Adding Shaders and a 'Time' Variable

This commit is contained in:
2019-12-10 01:24:55 +02:00
parent b936db0ce9
commit 26a7e48784
11 changed files with 184 additions and 213 deletions
+2
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@@ -121,6 +121,7 @@
<ClCompile Include="model.cpp" />
<ClCompile Include="renderer.cpp" />
<ClCompile Include="tgaimage.cpp" />
<ClCompile Include="util_renderer.cpp" />
<ClCompile Include="util_window.cpp" />
</ItemGroup>
<ItemGroup>
@@ -129,6 +130,7 @@
<ClInclude Include="model.h" />
<ClInclude Include="renderer.h" />
<ClInclude Include="tgaimage.h" />
<ClInclude Include="util_renderer.h" />
<ClInclude Include="util_window.h" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
+6
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@@ -36,6 +36,9 @@
<ClCompile Include="camera.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="util_renderer.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="util_window.h">
@@ -56,5 +59,8 @@
<ClInclude Include="camera.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="util_renderer.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
</Project>
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+12 -8
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@@ -79,27 +79,31 @@ void Camera::move_camera_forward() {
void Camera::move_camera_backward() {
position = position - forward * movement_speed;
}
void Camera::rise() {
position = position + Vec3f(0, movement_speed, 0);
}
void Camera::fall() {
position = position - Vec3f(0, movement_speed, 0);
}
void Camera::SetMovementSpeed(float speed) {
movement_speed = speed;
}
void Camera::ApplyChanges() {
forward = Vec3f(sin(rotation.y * DEG2RAD), -sin(rotation.x * DEG2RAD), -cosf(rotation.y*DEG2RAD) * cosf(rotation.x*DEG2RAD));
right = Vec3f(cos(rotation.y*DEG2RAD), 0, sin(rotation.y * DEG2RAD));
up = cross(right, forward);
forward = Vec3f(sin(rotation.y * DEG2RAD), -sin(rotation.x * DEG2RAD), -cosf(rotation.y*DEG2RAD) * cosf(rotation.x*DEG2RAD)).normalize();
right = Vec3f(cos(rotation.y*DEG2RAD), 0, sin(rotation.y * DEG2RAD)).normalize();
up = cross(right, forward).normalize();
}
Matrix Camera::GetModelViewMatrix() {
Vec3f center = position + forward;
Vec3f z = (position - center).normalize();
Vec3f x = cross(up, z).normalize();
Vec3f y = cross(z, x).normalize();
Vec3f z = forward * -1;
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[0][i] = right[i];
Minv[1][i] = up[i];
Minv[2][i] = z[i];
Tr[i][3] = -center[i];
}
+2
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@@ -40,6 +40,8 @@ public:
void move_camera_right();
void move_camera_forward();
void move_camera_backward();
void rise();
void fall();
void ApplyChanges();
Matrix GetModelViewMatrix();
+7
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@@ -11,6 +11,8 @@ const int screen_height = 1000;
int prev_mouse_x = screen_width/2;
int prev_mouse_y = screen_height/2;
float TIME = 0;
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
{
HWND hwnd;
@@ -52,11 +54,16 @@ bool HandleButtonPressed() {
camera.move_camera_right();
if (GetAsyncKeyState(VK_LEFT) & 0x8000)
camera.move_camera_left();
if (GetAsyncKeyState(VK_SPACE) & 0x8000)
camera.rise();
if (GetAsyncKeyState(VK_CONTROL) & 0x8000)
camera.fall();
return true;
}
void CALLBACK FixedUpdate(HWND hwnd, UINT message, UINT uInt, DWORD dWord)
{
TIME += 0.167;
HandleButtonPressed();
camera.ApplyChanges();
render();
+1 -1
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@@ -48,7 +48,7 @@ Model::Model(const char *filename) : verts_(), faces_(), norms_(), uv_(), diffus
std::cerr << "# v# " << verts_.size() << " f# " << faces_.size() << " vt# " << uv_.size() << " vn# " << norms_.size() << std::endl;
load_texture(filename, "_diffuse.tga", diffusemap_);
load_texture(filename, "_nm_tangent.tga", normalmap_);
//load_texture(filename, "_spec.tga", specularmap_);
load_texture(filename, "_spec.tga", specularmap_);
}
Model::~Model() {}
+58 -204
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@@ -8,192 +8,33 @@
#include "util_window.h"
#include <ctime>
#include "camera.h"
#include "util_renderer.h"
#define HORIZONTAL_CAMERA_SPEED 0.1
#define VERTICAL_CAMERA_SPEED 0.1
#define HORIZONTAL_CAMERA_SPEED 0.1
#define VERTICAL_CAMERA_SPEED 0.1
#define VERTICAL_CAMERA_CLAMP_UP 90
#define VERTICAL_CAMERA_CLAMP_DOWN -90
#define NEAR_CLIP_PLANE 0
#define FAR_CLIP_PLANE 15
#define FAR_CLIP_PLANE 10
#define FOV 30
#define DEFAULT_CAMERA_POS Vec3f(0, 0, 5)
#define DEFAULT_CAMERA_ROT Vec3f(0, 0, 0)
#define CAMERA_MOVEMENT_SPEED 1.f
#define CAMERA_MOVEMENT_SPEED 0.05f
#define DEFAULT_CAMERA_POS Vec3f(0, 0, 5)
#define DEFAULT_CAMERA_ROT Vec3f(0, 0, 0)
#define LIGHT_INTENSITY 1
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);
bool wireframe = false;
Matrix ViewPort = Matrix::identity();
Matrix ModelView = Matrix::identity();
Matrix Projection = Matrix::identity();
Model* model = new Model("african_head.obj");
Camera camera;
float* z_buffer = new float[screen_width * screen_height];
Vec3f light_dir = Vec3f(0, 0, 1).normalize();
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] = (FAR_CLIP_PLANE-NEAR_CLIP_PLANE) / 2.f;
m[0][0] = w / 2.f;
m[1][1] = h / 2.f;
m[2][2] = (FAR_CLIP_PLANE+NEAR_CLIP_PLANE) / 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;
#pragma omp parallel for
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;
#pragma omp parallel for
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 > 0)
{
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];
}
Vec3f light_dir = Vec3f(1, 1, 1).normalize();
void init_camera() {
camera.SetPosition(DEFAULT_CAMERA_POS);
@@ -215,49 +56,62 @@ void clear_zbuffer()
z_buffer[i] = INT_MIN;
}
Matrix ViewPort = Matrix::identity();
Matrix Projection = Matrix::identity();
Matrix ModelView = Matrix::identity();
struct TextureShader : public IShader {
mat<2, 3, float> varying_uv_coords;
Matrix uniform_mit;
Matrix uniform_m;
virtual Vec4f vertex(int iface, int nthvert) {
varying_uv_coords.set_col(nthvert, model->uv(iface, nthvert));
Vec4f gl_Vertex = embed<4>(model->vert(iface, nthvert)); // read the vertex from .obj file
return ViewPort * Projection * ModelView * gl_Vertex; // transform it to screen coordinates
}
virtual bool fragment(Vec3f bar, TGAColor &color) {
Vec2f uv = varying_uv_coords * bar;
Vec3f normal = Vec3f(uniform_mit * Vec4f(model->normal(uv))).normalize();
Vec3f light = Vec3f(uniform_m * Vec4f(light_dir)).normalize();
float intensity = std::fmax(0.f, (normal*light*LIGHT_INTENSITY));
color = model->diffuse(uv) * intensity * (cos(TIME * 10 * uv.x) + sin(TIME * 10 * uv.y));
return false;
}
};
void render()
{
light_dir = camera.GetForward() * -1;
ViewPort = viewport(0, 0, screen_width, screen_height);
Projection = camera.GetProjectionMatrix();
ModelView = camera.GetModelViewMatrix();
{
light_dir = camera.GetForward().normalize() * -1;
}
Matrix z = ViewPort * Projection * ModelView * model->Transform;
{
viewport(0, 0, screen_width, screen_height, FAR_CLIP_PLANE, NEAR_CLIP_PLANE);
Projection = camera.GetProjectionMatrix();
ModelView = camera.GetModelViewMatrix();
}
//Matrix z = ViewPort * Projection * ModelView * model->Transform;
clear_zbuffer();
TextureShader shader;
shader.uniform_m = (Projection);
shader.uniform_mit = (Projection).invert_transpose();
#pragma omp parallel for
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 i = 0; i < model->nfaces(); i++) {
Vec4f screen_coords[3];
bool out = true;
#pragma omp parallel for
for (int j = 0; j < 3; j++) {
screen_coords[j] = shader.vertex(i, j);
Vec3f screen3(screen_coords[j]);
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 (screen3.x > 0 && screen3.x < screen_width && screen3.y > 0 && screen3.y < screen_height) out = false;
}
if (out) continue;
triangle(screen_coords, diffuse_coords, model, intensities);
if(!out)
triangle(screen_coords, shader);
}
}
+1
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@@ -6,6 +6,7 @@
extern float* z_buffer;
extern Camera camera;
extern float TIME;
void init_camera();
void render();
+73
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@@ -0,0 +1,73 @@
#include "util_renderer.h"
#include "util_window.h"
IShader::~IShader() {}
float* z_buffer = new float[screen_width * screen_height];
void viewport(int x, int y, int w, int h, int far_plane, int near_plane) {
ViewPort[0][3] = x + w / 2.f;
ViewPort[1][3] = y + h / 2.f;
ViewPort[2][3] = (far_plane-near_plane) / 2.f;
ViewPort[0][0] = w / 2.f;
ViewPort[1][1] = h / 2.f;
ViewPort[2][2] = (far_plane+near_plane) / 2.f;
}
int color_to_int(TGAColor col) {
return (col[2] << 16) | (col[1] << 8) | col[0];
}
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( Vec4f* pts, IShader &shader)
{
Vec3f pts3[3];
for (int i = 0; i < 3; i++)
pts3[i] = Vec3f(pts[i]);
if (pts3[0].y == pts3[1].y && pts3[0].y == pts3[2].y) return; // i dont care about degenerate triangles
//if (pts3[0].y > pts3[1].y) { std::swap(pts3[0], pts3[1]); }
//if (pts3[0].y > pts3[2].y) { std::swap(pts3[0], pts3[2]); }
//if (pts3[1].y > pts3[2].y) { std::swap(pts3[1], pts3[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);
#pragma omp parallel for
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)pts3[i][j]));
bounding_box_max[j] = std::fmin(clamp[j], std::fmax(bounding_box_max[j], (int)pts3[i][j]));
}
Vec3i P;
#pragma omp parallel for
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(pts3, P);
float frag_depth = 0;
for (int i = 0; i < 3; i++)
frag_depth += pts3[i][2] * bc_coord[i];
if (bc_coord.x < 0 || bc_coord.y < 0 || bc_coord.z < 0 || z_buffer[ P.x + P.y * screen_width ]>frag_depth || frag_depth < 0) continue;
TGAColor color;
bool discard = shader.fragment(bc_coord, color);
if (!discard) {
z_buffer[P.x + P.y * screen_width] = frag_depth;
set_pixel(P.x, P.y, color_to_int(color));
}
}
}
}
+22
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@@ -0,0 +1,22 @@
#pragma once
#include "tgaimage.h"
#include "model.h"
#include "geometry.h"
extern Matrix ModelView;
extern Matrix ViewPort;
extern Matrix Projection;
void viewport(int x, int y, int w, int h, int far, int near);
struct IShader {
virtual ~IShader();
virtual Vec4f vertex(int iface, int nthvert) = 0;
virtual bool fragment(Vec3f bar, TGAColor &color) = 0;
};
//void triangle(Vec4f *pts, IShader &shader, TGAImage &image, TGAImage &zbuffer);
//void triangle( Vec3f* pts, Vec2f* diff_pts, Model* model, float* intensities)
void triangle(Vec4f* pts, IShader &shader);