ref: 1b76dd0177af7e6949f8c20c434844f8d559b6cd
parent: 66ce5ae042207689a912bd5b2362905c22d534be
author: rodri <[email protected]>
date: Sat Nov 18 11:34:21 EST 2023
implemented perspective projection and a new rendering procedure (flag2).
--- a/main.c
+++ b/main.c
@@ -27,6 +27,7 @@
{
Memimage *dst;
Rectangle r;
+ OBJElem **b, **e;
int id;
Channel *donec;
Memimage *(*shader)(Sparams*);
@@ -35,6 +36,7 @@
Memimage *fb, *zfb, *curfb;
double *zbuf;
+Lock zbuflk;
Memimage *red, *green, *blue;
OBJ *model;
Memimage *modeltex;
@@ -41,8 +43,21 @@
Channel *drawc;
int nprocs;
int rendering;
+int flag2;
char winspec[32];
+Point3 camera = {0,0,3,1};
+Matrix3 proj = {
+ 1, 0, 0, 0,
+ 0, -1, 0, 0,
+ 0, 0, 1, 0,
+ 0, 0, 0, 1,
+}, view = {
+ 800/2.0, 0, 0, 800/2.0,
+ 0, 800/2.0, 0, 800/2.0,
+ 0, 0, 1/2.0, 1/2.0,
+ 0, 0, 0, 1,
+}, rota;
void resized(void);
uvlong nanosec(void);
@@ -70,6 +85,26 @@
}
void
+swappt2(Point2 *a, Point2 *b)
+{
+ Point2 t;
+
+ t = *a;
+ *a = *b;
+ *b = t;
+}
+
+void
+swappt3(Point3 *a, Point3 *b)
+{
+ Point3 t;
+
+ t = *a;
+ *a = *b;
+ *b = t;
+}
+
+void
memsetd(double *p, double v, usize len)
{
double *dp;
@@ -297,6 +332,68 @@
}
void
+filltriangle2(Memimage *dst, Triangle3 st, Triangle2 tt, double intensity, Memimage *frag)
+{
+ Rectangle bbox;
+ Point p, tp;
+ Triangle2 st₂, tt₂;
+ Point3 bc;
+ double z;
+ uchar cbuf[4];
+
+ bbox = Rect(
+ min(min(st.p0.x, st.p1.x), st.p2.x), min(min(st.p0.y, st.p1.y), st.p2.y),
+ max(max(st.p0.x, st.p1.x), st.p2.x)+1, max(max(st.p0.y, st.p1.y), st.p2.y)+1
+ );
+ st₂.p0 = Pt2(st.p0.x, st.p0.y, 1);
+ st₂.p1 = Pt2(st.p1.x, st.p1.y, 1);
+ st₂.p2 = Pt2(st.p2.x, st.p2.y, 1);
+ cbuf[0] = 0xFF;
+
+ for(p.y = bbox.min.y; p.y < bbox.max.y; p.y++)
+ for(p.x = bbox.min.x; p.x < bbox.max.x; p.x++){
+ bc = barycoords(st₂, Pt2(p.x,p.y,1));
+ if(bc.x < 0 || bc.y < 0 || bc.z < 0)
+ continue;
+
+ z = st.p0.z*bc.x + st.p1.z*bc.y + st.p2.z*bc.z;
+ lock(&zbuflk);
+ if(z <= zbuf[p.x + p.y*Dx(dst->r)]){
+ unlock(&zbuflk);
+ continue;
+ }
+ zbuf[p.x + p.y*Dx(dst->r)] = z;
+
+ cbuf[1] = 0xFF*z;
+ cbuf[2] = 0xFF*z;
+ cbuf[3] = 0xFF*z;
+ memfillcolor(frag, *(ulong*)cbuf);
+ pixel(zfb, p, frag);
+ unlock(&zbuflk);
+
+ cbuf[0] = 0xFF;
+ if(tt.p0.w != 0 && tt.p1.w != 0 && tt.p2.w != 0){
+ tt₂.p0 = mulpt2(tt.p0, bc.x);
+ tt₂.p1 = mulpt2(tt.p1, bc.y);
+ tt₂.p2 = mulpt2(tt.p2, bc.z);
+
+ tp.x = (tt₂.p0.x + tt₂.p1.x + tt₂.p2.x)*Dx(modeltex->r);
+ tp.y = (1 - (tt₂.p0.y + tt₂.p1.y + tt₂.p2.y))*Dy(modeltex->r);
+
+ unloadmemimage(modeltex, rectaddpt(Rect(0,0,1,1), tp), cbuf+1, sizeof cbuf - 1);
+ }else
+ memset(cbuf+1, 0xFF, sizeof cbuf - 1);
+
+ cbuf[1] *= intensity;
+ cbuf[2] *= intensity;
+ cbuf[3] *= intensity;
+
+ memfillcolor(frag, *(ulong*)cbuf);
+ pixel(dst, p, frag);
+ }
+}
+
+void
shaderunit(void *arg)
{
SUparams *params;
@@ -351,6 +448,111 @@
chanfree(donec);
}
+void
+shaderunit2(void *arg)
+{
+ SUparams *params;
+ Sparams sp;
+ OBJVertex *verts, *tverts; /* geometric and texture vertices */
+ OBJIndexArray *idxtab;
+ OBJElem **ep;
+ Triangle3 t, st; /* world- and screen-space triangles */
+ Triangle2 tt; /* texture triangle */
+ Point3 n; /* surface normal */
+ static Point3 light = {0,0,-1,0}; /* global light field */
+ double intensity;
+
+ params = arg;
+ sp.frag = rgb(DBlack);
+
+ threadsetname("shader unit #%d", params->id);
+
+ verts = model->vertdata[OBJVGeometric].verts;
+ tverts = model->vertdata[OBJVTexture].verts;
+
+ for(ep = params->b; ep != params->e; ep++){
+ idxtab = &(*ep)->indextab[OBJVGeometric];
+
+ t.p0 = Pt3(verts[idxtab->indices[0]].x,verts[idxtab->indices[0]].y,verts[idxtab->indices[0]].z,verts[idxtab->indices[0]].w);
+ t.p1 = Pt3(verts[idxtab->indices[1]].x,verts[idxtab->indices[1]].y,verts[idxtab->indices[1]].z,verts[idxtab->indices[1]].w);
+ t.p2 = Pt3(verts[idxtab->indices[2]].x,verts[idxtab->indices[2]].y,verts[idxtab->indices[2]].z,verts[idxtab->indices[2]].w);
+
+ t.p0 = xform3(t.p0, rota);
+ t.p1 = xform3(t.p1, rota);
+ t.p2 = xform3(t.p2, rota);
+
+ st.p0 = xform3(t.p0, view);
+ st.p1 = xform3(t.p1, view);
+ st.p2 = xform3(t.p2, view);
+ st.p0 = divpt3(st.p0, st.p0.w);
+ st.p1 = divpt3(st.p1, st.p1.w);
+ st.p2 = divpt3(st.p2, st.p2.w);
+
+ n = normvec3(crossvec3(subpt3(t.p2, t.p0), subpt3(t.p1, t.p0)));
+ intensity = dotvec3(n, light);
+ /* back-face culling */
+ if(intensity <= 0)
+ continue;
+
+ idxtab = &(*ep)->indextab[OBJVTexture];
+ if(modeltex != nil && idxtab->nindex == 3){
+ tt.p0 = Pt2(tverts[idxtab->indices[0]].u, tverts[idxtab->indices[0]].v, 1);
+ tt.p1 = Pt2(tverts[idxtab->indices[1]].u, tverts[idxtab->indices[1]].v, 1);
+ tt.p2 = Pt2(tverts[idxtab->indices[2]].u, tverts[idxtab->indices[2]].v, 1);
+ }else
+ memset(&tt, 0, sizeof tt);
+
+ filltriangle2(params->dst, st, tt, intensity, sp.frag);
+ }
+
+ freememimage(sp.frag);
+ sendp(params->donec, nil);
+ free(params);
+ threadexits(nil);
+}
+
+void
+shade2(Memimage *dst)
+{
+ int i, nelems, nparts;
+ OBJObject *o;
+ OBJElem **elems, *e;
+ OBJIndexArray *idxtab;
+ SUparams *params;
+ Channel *donec;
+
+ elems = nil;
+ nelems = 0;
+ for(i = 0; i < nelem(model->objtab); i++)
+ for(o = model->objtab[i]; o != nil; o = o->next)
+ for(e = o->child; e != nil; e = e->next){
+ idxtab = &e->indextab[OBJVGeometric];
+ /* discard non-triangles */
+ if(e->type != OBJEFace || idxtab->nindex != 3)
+ continue;
+ elems = erealloc(elems, ++nelems*sizeof(*elems));
+ elems[nelems-1] = e;
+ }
+ nparts = nelems/nprocs;
+
+ donec = chancreate(sizeof(void*), 0);
+
+ for(i = 0; i < nprocs; i++){
+ params = emalloc(sizeof *params);
+ params->dst = dst;
+ params->b = &elems[i*nparts];
+ params->e = params->b + nparts;
+ params->id = i;
+ params->donec = donec;
+ proccreate(shaderunit2, params, mainstacksize);
+ fprint(2, "spawned su %d for elems %d to %d\n", params->id, i*nparts, i*nparts+nparts);
+ }
+
+ while(i--)
+ recvp(donec);
+ chanfree(donec);
+}
+
Memimage *
triangleshader(Sparams *sp)
{
@@ -441,7 +643,7 @@
OBJElem *e;
OBJVertex *verts, *tverts; /* geometric and texture vertices */
OBJIndexArray *idxtab;
- Triangle3 t;
+ Triangle3 t, t₂;
Triangle2 st, tt; /* screen and texture triangles */
Rectangle bbox;
Point3 bc, n; /* barycentric coords and surface normal */
@@ -453,6 +655,7 @@
verts = model->vertdata[OBJVGeometric].verts;
tverts = model->vertdata[OBJVTexture].verts;
+ cbuf[0] = 0xFF;
for(i = 0; i < nelem(model->objtab); i++)
for(o = model->objtab[i]; o != nil; o = o->next)
@@ -467,10 +670,21 @@
t.p1 = Pt3(verts[idxtab->indices[1]].x,verts[idxtab->indices[1]].y,verts[idxtab->indices[1]].z,verts[idxtab->indices[1]].w);
t.p2 = Pt3(verts[idxtab->indices[2]].x,verts[idxtab->indices[2]].y,verts[idxtab->indices[2]].z,verts[idxtab->indices[2]].w);
- st.p0 = Pt2((t.p0.x+1)*Dx(fb->r)/2, (-t.p0.y+1)*Dy(fb->r)/2, 1);
- st.p1 = Pt2((t.p1.x+1)*Dx(fb->r)/2, (-t.p1.y+1)*Dy(fb->r)/2, 1);
- st.p2 = Pt2((t.p2.x+1)*Dx(fb->r)/2, (-t.p2.y+1)*Dy(fb->r)/2, 1);
+ t.p0 = xform3(t.p0, rota);
+ t.p1 = xform3(t.p1, rota);
+ t.p2 = xform3(t.p2, rota);
+ t₂.p0 = xform3(t.p0, view);
+ t₂.p1 = xform3(t.p1, view);
+ t₂.p2 = xform3(t.p2, view);
+ t₂.p0 = divpt3(t₂.p0, t₂.p0.w);
+ t₂.p1 = divpt3(t₂.p1, t₂.p1.w);
+ t₂.p2 = divpt3(t₂.p2, t₂.p2.w);
+
+ st.p0 = Pt2(t₂.p0.x, t₂.p0.y, 1);
+ st.p1 = Pt2(t₂.p1.x, t₂.p1.y, 1);
+ st.p2 = Pt2(t₂.p2.x, t₂.p2.y, 1);
+
bbox = Rect(
min(min(st.p0.x, st.p1.x), st.p2.x), min(min(st.p0.y, st.p1.y), st.p2.y),
max(max(st.p0.x, st.p1.x), st.p2.x)+1, max(max(st.p0.y, st.p1.y), st.p2.y)+1
@@ -482,15 +696,14 @@
if(bc.x < 0 || bc.y < 0 || bc.z < 0)
continue;
- z = t.p0.z*bc.x + t.p1.z*bc.y + t.p2.z*bc.z;
+ z = t₂.p0.z*bc.x + t₂.p1.z*bc.y + t₂.p2.z*bc.z;
if(z <= zbuf[sp->p.x+sp->p.y*Dx(fb->r)])
continue;
zbuf[sp->p.x+sp->p.y*Dx(fb->r)] = z;
- cbuf[0] = 0xFF;
- cbuf[1] = 0xFF*fabs(z);
- cbuf[2] = 0xFF*fabs(z);
- cbuf[3] = 0xFF*fabs(z);
+ cbuf[1] = 0xFF*z;
+ cbuf[2] = 0xFF*z;
+ cbuf[3] = 0xFF*z;
memfillcolor(sp->frag, *(ulong*)cbuf);
pixel(zfb, sp->p, sp->frag);
@@ -497,7 +710,7 @@
n = normvec3(crossvec3(subpt3(t.p2, t.p0), subpt3(t.p1, t.p0)));
intensity = dotvec3(n, light);
/* back-face culling */
- if(intensity < 0)
+ if(intensity <= 0)
continue;
idxtab = &e->indextab[OBJVTexture];
@@ -511,12 +724,10 @@
tt.p2 = mulpt2(tt.p2, bc.z);
tp.x = (tt.p0.x + tt.p1.x + tt.p2.x)*Dx(modeltex->r);
- tp.y = Dy(modeltex->r)-(tt.p0.y + tt.p1.y + tt.p2.y)*Dy(modeltex->r);
+ tp.y = (1 - (tt.p0.y + tt.p1.y + tt.p2.y))*Dy(modeltex->r);
- cbuf[0] = 0xFF;
unloadmemimage(modeltex, rectaddpt(Rect(0,0,1,1), tp), cbuf+1, sizeof cbuf - 1);
}else{
- cbuf[0] = 0xFF;
cbuf[1] = 0xFF;
cbuf[2] = 0xFF;
cbuf[3] = 0xFF;
@@ -547,7 +758,10 @@
uvlong t0, t1;
t0 = nanosec();
- shade(fb, model != nil? modelshader: sfshader);
+ if(flag2)
+ shade2(fb);
+ else
+ shade(fb, model != nil? modelshader: sfshader);
t1 = nanosec();
fprint(2, "shader took %lludns\n", t1-t0);
}
@@ -608,8 +822,12 @@
}
void
-lmb(Mousectl *, Keyboardctl *)
+lmb(Mousectl *mc, Keyboardctl *)
{
+ Point p;
+
+ p = subpt(mc->xy, screen->r.min);
+ fprint(2, "p %P z %g\n", p, zbuf[p.x + p.y*Dx(fb->r)]);
}
void
@@ -634,7 +852,7 @@
void
usage(void)
{
- fprint(2, "usage: %s [-n nprocs] [-m objfile] [-t texfile]\n", argv0);
+ fprint(2, "usage: %s [-2] [-n nprocs] [-m objfile] [-t texfile] [-a yrotangle] [-z camzpos]\n", argv0);
exits("usage");
}
@@ -645,11 +863,16 @@
Keyboardctl *kc;
Rune r;
char *mdlpath, *texpath;
+ double θ;
GEOMfmtinstall();
mdlpath = nil;
texpath = nil;
+ θ = 0;
ARGBEGIN{
+ case '2':
+ flag2++;
+ break;
case 'n':
nprocs = strtoul(EARGF(usage()), nil, 10);
break;
@@ -659,6 +882,12 @@
case 't':
texpath = EARGF(usage());
break;
+ case 'a':
+ θ = strtoul(EARGF(usage()), nil, 10)*DEG;
+ break;
+ case 'z':
+ camera.z = strtod(EARGF(usage()), nil);
+ break;
default: usage();
}ARGEND;
if(argc != 0)
@@ -697,6 +926,16 @@
display->locking = 1;
unlockdisplay(display);
+ proj[3][2] = -1.0/camera.z;
+ Matrix3 yrot = {
+ cos(θ), 0, -sin(θ), 0,
+ 0, 1, 0, 0,
+ sin(θ), 0, cos(θ), 0,
+ 0, 0, 0, 1,
+ };
+ identity3(rota);
+ mulm3(rota, yrot);
+ mulm3(view, proj);
rendering = 1;
proccreate(renderer, nil, mainstacksize);
threadcreate(scrsync, nil, mainstacksize);