Adding Shaders and a 'Time' Variable
This commit is contained in:
@@ -121,6 +121,7 @@
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<ClCompile Include="model.cpp" />
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<ClCompile Include="renderer.cpp" />
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<ClCompile Include="tgaimage.cpp" />
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<ClCompile Include="util_renderer.cpp" />
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<ClCompile Include="util_window.cpp" />
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</ItemGroup>
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<ItemGroup>
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@@ -129,6 +130,7 @@
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<ClInclude Include="model.h" />
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<ClInclude Include="renderer.h" />
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<ClInclude Include="tgaimage.h" />
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<ClInclude Include="util_renderer.h" />
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<ClInclude Include="util_window.h" />
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</ItemGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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@@ -36,6 +36,9 @@
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<ClCompile Include="camera.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="util_renderer.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="util_window.h">
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@@ -56,5 +59,8 @@
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<ClInclude Include="camera.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="util_renderer.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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</ItemGroup>
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</Project>
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Binary file not shown.
+12
-8
@@ -79,27 +79,31 @@ void Camera::move_camera_forward() {
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void Camera::move_camera_backward() {
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position = position - forward * movement_speed;
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}
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void Camera::rise() {
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position = position + Vec3f(0, movement_speed, 0);
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}
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void Camera::fall() {
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position = position - Vec3f(0, movement_speed, 0);
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}
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void Camera::SetMovementSpeed(float speed) {
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movement_speed = speed;
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}
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void Camera::ApplyChanges() {
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forward = Vec3f(sin(rotation.y * DEG2RAD), -sin(rotation.x * DEG2RAD), -cosf(rotation.y*DEG2RAD) * cosf(rotation.x*DEG2RAD));
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right = Vec3f(cos(rotation.y*DEG2RAD), 0, sin(rotation.y * DEG2RAD));
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up = cross(right, forward);
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forward = Vec3f(sin(rotation.y * DEG2RAD), -sin(rotation.x * DEG2RAD), -cosf(rotation.y*DEG2RAD) * cosf(rotation.x*DEG2RAD)).normalize();
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right = Vec3f(cos(rotation.y*DEG2RAD), 0, sin(rotation.y * DEG2RAD)).normalize();
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up = cross(right, forward).normalize();
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}
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Matrix Camera::GetModelViewMatrix() {
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Vec3f center = position + forward;
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Vec3f z = (position - center).normalize();
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Vec3f x = cross(up, z).normalize();
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Vec3f y = cross(z, x).normalize();
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Vec3f z = forward * -1;
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Matrix Minv = Matrix::identity();
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Matrix Tr = Matrix::identity();
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for (int i = 0; i < 3; i++) {
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Minv[0][i] = x[i];
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Minv[1][i] = y[i];
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Minv[0][i] = right[i];
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Minv[1][i] = up[i];
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Minv[2][i] = z[i];
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Tr[i][3] = -center[i];
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}
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@@ -40,6 +40,8 @@ public:
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void move_camera_right();
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void move_camera_forward();
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void move_camera_backward();
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void rise();
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void fall();
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void ApplyChanges();
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Matrix GetModelViewMatrix();
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@@ -11,6 +11,8 @@ const int screen_height = 1000;
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int prev_mouse_x = screen_width/2;
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int prev_mouse_y = screen_height/2;
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float TIME = 0;
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int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
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{
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HWND hwnd;
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@@ -52,11 +54,16 @@ bool HandleButtonPressed() {
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camera.move_camera_right();
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if (GetAsyncKeyState(VK_LEFT) & 0x8000)
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camera.move_camera_left();
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if (GetAsyncKeyState(VK_SPACE) & 0x8000)
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camera.rise();
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if (GetAsyncKeyState(VK_CONTROL) & 0x8000)
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camera.fall();
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return true;
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}
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void CALLBACK FixedUpdate(HWND hwnd, UINT message, UINT uInt, DWORD dWord)
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{
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TIME += 0.167;
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HandleButtonPressed();
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camera.ApplyChanges();
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render();
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@@ -48,7 +48,7 @@ Model::Model(const char *filename) : verts_(), faces_(), norms_(), uv_(), diffus
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std::cerr << "# v# " << verts_.size() << " f# " << faces_.size() << " vt# " << uv_.size() << " vn# " << norms_.size() << std::endl;
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load_texture(filename, "_diffuse.tga", diffusemap_);
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load_texture(filename, "_nm_tangent.tga", normalmap_);
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//load_texture(filename, "_spec.tga", specularmap_);
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load_texture(filename, "_spec.tga", specularmap_);
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}
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Model::~Model() {}
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+57
-203
@@ -8,192 +8,33 @@
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#include "util_window.h"
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#include <ctime>
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#include "camera.h"
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#include "util_renderer.h"
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#define HORIZONTAL_CAMERA_SPEED 0.1
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#define VERTICAL_CAMERA_SPEED 0.1
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#define VERTICAL_CAMERA_CLAMP_UP 90
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#define VERTICAL_CAMERA_CLAMP_DOWN -90
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#define NEAR_CLIP_PLANE 0
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#define FAR_CLIP_PLANE 15
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#define FAR_CLIP_PLANE 10
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#define FOV 30
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#define CAMERA_MOVEMENT_SPEED 0.05f
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#define DEFAULT_CAMERA_POS Vec3f(0, 0, 5)
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#define DEFAULT_CAMERA_ROT Vec3f(0, 0, 0)
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#define CAMERA_MOVEMENT_SPEED 1.f
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#define LIGHT_INTENSITY 1
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const TGAColor white = TGAColor(255, 255, 255, 255);
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const TGAColor red = TGAColor(255, 0, 0, 255);
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const TGAColor green = TGAColor(0, 255, 0, 255);
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const TGAColor blue = TGAColor(0, 0, 255, 255);
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bool wireframe = false;
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Matrix ViewPort = Matrix::identity();
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Matrix ModelView = Matrix::identity();
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Matrix Projection = Matrix::identity();
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Model* model = new Model("african_head.obj");
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Camera camera;
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float* z_buffer = new float[screen_width * screen_height];
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Vec3f light_dir = Vec3f(0, 0, 1).normalize();
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Matrix viewport(int x, int y, int w, int h) {
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Matrix m = Matrix::identity();
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m[0][3] = x + w / 2.f;
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m[1][3] = y + h / 2.f;
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m[2][3] = (FAR_CLIP_PLANE-NEAR_CLIP_PLANE) / 2.f;
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m[0][0] = w / 2.f;
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m[1][1] = h / 2.f;
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m[2][2] = (FAR_CLIP_PLANE+NEAR_CLIP_PLANE) / 2.f;
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return m;
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}
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void line(Vec3f p0, Vec3f p1, TGAColor color)
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{
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bool steep = false;
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if (std::abs(p0[0] - p1[0]) < std::abs(p0[1] - p1[1])) {
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std::swap(p0[0], p0[1]);
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std::swap(p1[0], p1[1]);
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steep = true;
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}
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if (p0[0] > p1[0]) {
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std::swap(p0[0], p1[0]);
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std::swap(p0[1], p1[1]);
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}
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int dx = p1[0] - p0[0];
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int dy = p1[1] - p0[1];
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int derror2 = std::abs(dy) * 2;
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int error2 = 0;
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int y = p0[1];
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int y_step = p1[1] > p0[1] ? 1 : -1;
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int dx_2 = 2 * dx;
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for (int x = p0[0]; x <= p1[0]; x++) {
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if (steep) {
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set_pixel(y, x, color_to_int(color));
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}
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else {
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set_pixel(x, y, color_to_int(color));
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}
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error2 += derror2;
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if (error2 > dx) {
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y += (y_step);
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error2 -= dx_2;
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}
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}
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}
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Vec3f barycentric(Vec3f* pts, Vec3f P)
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{
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Vec3f u = cross(
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Vec3f(pts[2][0] - pts[0][0], pts[1][0] - pts[0][0], pts[0][0] - P[0]), // AC_x, AB_x, distance_x
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Vec3f(pts[2][1] - pts[0][1], pts[1][1] - pts[0][1], pts[0][1] - P[1]) // AC_y, AB_y, distance_y
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);
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if (std::abs(u[2]) < 1) return Vec3f(-1, 1, 1);
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return Vec3f(1.f - (u.x + u.y) / u.z, u.y / u.z, u.x / u.z);
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}
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void triangle(
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Vec3f* pts, // Needed
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Vec2f* diff_pts, // Should be removed
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Model* model,
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float* intensities)
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{
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if (pts[0].y == pts[1].y && pts[0].y == pts[2].y) return; // i dont care about degenerate triangles
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if (pts[0].y > pts[1].y) {
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std::swap(pts[0], pts[1]);
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if(diff_pts)
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std::swap(diff_pts[0], diff_pts[1]);
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if(intensities)
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std::swap(intensities[0], intensities[1]);
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}
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if (pts[0].y > pts[2].y) {
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std::swap(pts[0], pts[2]);
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if(diff_pts)
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std::swap(diff_pts[0], diff_pts[2]);
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if(intensities)
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std::swap(intensities[0], intensities[2]);
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}
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if (pts[1].y > pts[2].y) {
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std::swap(pts[1], pts[2]);
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if(diff_pts)
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std::swap(diff_pts[1], diff_pts[2]);
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if(intensities)
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std::swap(intensities[1], intensities[2]);
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}
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if (wireframe)
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{
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line(pts[0], pts[1], white);
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line(pts[1], pts[2], white);
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line(pts[2], pts[0], white);
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return;
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}
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Vec2i bounding_box_min(screen_width - 1, screen_height - 1);
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Vec2i bounding_box_max(0, 0);
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Vec2i clamp(screen_width - 1, screen_height - 1);
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TGAColor color = white;
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#pragma omp parallel for
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for (int i = 0; i < 3; i++) {
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for (int j = 0; j < 2; j++) {
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bounding_box_min[j] = std::fmax(0, std::fmin(bounding_box_min[j], (int)pts[i][j]));
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bounding_box_max[j] = std::fmin(clamp[j], std::fmax(bounding_box_max[j], (int)pts[i][j]));
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}
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}
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Vec3f P;
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#pragma omp parallel for
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for (P.x = bounding_box_min.x; P.x <= bounding_box_max.x; P.x++) {
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for (P.y = bounding_box_min.y; P.y <= bounding_box_max.y; P.y++) {
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Vec3f bc_coord = barycentric(pts, P);
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if (bc_coord.x < 0 || bc_coord.y < 0 || bc_coord.z < 0) continue;
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float intensity =
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intensities[0]
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+ (intensities[1] - intensities[0]) * bc_coord[1]
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+ (intensities[2] - intensities[0]) * bc_coord[2];
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// Interpolating Z using the barycentric coordinates
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P.z = 0;
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for (int i = 0; i < 3; i++) P.z += pts[i][2] * bc_coord[i];
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// Coloring according to the Z-Buffer
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if (P.z > z_buffer[(int)(P.x + P.y * screen_width)] && P.z > 0)
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{
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z_buffer[(int)(P.x + P.y * screen_width)] = P.z;
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// If diff_pts (Diffusemap Points) were passed, then find the
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// color of the current pixel
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if (diff_pts) {
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Vec2f diff_pt =
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diff_pts[0]
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+ (diff_pts[1] - diff_pts[0]) * bc_coord[1]
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+ (diff_pts[2] - diff_pts[0]) * bc_coord[2];
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color = model->diffuse(diff_pt);
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}
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color = color * intensity;
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set_pixel(P.x, P.y, color_to_int(color));
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//char debugStr[200];
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//sprintf_s(debugStr, "%f\n", P.z);
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//OutputDebugString(debugStr);
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}
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}
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}
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}
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int color_to_int(TGAColor col) {
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return (col[2] << 16) | (col[1] << 8) | col[0];
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}
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Vec3f light_dir = Vec3f(1, 1, 1).normalize();
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void init_camera() {
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camera.SetPosition(DEFAULT_CAMERA_POS);
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@@ -215,49 +56,62 @@ void clear_zbuffer()
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z_buffer[i] = INT_MIN;
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}
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Matrix ViewPort = Matrix::identity();
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Matrix Projection = Matrix::identity();
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Matrix ModelView = Matrix::identity();
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struct TextureShader : public IShader {
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mat<2, 3, float> varying_uv_coords;
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Matrix uniform_mit;
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Matrix uniform_m;
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virtual Vec4f vertex(int iface, int nthvert) {
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varying_uv_coords.set_col(nthvert, model->uv(iface, nthvert));
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Vec4f gl_Vertex = embed<4>(model->vert(iface, nthvert)); // read the vertex from .obj file
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return ViewPort * Projection * ModelView * gl_Vertex; // transform it to screen coordinates
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}
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virtual bool fragment(Vec3f bar, TGAColor &color) {
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Vec2f uv = varying_uv_coords * bar;
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Vec3f normal = Vec3f(uniform_mit * Vec4f(model->normal(uv))).normalize();
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Vec3f light = Vec3f(uniform_m * Vec4f(light_dir)).normalize();
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float intensity = std::fmax(0.f, (normal*light*LIGHT_INTENSITY));
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color = model->diffuse(uv) * intensity * (cos(TIME * 10 * uv.x) + sin(TIME * 10 * uv.y));
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return false;
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}
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};
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void render()
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{
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light_dir = camera.GetForward() * -1;
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ViewPort = viewport(0, 0, screen_width, screen_height);
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Projection = camera.GetProjectionMatrix();
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ModelView = camera.GetModelViewMatrix();
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Matrix z = ViewPort * Projection * ModelView * model->Transform;
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clear_zbuffer();
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#pragma omp parallel for
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for (int i = 0; i < model->nfaces(); i++)
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{
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std::vector<int> face = model->face(i);
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Vec3f screen_coords[3];
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Vec3f world_coords[3];
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Vec2f diffuse_coords[3];
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float intensities[3];
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bool out = true;
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for (int j = 0; j < 3; j++)
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{
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Vec3f v = model->vert(face[j]);
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Vec4f v4(v);
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Vec3f coord(z * v4);
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if (coord.x > 0 && coord.x < screen_width
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&& coord.y > 0 && coord.y < screen_height)
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out = false;
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screen_coords[j] = coord;
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world_coords[j] = v;
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diffuse_coords[j] = model->uv(i, j);
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intensities[j] = model->normal(i, j) * light_dir;
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light_dir = camera.GetForward().normalize() * -1;
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}
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if (out) continue;
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{
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viewport(0, 0, screen_width, screen_height, FAR_CLIP_PLANE, NEAR_CLIP_PLANE);
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Projection = camera.GetProjectionMatrix();
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ModelView = camera.GetModelViewMatrix();
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}
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triangle(screen_coords, diffuse_coords, model, intensities);
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//Matrix z = ViewPort * Projection * ModelView * model->Transform;
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clear_zbuffer();
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TextureShader shader;
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shader.uniform_m = (Projection);
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shader.uniform_mit = (Projection).invert_transpose();
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#pragma omp parallel for
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for (int i = 0; i < model->nfaces(); i++) {
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Vec4f screen_coords[3];
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bool out = true;
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#pragma omp parallel for
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for (int j = 0; j < 3; j++) {
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screen_coords[j] = shader.vertex(i, j);
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Vec3f screen3(screen_coords[j]);
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if (screen3.x > 0 && screen3.x < screen_width && screen3.y > 0 && screen3.y < screen_height) out = false;
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}
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if(!out)
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triangle(screen_coords, shader);
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}
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}
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@@ -6,6 +6,7 @@
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extern float* z_buffer;
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extern Camera camera;
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extern float TIME;
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void init_camera();
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void render();
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@@ -0,0 +1,73 @@
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#include "util_renderer.h"
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#include "util_window.h"
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IShader::~IShader() {}
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float* z_buffer = new float[screen_width * screen_height];
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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));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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);
|
||||
Reference in New Issue
Block a user