feat: rewrite to c

This commit is contained in:
2026-04-01 23:51:02 +02:00
parent a13a9c5489
commit f19e61b585
10 changed files with 1136 additions and 25 deletions

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@@ -1,3 +1,3 @@
CompileFlags:
Add: [-std=c++20]
#CompileFlags:
# Add: [-std=c++20]

View File

@@ -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)

View File

@@ -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

600
src/linmath.h Normal file
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@@ -0,0 +1,600 @@
#ifndef LINMATH_H
#define LINMATH_H
#include <math.h>
#include <stdio.h>
#include <string.h>
#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

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#include "linmath.h"
#include "models/plane.h"
#include "renderer.h"
#include <signal.h>
#include <stdint.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <termios.h>
#include <time.h>
#include <unistd.h>
#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();
}

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#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};

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#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

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#ifndef QUICK_H
#define QUICK_H
struct vec3 {
int i[3];
};
#endif

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#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

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#ifndef RENDER_TARGET
#define RENDER_TARGET
#include "linmath.h"
#include <stdint.h>
#include <string.h>
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