Files
ImprovGFX/OpenWindow/renderer.cpp
T
Youssef Assem 154ed3f058 fixes
2019-12-10 13:54:56 +02:00

262 lines
7.9 KiB
C++

#define _USE_MATH_DEFINES
#include <vector>
#include <algorithm>
#include <limits>
#include "tgaimage.h"
#include "model.h"
#include "geometry.h"
#include "renderer.h"
#include "util_window.h"
#include <ctime>
#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()
{
//Model* model = new Model("african_head.obj");
//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<int> 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));
//}
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->nfaces(); i++) {
std::vector<Vec3i> face = model->face(i);
Vec2i screen_coords[3];
Vec3f world_coords[3];
for (int j = 0; j < 3; j++) {
Vec3f v = model->vertex(face[j][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, white);
}
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;
}