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#include "fb/pixfb.h"
#include <array>
#include <cmath>
#include <vector>
#include <cstdint>
#include "math/math_vector.h"
#include "o3d/vertex.h"
#include "o3d/tri_vertex.h"
#include "o3d/vertex_data.h"

using namespace engine::fb;

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

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

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

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

const uint32_t* PixelFrameBuffer::pixels() const {
    return pixels_vector.data();
}

void PixelFrameBuffer::clear() {
    std::fill(pixels_vector.begin(), pixels_vector.end(), 0x000000FF);
    std::fill(depth_buf.begin(), depth_buf.end(), 1.f);
    face_ind = -1;
}

void PixelFrameBuffer::_draw_cropped_triangle(engine::o3d::TriangleVertex3 triangle) {
    std::array<engine::o3d::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) {\
                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<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;
                        pixels_vector[x + y * w] = face_color();
                    }
                }
            }
        }
    }

    // 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;
                        pixels_vector[x + y * w] = face_color();
                    }
                }
            }
        }
    }
}

void PixelFrameBuffer::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::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 + engine::math::MathVector3{1.f, 1.f, 0.f}) / 2.f;
            t2.vertex2.point = (t2.vertex2.point + engine::math::MathVector3{1.f, 1.f, 0.f}) / 2.f;
            t2.vertex3.point = (t2.vertex3.point + engine::math::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);
        }
    }
}

uint32_t PixelFrameBuffer::face_color() const {
    int n = face_ind / 2;
    return ((n % 2 ? 0xFF000000 : 0x55000000) >> ((n % 6) / 2 * 8)) | 0xFF;
}