#define _USE_MATH_DEFINES #include #include #include #include "tgaimage.h" #include "model.h" #include "geometry.h" #include "renderer.h" #include "util_window.h" #include #include "ColladaModel.h" 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; float* z_buffer; Vec3f light_dir = Vec3f(0, 0, 1).normalize(); Vec3f eye(0, 0, 3); 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(Vec2i p0, Vec2i p1, TGAImage &image, 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) { image.set(y, x, color); } else { image.set(x, y, 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 Model* model, // Should be removed Vec2f* diff_pts, // Should be removed float* intensities, Vec3f camera_pos) // Not really sure yet { 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]); std::swap(diff_pts[0], diff_pts[1]); std::swap(intensities[0], intensities[1]); } if (pts[0].y > pts[2].y) { std::swap(pts[0], pts[2]); std::swap(diff_pts[0], diff_pts[2]); std::swap(intensities[0], intensities[2]); } if (pts[1].y > pts[2].y) { std::swap(pts[1], pts[2]); std::swap(diff_pts[1], diff_pts[2]); std::swap(intensities[1], intensities[2]); } 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)]) { 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)); } } } } int color_to_int(TGAColor col) { return (col[2] << 16) | (col[1] << 8) | col[0]; } void init_zbuffer() { z_buffer = new float[screen_width*screen_height]; 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 my_triangle(Vec2i t0, Vec2i t1, Vec2i t2, TGAImage& image, TGAColor color) { if (t0.y == t1.y && t0.y == t2.y) return; // i dont care about degenerate triangles if (t0.y > t1.y) std::swap(t0, t1); if (t0.y > t2.y) std::swap(t0, t2); if (t1.y > t2.y) std::swap(t1, t2); int total_height = t2.y - t0.y; for (int i = 0; i < total_height; i++) { bool second_half = i > t1.y - t0.y || t1.y == t0.y; int segment_height = second_half ? t2.y - t1.y : t1.y - t0.y; float alpha = (float)i / total_height; float beta = (float)(i - (second_half ? t1.y - t0.y : 0)) / segment_height; // be careful: with above conditions no division by zero here Vec2i A = t0 + (t2 - t0) * alpha; Vec2i B = second_half ? t1 + (t2 - t1) * beta : t0 + (t1 - t0) * beta; if (A.x > B.x) std::swap(A, B); for (int j = A.x; j <= B.x; j++) { image.set(j, t0.y + i, color); // attention, due to int casts t0.y+i != A.y } } } void render() { ColladaModel* model = new ColladaModel("african_head.dae"); TGAImage image(800, 800, TGAImage::RGB); Vec3f light_dir(0, 0, -1); for (int i = 0; i < model->ntriangle(); i++) { std::vector face = model->triangle(i); Vec2i screen_coords[3]; Vec3f world_coords[3]; for (int j = 0; j < 3; j++) { Vec3f v = face[0]; screen_coords[j] = Vec2i((v.x + 1.) * 800 / 2., (v.y + 1.) * 800 / 2.); world_coords[j] = v; } my_triangle(screen_coords[0], screen_coords[1], screen_coords[2], image, TGAColor(255,255,255,255)); } image.flip_vertically(); // i want to have the origin at the left bottom corner of the image image.write_tga_file("output.tga"); delete model; //Matrix ViewPort = viewport(screen_width / 8, screen_height / 8, screen_width * 3 / 4, screen_height * 3 / 4); //Matrix Projection = Matrix::identity(); //Matrix ModelView = lookat(eye, center, Vec3f(0, 1, 0)); //Projection[3][2] = -1.f / (eye - center).norm(); //Matrix z = ViewPort * Projection * ModelView * model->Transform; //init_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]; // for (int j = 0; j < 3; j++) // { // Vec3f v = model->vert(face[j]); // Vec4f v4(v); // Vec3f coord(z * v4); // // screen_coords[j] = coord; // world_coords[j] = v; // diffuse_coords[j] = model->uv(i, j); // intensities[j] = model->normal(i, j) * light_dir; // } // triangle(screen_coords, model, diffuse_coords, intensities, Vec3f(0, 0, 5)); //} //delete model; }