refactor: removed cpp code

This commit is contained in:
2026-04-03 12:39:03 +02:00
parent f19e61b585
commit 74b95163c7
7 changed files with 0 additions and 900 deletions

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#ifndef FASTMATH_H
#define FASTMATH_H
#include <iostream>
#include <math.h>
#include <stdint.h>
#include <stdlib.h>
#include <vector>
#define SHIFT_AMOUNT 16
#define HALF_SHIFT (SHIFT_AMOUNT / 2)
#define SHIFT_MASK ((1 << SHIFT_AMOUNT) - 1)
#define TO_FLOAT(x) \
(((float)(x >> SHIFT_AMOUNT)) + \
((double)(x & SHIFT_MASK) / (1 << SHIFT_AMOUNT)))
#define TO_INT(x) ((int32_t)(x * (1 << SHIFT_AMOUNT)))
#define MUL_F(a, b) (((a) >> HALF_SHIFT) * ((b) >> HALF_SHIFT))
#define DIV_F(a, b) ((((a) << HALF_SHIFT) / (b)) << HALF_SHIFT)
struct decimal {
int32_t i;
constexpr decimal() = default;
// constexpr decimal() : i(0) {}
constexpr decimal(float i) : i(TO_INT(i)) {}
constexpr decimal(double i) : i(TO_INT(i)) {}
constexpr decimal(int32_t i) : i(i) {}
inline friend std::ostream &operator<<(std::ostream &os, const decimal &d) {
return (os << TO_FLOAT(d.i));
}
inline friend decimal operator+(const decimal &d1, const decimal &d2) {
return {d1.i + d2.i};
}
inline decimal &operator+=(const decimal &d) { return (*this) = {i + d.i}; }
inline friend decimal operator-(const decimal &d1, const decimal &d2) {
return {d1.i - d2.i};
}
inline friend decimal operator-(const decimal &d) { return {-d.i}; }
inline friend decimal operator*(const decimal &d1, const decimal &d2) {
return {MUL_F(d1.i, d2.i)};
}
inline decimal &operator*=(const decimal &d) {
return (*this) = {MUL_F(i, d.i)};
}
inline friend decimal operator/(const decimal &d1, const decimal &d2) {
return {DIV_F(d1.i, d2.i)};
}
inline friend bool operator<(const decimal &d1, const decimal &d2) {
return d1.i < d2.i;
}
inline friend bool operator>(const decimal &d1, const decimal &d2) {
return d1.i > d2.i;
}
inline friend bool operator<=(const decimal &d1, const decimal &d2) {
return d1.i <= d2.i;
}
inline friend bool operator>=(const decimal &d1, const decimal &d2) {
return d1.i >= d2.i;
}
inline friend bool operator==(const decimal &d1, const decimal &d2) {
return d1.i == d2.i;
}
inline friend bool operator!=(const decimal &d1, const decimal &d2) {
return d1.i != d2.i;
}
inline decimal sqrt() { return {((int32_t)sqrtf(i)) << HALF_SHIFT}; }
inline float to_float() { return TO_FLOAT(i); }
inline bool isSmall() { return (abs(i) < (1 << (HALF_SHIFT - 1))); }
};
template <int n, class Dev> struct vec {
decimal v[n];
constexpr vec() noexcept = default;
template <class... Args>
constexpr vec(Args... args) noexcept : v{static_cast<decimal>(args)...} {
static_assert(sizeof...(Args) == n, "Wrong number of elements for vec");
}
friend Dev operator+(const vec<n, Dev> &v1, const vec<n, Dev> &v2) {
Dev newV = {};
for (int i = 0; i < n; i++) {
newV.v[i] = v1.v[i] + v2.v[i];
}
return newV;
}
friend Dev operator+=(const vec<n, Dev> &v1, const vec<n, Dev> &v2) {
Dev newV = {};
for (int i = 0; i < n; i++) {
newV.v[i] = v1.v[i] + v2.v[i];
}
return newV;
}
friend Dev operator-(const vec<n, Dev> &v1, const vec<n, Dev> &v2) {
Dev newV = {};
for (int i = 0; i < n; i++) {
newV.v[i] = v1.v[i] - v2.v[i];
}
return newV;
}
friend std::ostream &operator<<(std::ostream &os, const vec<n, Dev> &v) {
os << "(" << v.v[0];
for (int i = 1; i < n; i++) {
os << ", " << v.v[i];
}
return (os << ")" << std::endl);
}
Dev operator-() {
Dev newV = {};
for (int i = 0; i < n; i++) {
newV.v[i] = -v[i];
}
return newV;
}
friend Dev operator*(const vec<n, Dev> &v, const decimal &d) {
int32_t f = d.i >> HALF_SHIFT;
Dev newV = {};
for (int i = 0; i < n; i++) {
newV.v[i] = (v.v[i].i >> HALF_SHIFT) * f;
}
return newV;
}
static Dev max(const vec<n, Dev> &v1, const vec<n, Dev> &v2) {
Dev newV = {};
for (int i = 0; i < n; i++) {
newV.v[i] = std::max(v1.v[i], v2.v[i]);
}
return newV;
}
static Dev min(const vec<n, Dev> &v1, const vec<n, Dev> &v2) {
Dev newV = {};
for (int i = 0; i < n; i++) {
newV.v[i] = std::min(v1.v[i], v2.v[i]);
}
return newV;
}
friend Dev operator*(const decimal &d, const vec<n, Dev> &v) {
return v * d;
}
friend decimal operator*(const vec<n, Dev> &v1, const vec<n, Dev> &v2) {
decimal res = decimal(0.0f);
for (int i = 0; i < n; i++) {
res += v1.v[i] * v2.v[i];
}
return res;
}
friend bool operator==(const vec<n, Dev> &v1, const vec<n, Dev> &v2) {
bool res = true;
for (int i = 0; i < n; i++) {
res &= v1.v[i] == v2.v[i];
}
return res;
}
bool isSmall() {
for (int i = 0; i < n; i++) {
if (!v[i].isSmall())
return false;
}
return true;
}
decimal &operator[](const int &i) { return v[i]; }
decimal len_sq() { return *this * *this; }
decimal len() { return this->len_sq().sqrt(); }
Dev normalize() {
decimal f = decimal(1.0) / this->len();
return (*this * f);
}
constexpr static Dev zero() {
Dev newV = {};
for (int i = 0; i < n; i++) {
newV[i] = decimal(0);
}
return newV;
}
};
struct vec2 : public vec<2, vec2> {
vec2(float x, float y) : vec<2, vec2>(decimal(x), decimal(y)) {}
vec2(double x, double y) : vec<2, vec2>(decimal(x), decimal(y)) {}
vec2(int32_t x, int32_t y) : vec<2, vec2>(decimal(x), decimal(y)) {}
vec2(decimal x, decimal y) : vec<2, vec2>(x, y) {}
decimal &x() { return v[0]; }
decimal &y() { return v[1]; }
};
struct vec3 : public vec<3, vec3> {
constexpr vec3() : vec<3, vec3>() {}
constexpr vec3(float x, float y, float z)
: vec<3, vec3>(decimal(x), decimal(y), decimal(z)) {}
constexpr vec3(double x, double y, double z)
: vec<3, vec3>(decimal(x), decimal(y), decimal(z)) {}
constexpr vec3(int32_t x, int32_t y, int32_t z)
: vec<3, vec3>(decimal(x), decimal(y), decimal(z)) {}
constexpr vec3(decimal x, decimal y, decimal z) : vec<3, vec3>(x, y, z) {}
inline decimal &x() { return v[0]; }
inline decimal &y() { return v[1]; }
inline decimal &z() { return v[2]; }
inline vec3 cross(vec3 &v) {
return vec3((y() * v.z()) - (z() * v.y()),
(z() * v.x()) - (x() * v.z()),
(x() * v.y()) - (y() * v.x()));
}
};
struct vec4 : public vec<4, vec4> {
constexpr vec4() : vec<4, vec4>() {}
vec4(float x, float y, float z, float w)
: vec<4, vec4>(decimal(x), decimal(y), decimal(z), decimal(w)) {}
vec4(double x, double y, double z, double w)
: vec<4, vec4>(decimal(x), decimal(y), decimal(z), decimal(w)) {}
vec4(int32_t x, int32_t y, int32_t z, int32_t w)
: vec<4, vec4>(decimal(x), decimal(y), decimal(z), decimal(w)) {}
vec4(vec3 v, decimal w) : vec<4, vec4>(v.x(), v.y(), v.z(), w) {}
decimal &x() { return v[0]; }
decimal &y() { return v[1]; }
decimal &z() { return v[2]; }
decimal &w() { return v[3]; }
};
template <int n, class Dev> struct mat {
decimal m[n * n];
static const int size = n;
friend Dev operator+(const mat<n, Dev> &m1, const mat<n, Dev> &m2) {
Dev newM = {};
for (int i = 0; i < n * n; i++) {
newM.v[i] = m1.m[i] + m2.m[i];
}
return newM;
}
friend Dev operator+=(const mat<n, Dev> &m1, const mat<n, Dev> &m2) {
Dev newM = {};
for (int i = 0; i < n * n; i++) {
newM.m[i] = m1.m[i] + m2.m[i];
}
return newM;
}
friend Dev operator-(const mat<n, Dev> &m1, const mat<n, Dev> &m2) {
Dev newM = {};
for (int i = 0; i < n * n; i++) {
newM.m[i] = m1.m[i] - m2.m[i];
}
return newM;
}
friend std::ostream &operator<<(std::ostream &os, const mat<n, Dev> &m) {
for (int i = 0; i < n; i++) {
os << "|" << m.m[i * n];
for (int j = 1; j < n; j++) {
os << ", " << m.m[i * n + j];
}
os << "|" << "\n";
}
return (os << std::endl);
}
template <class Dev1>
friend Dev1 operator*(const mat<n, Dev> &mat, const vec<n, Dev1> &v) {
Dev1 newV = vec<n, Dev1>::zero();
for (int i = 0; i < n; i++) {
for (int j = 0; j < n; j++) {
newV[i] += mat.m[i * n + j] * v.v[j];
}
}
return newV;
}
decimal &operator[](const int &i) { return m[i]; }
friend Dev operator*(const mat<n, Dev> &m1, const mat<n, Dev> &m2) {
Dev newM = mat<n, Dev>::zero();
for (int i = 0; i < n; i++) {
for (int j = 0; j < n; j++) {
for (int k = 0; k < n; k++) {
newM[i * n + j] += m1.m[i * n + k] * m2.m[k * n + j];
}
}
}
return newM;
}
constexpr static Dev identity() {
Dev newM = {};
for (int i = 0; i < n; i++) {
for (int j = 0; j < n; j++) {
if (i == j)
newM.m[i * n + i] = decimal(1.0f);
else
newM.m[i * n + j] = decimal(0.0f);
}
}
return newM;
}
constexpr static Dev zero() {
Dev newM = {};
for (int i = 0; i < n * n; i++) {
newM[i] = decimal(0);
}
return newM;
}
inline void set(int x, int y, decimal v) { m[y * n + x] = v; }
inline decimal get(int x, int y) { return m[y * n + x]; }
friend bool operator==(const mat<n, Dev> &m1, const mat<n, Dev> &m2) {
bool res = true;
for (int i = 0; i < n * n; i++) {
res &= m1.m[i] == m2.m[i];
}
return res;
}
bool isSmall() {
for (int i = 0; i < n; i++) {
if (!m[i].isSmall())
return false;
}
return true;
}
template <class Dev1> Dev1 cutTo() const {
static_assert(Dev1::size < n, "Can only convert to smaller matrix");
Dev1 newM = mat<Dev1::size, Dev1>::zero();
for (int i = 0; i < Dev1::size; i++) {
for (int j = 0; j < Dev1::size; j++) {
newM.m[Dev1::size * i + j] = m[n * i + j];
}
}
return newM;
}
};
template <int n> struct matN : public mat<n, matN<n>> {};
struct mat3 : public mat<3, mat3> {};
struct mat4 : public mat<4, mat4> {
static mat4 translation(const vec3 &v) {
mat4 newM = mat4::identity();
for (int i = 0; i < 3; i++) {
newM[4 * i + 3] = v.v[i];
}
return newM;
}
static mat4 rotateOnX(float a) {
mat4 newM = mat4::identity();
newM.m[1 * 4 + 1] = cos(a), newM.m[2 * 4 + 2] = cos(a);
newM.m[1 * 4 + 2] = -sin(a), newM.m[2 * 4 + 1] = sin(a);
return newM;
}
static mat4 rotateOnY(float a) {
mat4 newM = mat4::identity();
newM.m[0 * 4 + 0] = cos(a), newM.m[2 * 4 + 2] = cos(a);
newM.m[0 * 4 + 2] = sin(a), newM.m[2 * 4 + 0] = -sin(a);
return newM;
}
static mat4 rotateOnZ(float a) {
mat4 newM = mat4::identity();
newM.m[0 * 4 + 0] = cos(a), newM.m[1 * 4 + 1] = cos(a);
newM.m[1 * 4 + 0] = sin(a), newM.m[0 * 4 + 1] = -sin(a);
return newM;
}
};
#endif

156
main.cpp
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#include "fastmath.hpp"
#include "polygon.hpp"
#include "renderer.hpp"
#include "rendertarget.hpp"
#include "testModel.hpp"
#include <QApplication>
#include <QImage>
#include <QLabel>
#include <QObject>
#include <QPixmap>
#include <QTimer>
#include <chrono>
#include <functional>
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include <unistd.h>
#define HIGHT 64
#define WIDTH 64
#define FAA_FAC 2
#define RHIGHT ((int)(HIGHT * FAA_FAC))
#define RWIDTH ((int)(WIDTH * FAA_FAC))
char *drawToString(unsigned short *img) {
char *textImg = (char *)malloc(200000 * sizeof(char));
// strcat(textImg,"\e[1;1H\e[2J"); --clear
for (int y = 0; y < HIGHT; y++) {
for (int x = 0; x < WIDTH; x++) {
// printf("%d,%d\n",x,y);
char buff[20];
unsigned short val = 0;
int my = y * FAA_FAC;
int mx = x * FAA_FAC;
val += img[my * RWIDTH + mx];
val += img[my * RWIDTH + mx + 1];
val += img[(my + 1) * RWIDTH + mx];
val += img[(my + 1) * RWIDTH + mx + 1];
sprintf(buff, "\033[38;5;%dm██\033[0m", 232 + val / 4);
strcat(textImg, buff);
}
strcat(textImg, "\n");
}
return textImg;
}
void drawImage(unsigned short *img) {
decimal heightPerPix = decimal(1.0) / decimal((float)(HIGHT * FAA_FAC));
decimal widthPerPix = decimal(1.0) / decimal((float)(WIDTH * FAA_FAC));
polygon poly = polygon(vec3(0.9, 0.9, 0.0) * decimal(128.0),
vec3(0.5, 0.1, 0.0) * decimal(128.0),
vec3(0.1, 0.9, 0.0) * decimal(128.0));
// printf("\n hpp: %f, wpp: %f
// \n",TO_FLOAT(heightPerPix),TO_FLOAT(widthPerPix)); calcViewPos(t);
for (decimal y = 0; y < decimal((float)(RHIGHT)); y += decimal(1.0)) {
for (decimal x = 0; x < decimal((float)(RWIDTH)); x += decimal(1.0)) {
vec3 p = vec3(x, y, 0.0);
if (poly.contains(p)) {
img[(y.i >> SHIFT_AMOUNT) * RWIDTH + (x.i >> SHIFT_AMOUNT)] =
(unsigned short)23; // (((-normal[1]+(1 <<
// SHIFT_AMOUNT))*14)>>SHIFT_AMOUNT);
}
}
}
printf("done writing %d \n", *(img + sizeof(unsigned short) * 32 * 32));
}
int main(int argc, char *argv[]) {
Rendertarget target(128, 128);
Renderer renderer;
renderer.target = &target;
polygon poly =
polygon(vec3(0.9, 0.9, 1.0), vec3(0.5, 0.1, 1.0), vec3(0.1, 0.9, 1.0));
std::chrono::steady_clock::time_point begin =
std::chrono::steady_clock::now();
renderer.render(&testModel, mat4::translation(vec3(0.0f, -1.0f, 5.0f)) *
mat4::rotateOnY(-1.5707963267948966f));
std::chrono::steady_clock::time_point end =
std::chrono::steady_clock::now();
std::cout << "Time difference = "
<< std::chrono::duration_cast<std::chrono::milliseconds>(end -
begin)
.count()
<< "[ms]" << std::endl;
uint8_t *pixel = new uint8_t[64 * 64 * 3];
/*for (int i = 0; i < 64 * 64 * 3; i++) {
pixel[i] = target.pixels[i].i >> SHIFT_AMOUNT;
}*/
std::function<void(int, uint32_t *)> addTo = [&target](int start,
uint32_t *arr) {
for (int c = 0; c < 3; c++) {
arr[c] += target.pixels[start + c];
}
};
QApplication a(argc, argv);
QWidget widget;
widget.setAutoFillBackground(true);
widget.setGeometry(0, 0, 500, 500);
QLabel display(&widget);
QImage img((unsigned char *)pixel, 64, 64, QImage::Format_RGB888);
// display.setPixmap(QPixmap::fromImage(img).scaled(widget.size()));
float rot = 0.f;
std::function<void()> renderLoop = [&addTo, &target, &pixel, &renderer,
&display, &widget, &img, &rot]() {
std::chrono::steady_clock::time_point begin =
std::chrono::steady_clock::now();
renderer.render(&testModel, mat4::translation(vec3(0.0f, -1.0f, 5.0f)) *
mat4::rotateOnY(rot));
std::chrono::steady_clock::time_point end =
std::chrono::steady_clock::now();
std::cout << "Time difference = "
<< std::chrono::duration_cast<std::chrono::milliseconds>(
end - begin)
.count()
<< "[ms]" << std::endl;
for (int x = 0; x < 64; x++) {
for (int y = 0; y < 64; y++) {
uint32_t result[3] = {};
addTo((target.width * y * 2 + x * 2) * 3, result);
addTo((target.width * (y * 2 + 1) + x * 2) * 3, result);
addTo((target.width * y * 2 + (x * 2 + 1)) * 3, result);
addTo((target.width * (y * 2 + 1) + (x * 2 + 1)) * 3, result);
for (int c = 0; c < 3; c++) {
pixel[(WIDTH * (WIDTH - y - 1) + WIDTH - x - 1) * 3 + c] =
result[c] >> 2;
}
}
}
// QImage img((unsigned char *)pixel, 64, 64, QImage::Format_RGB888);
display.setPixmap(QPixmap::fromImage(img).scaled(widget.size() * 1));
rot += 0.1f;
};
renderLoop();
widget.show();
QTimer timer;
timer.setInterval(20);
timer.start();
QObject::connect(&timer, &QTimer::timeout, &widget, renderLoop);
return a.exec();
}

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#ifndef MODEL_H
#define MODEL_H
#include "fastmath.hpp"
#include <tuple>
#include <vector>
struct model {
std::vector<vec3> verts;
// At 0 vertecie index, at 1 normal index
std::vector<std::tuple<uint16_t, uint16_t>> faces;
std::vector<vec3> normals;
std::vector<vec3> colors;
};
#endif

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#ifndef POLYGON_H
#define POLYGON_H
#include "fastmath.hpp"
#include <iostream>
struct polygon {
vec3 points[3];
decimal delta[9];
bool small = false;
decimal baryFactor;
decimal bounding[4]; // min x, max x, min y, max y
vec3 normals[3];
vec3 colors[3];
vec3 barycentrics;
vec3 boundingBarycentrics;
polygon(const vec3 &v1, const vec3 &v2, const vec3 &v3)
: points{v1, v2, v3}, delta{} {}
polygon() : points{}, delta{} {}
void calcDelta() {
for (int i = 0; i < 3; i++) {
int n = (i + 1) % 3;
delta[i * 3] = points[i].y() - points[n].y();
delta[i * 3 + 1] = points[n].x() - points[i].x();
delta[i * 3 + 2] =
points[i].x() * points[n].y() - points[i].y() * points[n].x();
if (delta[i * 3].i == 0 && delta[i * 3 + 1].i == 0)
small = true;
}
bounding[0] = points[0].x();
bounding[1] = points[0].x();
bounding[2] = points[0].y();
bounding[3] = points[0].y();
for (int i = 1; i < 3; i++) {
if (bounding[0] > points[i].x())
bounding[0] = points[i].x();
if (bounding[1] < points[i].x())
bounding[1] = points[i].x();
if (bounding[2] > points[i].y())
bounding[2] = points[i].y();
if (bounding[3] < points[i].y())
bounding[3] = points[i].y();
}
baryFactor =
(points[1].x() - points[0].x()) * (points[2].y() - points[1].y()) -
(points[1].y() - points[0].y()) * (points[2].x() - points[1].x());
if (baryFactor.isSmall()) {
small = true;
} else
baryFactor = decimal(1.0) / baryFactor;
// std::cout << baryFactor << std::endl;
/*if ((bounding[1].i - bounding[0].i < 1 << HALF_SHIFT) &&
(bounding[3].i - bounding[2].i < 1 << HALF_SHIFT))
small = true;*/
}
vec3 avgNormal() {
vec3 result;
for (int i = 0; i < 3; i++) {
result += normals[i];
}
return result * decimal(0.3333);
}
const bool depContains(const vec3 &p) {
// if (skip)
// return false;
for (int i = 0; i < 3; i++) {
if (small)
return true;
vec3 d = p;
if ((d.x() * delta[i * 3] + d.y() * delta[i * 3 + 1] +
delta[i * 3 + 2]) > decimal(0.2))
return false;
}
return true;
}
const bool contains(const vec3 &p) {
if (small)
return true;
else
return (barycentrics[0] >= decimal(-0.01)) &&
(barycentrics[1] >= decimal(-0.01)) &&
(barycentrics[2] >= decimal(-0.01));
}
friend std::ostream &operator<<(std::ostream &os, const polygon &p) {
for (int i = 0; i < 3; i++) {
os << p.points[i];
}
return os;
}
vec3 calcNormal() {
return normals[0] * boundingBarycentrics[0] +
normals[1] * boundingBarycentrics[1] +
normals[2] * boundingBarycentrics[2];
}
vec3 calcColor() {
return colors[0] * boundingBarycentrics[0] +
colors[1] * boundingBarycentrics[1] +
colors[2] * boundingBarycentrics[2];
}
decimal calcDepth() {
return points[0].z() * boundingBarycentrics[0] +
points[1].z() * boundingBarycentrics[1] +
points[2].z() * boundingBarycentrics[2];
}
void calcBarycentric(vec3 s) {
// if (small)
// return vec3(decimal(0.333), decimal(0.333), decimal(0.333));
barycentrics[0] = (points[1].x() - s.x()) * (points[2].y() - s.y()) -
(points[2].x() - s.x()) * (points[1].y() - s.y());
barycentrics[1] = (points[2].x() - s.x()) * (points[0].y() - s.y()) -
(points[0].x() - s.x()) * (points[2].y() - s.y());
barycentrics = barycentrics * baryFactor;
barycentrics[2] = decimal(1.0) - barycentrics[1] - barycentrics[0];
// return result;
boundingBarycentrics = vec3::max(
vec3::min(barycentrics, vec3(1.0, 1.0, 1.0)), vec3(0.0, 0.0, 0.0));
}
};
#endif

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@@ -1,136 +0,0 @@
#ifndef RENDERER_H
#define RENDERER_H
#include "fastmath.hpp"
#include "model.hpp"
#include "polygon.hpp"
#include "rendertarget.hpp"
#include <bits/stdc++.h>
#include <cstring>
#include <memory.h>
#define SCREEN_SPACE_SIZE 8.0
class Renderer {
public:
Rendertarget *target;
bool clearTarget = true;
vec3 sunDir = vec3(1.0, -1.0, 1.0).normalize();
void toScreenSpace(vec3 *np, mat4 matrix) {
vec4 tp = (matrix * vec4(*np, decimal(1.0f)));
tp.x() = tp.x() / tp.z() * decimal(2.0) * decimal(SCREEN_SPACE_SIZE) +
decimal(SCREEN_SPACE_SIZE);
tp.y() = tp.y() / tp.z() * decimal(2.0) * decimal(SCREEN_SPACE_SIZE) +
decimal(SCREEN_SPACE_SIZE);
*np = vec3(tp.x(), tp.y(), tp.z());
}
void render(const model *model, const mat4 matrix) {
decimal widthScale =
decimal(SCREEN_SPACE_SIZE * 2) / decimal((float)target->width);
decimal heightScale =
decimal(SCREEN_SPACE_SIZE * 2) / decimal((float)target->height);
decimal invWidthScale =
decimal((float)(target->width / SCREEN_SPACE_SIZE / 2));
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]));
target->clearDepth();
target->clearTarget();
}
vec3 verts[model->verts.size()] = {};
std::copy(model->verts.begin(), model->verts.end(), verts);
for (int i = 0; i < model->verts.size(); i++) {
toScreenSpace(verts + i, matrix);
}
vec3 normals[model->normals.size()] = {};
mat3 normalMatrix = matrix.cutTo<mat3>();
for (int i = 0; i < model->normals.size(); i++) {
normals[i] = normalMatrix * model->normals[i];
}
polygon testP;
for (int f = 0; f < model->faces.size(); f += 3) {
testP.small = false;
for (int p = 0; p < 3; p++) {
testP.points[p] = verts[std::get<0>(model->faces[f + p])];
testP.colors[p] =
model->colors[std::get<0>(model->faces[f + p])];
testP.normals[p] = normals[std::get<1>(model->faces[f + p])];
}
if ((testP.avgNormal() * vec3(0.0, 0.0, 1.0)) > decimal(0.))
continue;
testP.calcDelta();
int startX = std::max<int>(
(testP.bounding[0] * invWidthScale).i >> SHIFT_AMOUNT, 0);
int endX = std::min<int>((testP.bounding[1] * invWidthScale).i >>
SHIFT_AMOUNT,
(uint32_t)target->width - 1);
int startY = std::max<int>(
(testP.bounding[2] * invHeightScale).i >> SHIFT_AMOUNT, 0);
int endY = std::min<int>((testP.bounding[3] * invHeightScale).i >>
SHIFT_AMOUNT,
target->height - 1);
vec3 pos = vec3(testP.bounding[0], testP.bounding[2], 0.0);
for (int x = startX; x < endX; x++) {
for (int y = startY; y < endY; y++) {
if (testP.depContains(pos)) {
testP.calcBarycentric(pos);
decimal depth = testP.calcDepth();
if (depth < target->getDepth(x, y)) {
// std::cout << factors << std::endl;
vec3 normal = testP.calcNormal();
vec3 color = testP.calcColor();
decimal lightFac =
std::max(normal * (-sunDir), decimal(0.0)) +
decimal(0.5);
;
target->setDepth(x, y, depth);
target->set(x, y,
(color * decimal(120.0)) * lightFac);
// target->set(x, y,
// vec3(lightFac * decimal(200.0), 0, 0));
// target->set(x, y,
// (normal + vec3(1.0, 1.0, 1.0)) *
// decimal(120.0));
// target->set(
// x, y,
// (testP.avgNormal() + vec3(1.0, 1.0, 1.0)) *
// decimal(120.0));
// target->set(x, y,
// testP.barycentrics * 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;
}
pos.y() = decimal(testP.bounding[2]);
pos.x() += widthScale;
}
}
}
};
#endif

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@@ -1,45 +0,0 @@
#ifndef RENDERTARGET_H
#define RENDERTARGET_H
#include "fastmath.hpp"
class Rendertarget {
public:
const int width;
const int height;
Rendertarget(int width, int height) : width(width), height(height) {
pixels = new uint8_t[width * height * 3];
depth = new decimal[width * height];
for (int i = 0; i < width * height * 3; i++) {
pixels[i] = 0;
}
}
void set(int x, int y, vec3 val) {
int start = (width * y + x) * 3;
for (int i = 0; i < 3; i++) {
pixels[start + i] = (uint8_t)(val[i].i >> SHIFT_AMOUNT);
}
}
decimal getDepth(int x, int y) { return depth[width * y + x]; }
void setDepth(int x, int y, decimal val) { depth[width * y + x] = val; }
void clearDepth() {
for (int i = 0; i < width * height; i++) {
depth[i].i = std::numeric_limits<int32_t>::max();
}
}
void clearTarget() {
for (int i = 0; i < width * height * 3; i++) {
pixels[i] = 0;
}
}
uint8_t *pixels;
decimal *depth;
};
#endif

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