feat: barycentric interpolation for normals

This commit is contained in:
2025-11-22 12:08:18 +01:00
parent 9a8b1fb5c1
commit 0c94bf1df2
3 changed files with 83 additions and 7 deletions

View File

@@ -6,6 +6,7 @@
#include "model.hpp"
#include "polygon.hpp"
#include "rendertarget.hpp"
#include <bits/stdc++.h>
#include <cstring>
#include <memory.h>
@@ -17,14 +18,13 @@ class Renderer {
Rendertarget *target;
bool clearTarget = true;
Renderer() : clearTarget(false) {}
void toScreenSpace(vec3 *p) {
p->x() = p->x() / p->z() * decimal(SCREEN_SPACE_SIZE) +
decimal(SCREEN_SPACE_SIZE);
p->y() = p->y() / p->z() * decimal(SCREEN_SPACE_SIZE) +
decimal(SCREEN_SPACE_SIZE);
p->z() = decimal(1.0);
p->z() = p->z();
}
void render(const model *model) {
@@ -38,9 +38,11 @@ class Renderer {
decimal invHeightScale =
decimal((float)(target->height / SCREEN_SPACE_SIZE / 2));
// TODO clear target with memset
if (clearTarget) {
memset((wchar_t *)target->pixels, 0,
target->height * target->width * sizeof(target[0]));
// memset((wchar_t *)target->pixels, 0,
// target->height * target->width * sizeof(target[0]));
target->clearDepth();
}
vec3 verts[model->verts.size()] = {};
@@ -55,7 +57,9 @@ class Renderer {
for (int f = 0; f < model->faces.size(); f += 3) {
for (int p = 0; p < 3; p++) {
testP.points[p] = verts[model->faces[f + p]];
testP.points[p] = verts[std::get<0>(model->faces[f + p])];
testP.normals[p] =
model->normals[std::get<1>(model->faces[f + p])];
}
testP.calcDelta();
@@ -69,7 +73,31 @@ class Renderer {
for (int x = startX; x < endX; x++) {
for (int y = startY; y < endY; y++) {
if (testP.contains(pos)) {
target->set(x, y, vec3(0.0, 255.0, 0.0));
vec3 factors = testP.calcBarycentric(pos);
factors = factors.normalize();
decimal depth = testP.calcDepth(factors);
if (depth < target->getDepth(x, y)) {
// std::cout << factors << std::endl;
vec3 normals = testP.calcNormal(factors);
decimal lightFac =
std::max(
normals *
(-vec3(1.0, -1.0, 1.0).normalize()),
decimal(0.0)) +
decimal(0.5);
target->setDepth(x, y, depth);
target->set(x, y,
(lightFac * vec3(1., 1., 1.)) *
decimal(120.0));
// target->set(x, y,
// (normals + vec3(1.0, 1.0, 1.0)) *
// decimal(120.0));
// target->set(x, y, factors * decimal(200.0));
// if (!factors.isSmall())
// target->set(x, y, vec3(0., 255.0, 0.));
}
// target->set(x, y, vec3(0.0, 255.0, 0.0));
}
pos.y() += heightScale;
}