexList &verts, FaceList &faces, UVList &uvs);
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int ParseMTL(char *filename, MaterialList &materials, TextureList &textures);
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int ParseOBJ(char *filename, EngineMemory &memory);
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int ParseMTL(char *filename, EngineMemory &memory);
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#define LOADER_H
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@ -0,0 +1,12 @@
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#ifndef RENDER_H
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#include "engine.h"
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// PUBLIC FUNCTIONS
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void Render(EngineBuffer &buffer, EngineMemory &memory);
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#define RENDER_H
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#endif
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157
src/engine.cpp
157
src/engine.cpp
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@ -5,6 +5,7 @@
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#include "light.h"
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#include "loader.h"
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#include "matrix.h"
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#include "render.h"
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#include "transform.h"
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#include "util.h"
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#include "vec.h"
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@ -16,51 +17,46 @@
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static Mesh mesh;
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static Camera camera;
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static Light light;
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static VertexList localVerts;
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static VertexList transVerts;
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static FaceList localFaces;
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static FaceList transFaces;
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static UVList uvs;
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static MaterialList materials;
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static TextureList textures;
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static Matrix tPersp;
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static Matrix tScreen;
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static EngineMemory memory;
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// PRIVATE PROTOTYPES
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static void CheckInputs(uint32_t input);
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static void ComputeNormals(void);
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static void ClearDepthBuffer(Engine_Buffer &buffer);
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static void CheckInputs(uint32_t input);
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static void ClearDepthBuffer(void);
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static void TransformToClipSpace(void);
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static void ClipAndCull(void);
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static void TransformToScreenSpace(void);
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static void LightMesh(void);
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// PUBLIC FUNCTIONS
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int Engine_Init(char *objFilename, char *mtlFilename)
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int EngineInit(char *objFilename, char *mtlFilename)
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{
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int result;
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result = ParseOBJ(objFilename, localVerts, localFaces, uvs);
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result = ParseOBJ(objFilename, memory);
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if (result < 0)
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{
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return -1;
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}
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result = ParseMTL(mtlFilename, materials, textures);
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result = ParseMTL(mtlFilename, memory);
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if (result < 0)
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{
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return -1;
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}
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printf("Verts: %lu\n", localVerts.size);
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printf("Faces: %lu\n", localFaces.size);
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printf("Materials: %lu\n", materials.size);
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printf("Verts: %lu\n", memory.localVerts.size);
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printf("Faces: %lu\n", memory.localFaces.size);
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printf("Materials: %lu\n", memory.materials.size);
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transVerts.size = localVerts.size;
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memory.transVerts.size = memory.localVerts.size;
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// Compute vertex and face normals for lighting calculation
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@ -68,8 +64,8 @@ int Engine_Init(char *objFilename, char *mtlFilename)
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// Mesh configuration
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mesh.position.z = 50;
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mesh.position.y = -75;
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mesh.position.z = 125;
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mesh.position.y = -125;
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mesh.scale = 1.0f;
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@ -89,14 +85,14 @@ int Engine_Init(char *objFilename, char *mtlFilename)
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return 0;
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}
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void Engine_Render(Engine_Buffer &buffer, uint32_t input)
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void EngineRender(EngineBuffer &buffer, uint32_t input)
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{
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// Check for user input
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CheckInputs(input);
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// Clear the z-buffer
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ClearDepthBuffer(buffer);
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ClearDepthBuffer();
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// Transform vertices to clip space
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@ -104,7 +100,7 @@ void Engine_Render(Engine_Buffer &buffer, uint32_t input)
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// Clip near/far Z and cull backfaces
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ClipAndCull(transVerts, localFaces, transFaces, camera.position);
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ClipAndCull();
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// Light vertices and/or faces
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@ -116,10 +112,10 @@ void Engine_Render(Engine_Buffer &buffer, uint32_t input)
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// Render
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RenderMesh(buffer, transFaces, transVerts, uvs, textures);
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Render(buffer, memory);
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}
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void Engine_Shutdown(void)
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void EngineShutdown(void)
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{
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}
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@ -198,53 +194,58 @@ static void CheckInputs(uint32_t input)
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static void ComputeNormals(void)
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{
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VertexList &verts = memory.localVerts;
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FaceList &faces = memory.localFaces;
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int vertexNormalCount[VERTEX_LIMIT] = {};
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for (size_t f = 0; f < localFaces.size; ++f)
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for (size_t f = 0; f < faces.size; ++f)
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{
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size_t v0 = (size_t)localFaces.data[f].vertIndex[0];
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size_t v1 = (size_t)localFaces.data[f].vertIndex[1];
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size_t v2 = (size_t)localFaces.data[f].vertIndex[2];
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Face &face = faces.data[f];
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Point &p0 = localVerts.data[v0].point;
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Point &p1 = localVerts.data[v1].point;
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Point &p2 = localVerts.data[v2].point;
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Vertex &vert0 = verts.data[face.vertIndex[0]];
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Vertex &vert1 = verts.data[face.vertIndex[1]];
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Vertex &vert2 = verts.data[face.vertIndex[2]];
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Vector v01 = p1 - p0;
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Vector v02 = p2 - p0;
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Vector v01 = vert1.point - vert0.point;
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Vector v02 = vert2.point - vert0.point;
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Vector normal = VectorCross(v01, v02);
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// Add each vertex's normal to the sum for future averaging
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localVerts.data[v0].normal += normal;
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localVerts.data[v1].normal += normal;
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localVerts.data[v2].normal += normal;
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vert0.normal += normal;
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vert1.normal += normal;
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vert2.normal += normal;
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++vertexNormalCount[v0];
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++vertexNormalCount[v1];
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++vertexNormalCount[v2];
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++vertexNormalCount[face.vertIndex[0]];
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++vertexNormalCount[face.vertIndex[1]];
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++vertexNormalCount[face.vertIndex[2]];
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}
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for (size_t v = 0; v < localVerts.size; ++v)
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for (size_t v = 0; v < verts.size; ++v)
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{
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if (vertexNormalCount[v] > 0)
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{
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// Compute the average normal for this vertex
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localVerts.data[v].normal /= vertexNormalCount[v];
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VectorNormalize(localVerts.data[v].normal);
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verts.data[v].normal /= vertexNormalCount[v];
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VectorNormalize(verts.data[v].normal);
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}
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}
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}
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static void ClearDepthBuffer(Engine_Buffer &buffer)
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static void ClearDepthBuffer(void)
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{
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memset(buffer.zbuffer, 0, sizeof(float) * (size_t)(buffer.width * buffer.height));
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memset(memory.zbuffer, 0, sizeof(memory.zbuffer));
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}
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static void TransformToClipSpace(void)
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{
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VertexList &localVerts = memory.localVerts;
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VertexList &transVerts = memory.transVerts;
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Matrix tTranslate = Transform_Translate(mesh.position);
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Matrix tRotate = Transform_Rotate(mesh.rotation);
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Matrix tScale = Transform_Scale(mesh.scale);
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}
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}
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void ClipAndCull(void)
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{
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FaceList &localFaces = memory.localFaces;
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FaceList &transFaces = memory.transFaces;
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VertexList &verts = memory.transVerts;
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int faceIndex = 0;
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for (size_t f = 0; f < localFaces.size; ++f)
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{
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Face &face = localFaces.data[f];
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Point &p0 = verts.data[face.vertIndex[0]].point;
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Point &p1 = verts.data[face.vertIndex[1]].point;
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Point &p2 = verts.data[face.vertIndex[2]].point;
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// Ignore this face if its Z is outside the Z clip planes
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if ( (p0.z < -p0.w)
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|| (p0.z > p0.w)
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|| (p1.z < -p1.w)
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|| (p1.z > p1.w)
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|| (p2.z < -p2.w)
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|| (p2.z > p2.w))
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{
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continue;
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}
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// Calculate the face's normal (inverted for Blender-compatibility)
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Vector v01 = p1 - p0;
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Vector v02 = p2 - p0;
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Vector normal = -VectorCross(v01, v02);
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// Eye vector to viewport
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Vector view = camera.position - p0;
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float dot = VectorDot(normal, view);
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// Not a backface; add it to the list
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if (dot < EPSILON_E3)
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{
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transFaces.data[faceIndex] = face;
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++faceIndex;
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transFaces.size = (size_t)faceIndex;
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}
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}
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}
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static void TransformToScreenSpace(void)
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{
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for (size_t v = 0; v < transVerts.size; ++v)
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VertexList &verts = memory.transVerts;
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for (size_t v = 0; v < verts.size; ++v)
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{
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transVerts.data[v].point *= tScreen;
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transVerts.data[v].point.x /= transVerts.data[v].point.w;
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transVerts.data[v].point.y /= transVerts.data[v].point.w;
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transVerts.data[v].point.z /= transVerts.data[v].point.w;
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verts.data[v].point *= tScreen;
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verts.data[v].point.x /= verts.data[v].point.w;
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verts.data[v].point.y /= verts.data[v].point.w;
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verts.data[v].point.z /= verts.data[v].point.w;
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}
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}
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static void LightMesh(void)
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{
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for (size_t f = 0; f < transFaces.size; ++f)
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VertexList &verts = memory.transVerts;
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FaceList &faces = memory.transFaces;
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MaterialList &materials = memory.materials;
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for (size_t f = 0; f < faces.size; ++f)
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{
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Face &face = transFaces.data[f];
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Face &face = faces.data[f];
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Material &material = materials.data[face.materialIndex];
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// Gouraud shading
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for (int i = 0; i < 3; ++i)
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{
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Vertex &vert = transVerts.data[face.vertIndex[i]];
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Vertex &vert = verts.data[face.vertIndex[i]];
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vert.color = ComputeLight(vert, material, light);
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}
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#include "engine.h"
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#include "loader.h"
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#include <cctype>
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#include <cstdio>
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@ -34,7 +35,7 @@ struct BMP_Header
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// PUBLIC FUNCTIONS
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int ParseOBJ(char *filename, VertexList &verts, FaceList &faces, UVList &uvs)
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int ParseOBJ(char *filename, EngineMemory &memory)
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{
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FILE *fp = fopen(filename, "r");
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@ -51,6 +52,9 @@ int ParseOBJ(char *filename, VertexList &verts, FaceList &faces, UVList &uvs)
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int faceIndex = 0;
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int materialIndex = -1;
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VertexList &verts = memory.localVerts;
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FaceList &faces = memory.localFaces;
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UVList &uvs = memory.uvs;
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while (fgets(line, sizeof(line), fp))
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{
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@ -69,6 +73,8 @@ int ParseOBJ(char *filename, VertexList &verts, FaceList &faces, UVList &uvs)
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&verts.data[vertIndex].point.y,
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&verts.data[vertIndex].point.z);
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verts.data[vertIndex].point.w = 1.0f;
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++vertIndex;
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}
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@ -117,7 +123,7 @@ int ParseOBJ(char *filename, VertexList &verts, FaceList &faces, UVList &uvs)
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return 0;
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}
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int ParseMTL(char *filename, MaterialList &materials, TextureList &textures)
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int ParseMTL(char *filename, EngineMemory &memory)
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{
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FILE *fp = fopen(filename, "r");
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@ -130,6 +136,9 @@ int ParseMTL(char *filename, MaterialList &materials, TextureList &textures)
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char line[256];
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int materialIndex = -1;
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MaterialList &materials = memory.materials;
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TextureList &textures = memory.textures;
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while (fgets(line, sizeof(line), fp))
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{
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char *separator = strchr(line, ' ');
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@ -23,12 +23,12 @@ int main(int argc, char *argv[])
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if (result == PLATFORM_OK)
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{
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Engine_Buffer buffer = {};
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EngineBuffer buffer = {};
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buffer.buffer = (uint32_t*)platform.surface->pixels;
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buffer.width = platform.surface->w;
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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;
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue