init: first commit - rendering triangle

This commit is contained in:
2025-11-04 11:23:39 +01:00
commit a921fb27b1
4 changed files with 257 additions and 0 deletions

9
CMakeLists.txt Normal file
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cmake_minimum_required(VERSION 3.15)
project(SDFVisual VERSION 0.1
DESCRIPTION "CPU SDF Renderer"
LANGUAGES CXX)
set (CMAKE_CXX_STANDARD 20)
add_executable(one main.cpp)
target_link_libraries(one m)

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fastmath.hpp Normal file
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#ifndef FASTMATH_H
#define FASTMATH_H
#include <cmath>
#include <iostream>
#include <stdint.h>
#include <stdlib.h>
#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 {
const int32_t i;
decimal(float i) : i(TO_INT(i)) {}
decimal(double i) : i(TO_INT(i)) {}
decimal(int32_t i) : i(i) {}
friend std::ostream &operator<<(std::ostream &os, const decimal &d) {
return (os << TO_FLOAT(d.i));
}
friend decimal operator+(const decimal &d1, const decimal &d2) {
return {d1.i + d2.i};
}
decimal &operator+=(const decimal &d) { return (*this) = {i + d.i}; }
friend decimal operator-(const decimal &d1, const decimal &d2) {
return {d1.i - d2.i};
}
friend decimal operator-(const decimal &d) { return {-d.i}; }
friend decimal operator*(const decimal &d1, const decimal &d2) {
return {MUL_F(d1.i, d2.i)};
}
friend decimal operator/(const decimal &d1, const decimal &d2) {
return {DIV_F(d1.i, d2.i)};
}
friend bool operator<(const decimal &d1, const decimal &d2) {
return d1.i < d2.i;
}
friend bool operator>(const decimal &d1, const decimal &d2) {
return d1.i > d2.i;
}
friend bool operator==(const decimal &d1, const decimal &d2) {
return d1.i == d2.i;
}
decimal &operator=(decimal const &in) {
if (this != &in) {
std::destroy_at(this);
std::construct_at(this, in);
}
return *this;
}
decimal sqrt() { return {((int32_t)sqrtf(i)) << HALF_SHIFT}; }
float to_float() { return TO_FLOAT(i); }
};
struct vec3 {
const decimal x;
const decimal y;
const decimal z;
vec3(float x, float y, float z)
: x(decimal(x)), y(decimal(y)), z(decimal(z)) {}
vec3(double x, double y, double z)
: x(decimal(x)), y(decimal(y)), z(decimal(z)) {}
vec3(int32_t x, int32_t y, int32_t z)
: x(decimal(x)), y(decimal(y)), z(decimal(z)) {}
vec3(decimal x, decimal y, decimal z) : x(x), y(y), z(z) {}
friend vec3 operator+(const vec3 &v1, const vec3 &v2) {
return vec3(v1.x + v2.x, v1.y + v2.y, v1.z + v2.z);
}
friend vec3 operator-(const vec3 &v1, const vec3 &v2) {
return vec3(v1.x - v2.x, v1.y - v2.y, v1.z - v2.z);
}
vec3 operator-() { return vec3(-x, -y, -z); }
friend vec3 operator*(const vec3 &v, const decimal &n) {
int32_t f = n.i >> HALF_SHIFT;
return vec3({(v.x.i >> HALF_SHIFT) * f}, {(v.y.i >> HALF_SHIFT) * f},
{(v.z.i >> HALF_SHIFT) * f});
}
friend vec3 operator*(const decimal &n, const vec3 &v) { return v * n; }
decimal operator*(const vec3 &v) { return v.x * x + v.y * y + v.z * z; }
friend bool operator==(const vec3 &v1, const vec3 &v2) {
return (v1.x == v2.x) & (v1.y == v2.y) & (v1.z == v2.z);
}
vec3 &operator=(vec3 const &in) {
if (this != &in) {
std::destroy_at(this);
std::construct_at(this, in);
}
return *this;
}
friend std::ostream &operator<<(std::ostream &os, const vec3 &v) {
return (os << "(" << v.x << ", " << v.y << ", " << v.z << ")"
<< std::endl);
}
vec3 cross(const vec3 &v) {
return vec3((y * v.z) - (z * v.y), (z * v.x) - (x * v.z),
(x * v.y) - (y * v.x));
}
decimal len_sq() { return *this * *this; }
decimal len() { return this->len_sq().sqrt(); }
vec3 normalize() {
decimal f = decimal(1.0) / this->len();
return (*this * f);
}
};
#endif

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main.cpp Normal file
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#include "fastmath.hpp"
#include "polygon.hpp"
#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);
} else {
img[(y.i >> SHIFT_AMOUNT) * RWIDTH + (x.i >> SHIFT_AMOUNT)] =
(unsigned short)0;
}
}
}
printf("done writing %d \n", *(img + sizeof(unsigned short) * 32 * 32));
}
int main() {
unsigned short *img =
(unsigned short *)malloc(128 * 128 * sizeof(unsigned short));
while (true) {
drawImage(img);
printf("%s", drawToString(img));
return 0;
// sleep(0.001);
}
// printf("%s", test);
return 0;
}

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polygon.hpp Normal file
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#ifndef POLYGON_H
#define POLYGON_H
#include "fastmath.hpp"
struct polygon {
const vec3 points[3];
polygon(const vec3 &v1, const vec3 &v2, const vec3 &v3)
: points{v1, v2, v3} {}
bool contains(const vec3 &p) {
for (int i = 0; i < 3; i++) {
int n = (i + 1) % 3;
vec3 d = points[n] - points[i];
d = vec3(d.y, -d.x, d.z);
vec3 s = p - points[n];
if (s * d < decimal(0.0))
return false;
}
return true;
}
};
#endif