#define _USE_MATH_DEFINES #include #include #include #include "tgaimage.h" #include "model.h" #include "geometry.h" #include "renderer.h" #include "util_window.h" #include #define DEG2RAD M_PI/180 #define HORIZONTAL_CAMERA_SPEED 1 #define VERTICAL_CAMERA_SPEED 1 #define NEAR_CLIP_PLANE 0 #define FAR_CLIP_PLANE 15 #define FOV 15 const TGAColor white = TGAColor(255, 255, 255, 255); const TGAColor red = TGAColor(255, 0, 0, 255); const TGAColor green = TGAColor(0, 255, 0, 255); const TGAColor blue = TGAColor(0, 0, 255, 255); const int depth = 255; int angle_hor = 0; int angle_ver = 0; bool wireframe = false; Model* model = new Model("african_head.obj"); float* z_buffer = new float[screen_width * screen_height]; Vec3f light_dir = Vec3f(0, 0, 1).normalize(); Vec3f eye(0, 0, 5); Vec3f center(0, 0, 0); Matrix viewport(int x, int y, int w, int h) { Matrix m = Matrix::identity(); m[0][3] = x + w / 2.f; m[1][3] = y + h / 2.f; m[2][3] = depth / 2.f; m[0][0] = w / 2.f; m[1][1] = h / 2.f; m[2][2] = depth / 2.f; return m; } void line(Vec3f p0, Vec3f p1, TGAColor color) { bool steep = false; if (std::abs(p0[0] - p1[0]) < std::abs(p0[1] - p1[1])) { std::swap(p0[0], p0[1]); std::swap(p1[0], p1[1]); steep = true; } if (p0[0] > p1[0]) { std::swap(p0[0], p1[0]); std::swap(p0[1], p1[1]); } int dx = p1[0] - p0[0]; int dy = p1[1] - p0[1]; int derror2 = std::abs(dy) * 2; int error2 = 0; int y = p0[1]; int y_step = p1[1] > p0[1] ? 1 : -1; int dx_2 = 2 * dx; for (int x = p0[0]; x <= p1[0]; x++) { if (steep) { set_pixel(y, x, color_to_int(color)); } else { set_pixel(x, y, color_to_int(color)); } error2 += derror2; if (error2 > dx) { y += (y_step); error2 -= dx_2; } } } Vec3f barycentric(Vec3f* pts, Vec3f P) { Vec3f u = cross( Vec3f(pts[2][0] - pts[0][0], pts[1][0] - pts[0][0], pts[0][0] - P[0]), // AC_x, AB_x, distance_x Vec3f(pts[2][1] - pts[0][1], pts[1][1] - pts[0][1], pts[0][1] - P[1]) // AC_y, AB_y, distance_y ); if (std::abs(u[2]) < 1) return Vec3f(-1, 1, 1); return Vec3f(1.f - (u.x + u.y) / u.z, u.y / u.z, u.x / u.z); } void triangle( Vec3f* pts, // Needed Vec2f* diff_pts, // Should be removed Model* model, float* intensities) { if (pts[0].y == pts[1].y && pts[0].y == pts[2].y) return; // i dont care about degenerate triangles if (pts[0].y > pts[1].y) { std::swap(pts[0], pts[1]); if(diff_pts) std::swap(diff_pts[0], diff_pts[1]); if(intensities) std::swap(intensities[0], intensities[1]); } if (pts[0].y > pts[2].y) { std::swap(pts[0], pts[2]); if(diff_pts) std::swap(diff_pts[0], diff_pts[2]); if(intensities) std::swap(intensities[0], intensities[2]); } if (pts[1].y > pts[2].y) { std::swap(pts[1], pts[2]); if(diff_pts) std::swap(diff_pts[1], diff_pts[2]); if(intensities) std::swap(intensities[1], intensities[2]); } if (wireframe) { line(pts[0], pts[1], white); line(pts[1], pts[2], white); line(pts[2], pts[0], white); return; } Vec2i bounding_box_min(screen_width - 1, screen_height - 1); Vec2i bounding_box_max(0, 0); Vec2i clamp(screen_width - 1, screen_height - 1); TGAColor color = white; for (int i = 0; i < 3; i++) { for (int j = 0; j < 2; j++) { bounding_box_min[j] = std::fmax(0, std::fmin(bounding_box_min[j], (int)pts[i][j])); bounding_box_max[j] = std::fmin(clamp[j], std::fmax(bounding_box_max[j], (int)pts[i][j])); } } Vec3f P; for (P.x = bounding_box_min.x; P.x <= bounding_box_max.x; P.x++) { for (P.y = bounding_box_min.y; P.y <= bounding_box_max.y; P.y++) { Vec3f bc_coord = barycentric(pts, P); if (bc_coord.x < 0 || bc_coord.y < 0 || bc_coord.z < 0) continue; float intensity = intensities[0] + (intensities[1] - intensities[0]) * bc_coord[1] + (intensities[2] - intensities[0]) * bc_coord[2]; // Interpolating Z using the barycentric coordinates P.z = 0; for (int i = 0; i < 3; i++) P.z += pts[i][2] * bc_coord[i]; // Coloring according to the Z-Buffer if (P.z > z_buffer[(int)(P.x + P.y * screen_width)] && P.z > 20 && P.z < 50) { z_buffer[(int)(P.x + P.y * screen_width)] = P.z; // If diff_pts (Diffusemap Points) were passed, then find the // color of the current pixel if (diff_pts) { Vec2f diff_pt = diff_pts[0] + (diff_pts[1] - diff_pts[0]) * bc_coord[1] + (diff_pts[2] - diff_pts[0]) * bc_coord[2]; color = model->diffuse(diff_pt); } color = color * intensity; set_pixel(P.x, P.y, color_to_int(color)); //char debugStr[200]; //sprintf_s(debugStr, "%f\n", P.z); //OutputDebugString(debugStr); } } } } int color_to_int(TGAColor col) { return (col[2] << 16) | (col[1] << 8) | col[0]; } void clear_zbuffer() { for (int i = 0; i < screen_width * screen_height; i++) z_buffer[i] = INT_MIN; } Matrix lookat(Vec3f eye, Vec3f center, Vec3f up) { Vec3f z = (eye-center).normalize(); Vec3f x = cross(up,z).normalize(); Vec3f y = cross(z,x).normalize(); Matrix Minv = Matrix::identity(); Matrix Tr = Matrix::identity(); for (int i=0; i<3; i++) { Minv[0][i] = x[i]; Minv[1][i] = y[i]; Minv[2][i] = z[i]; Tr[i][3] = -center[i]; } return Minv*Tr; } void move_camera_right() { angle_hor += HORIZONTAL_CAMERA_SPEED; } void move_camera_left() { angle_hor -= HORIZONTAL_CAMERA_SPEED; } void move_camera_up() { angle_ver += VERTICAL_CAMERA_SPEED; if (angle_ver > 90) angle_ver = 90; } void move_camera_down() { angle_ver -= VERTICAL_CAMERA_SPEED; if (angle_ver < -90) angle_ver = -90; } Matrix ViewPort = Matrix::identity(); Matrix Projection = Matrix::identity(); Matrix ModelView = Matrix::identity(); void render() { Vec3f forward = Vec3f( sinf(angle_hor * DEG2RAD), -sinf(angle_ver * DEG2RAD), -cosf(angle_hor*DEG2RAD) * cosf(angle_ver*DEG2RAD)); Vec3f right = Vec3f(sinf(angle_hor*DEG2RAD + M_PI_2), 0, 0); center = eye + forward; //ViewPort = viewport(0, 0, screen_width, screen_height); ViewPort = viewport(screen_width / 8, screen_height / 8, screen_width * 3 / 4, screen_height * 3 / 4); ModelView = lookat(eye, center, cross(right, forward)); Projection[0][0] = 1 / tanf(FOV * DEG2RAD); Projection[1][1] = 1 / tanf(FOV * DEG2RAD); Projection[2][2] = (FAR_CLIP_PLANE + NEAR_CLIP_PLANE) / (FAR_CLIP_PLANE - NEAR_CLIP_PLANE); Projection[2][3] = (-2 * FAR_CLIP_PLANE * NEAR_CLIP_PLANE) / (FAR_CLIP_PLANE - NEAR_CLIP_PLANE); Projection[3][2] = -1.f / (forward).norm(); //Projection[3][2] = 1; //Projection[3][3] = 0; // model->rotate(Vec3f(0, 180, 0)); // model->ApplyTransform(); Matrix z = ViewPort * Projection * ModelView * model->Transform; clear_zbuffer(); for (int i = 0; i < model->nfaces(); i++) { std::vector face = model->face(i); Vec3f screen_coords[3]; Vec3f world_coords[3]; Vec2f diffuse_coords[3]; float intensities[3]; bool out = true; for (int j = 0; j < 3; j++) { Vec3f v = model->vert(face[j]); Vec4f v4(v); Vec3f coord(z * v4); if (coord.x > 0 && coord.x < screen_width && coord.y > 0 && coord.y < screen_height) out = false; screen_coords[j] = coord; world_coords[j] = v; diffuse_coords[j] = model->uv(i, j); intensities[j] = model->normal(i, j) * light_dir; } if (out) continue; triangle(screen_coords, diffuse_coords, model, intensities); } }