#ifndef RENDERER_H #define RENDERER_H #include "fastmath.hpp" #include "model.hpp" #include "polygon.hpp" #include "rendertarget.hpp" #include #include #include #define SCREEN_SPACE_SIZE 8.0 class Renderer { public: Rendertarget *target; bool clearTarget = true; 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() = p->z(); } void render(const model *model) { 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(); } 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] = verts[std::get<0>(model->faces[f + p])]; testP.normals[p] = model->normals[std::get<1>(model->faces[f + p])]; } testP.calcDelta(); 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)) { vec3 factors = testP.calcBarycentric(pos); factors = factors.normalize(); decimal depth = testP.calcDepth(factors); if (depth < target->getDepth(x, y)) { // std::cout << factors << std::endl; vec3 normal = testP.calcNormal(factors); vec3 color = testP.calcColor(factors); decimal lightFac = std::max( normal * (-vec3(1.0, -1.0, 1.0).normalize()), decimal(0.0)) + decimal(0.5); target->setDepth(x, y, depth); target->set(x, y, (color * decimal(120.0)) * lightFac); // target->set(x, y, // (normals + vec3(1.0, 1.0, 1.0)) * // decimal(120.0)); // target->set(x, y, factors * 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