diff --git a/.clangd b/.clangd index 866e2e8..f0de64e 100644 --- a/.clangd +++ b/.clangd @@ -1,3 +1,3 @@ -CompileFlags: - Add: [-std=c++20] +#CompileFlags: +# Add: [-std=c++20] diff --git a/CMakeLists.txt b/CMakeLists.txt index 1bc6209..43b5c2c 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -2,14 +2,15 @@ cmake_minimum_required(VERSION 3.15) project(SDFVisual VERSION 0.1 DESCRIPTION "CPU SDF Renderer" - LANGUAGES CXX) + LANGUAGES C) -find_package(Qt6 REQUIRED COMPONENTS - Widgets Gui -) +# find_package(Qt6 REQUIRED COMPONENTS +# Widgets Gui +# ) -set (CMAKE_CXX_STANDARD 20) -add_executable(one main.cpp) +# set (CMAKE_CXX_STANDARD 20) +set (C_STANDARD 11) +add_executable(one src/main.c) -target_link_libraries(one m Qt6::Widgets Qt6::Gui) -# target_link_libraries(one m) +# target_link_libraries(one m Qt6::Widgets Qt6::Gui) +target_link_libraries(one m) diff --git a/parseObj.py b/parseObj.py index 5017bbd..e6cd997 100644 --- a/parseObj.py +++ b/parseObj.py @@ -1,5 +1,5 @@ # Open the file in read mode -file = open("test.obj", "r") +file = open("plane.obj", "r") # Read the entire content of the file content = file.read().split("\n") @@ -8,13 +8,13 @@ file.close() startVerts = 0 verts = [] -for index,line in enumerate(content): - if line[0] == 'o': +for index, line in enumerate(content): + if line[0] == "o": startVerts = index + 1 content = content[startVerts:] break -for index,line in enumerate(content): +for index, line in enumerate(content): if "vn" in line: endVerts = index verts = content[:endVerts] @@ -23,28 +23,41 @@ for index,line in enumerate(content): normals = [] -for index,line in enumerate(content): +for index, line in enumerate(content): if "vt" in line: normals = content[:index] content = content[index:] break -startFaces = 0; +startFaces = 0 faces = [] -for index,line in enumerate(content): - if line[0] == 'f': +for index, line in enumerate(content): + if line[0] == "f": startFaces = index faces = content[startFaces:-1] break -colors = ["vec3(" +",".join(vert.split(" ")[4:7]) + ")" for vert in verts] -verts = ["vec3(" +",".join(vert.split(" ")[1:4]) + ")" for vert in verts] -faces = [ ",".join(["{" + str(int((d.split("/")[0])) - 1) + "," + str(int((d.split("/")[2])) - 1) + "}" for d in face.split(" ")[1:4]]) for face in faces] +colors = ["vec3(" + ",".join(vert.split(" ")[4:7]) + ")" for vert in verts] +verts = ["{" + ",".join(vert.split(" ")[1:4]) + "}" for vert in verts] +faces = [ + ",".join([str(int((d.split("/")[0])) - 1) for d in face.split(" ")[1:4]]) + for face in faces +] normals = ["vec3(" + ",".join(normal.split(" ")[1:4]) + ")" for normal in normals] -out = "#include \"model.hpp\" \n const model testModel({" + ",".join(verts) +"},{" + ",".join(faces) + "},{" + ",".join(normals) + "},{"+ ",".join(colors)+"});" +out = ( + '#include "../renderer.h" \n const model testModel = {(vec3[]){' + + ",".join(verts) + + "},(int[]){" + + ",".join(faces) + + "}," + + str(len(verts)) + + "," + + str(len(faces) * 3) + + "};" +) -with open("testModel.hpp", "w") as f: - f.write(out) -print(out) +with open("src/models/plane.h", "w") as f: + f.write(out) +print(faces) # Close the file diff --git a/src/linmath.h b/src/linmath.h new file mode 100644 index 0000000..9d43463 --- /dev/null +++ b/src/linmath.h @@ -0,0 +1,600 @@ +#ifndef LINMATH_H +#define LINMATH_H + +#include +#include +#include +#ifdef LINMATH_NO_INLINE +#define LINMATH_H_FUNC static +#else +#define LINMATH_H_FUNC static inline +#endif + +#define MAX(x, y) (((x) > (y)) ? (x) : (y)) +#define MIN(x, y) (((x) < (y)) ? (x) : (y)) + +#define REPEAT_1(FN) FN(0) +#define REPEAT_2(FN) REPEAT_1(FN) FN(1) +#define REPEAT_3(FN) REPEAT_2(FN) FN(2) +#define REPEAT_4(FN) REPEAT_3(FN) FN(3) + +#define add(i) r[i] = a[i] + b[i]; +#define sub(i) r[i] = a[i] - b[i]; +#define scale(i) r[i] = v[i] * s; +#define add_scale(i) r[i] = v[i] * s; +#define dot(i) p += a[i] * b[i]; +#define min(i) r[i] = a[i] < b[i] ? a[i] : b[i]; +#define max(i) r[i] = a[i] > b[i] ? a[i] : b[i]; +#define dup(i) r[i] = src[i]; + +#define LINMATH_H_DEFINE_VEC(n) \ + typedef float vec##n[n]; \ + LINMATH_H_FUNC void vec##n##_add(vec##n r, vec##n const a, vec##n const b) { \ + REPEAT_##n(add); \ + } \ + \ + LINMATH_H_FUNC void vec##n##_sub(vec##n r, vec##n const a, vec##n const b) { \ + REPEAT_##n(sub); \ + } \ + \ + LINMATH_H_FUNC void vec##n##_scale(vec##n r, vec##n const v, \ + float const s) { \ + REPEAT_##n(scale); \ + } \ + LINMATH_H_FUNC void vec##n##_add_scale(vec##n r, vec##n const v, \ + float const s) { \ + REPEAT_##n(add_scale); \ + } \ + LINMATH_H_FUNC void vec##n##_to_str(vec##n const v, char *b) { \ + strcat(b, "("); \ + for (int i = 0; i < n; ++i) { \ + char s[20] = {0}; \ + sprintf(s, "%f, ", v[i]); \ + strcat(b, s); \ + } \ + b[strlen(b) - 2] = '\0'; \ + strcat(b, ")"); \ + } \ + LINMATH_H_FUNC void vec##n##_print(vec##n const v) { \ + char r[n * 20 + 5] = {0}; \ + vec##n##_to_str(v, r); \ + strcat(r, "\n"); \ + printf("%s", r); \ + } \ + LINMATH_H_FUNC float vec##n##_dot(vec##n const a, vec##n const b) { \ + float p = 0.f; \ + REPEAT_##n(dot); \ + return p; \ + } \ + LINMATH_H_FUNC float vec##n##_len(vec##n const v) { \ + return sqrtf(vec##n##_dot(v, v)); \ + } \ + LINMATH_H_FUNC void vec##n##_norm(vec##n r, vec##n const v) { \ + float k = 1.f / vec##n##_len(v); \ + vec##n##_scale(r, v, k); \ + } \ + LINMATH_H_FUNC void vec##n##_min(vec##n r, vec##n const a, vec##n const b) { \ + REPEAT_##n(min); \ + } \ + LINMATH_H_FUNC void vec##n##_max(vec##n r, vec##n const a, vec##n const b) { \ + REPEAT_##n(max); \ + } \ + LINMATH_H_FUNC void vec##n##_dup(vec##n r, vec##n const src) { \ + REPEAT_##n(dup) \ + } + +LINMATH_H_DEFINE_VEC(2) +LINMATH_H_DEFINE_VEC(3) +LINMATH_H_DEFINE_VEC(4) + +#undef add +#undef sub +#undef scale +#undef add_scale +#undef dot +#undef min +#undef max +#undef dup + +LINMATH_H_FUNC void vec3_mul_cross(vec3 r, vec3 const a, vec3 const b) { + r[0] = a[1] * b[2] - a[2] * b[1]; + r[1] = a[2] * b[0] - a[0] * b[2]; + r[2] = a[0] * b[1] - a[1] * b[0]; +} + +LINMATH_H_FUNC void vec3_reflect(vec3 r, vec3 const v, vec3 const n) { + float p = 2.f * vec3_dot(v, n); + int i; + for (i = 0; i < 3; ++i) + r[i] = v[i] - p * n[i]; +} + +LINMATH_H_FUNC void vec4_mul_cross(vec4 r, vec4 const a, vec4 const b) { + r[0] = a[1] * b[2] - a[2] * b[1]; + r[1] = a[2] * b[0] - a[0] * b[2]; + r[2] = a[0] * b[1] - a[1] * b[0]; + r[3] = 1.f; +} + +LINMATH_H_FUNC void vec4_reflect(vec4 r, vec4 const v, vec4 const n) { + float p = 2.f * vec4_dot(v, n); + int i; + for (i = 0; i < 4; ++i) + r[i] = v[i] - p * n[i]; +} + +typedef vec4 mat4x4[4]; +LINMATH_H_FUNC void mat4x4_identity(mat4x4 M) { + int i, j; + for (i = 0; i < 4; ++i) + for (j = 0; j < 4; ++j) + M[i][j] = i == j ? 1.f : 0.f; +} +LINMATH_H_FUNC void mat4x4_dup(mat4x4 M, mat4x4 const N) { + int i; + for (i = 0; i < 4; ++i) + vec4_dup(M[i], N[i]); +} +LINMATH_H_FUNC void mat4x4_row(vec4 r, mat4x4 const M, int i) { + int k; + for (k = 0; k < 4; ++k) + r[k] = M[k][i]; +} +LINMATH_H_FUNC void mat4x4_col(vec4 r, mat4x4 const M, int i) { + int k; + for (k = 0; k < 4; ++k) + r[k] = M[i][k]; +} +LINMATH_H_FUNC void mat4x4_transpose(mat4x4 M, mat4x4 const N) { + // Note: if M and N are the same, the user has to + // explicitly make a copy of M and set it to N. + int i, j; + for (j = 0; j < 4; ++j) + for (i = 0; i < 4; ++i) + M[i][j] = N[j][i]; +} +LINMATH_H_FUNC void mat4x4_add(mat4x4 M, mat4x4 const a, mat4x4 const b) { + int i; + for (i = 0; i < 4; ++i) + vec4_add(M[i], a[i], b[i]); +} +LINMATH_H_FUNC void mat4x4_sub(mat4x4 M, mat4x4 const a, mat4x4 const b) { + int i; + for (i = 0; i < 4; ++i) + vec4_sub(M[i], a[i], b[i]); +} +LINMATH_H_FUNC void mat4x4_scale(mat4x4 M, mat4x4 const a, float k) { + int i; + for (i = 0; i < 4; ++i) + vec4_scale(M[i], a[i], k); +} +LINMATH_H_FUNC void mat4x4_scale_aniso(mat4x4 M, mat4x4 const a, float x, + float y, float z) { + vec4_scale(M[0], a[0], x); + vec4_scale(M[1], a[1], y); + vec4_scale(M[2], a[2], z); + vec4_dup(M[3], a[3]); +} +LINMATH_H_FUNC void mat4x4_mul(mat4x4 M, mat4x4 const a, mat4x4 const b) { + mat4x4 temp; + int k, r, c; + for (c = 0; c < 4; ++c) + for (r = 0; r < 4; ++r) { + temp[c][r] = 0.f; + for (k = 0; k < 4; ++k) + temp[c][r] += a[k][r] * b[c][k]; + } + mat4x4_dup(M, temp); +} +LINMATH_H_FUNC void mat4x4_mul_vec4(vec4 r, mat4x4 const M, vec4 const v) { + int i, j; + for (j = 0; j < 4; ++j) { + r[j] = 0.f; + for (i = 0; i < 4; ++i) + r[j] += M[i][j] * v[i]; + } +} +LINMATH_H_FUNC void mat4x4_translate(mat4x4 T, float x, float y, float z) { + mat4x4_identity(T); + T[3][0] = x; + T[3][1] = y; + T[3][2] = z; +} +LINMATH_H_FUNC void mat4x4_translate_in_place(mat4x4 M, float x, float y, + float z) { + vec4 t = {x, y, z, 0}; + vec4 r; + int i; + for (i = 0; i < 4; ++i) { + mat4x4_row(r, M, i); + M[3][i] += vec4_dot(r, t); + } +} +LINMATH_H_FUNC void mat4x4_from_vec3_mul_outer(mat4x4 M, vec3 const a, + vec3 const b) { + int i, j; + for (i = 0; i < 4; ++i) + for (j = 0; j < 4; ++j) + M[i][j] = i < 3 && j < 3 ? a[i] * b[j] : 0.f; +} +LINMATH_H_FUNC void mat4x4_rotate(mat4x4 R, mat4x4 const M, float x, float y, + float z, float angle) { + float s = sinf(angle); + float c = cosf(angle); + vec3 u = {x, y, z}; + + if (vec3_len(u) > 1e-4) { + vec3_norm(u, u); + mat4x4 T; + mat4x4_from_vec3_mul_outer(T, u, u); + + mat4x4 S = {{0, u[2], -u[1], 0}, + {-u[2], 0, u[0], 0}, + {u[1], -u[0], 0, 0}, + {0, 0, 0, 0}}; + mat4x4_scale(S, S, s); + + mat4x4 C; + mat4x4_identity(C); + mat4x4_sub(C, C, T); + + mat4x4_scale(C, C, c); + + mat4x4_add(T, T, C); + mat4x4_add(T, T, S); + + T[3][3] = 1.f; + mat4x4_mul(R, M, T); + } else { + mat4x4_dup(R, M); + } +} +LINMATH_H_FUNC void mat4x4_rotate_X(mat4x4 Q, mat4x4 const M, float angle) { + float s = sinf(angle); + float c = cosf(angle); + mat4x4 R = {{1.f, 0.f, 0.f, 0.f}, + {0.f, c, s, 0.f}, + {0.f, -s, c, 0.f}, + {0.f, 0.f, 0.f, 1.f}}; + mat4x4_mul(Q, M, R); +} +LINMATH_H_FUNC void mat4x4_rotate_Y(mat4x4 Q, mat4x4 const M, float angle) { + float s = sinf(angle); + float c = cosf(angle); + mat4x4 R = {{c, 0.f, -s, 0.f}, + {0.f, 1.f, 0.f, 0.f}, + {s, 0.f, c, 0.f}, + {0.f, 0.f, 0.f, 1.f}}; + mat4x4_mul(Q, M, R); +} +LINMATH_H_FUNC void mat4x4_rotate_Z(mat4x4 Q, mat4x4 const M, float angle) { + float s = sinf(angle); + float c = cosf(angle); + mat4x4 R = {{c, s, 0.f, 0.f}, + {-s, c, 0.f, 0.f}, + {0.f, 0.f, 1.f, 0.f}, + {0.f, 0.f, 0.f, 1.f}}; + mat4x4_mul(Q, M, R); +} +LINMATH_H_FUNC void mat4x4_invert(mat4x4 T, mat4x4 const M) { + float s[6]; + float c[6]; + s[0] = M[0][0] * M[1][1] - M[1][0] * M[0][1]; + s[1] = M[0][0] * M[1][2] - M[1][0] * M[0][2]; + s[2] = M[0][0] * M[1][3] - M[1][0] * M[0][3]; + s[3] = M[0][1] * M[1][2] - M[1][1] * M[0][2]; + s[4] = M[0][1] * M[1][3] - M[1][1] * M[0][3]; + s[5] = M[0][2] * M[1][3] - M[1][2] * M[0][3]; + + c[0] = M[2][0] * M[3][1] - M[3][0] * M[2][1]; + c[1] = M[2][0] * M[3][2] - M[3][0] * M[2][2]; + c[2] = M[2][0] * M[3][3] - M[3][0] * M[2][3]; + c[3] = M[2][1] * M[3][2] - M[3][1] * M[2][2]; + c[4] = M[2][1] * M[3][3] - M[3][1] * M[2][3]; + c[5] = M[2][2] * M[3][3] - M[3][2] * M[2][3]; + + /* Assumes it is invertible */ + float idet = 1.0f / (s[0] * c[5] - s[1] * c[4] + s[2] * c[3] + s[3] * c[2] - + s[4] * c[1] + s[5] * c[0]); + + T[0][0] = (M[1][1] * c[5] - M[1][2] * c[4] + M[1][3] * c[3]) * idet; + T[0][1] = (-M[0][1] * c[5] + M[0][2] * c[4] - M[0][3] * c[3]) * idet; + T[0][2] = (M[3][1] * s[5] - M[3][2] * s[4] + M[3][3] * s[3]) * idet; + T[0][3] = (-M[2][1] * s[5] + M[2][2] * s[4] - M[2][3] * s[3]) * idet; + + T[1][0] = (-M[1][0] * c[5] + M[1][2] * c[2] - M[1][3] * c[1]) * idet; + T[1][1] = (M[0][0] * c[5] - M[0][2] * c[2] + M[0][3] * c[1]) * idet; + T[1][2] = (-M[3][0] * s[5] + M[3][2] * s[2] - M[3][3] * s[1]) * idet; + T[1][3] = (M[2][0] * s[5] - M[2][2] * s[2] + M[2][3] * s[1]) * idet; + + T[2][0] = (M[1][0] * c[4] - M[1][1] * c[2] + M[1][3] * c[0]) * idet; + T[2][1] = (-M[0][0] * c[4] + M[0][1] * c[2] - M[0][3] * c[0]) * idet; + T[2][2] = (M[3][0] * s[4] - M[3][1] * s[2] + M[3][3] * s[0]) * idet; + T[2][3] = (-M[2][0] * s[4] + M[2][1] * s[2] - M[2][3] * s[0]) * idet; + + T[3][0] = (-M[1][0] * c[3] + M[1][1] * c[1] - M[1][2] * c[0]) * idet; + T[3][1] = (M[0][0] * c[3] - M[0][1] * c[1] + M[0][2] * c[0]) * idet; + T[3][2] = (-M[3][0] * s[3] + M[3][1] * s[1] - M[3][2] * s[0]) * idet; + T[3][3] = (M[2][0] * s[3] - M[2][1] * s[1] + M[2][2] * s[0]) * idet; +} +LINMATH_H_FUNC void mat4x4_orthonormalize(mat4x4 R, mat4x4 const M) { + mat4x4_dup(R, M); + float s = 1.f; + vec3 h; + + vec3_norm(R[2], R[2]); + + s = vec3_dot(R[1], R[2]); + vec3_scale(h, R[2], s); + vec3_sub(R[1], R[1], h); + vec3_norm(R[1], R[1]); + + s = vec3_dot(R[0], R[2]); + vec3_scale(h, R[2], s); + vec3_sub(R[0], R[0], h); + + s = vec3_dot(R[0], R[1]); + vec3_scale(h, R[1], s); + vec3_sub(R[0], R[0], h); + vec3_norm(R[0], R[0]); +} + +LINMATH_H_FUNC void mat4x4_frustum(mat4x4 M, float l, float r, float b, float t, + float n, float f) { + M[0][0] = 2.f * n / (r - l); + M[0][1] = M[0][2] = M[0][3] = 0.f; + + M[1][1] = 2.f * n / (t - b); + M[1][0] = M[1][2] = M[1][3] = 0.f; + + M[2][0] = (r + l) / (r - l); + M[2][1] = (t + b) / (t - b); + M[2][2] = -(f + n) / (f - n); + M[2][3] = -1.f; + + M[3][2] = -2.f * (f * n) / (f - n); + M[3][0] = M[3][1] = M[3][3] = 0.f; +} +LINMATH_H_FUNC void mat4x4_ortho(mat4x4 M, float l, float r, float b, float t, + float n, float f) { + M[0][0] = 2.f / (r - l); + M[0][1] = M[0][2] = M[0][3] = 0.f; + + M[1][1] = 2.f / (t - b); + M[1][0] = M[1][2] = M[1][3] = 0.f; + + M[2][2] = -2.f / (f - n); + M[2][0] = M[2][1] = M[2][3] = 0.f; + + M[3][0] = -(r + l) / (r - l); + M[3][1] = -(t + b) / (t - b); + M[3][2] = -(f + n) / (f - n); + M[3][3] = 1.f; +} +LINMATH_H_FUNC void mat4x4_perspective(mat4x4 m, float y_fov, float aspect, + float n, float f) { + /* NOTE: Degrees are an unhandy unit to work with. + * linmath.h uses radians for everything! */ + float const a = 1.f / tanf(y_fov / 2.f); + + m[0][0] = a / aspect; + m[0][1] = 0.f; + m[0][2] = 0.f; + m[0][3] = 0.f; + + m[1][0] = 0.f; + m[1][1] = a; + m[1][2] = 0.f; + m[1][3] = 0.f; + + m[2][0] = 0.f; + m[2][1] = 0.f; + m[2][2] = -((f + n) / (f - n)); + m[2][3] = -1.f; + + m[3][0] = 0.f; + m[3][1] = 0.f; + m[3][2] = -((2.f * f * n) / (f - n)); + m[3][3] = 0.f; +} +LINMATH_H_FUNC void mat4x4_look_at(mat4x4 m, vec3 const eye, vec3 const center, + vec3 const up) { + /* Adapted from Android's OpenGL Matrix.java. */ + /* See the OpenGL GLUT documentation for gluLookAt for a description */ + /* of the algorithm. We implement it in a straightforward way: */ + + /* TODO: The negation of of can be spared by swapping the order of + * operands in the following cross products in the right way. */ + vec3 f; + vec3_sub(f, center, eye); + vec3_norm(f, f); + + vec3 s; + vec3_mul_cross(s, f, up); + vec3_norm(s, s); + + vec3 t; + vec3_mul_cross(t, s, f); + + m[0][0] = s[0]; + m[0][1] = t[0]; + m[0][2] = -f[0]; + m[0][3] = 0.f; + + m[1][0] = s[1]; + m[1][1] = t[1]; + m[1][2] = -f[1]; + m[1][3] = 0.f; + + m[2][0] = s[2]; + m[2][1] = t[2]; + m[2][2] = -f[2]; + m[2][3] = 0.f; + + m[3][0] = 0.f; + m[3][1] = 0.f; + m[3][2] = 0.f; + m[3][3] = 1.f; + + mat4x4_translate_in_place(m, -eye[0], -eye[1], -eye[2]); +} + +typedef float quat[4]; +#define quat_add vec4_add +#define quat_sub vec4_sub +#define quat_norm vec4_norm +#define quat_scale vec4_scale +#define quat_dot vec4_dot + +LINMATH_H_FUNC void quat_identity(quat q) { + q[0] = q[1] = q[2] = 0.f; + q[3] = 1.f; +} +LINMATH_H_FUNC void quat_mul(quat r, quat const p, quat const q) { + vec3 w, tmp; + + vec3_mul_cross(tmp, p, q); + vec3_scale(w, p, q[3]); + vec3_add(tmp, tmp, w); + vec3_scale(w, q, p[3]); + vec3_add(tmp, tmp, w); + + vec3_dup(r, tmp); + r[3] = p[3] * q[3] - vec3_dot(p, q); +} +LINMATH_H_FUNC void quat_conj(quat r, quat const q) { + int i; + for (i = 0; i < 3; ++i) + r[i] = -q[i]; + r[3] = q[3]; +} +LINMATH_H_FUNC void quat_rotate(quat r, float angle, vec3 const axis) { + vec3 axis_norm; + vec3_norm(axis_norm, axis); + float s = sinf(angle / 2); + float c = cosf(angle / 2); + vec3_scale(r, axis_norm, s); + r[3] = c; +} +LINMATH_H_FUNC void quat_mul_vec3(vec3 r, quat const q, vec3 const v) { + /* + * Method by Fabian 'ryg' Giessen (of Farbrausch) + t = 2 * cross(q.xyz, v) + v' = v + q.w * t + cross(q.xyz, t) + */ + vec3 t; + vec3 q_xyz = {q[0], q[1], q[2]}; + vec3 u = {q[0], q[1], q[2]}; + + vec3_mul_cross(t, q_xyz, v); + vec3_scale(t, t, 2); + + vec3_mul_cross(u, q_xyz, t); + vec3_scale(t, t, q[3]); + + vec3_add(r, v, t); + vec3_add(r, r, u); +} +LINMATH_H_FUNC void mat4x4_from_quat(mat4x4 M, quat const q) { + float a = q[3]; + float b = q[0]; + float c = q[1]; + float d = q[2]; + float a2 = a * a; + float b2 = b * b; + float c2 = c * c; + float d2 = d * d; + + M[0][0] = a2 + b2 - c2 - d2; + M[0][1] = 2.f * (b * c + a * d); + M[0][2] = 2.f * (b * d - a * c); + M[0][3] = 0.f; + + M[1][0] = 2 * (b * c - a * d); + M[1][1] = a2 - b2 + c2 - d2; + M[1][2] = 2.f * (c * d + a * b); + M[1][3] = 0.f; + + M[2][0] = 2.f * (b * d + a * c); + M[2][1] = 2.f * (c * d - a * b); + M[2][2] = a2 - b2 - c2 + d2; + M[2][3] = 0.f; + + M[3][0] = M[3][1] = M[3][2] = 0.f; + M[3][3] = 1.f; +} + +LINMATH_H_FUNC void mat4x4o_mul_quat(mat4x4 R, mat4x4 const M, quat const q) { + /* XXX: The way this is written only works for orthogonal matrices. */ + /* TODO: Take care of non-orthogonal case. */ + quat_mul_vec3(R[0], q, M[0]); + quat_mul_vec3(R[1], q, M[1]); + quat_mul_vec3(R[2], q, M[2]); + + R[3][0] = R[3][1] = R[3][2] = 0.f; + R[0][3] = M[0][3]; + R[1][3] = M[1][3]; + R[2][3] = M[2][3]; + R[3][3] = M[3][3]; // typically 1.0, but here we make it general +} +LINMATH_H_FUNC void quat_from_mat4x4(quat q, mat4x4 const M) { + float r = 0.f; + int i; + + int perm[] = {0, 1, 2, 0, 1}; + int *p = perm; + + for (i = 0; i < 3; i++) { + float m = M[i][i]; + if (m < r) + continue; + m = r; + p = &perm[i]; + } + + r = sqrtf(1.f + M[p[0]][p[0]] - M[p[1]][p[1]] - M[p[2]][p[2]]); + + if (r < 1e-6) { + q[0] = 1.f; + q[1] = q[2] = q[3] = 0.f; + return; + } + + q[0] = r / 2.f; + q[1] = (M[p[0]][p[1]] - M[p[1]][p[0]]) / (2.f * r); + q[2] = (M[p[2]][p[0]] - M[p[0]][p[2]]) / (2.f * r); + q[3] = (M[p[2]][p[1]] - M[p[1]][p[2]]) / (2.f * r); +} + +LINMATH_H_FUNC void mat4x4_arcball(mat4x4 R, mat4x4 const M, vec2 const _a, + vec2 const _b, float s) { + vec2 a; + memcpy(a, _a, sizeof(a)); + vec2 b; + memcpy(b, _b, sizeof(b)); + + float z_a = 0.; + float z_b = 0.; + + if (vec2_len(a) < 1.) { + z_a = sqrtf(1. - vec2_dot(a, a)); + } else { + vec2_norm(a, a); + } + + if (vec2_len(b) < 1.) { + z_b = sqrtf(1. - vec2_dot(b, b)); + } else { + vec2_norm(b, b); + } + + vec3 a_ = {a[0], a[1], z_a}; + vec3 b_ = {b[0], b[1], z_b}; + + vec3 c_; + vec3_mul_cross(c_, a_, b_); + + float const angle = acos(vec3_dot(a_, b_)) * s; + mat4x4_rotate(R, M, c_[0], c_[1], c_[2], angle); +} +#endif diff --git a/src/main.c b/src/main.c new file mode 100644 index 0000000..fb8a2f7 --- /dev/null +++ b/src/main.c @@ -0,0 +1,173 @@ +#include "linmath.h" +#include "models/plane.h" +#include "renderer.h" +#include +#include +#include +#include +#include +#include +#include +#include + +#define PI 3.141592653589793f +#define WIDTH 512 +#define HEIGHT 512 +#define PIX_COUNT (WIDTH * HEIGHT) + +volatile sig_atomic_t stop = 0; +struct termios oldt; +void handle_sigint(int sig) { stop = 1; } + +void restore_terminal() { + tcsetattr(STDIN_FILENO, TCSANOW, &oldt); + printf("\033[?1049l"); +} +static char encoding_table[] = { + 'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', + 'N', 'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z', + 'a', 'b', 'c', 'd', 'e', 'f', 'g', 'h', 'i', 'j', 'k', 'l', 'm', + 'n', 'o', 'p', 'q', 'r', 's', 't', 'u', 'v', 'w', 'x', 'y', 'z', + '0', '1', '2', '3', '4', '5', '6', '7', '8', '9', '+', '/'}; + +void base64encode(render_target *t, char *buff) { + for (int i = 0; i < PIX_COUNT * 4; i += 4) { + uint8_t r = t->pixels[i]; + uint8_t g = t->pixels[i + 1]; + uint8_t b = t->pixels[i + 2]; + int s = 0; + s |= r << 16; + s |= g << 8; + s |= b; + + buff[i] = encoding_table[s >> 18]; + s &= 0777777; + buff[i + 1] = encoding_table[s >> 12]; + s &= 07777; + buff[i + 2] = encoding_table[s >> 6]; + s &= 077; + buff[i + 3] = encoding_table[s]; + } +} + +void setupKeyboard() { + + struct termios newt; + + // Save original terminal settings + if (tcgetattr(STDIN_FILENO, &oldt) == -1) { + perror("tcgetattr failed"); + exit(1); + } + + // Copy old settings to newt + newt = oldt; + + // Disable canonical mode (ICANON) and echo (ECHO) + newt.c_lflag &= ~(ICANON | ECHO); + newt.c_cc[VMIN] = 0; // minimum bytes + newt.c_cc[VTIME] = 0; // timeout (0 = no wait) + + // Apply new settings + if (tcsetattr(STDIN_FILENO, TCSANOW, &newt) == -1) { + perror("tcsetattr failed"); + exit(1); + } +} + +void printImage(char *buff) { + int buffSize = PIX_COUNT * 4; + int start = 0; + int chunkSize = MIN(4096, buffSize - start); + int notLast = start < buffSize - 4096; + + printf("\033_Gf=24,s=%d,v=%d,a=T,t=d,m=%d;%.*s\033\\", HEIGHT, WIDTH, notLast, + chunkSize, buff); + start += 4096; + while (start < buffSize) { + notLast = start < buffSize - 4096; + int chunkSize = MIN(4096, buffSize - start); + printf("\033_Gm=%d;%.*s\033\\", notLast, chunkSize, buff + start); + start += 4096; + } + printf("\n"); +} + +int main(void) { + signal(SIGINT, handle_sigint); + printf("\033[?1049h\n"); + + setupKeyboard(); + + render_target target = {WIDTH, HEIGHT, malloc(PIX_COUNT * 4)}; + clearTarget(&target); + + // model m; + // m = create_model((vec3[]){{-2.0f, -2.0f, -10.0f}, + // {-2.0f, 2.0f, -10.0f}, + // {2.0f, 2.0f, -10.0f}, + // {2.0f, -2.0f, -10.0f}}, + // (int[]){0, 2, 1, 0, 3, 2}, 4, 6); + // vec3_print(m.verts[0]); + vec4 *buffer = malloc(sizeof(vec4) * testModel.vert_size); + mat4x4 projMat = {}; + mat4x4 viewMat = {}; + mat4x4 drawMat = {}; + mat4x4_identity(viewMat); + mat4x4_perspective(projMat, 45.0 / 180.0 * PI, 1, 2.f, 20.0f); + + const int buffSize = PIX_COUNT * 4; + + char *encodeBuff = malloc(buffSize); + memset(encodeBuff, 0, buffSize); + char lastKey; + + clock_t start = clock(); + clock_t now = clock(); + clock_t renderC; + + while (!stop) { + now = clock(); + printf("total time: %fms\n", + ((float)(now - start)) / (0.001 * CLOCKS_PER_SEC)); + printf("render time: %fms\n", ((float)renderC) / (0.001 * CLOCKS_PER_SEC)); + start = now; + + if (read(STDIN_FILENO, &lastKey, 1) == -1) { + perror("read failed"); + stop = 1; + continue; + } + + switch (lastKey) { + case 'w': + mat4x4_translate_in_place(viewMat, 0, 0, -0.2); + break; + case 's': + mat4x4_translate_in_place(viewMat, 0, 0, 0.2); + break; + case 'a': + mat4x4_translate_in_place(viewMat, -0.2, 0, 0); + break; + case 'd': + mat4x4_translate_in_place(viewMat, 0.2, 0, 0); + break; + } + + lastKey = 0; + + // mat4x4_translate_in_place(viewMat, 0, 0, .1); + mat4x4_mul(drawMat, projMat, viewMat); + clearTarget(&target); + renderC = clock(); + render(&target, &testModel, &drawMat, buffer); + renderC = clock() - renderC; + + base64encode(&target, encodeBuff); + printf("\033[H"); + printImage(encodeBuff); + printf("\033[J"); + } + + restore_terminal(); +} diff --git a/src/models/plane.h b/src/models/plane.h new file mode 100644 index 0000000..45c8383 --- /dev/null +++ b/src/models/plane.h @@ -0,0 +1,2 @@ +#include "../renderer.h" + const model testModel = {(vec3[]){{1.000000,1.000000,-11.000000},{1.000000,-1.000000,-11.000000},{1.000000,1.000000,-9.000000},{1.000000,-1.000000,-9.000000},{-1.000000,1.000000,-11.000000},{-1.000000,-1.000000,-11.000000},{-1.000000,1.000000,-9.000000},{-1.000000,-1.000000,-9.000000}},(int[]){4,2,0,2,7,3,6,5,7,1,7,5,0,3,1,4,1,5,4,6,2,2,6,7,6,4,5,1,3,7,0,2,3,4,0,1},8,36}; \ No newline at end of file diff --git a/src/polygon.h b/src/polygon.h new file mode 100644 index 0000000..3d684f7 --- /dev/null +++ b/src/polygon.h @@ -0,0 +1,83 @@ + +#ifndef POLYGON_H +#define POLYGON_H + +#include "linmath.h" + +typedef struct { + vec3 points[3]; + vec3 colors[3]; + vec3 normals[3]; + + vec3 barycentrics; + float baryFactor; + + float dot00; + float dot01; + float dot11; + float v0[2]; + vec2 v1; + + float bounding[4]; // min x, max x, min y, max y + +} polygon; + +void preCalc(polygon *p) { + + p->v0[0] = p->points[2][0] - p->points[0][0]; + p->v0[1] = p->points[2][1] - p->points[0][1]; + + p->v1[0] = p->points[1][0] - p->points[0][0]; + p->v1[1] = p->points[1][1] - p->points[0][1]; + + p->dot00 = vec3_dot(p->v0, p->v0); + p->dot01 = vec3_dot(p->v1, p->v0); + p->dot11 = vec3_dot(p->v1, p->v1); + + p->baryFactor = 1.0f / (p->dot00 * p->dot11 - p->dot01 * p->dot01); + + p->bounding[0] = p->points[0][0]; + p->bounding[1] = p->points[0][0]; + p->bounding[2] = p->points[0][1]; + p->bounding[3] = p->points[0][1]; + for (int i = 1; i < 3; i++) { + if (p->bounding[0] > p->points[i][0]) + p->bounding[0] = p->points[i][0]; + if (p->bounding[1] < p->points[i][0]) + p->bounding[1] = p->points[i][0]; + if (p->bounding[2] > p->points[i][1]) + p->bounding[2] = p->points[i][1]; + if (p->bounding[3] < p->points[i][1]) + p->bounding[3] = p->points[i][1]; + } +} + +void calcBarycentric(polygon *p, vec3 s) { + + vec2 v2 = {s[0] - p->points[0][0], s[1] - p->points[0][1]}; + float dot02 = vec3_dot(p->v0, v2); + float dot12 = vec3_dot(p->v1, v2); + + p->barycentrics[0] = (p->dot11 * dot02 - p->dot01 * dot12) * p->baryFactor; + p->barycentrics[1] = (p->dot00 * dot12 - p->dot01 * dot02) * p->baryFactor; + + p->barycentrics[2] = 1.f - p->barycentrics[1] - p->barycentrics[0]; +} +void calcNormal(vec3 d, polygon *p) { + vec3_scale(d, p->normals[0], p->barycentrics[0]); + vec3_add_scale(d, p->normals[1], p->barycentrics[1]); + vec3_add_scale(d, p->normals[2], p->barycentrics[2]); +} + +void calcColor(vec3 d, polygon *p) { + vec3_scale(d, p->colors[0], p->barycentrics[0]); + vec3_add_scale(d, p->colors[1], p->barycentrics[1]); + vec3_add_scale(d, p->colors[2], p->barycentrics[2]); +} + +float calcDepth(polygon *p) { + return p->points[0][0] * p->barycentrics[0] + + p->points[1][0] * p->barycentrics[1] + + p->points[2][0] * p->barycentrics[2]; +} +#endif diff --git a/src/quick.h b/src/quick.h new file mode 100644 index 0000000..ca9adc6 --- /dev/null +++ b/src/quick.h @@ -0,0 +1,8 @@ +#ifndef QUICK_H +#define QUICK_H + +struct vec3 { + int i[3]; +}; + +#endif diff --git a/src/renderer.h b/src/renderer.h new file mode 100644 index 0000000..222ef3c --- /dev/null +++ b/src/renderer.h @@ -0,0 +1,176 @@ +#ifndef RENDERER_H +#define RENDERER_H + +#include "linmath.h" +#include "rendertarget.h" + +typedef struct { + vec3 *verts; + // vec3 *normals; + // vec3 *color; + int *index; + int vert_size; + int index_size; +} model; + +typedef struct { + vec4 *points[3]; + float dot00; + float dot01; + float dot11; + vec2 v0; + vec2 v1; + vec3 norm; + float baryFactor; + float bounding[4]; // min x, max x, min y, max y + + vec3 barycentrics; +} polygon; + +// model static inline create_model(vec3 *verts, int *index, int vert_size, +// int index_size) { +// model m = {verts, 0, 0, index, vert_size, index_size}; +// // printf("%f\n", verts[0][0]); +// vec3_print(verts[0]); +// return m; +// }; + +void initPoly(polygon *p) { + vec4 **points = p->points; + float *bounding = p->bounding; + + // vec2_sub(p->v0, *points[2], *points[0]); + // vec2_sub(p->v1, *points[1], *points[0]); + + vec3 v0 = {}; + vec3 v1 = {}; + vec3_sub(v0, *points[2], *points[0]); + vec3_sub(v1, *points[1], *points[0]); + + vec3_mul_cross(p->norm, v0, v1); + + vec2_dup(p->v0, v0); + vec2_dup(p->v1, v1); + + p->dot00 = vec2_dot(p->v0, p->v0); + p->dot01 = vec2_dot(p->v0, p->v1); + p->dot11 = vec2_dot(p->v1, p->v1); + + p->baryFactor = 1.0f / (p->dot00 * p->dot11 - p->dot01 * p->dot01); + + bounding[0] = (*points[0])[0]; + bounding[1] = (*points[0])[0]; + bounding[2] = (*points[0])[1]; + bounding[3] = (*points[0])[1]; + + for (int i = 1; i < 3; i++) { + if (bounding[0] > (*points[i])[0]) + bounding[0] = (*points[i])[0]; + if (bounding[1] < (*points[i])[0]) + bounding[1] = (*points[i])[0]; + if (bounding[2] > (*points[i])[1]) + bounding[2] = (*points[i])[1]; + if (bounding[3] < (*points[i])[1]) + bounding[3] = (*points[i])[1]; + } +} + +void calcBarycentrics(polygon *p, vec2 s, vec3 r) { + vec2 v2 = {}; + vec2_sub(v2, s, *p->points[0]); + + float dot02 = vec2_dot(p->v0, v2); + float dot12 = vec2_dot(p->v1, v2); + + r[2] = p->dot11 * dot02 - p->dot01 * dot12; + r[1] = p->dot00 * dot12 - p->dot01 * dot02; + vec3_scale(r, r, p->baryFactor); + r[0] = 1.f - r[1] - r[2]; +} + +float applyBary(const vec3 bary, float a, float b, float c) { + // float result = 0; + return bary[0] * a + bary[1] * b + bary[2] * c; +} + +void render(render_target *target, const model *model, mat4x4 *matrix, + vec4 *buffer) { + + vec4 tmp = {}; + + for (int i = 0; i < model->vert_size; i++) { + tmp[0] = model->verts[i][0]; + tmp[1] = model->verts[i][1]; + tmp[2] = model->verts[i][2]; + tmp[3] = 1.0f; + + mat4x4_mul_vec4(buffer[i], *matrix, tmp); + + vec4_scale(buffer[i], buffer[i], 1.0 / buffer[i][3]); + vec4_print(buffer[i]); + } + + polygon p = {}; + + for (int i = 0; i < model->index_size; i += 3) { + p.points[0] = buffer + model->index[i]; + p.points[1] = buffer + model->index[i + 1]; + p.points[2] = buffer + model->index[i + 2]; + + initPoly(&p); + + if (p.norm[2] > 0) + continue; + + printf("baryFac: %f\n", p.baryFactor); + + // printf("min x :%f, min y: %f\nmax x: %f, max y: %f \n", p.bounding[0], + // p.bounding[2], p.bounding[1], p.bounding[3]); + + // int startX = floor((MAX(-1.0f, p.bounding[0])+1.0)*target->width*0.5); + // int startY = floor((MAX(-1.0f, p.bounding[2])+1.0)*target->height*0.5); + // + // int endX = floor((MIN(1.0f, p.bounding[1])+1.0f)*target->width*0.5); + // int endY = floor((MAX(1.0f, p.bounding[3])+1.0f)*target->height*0.5); + float texWidth = 2.0f / target->width; + float texHight = 2.0f / target->width; + + float startX = MAX(-1.0f, p.bounding[0]); + float startY = MAX(-1.0f, p.bounding[2]); + float endX = MIN(1.0f, p.bounding[1]); + float endY = MIN(1.0f, p.bounding[3]); + + // printf("min x :%f, min y: %f\n max x: %f, max y: %f \n", startX, startY, + // endX, endY); + // + vec2 sp = {}; + vec3 bary = {}; + vec4 val = {0}; + + for (float y = startY; y < endY; y += texHight) { + for (float x = startX; x < endX; x += texWidth) { + sp[0] = x; + sp[1] = y; + calcBarycentrics(&p, sp, bary); + if (bary[0] >= 0.0f && bary[1] >= 0.0f && bary[2] >= 0.0f) { + uint8_t depth = (uint8_t)(255.0 * applyBary(bary, (*p.points[0])[2], + (*p.points[1])[2], + (*p.points[2])[2])); + int pX = (int)((x + 1.f) * target->width * 0.5f); + int pY = (int)((-y + 1.f) * target->height * 0.5f); + if (depth < getDepth(target, pX, pY)) { + vec3_dup(val, bary); + // val[0] = ((float)depth) / 255.0f; + // val[1] = ((float)depth) / 255.0f; + // val[2] = ((float)depth) / 255.0f; + val[3] = ((float)depth) / 255.0f; + + set(target, pX, pY, val); + } + } + } + } + } +} + +#endif diff --git a/src/rendertarget.h b/src/rendertarget.h new file mode 100644 index 0000000..c27e963 --- /dev/null +++ b/src/rendertarget.h @@ -0,0 +1,55 @@ +#ifndef RENDER_TARGET +#define RENDER_TARGET +#include "linmath.h" +#include +#include +typedef struct { + int width; + int height; + uint8_t *pixels; +} render_target; + +int bufferSize(int width, int height) { + return width * height * 4 * sizeof(uint8_t); +} + +void clearTarget(render_target *r) { + memset(r->pixels, 0, 4 * r->height * r->width * sizeof(uint8_t)); + for (int i = 3; i < r->height * r->height * 4; i += 4) { + r->pixels[i] = 255; + } +} + +void setColor(render_target *r, int x, int y, vec3 val) { + int start = (r->width * y + x) * 4; + r->pixels[start + 0] = (uint8_t)(val[0] * 255); + r->pixels[start + 1] = (uint8_t)(val[1] * 255); + r->pixels[start + 2] = (uint8_t)(val[2] * 255); +} +void getColor(render_target *r, int x, int y, int dst[3]) { + int start = (r->width * y + x) * 4; + dst[0] = r->pixels[start + 0]; + dst[1] = r->pixels[start + 1]; + dst[2] = r->pixels[start + 2]; +} +void set(render_target *r, int x, int y, vec4 val) { + int start = (r->width * y + x) * 4; + r->pixels[start + 0] = (uint8_t)(val[0] * 255); + r->pixels[start + 1] = (uint8_t)(val[1] * 255); + r->pixels[start + 2] = (uint8_t)(val[2] * 255); + r->pixels[start + 3] = (uint8_t)(val[3] * 255); +} +void get(render_target *r, int x, int y, int dst[4]) { + int start = (r->width * y + x) * 4; + dst[0] = r->pixels[start + 0]; + dst[1] = r->pixels[start + 1]; + dst[2] = r->pixels[start + 2]; + dst[3] = r->pixels[start + 3]; +} +void setDepth(render_target *r, int x, int y, float val) { + r->pixels[(r->width * y + x) * 4 + 3] = (uint8_t)(val * 255); +} +uint8_t getDepth(render_target *r, int x, int y) { + return r->pixels[(r->width * y + x) * 4 + 3]; +} +#endif