aboutsummaryrefslogtreecommitdiff
path: root/chfb.cpp
blob: 249fb1655a97439773497241aeed1ea6ea89f592 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
#include "chfb.h"
#include <array>
#include <cmath>
#include <vector>
#include "math_vector.h"
#include "vertex.h"
#include "tri_vertex.h"
#include "vertex_data.h"

CharacterFrameBuffer::CharacterFrameBuffer(unsigned int w, unsigned int h) {
    resize(w, h);
}

void CharacterFrameBuffer::resize(unsigned int w, unsigned int h) {
    this->w = w;
    this->h = h;
    chars_vector.resize(w * h);
    depth_buf.resize(w * h);
    clear();
}

unsigned int CharacterFrameBuffer::width() const {
    return w;
}

unsigned int CharacterFrameBuffer::height() const {
    return h;
}

const char* CharacterFrameBuffer::chars() const {
    return chars_vector.data();
}

void CharacterFrameBuffer::clear() {
    std::fill(chars_vector.begin(), chars_vector.end(), ' ');
    std::fill(depth_buf.begin(), depth_buf.end(), 1.f);
    face_ind = -1;
}

void CharacterFrameBuffer::_draw_cropped_triangle(TriangleVertex3 triangle) {
    std::array<Vertex3*, 3> 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) {\
                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

    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);
    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)
        },
        VertexData::lerp(sorted_vs[0]->data, sorted_vs[2]->data, fac)
    };
    if (middle_vr.point.x < middle_vl.point.x) {
        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<int>(std::floor(sorted_vs[0]->point.y + 1.f));
            int bottom_y = static_cast<int>(std::ceil(sorted_vs[1]->point.y - 1.f));
            for (int y = top_y; y <= bottom_y; y++) {
                float iy = static_cast<float>(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<int>(std::ceil(xl));
                int right_x = static_cast<int>(std::ceil(xr - 1.f));
                for (int x = left_x; x <= right_x; x++) {
                    float ix = static_cast<float>(x);
                    float t = (ix - xl) / (xr - xl);
                    // depth and vd don't take into account perspective
                    float depth = sorted_vs[0]->point.z + s * (middle_vl.point.z - sorted_vs[0]->point.z + t * (middle_vr.point.z - middle_vl.point.z));
                    // VertexData vd = VertexData::bilerp(sorted_vs[0]->data, middle_vl.data, middle_vr.data, s, t);
                    if (depth < depth_buf[x + y * w]) {
                        depth_buf[x + y * w] = depth;
                        chars_vector[x + y * w] = face_char();
                    }
                }
            }
        }
    }

    // bottom triangle
    {
        if (sorted_vs[1]->point.y != sorted_vs[2]->point.y) {
            int bottom_y = static_cast<int>(std::floor(sorted_vs[2]->point.y));
            int top_y = static_cast<int>(std::ceil(sorted_vs[1]->point.y));
            for (int y = top_y; y <= bottom_y; y++) {
                float iy = static_cast<float>(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<int>(std::ceil(xl));
                int right_x = static_cast<int>(std::ceil(xr - 1.f));
                for (int x = left_x; x <= right_x; x++) {
                    float ix = static_cast<float>(x);
                    float t = (ix - xl) / (xr - xl);
                    // depth and vd don't take into account perspective
                    float depth = sorted_vs[2]->point.z + s * (middle_vl.point.z - sorted_vs[2]->point.z + t * (middle_vr.point.z - middle_vl.point.z));
                    // VertexData vd = VertexData::bilerp(sorted_vs[2]->data, middle_vl.data, middle_vr.data, s, t);
                    if (depth < depth_buf[x + y * w]) {
                        depth_buf[x + y * w] = depth;
                        chars_vector[x + y * w] = face_char();
                    }
                }
            }
        }
    }
}

void CharacterFrameBuffer::draw_triangle(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)) {
            MathVector2 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 + MathVector3{1.f, 1.f, 0.f}) / 2.f;
            t2.vertex2.point = (t2.vertex2.point + MathVector3{1.f, 1.f, 0.f}) / 2.f;
            t2.vertex3.point = (t2.vertex3.point + MathVector3{1.f, 1.f, 0.f}) / 2.f;
            float fw = static_cast<float>(w), fh = static_cast<float>(h);
            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);
        }
    }
}

char CharacterFrameBuffer::face_char() const {
    int n = 1 + face_ind / 2;
    return (n < 10 ? '0' : 'A' - 10) + n;
}