112 lines
4.0 KiB
C++
112 lines
4.0 KiB
C++
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#ifndef RENDERER_H
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#define RENDERER_H
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#include "fastmath.hpp"
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#include "model.hpp"
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#include "polygon.hpp"
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#include "rendertarget.hpp"
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#include <bits/stdc++.h>
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#include <cstring>
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#include <memory.h>
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#define SCREEN_SPACE_SIZE 8.0
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class Renderer {
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public:
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Rendertarget *target;
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bool clearTarget = true;
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void toScreenSpace(vec3 *p) {
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p->x() = p->x() / p->z() * decimal(SCREEN_SPACE_SIZE) +
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decimal(SCREEN_SPACE_SIZE);
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p->y() = p->y() / p->z() * decimal(SCREEN_SPACE_SIZE) +
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decimal(SCREEN_SPACE_SIZE);
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p->z() = p->z();
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}
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void render(const model *model) {
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decimal widthScale =
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decimal(SCREEN_SPACE_SIZE * 2) / decimal((float)target->width);
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decimal heightScale =
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decimal(SCREEN_SPACE_SIZE * 2) / decimal((float)target->height);
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decimal invWidthScale =
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decimal((float)(target->width / SCREEN_SPACE_SIZE / 2));
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decimal invHeightScale =
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decimal((float)(target->height / SCREEN_SPACE_SIZE / 2));
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// TODO clear target with memset
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if (clearTarget) {
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// memset((wchar_t *)target->pixels, 0,
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// target->height * target->width * sizeof(target[0]));
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target->clearDepth();
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}
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vec3 verts[model->verts.size()] = {};
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std::copy(model->verts.begin(), model->verts.end(), verts);
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for (int i = 0; i < model->verts.size(); i++) {
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toScreenSpace(verts + i);
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}
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polygon testP;
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for (int f = 0; f < model->faces.size(); f += 3) {
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for (int p = 0; p < 3; p++) {
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testP.points[p] = verts[std::get<0>(model->faces[f + p])];
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testP.normals[p] =
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model->normals[std::get<1>(model->faces[f + p])];
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}
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testP.calcDelta();
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int startX = (testP.bounding[0] * invWidthScale).i >> SHIFT_AMOUNT;
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int endX = (testP.bounding[1] * invWidthScale).i >> SHIFT_AMOUNT;
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int startY = (testP.bounding[2] * invHeightScale).i >> SHIFT_AMOUNT;
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int endY = (testP.bounding[3] * invHeightScale).i >> SHIFT_AMOUNT;
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vec3 pos = vec3(testP.bounding[0], testP.bounding[2], 0.0);
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for (int x = startX; x < endX; x++) {
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for (int y = startY; y < endY; y++) {
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if (testP.contains(pos)) {
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vec3 factors = testP.calcBarycentric(pos);
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factors = factors.normalize();
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decimal depth = testP.calcDepth(factors);
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if (depth < target->getDepth(x, y)) {
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// std::cout << factors << std::endl;
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vec3 normals = testP.calcNormal(factors);
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decimal lightFac =
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std::max(
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normals *
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(-vec3(1.0, -1.0, 1.0).normalize()),
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decimal(0.0)) +
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decimal(0.5);
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target->setDepth(x, y, depth);
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target->set(x, y,
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(lightFac * vec3(1., 1., 1.)) *
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decimal(120.0));
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// target->set(x, y,
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// (normals + vec3(1.0, 1.0, 1.0)) *
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// decimal(120.0));
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// target->set(x, y, factors * decimal(200.0));
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// if (!factors.isSmall())
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// target->set(x, y, vec3(0., 255.0, 0.));
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}
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// target->set(x, y, vec3(0.0, 255.0, 0.0));
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}
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pos.y() += heightScale;
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}
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pos.y() = decimal(testP.bounding[2]);
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pos.x() += widthScale;
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}
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}
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}
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};
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#endif
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