#include "renderer.h" #include #include #include #include #include "math/vector.h" #include "o3d/vertex.h" #include "o3d/tri_vertex.h" #include "o3d/vertex_data.h" using namespace engine; Renderer::Renderer(std::unique_ptr fb) : fb{std::move(fb)} { depth_buf.resize(this->fb->width() * this->fb->height()); } void Renderer::resize(unsigned int w, unsigned int h) { fb->resize(w, h); depth_buf.resize(fb->width() * fb->height()); } unsigned int Renderer::width() const { return fb->width(); } unsigned int Renderer::height() const { return fb->height(); } void Renderer::clear() { std::fill(depth_buf.begin(), depth_buf.end(), 1.f); face_ind = -1; fb->clear(); } void Renderer::_draw_cropped_triangle(engine::o3d::TriangleVertex3 triangle) { std::array sorted_vs = { &triangle.vertex1, &triangle.vertex2, &triangle.vertex3 }; #define SWAP_IF_LT(X,Y) ({\ if (sorted_vs[X]->point.y < sorted_vs[Y]->point.y) {\ engine::o3d::Vertex3* temp = sorted_vs[X];\ sorted_vs[X] = sorted_vs[Y];\ sorted_vs[Y] = temp;\ }\ }) SWAP_IF_LT(1, 0); SWAP_IF_LT(2, 1); SWAP_IF_LT(1, 0); #undef SWAP_IF_LT engine::o3d::Vertex3 middle_vl = *sorted_vs[1]; float fac = (sorted_vs[1]->point.y - sorted_vs[0]->point.y) / (sorted_vs[2]->point.y - sorted_vs[0]->point.y); engine::o3d::Vertex3 middle_vr{ { sorted_vs[0]->point.x + fac * (sorted_vs[2]->point.x - sorted_vs[0]->point.x), sorted_vs[1]->point.y, sorted_vs[0]->point.z + fac * (sorted_vs[2]->point.z - sorted_vs[0]->point.z) }, engine::o3d::VertexData::lerp(sorted_vs[0]->data, sorted_vs[2]->data, fac) }; if (middle_vr.point.x < middle_vl.point.x) { engine::o3d::Vertex3 temp = middle_vr; middle_vr = middle_vl; middle_vl = temp; } // top triangle { if (sorted_vs[0]->point.y != sorted_vs[1]->point.y) { int top_y = static_cast(std::floor(sorted_vs[0]->point.y + 1.f)); int bottom_y = static_cast(std::ceil(sorted_vs[1]->point.y - 1.f)); for (int y = top_y; y <= bottom_y; y++) { float iy = static_cast(y); float s = (iy - sorted_vs[0]->point.y) / (sorted_vs[1]->point.y - sorted_vs[0]->point.y); float xl = sorted_vs[0]->point.x + s * (middle_vl.point.x - sorted_vs[0]->point.x); float xr = sorted_vs[0]->point.x + s * (middle_vr.point.x - sorted_vs[0]->point.x); int left_x = static_cast(std::ceil(xl)); int right_x = static_cast(std::ceil(xr - 1.f)); for (int x = left_x; x <= right_x; x++) { float ix = static_cast(x); float t = (ix - xl) / (xr - xl); // depth and vd don't take into account perspective float u = s, v = t; float depth = sorted_vs[0]->point.z + u * (middle_vl.point.z - sorted_vs[0]->point.z + v * (middle_vr.point.z - middle_vl.point.z)); if (depth < depth_buf[x + y * fb->width()]) { depth_buf[x + y * fb->width()] = depth; fb->draw_point(x, y, engine::math::Vector3{static_cast(face_ind) + .5f, 0.f, 0.f}, engine::o3d::VertexData::bilerp(sorted_vs[0]->data, middle_vl.data, middle_vr.data, u, v)); } } } } } // bottom triangle { if (sorted_vs[1]->point.y != sorted_vs[2]->point.y) { int bottom_y = static_cast(std::floor(sorted_vs[2]->point.y)); int top_y = static_cast(std::ceil(sorted_vs[1]->point.y)); for (int y = top_y; y <= bottom_y; y++) { float iy = static_cast(y); float s = (iy - sorted_vs[2]->point.y) / (sorted_vs[1]->point.y - sorted_vs[2]->point.y); float xl = sorted_vs[2]->point.x + s * (middle_vl.point.x - sorted_vs[2]->point.x); float xr = sorted_vs[2]->point.x + s * (middle_vr.point.x - sorted_vs[2]->point.x); int left_x = static_cast(std::ceil(xl)); int right_x = static_cast(std::ceil(xr - 1.f)); for (int x = left_x; x <= right_x; x++) { float ix = static_cast(x); float t = (ix - xl) / (xr - xl); // depth and vd don't take into account perspective float u = s, v = t; float depth = sorted_vs[2]->point.z + u * (middle_vl.point.z - sorted_vs[2]->point.z + v * (middle_vr.point.z - middle_vl.point.z)); if (depth < depth_buf[x + y * fb->width()]) { depth_buf[x + y * fb->width()] = depth; fb->draw_point(x, y, engine::math::Vector3{static_cast(face_ind) + .5f, 0.f, 0.f}, engine::o3d::VertexData::bilerp(sorted_vs[2]->data, middle_vl.data, middle_vr.data, u, v)); } } } } } } void Renderer::draw_triangle(engine::o3d::TriangleVertex4 triangle) { face_ind++; for (auto t1 : triangle.crop_z_out(-1.f, 1.f)) { for (auto t2 : t1.div_by_w().crop_xy_out(-1.f, 1.f, -1.f, 1.f)) { engine::math::Vector2 pp1 = t2.vertex1.point.xy(), pp2 = t2.vertex2.point.xy(), pp3 = t2.vertex3.point.xy(); if ((pp2 - pp1).det(pp3 - pp1) >= 0.f) continue; t2.vertex1.point = (t2.vertex1.point + engine::math::Vector3{1.f, 1.f, 0.f}) / 2.f; t2.vertex2.point = (t2.vertex2.point + engine::math::Vector3{1.f, 1.f, 0.f}) / 2.f; t2.vertex3.point = (t2.vertex3.point + engine::math::Vector3{1.f, 1.f, 0.f}) / 2.f; float fw = static_cast(fb->width()), fh = static_cast(fb->height()); t2.vertex1.point.x = t2.vertex1.point.x * fw - .5f; t2.vertex1.point.y = t2.vertex1.point.y * fh - .5f; t2.vertex2.point.x = t2.vertex2.point.x * fw - .5f; t2.vertex2.point.y = t2.vertex2.point.y * fh - .5f; t2.vertex3.point.x = t2.vertex3.point.x * fw - .5f; t2.vertex3.point.y = t2.vertex3.point.y * fh - .5f; _draw_cropped_triangle(t2); } } }