feat: improved performance and fixed bugs

This commit is contained in:
2025-11-19 08:53:06 +01:00
parent 1de652e88e
commit 7944026fd3
2 changed files with 68 additions and 38 deletions

View File

@@ -6,8 +6,11 @@
#include "model.hpp"
#include "polygon.hpp"
#include "rendertarget.hpp"
#include <cstring>
#include <memory.h>
#define SCREEN_SPACE_SIZE 8.0
class Renderer {
public:
@@ -16,47 +19,61 @@ class Renderer {
bool clearTarget = true;
Renderer() : clearTarget(false) {}
void toScreenSpace(polygon *p) {
for (int i = 0; i < 3; i++) {
p->points[i].x() =
p->points[i].x() / p->points[i].z() * decimal(8.0) +
decimal(8.0);
p->points[i].y() =
p->points[i].y() / p->points[i].z() * decimal(8.0) +
decimal(8.0);
p->points[i].z() = decimal(1.0);
}
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);
}
void render(const model *model) {
decimal widthScale = decimal(16.0) / decimal((float)target->width);
decimal heightScale = decimal(16.0) / decimal((float)target->height);
// std::cout << widthScale << std::endl;
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));
if (clearTarget) {
memset((wchar_t *)target->pixels, 0,
target->height * target->width * sizeof(target[0]));
}
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);
}
polygon testP;
for (int f = 0; f < model->faces.size(); f += 3) {
for (int p = 0; p < 3; p++) {
testP.points[p] = model->verts[model->faces[f + p]];
testP.points[p] = verts[model->faces[f + p]];
}
toScreenSpace(&testP);
testP.calcDelta();
vec3 pos = vec3();
for (int x = 0; x < target->height; x++) {
for (int y = 0; y < target->height; y++) {
int startX = (testP.bounding[0] * invWidthScale).i >> SHIFT_AMOUNT;
int endX = (testP.bounding[1] * invWidthScale).i >> SHIFT_AMOUNT;
int startY = (testP.bounding[2] * invHeightScale).i >> SHIFT_AMOUNT;
int endY = (testP.bounding[3] * invHeightScale).i >> SHIFT_AMOUNT;
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.contains(pos)) {
target->set(x, y, vec3(0.0, 255.0, 0.0));
}
pos.y() += heightScale;
}
pos.y() = decimal(0);
pos.y() = decimal(testP.bounding[2]);
pos.x() += widthScale;
}
}