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2018-soft-3d-renderer/src/render.cpp

204 lines
7.5 KiB
C++

#include "color.h"
#include "engine.h"
#include "geometry.h"
#include "render.h"
#include "util.h"
// MACROS
#define DrawPixel(buffer, width, color, x, y)\
{\
buffer[width * y + x] = color;\
}
// STRUCTURES
struct BoundingBox
{
BoundingBox(Point &v0, Point &v1, Point &v2)
{
yMin = MIN(v0.y, MIN(v1.y, v2.y));
yMax = MAX(v0.y, MAX(v1.y, v2.y));
xMin = MIN(v0.x, MIN(v1.x, v2.x));
xMax = MAX(v0.x, MAX(v1.x, v2.x));
}
float yMin, yMax;
float xMin, xMax;
};
// PUBLIC FUNCTIONS
void Render(EngineBuffer &buffer, EngineMemory &memory)
{
FaceList &faces = memory.transFaces;
VertexList &verts = memory.transVerts;
TextureList &textures = memory.textures;
UVList &uvs = memory.uvs;
for(size_t f = 0; f < faces.size; ++f)
{
Face &face = faces.data[f];
Point &p0 = verts.data[face.vertIndex[0]].position;
Point &p1 = verts.data[face.vertIndex[1]].position;
Point &p2 = verts.data[face.vertIndex[2]].position;
// Bounding box for barycentric calculations (top-left fill convention)
BoundingBox box(p0, p1, p2);
int yMin = (int)MAX(ceilf(box.yMin), 0);
int yMax = (int)MIN(ceilf(box.yMax) - 1, buffer.height - 1);
int xMin = (int)MAX(ceilf(box.xMin), 0);
int xMax = (int)MIN(ceilf(box.xMax) - 1, buffer.width - 1);
// Constants for this triangle used for barycentric calculations
Vector v01 = p1 - p0;
Vector v02 = p2 - p0;
float dot0101 = VectorDot(v01, v01);
float dot0102 = VectorDot(v01, v02);
float dot0202 = VectorDot(v02, v02);
// Iterate over the bounding box and determine if each point is in the triangle
for (int y = yMin; y <= yMax; ++y)
{
for (int x = xMin; x <= xMax; ++x)
{
// Calculate the barycentric coordinate of this point
Point p(x, y, 1.0f);
Vector v0P = p - p0;
float dot0P01 = VectorDot(v0P, v01);
float dot0P02 = VectorDot(v0P, v02);
float denomInv = 1.0f / ((dot0101 * dot0202) - (dot0102 * dot0102));
float barycenter[3];
barycenter[1] = (dot0202 * dot0P01 - dot0102 * dot0P02) * denomInv;
barycenter[2] = (dot0101 * dot0P02 - dot0102 * dot0P01) * denomInv;
barycenter[0] = 1.0f - barycenter[1] - barycenter[2];
// Point is inside the triangle
if ( (barycenter[0] >= 0.0f)
&& (barycenter[1] >= 0.0f)
&& (barycenter[2] >= 0.0f))
{
// Interpolate 1/z for the z-buffer
float zInv =
1.0f /
((barycenter[0] * p0.w)
+ (barycenter[1] * p1.w)
+ (barycenter[2] * p2.w));
// Compute pixel color if it's closer than what's in the z-buffer
if (zInv > memory.zbuffer[y][x])
{
// Update the depth buffer
memory.zbuffer[y][x] = zInv;
// Interpolate U and V of the texture for this point
Texture &texture = textures.data[faces.data[f].materialIndex];
UV &uv0 = uvs.data[face.uvIndex[0]];
UV &uv1 = uvs.data[face.uvIndex[1]];
UV &uv2 = uvs.data[face.uvIndex[2]];
float a = barycenter[0] * p1.w * p2.w;
float b = barycenter[1] * p0.w * p2.w;
float c = barycenter[2] * p0.w * p1.w;
float abc = 1.0f / (a + b + c);
float uInterp =
((a * uv0.u) + (b * uv1.u) + (c * uv2.u))
* abc
* texture.width;
float vInterp =
((a * uv0.v) + (b * uv1.v) + (c * uv2.v))
* abc
* texture.height;
// Bilinear filtering
unsigned int u = (unsigned int)uInterp;
unsigned int v = (unsigned int)vInterp;
float du = uInterp - u;
float dv = vInterp - v;
float duDiff = 1 - du;
float dvDiff = 1 - dv;
ColorU32 color =
{
(uint8_t)
(duDiff * dvDiff * texture.texels[v][u].b
+ du * dvDiff * texture.texels[v][u+1].b
+ du * dv * texture.texels[v+1][u+1].b
+ duDiff * dv * texture.texels[v+1][u].b),
(uint8_t)
(duDiff * dvDiff * texture.texels[v][u].g
+ du * dvDiff * texture.texels[v][u+1].g
+ du * dv * texture.texels[v+1][u+1].g
+ duDiff * dv * texture.texels[v+1][u].g),
(uint8_t)
(duDiff * dvDiff * texture.texels[v][u].r
+ du * dvDiff * texture.texels[v][u+1].r
+ du * dv * texture.texels[v+1][u+1].r
+ duDiff * dv * texture.texels[v+1][u].r),
(uint8_t)
(duDiff * dvDiff * texture.texels[v][u].a
+ du * dvDiff * texture.texels[v][u+1].a
+ du * dv * texture.texels[v+1][u+1].a
+ duDiff * dv * texture.texels[v+1][u].a)
};
// Perform Gouraud shading on the texture
ColorF32 &c0 = verts.data[face.vertIndex[0]].color;
ColorF32 &c1 = verts.data[face.vertIndex[1]].color;
ColorF32 &c2 = verts.data[face.vertIndex[2]].color;
ColorF32 shading =
(barycenter[0] * c0)
+ (barycenter[1] * c1)
+ (barycenter[2] * c2);
// Ensure no color channel exceeds max
ScaleColor(shading);
// Light the texture
color.b *= shading.b;
color.g *= shading.g;
color.r *= shading.r;
// Alpha blend the pixel
ColorU32 *pixel = (ColorU32*)&buffer.buffer[y*buffer.width+x];
float alpha = color.a / 255.0f;
float alphaDiff = 1.0f - alpha;
ColorU32 blended =
{
(uint8_t)((alpha * color.b) + (alphaDiff * pixel->b)),
(uint8_t)((alpha * color.g) + (alphaDiff * pixel->g)),
(uint8_t)((alpha * color.r) + (alphaDiff * pixel->r)),
(uint8_t)((alpha * color.a) + (alphaDiff * pixel->a))
};
// Draw
DrawPixel(buffer.buffer, buffer.width, blended.u32, x, y);
}
}
}
}
}
}