main.c 13 KB

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  1. /*
  2. * 3D Engine
  3. * main.c:
  4. * Based on pikuma.com 3D software renderer in C
  5. * Copyright (c) 2021 986-Studio. All rights reserved.
  6. *
  7. * Created by Manoël Trapier on 01/03/2021.
  8. */
  9. #include <stdio.h>
  10. #include <stdint.h>
  11. #include <stdbool.h>
  12. #include <libc.h>
  13. #include <SDL.h>
  14. #include <log.h>
  15. #include <array.h>
  16. #include <matrix.h>
  17. #include <triangle.h>
  18. #include <display.h>
  19. #include <vector.h>
  20. #include <mesh.h>
  21. #include <light.h>
  22. #include <camera.h>
  23. bool isRunning = true;
  24. int previousFrameTime = 0;
  25. double deltaTime = 0;
  26. typedef enum displayMode_t
  27. {
  28. DISPLAY_MODE_WIREFRAME,
  29. DISPLAY_MODE_SOLID,
  30. DISPLAY_MODE_SOLID_WIRE,
  31. DISPLAY_MODE_TEXTURED,
  32. DISPLAY_MODE_TEXTURED_WIRE,
  33. } displayMode_t;
  34. bool displayVertex = false;
  35. bool doNotCull = false;
  36. bool doZBuffer = true;
  37. enum displayMode_t currentDisplayMode = DISPLAY_MODE_SOLID;
  38. matrix4_t projectionMatrix;
  39. matrix4_t viewMatrix;
  40. light_t globalLight;
  41. double updateTime, renderTime, waitTime;
  42. int trianglesCount, trianglesTotal;
  43. triangle_t *projectedTriangles = NULL;
  44. const vec3_t origin = {0, 0, 0 };
  45. void setup()
  46. {
  47. frameBuffer = (uint32_t *)calloc(windowWidth * windowHeight, sizeof(uint32_t));
  48. if (!frameBuffer)
  49. {
  50. Log(TLOG_PANIC, NULL, "Memory allocation error.");
  51. goto exit;
  52. }
  53. zBuffer = (double *)calloc(windowWidth * windowHeight, sizeof(double));
  54. if (!frameBuffer)
  55. {
  56. Log(TLOG_PANIC, NULL, "Memory allocation error.");
  57. goto exit;
  58. }
  59. frameBufferTexture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_STREAMING, windowWidth,
  60. windowHeight);
  61. if (frameBufferTexture == NULL)
  62. {
  63. Log(TLOG_PANIC, NULL, "SDL Texture creation error: %s", SDL_GetError());
  64. goto exit;
  65. }
  66. projectionMatrix = mat4Perspective((double)windowHeight / windowWidth, 90, 0.1, 100);
  67. globalLight.direction.x = 0;
  68. globalLight.direction.y = 0;
  69. globalLight.direction.z = 1;
  70. vec3Normalize(&globalLight.direction);
  71. /* Load texture */
  72. //meshTexture = (colour_t *)REDBRICK_TEXTURE;
  73. loadTextureDateFromPng("assets/f22.png");
  74. /* Load object */
  75. loadOBJFile("assets/f22.obj");
  76. //loadCubeMeshData();
  77. trianglesTotal = arrayGetSize(mesh.faces);
  78. exit:
  79. return;
  80. }
  81. void processInput()
  82. {
  83. SDL_Event event;
  84. SDL_PollEvent(&event);
  85. switch (event.type)
  86. {
  87. case SDL_QUIT:isRunning = false;
  88. break;
  89. case SDL_KEYDOWN:
  90. switch(event.key.keysym.sym)
  91. {
  92. case SDLK_ESCAPE:
  93. isRunning = false;
  94. break;
  95. case SDLK_1:
  96. displayVertex = true;
  97. currentDisplayMode = DISPLAY_MODE_WIREFRAME;
  98. break;
  99. case SDLK_2:
  100. displayVertex = false;
  101. currentDisplayMode = DISPLAY_MODE_WIREFRAME;
  102. break;
  103. case SDLK_3:
  104. displayVertex = false;
  105. currentDisplayMode = DISPLAY_MODE_SOLID;
  106. break;
  107. case SDLK_4:
  108. displayVertex = false;
  109. currentDisplayMode = DISPLAY_MODE_SOLID_WIRE;
  110. break;
  111. case SDLK_5:
  112. displayVertex = false;
  113. currentDisplayMode = DISPLAY_MODE_TEXTURED;
  114. break;
  115. case SDLK_6:
  116. displayVertex = false;
  117. currentDisplayMode = DISPLAY_MODE_TEXTURED_WIRE;
  118. break;
  119. case SDLK_u:
  120. doNotCull = false;
  121. break;
  122. case SDLK_j:
  123. doNotCull = true;
  124. break;
  125. case SDLK_i:
  126. doPerpectiveCorrection = false;
  127. break;
  128. case SDLK_k:
  129. doPerpectiveCorrection = true;
  130. break;
  131. case SDLK_o:
  132. doZBuffer = true;
  133. break;
  134. case SDLK_p:
  135. doZBuffer = false;
  136. break;
  137. case SDLK_w:
  138. camera.forwardVelocity = vec3ScalarMult(camera.direction, 5 * deltaTime);
  139. camera.position = vec3AddVectors(camera.position, camera.forwardVelocity);
  140. break;
  141. case SDLK_d:
  142. camera.yawAngle += 1.0 * deltaTime;
  143. break;
  144. case SDLK_s:
  145. camera.forwardVelocity = vec3ScalarMult(camera.direction, 5 * deltaTime);
  146. camera.position = vec3SubVectors(camera.position, camera.forwardVelocity);
  147. break;
  148. case SDLK_a:
  149. camera.yawAngle -= 1.0 * deltaTime;
  150. break;
  151. case SDLK_UP:
  152. camera.position.y += 3.0 * deltaTime;
  153. break;
  154. case SDLK_DOWN:
  155. camera.position.y -= 3.0 * deltaTime;
  156. break;
  157. }
  158. break;
  159. default:
  160. break;
  161. }
  162. }
  163. uint32_t getMicroSecTime()
  164. {
  165. struct timeval curTime;
  166. gettimeofday(&curTime, NULL);
  167. return ((curTime.tv_sec) * 1000 * 1000) + (curTime.tv_usec);
  168. }
  169. void update()
  170. {
  171. uint32_t i, j;
  172. uint32_t faceCount;
  173. uint32_t timeToWait = FRAME_TARGET_TIME - (SDL_GetTicks() - previousFrameTime);
  174. matrix4_t worldMatrix;
  175. uint32_t ticks = getMicroSecTime();
  176. if (timeToWait <= FRAME_TARGET_TIME)
  177. {
  178. SDL_Delay(timeToWait);
  179. }
  180. deltaTime = (SDL_GetTicks() - previousFrameTime) / 1000.0;
  181. previousFrameTime = SDL_GetTicks();
  182. waitTime = (waitTime + (getMicroSecTime() - ticks) / 1000.) / 2.0;
  183. ticks = getMicroSecTime();
  184. mesh.translation.z = 5;
  185. vec3_t upDirection = { 0, 1, 0 };
  186. vec3_t lookAtTarget = { 0, 0, 1 };
  187. camera.direction = vec3FromVec4(mat4ProdVec4(mat4RotationY(camera.yawAngle), vec4FromVec3(lookAtTarget)));
  188. lookAtTarget = vec3AddVectors(camera.position, camera.direction);
  189. viewMatrix = mat4LookAt(camera.position, lookAtTarget, upDirection);
  190. worldMatrix = mat4Identity;
  191. worldMatrix = mat4ProdMat4(mat4Scale(mesh.scale.x, mesh.scale.y, mesh.scale.z), worldMatrix);
  192. worldMatrix = mat4ProdMat4(mat4RotationZ(mesh.rotation.z), worldMatrix);
  193. worldMatrix = mat4ProdMat4(mat4RotationY(mesh.rotation.y), worldMatrix);
  194. worldMatrix = mat4ProdMat4(mat4RotationX(mesh.rotation.x), worldMatrix);
  195. worldMatrix = mat4ProdMat4(mat4Translate(mesh.translation.x, mesh.translation.y, mesh.translation.z), worldMatrix);
  196. /* Not sure for now */
  197. //worldMatrix = mat4ProdMat4(viewMatrix, worldMatrix);
  198. arrayEmpty(projectedTriangles);
  199. faceCount = arrayGetSize(mesh.faces);
  200. for(i = 0; i < faceCount; i++)
  201. {
  202. triangle_t currentTriangle =
  203. {
  204. .textureCoordinates =
  205. {
  206. [0] = { mesh.faces[i].a_uv.u, mesh.faces[i].a_uv.v },
  207. [1] = { mesh.faces[i].b_uv.u, mesh.faces[i].b_uv.v },
  208. [2] = { mesh.faces[i].c_uv.u, mesh.faces[i].c_uv.v }
  209. }
  210. };
  211. vec4_t transformedVertices[3];
  212. vec3_t triangleNormal;
  213. vec3_t vertices[3] =
  214. {
  215. mesh.vertices[mesh.faces[i].a],
  216. mesh.vertices[mesh.faces[i].b],
  217. mesh.vertices[mesh.faces[i].c],
  218. };
  219. for(j = 0; j < 3; j++)
  220. {
  221. transformedVertices[j] = vec4FromVec3(vertices[j]);
  222. transformedVertices[j] = mat4ProdVec4(worldMatrix, transformedVertices[j]);
  223. transformedVertices[j] = mat4ProdVec4(viewMatrix, transformedVertices[j]);
  224. }
  225. vec3_t vectorBA = vec3SubVectors(vec3FromVec4(transformedVertices[1]), vec3FromVec4(transformedVertices[0]));
  226. vec3_t vectorCA = vec3SubVectors(vec3FromVec4(transformedVertices[2]), vec3FromVec4(transformedVertices[0]));
  227. vec3Normalize(&vectorBA);
  228. vec3Normalize(&vectorCA);
  229. triangleNormal = vec3Cross(vectorBA, vectorCA);
  230. vec3Normalize(&triangleNormal);
  231. if (!doNotCull)
  232. {
  233. vec3_t cameraRay = vec3SubVectors(origin, vec3FromVec4(transformedVertices[0]));
  234. vec3Normalize(&cameraRay);
  235. double cameraDotTriangle = vec3Dot(triangleNormal, cameraRay);
  236. if (cameraDotTriangle < 0)
  237. {
  238. continue;
  239. }
  240. }
  241. for (j = 0 ; j < 3 ; j++)
  242. {
  243. vec4_t projected = mat4ProdVec4Project(projectionMatrix, transformedVertices[j]);
  244. projected.x *= windowWidth / 2.;
  245. projected.y *= windowHeight / 2.;
  246. /* Screen Y axis increase down, 3D world Y grows up, so we need to invert. */
  247. projected.y *= -1.0;
  248. projected.x += (windowWidth / 2.);
  249. projected.y += (windowHeight / 2.);
  250. currentTriangle.points[j].x = projected.x;
  251. currentTriangle.points[j].y = projected.y;
  252. currentTriangle.points[j].w = projected.w;
  253. currentTriangle.points[j].z = projected.z;
  254. }
  255. double lightLevel = -vec3Dot(triangleNormal, globalLight.direction);
  256. currentTriangle.colour = applyLight(mesh.faces[i].colour, lightLevel);
  257. currentTriangle.averageDepth = (transformedVertices[0].z +
  258. transformedVertices[1].z +
  259. transformedVertices[2].z) / 3.0;
  260. currentTriangle.texture = meshTexture;
  261. arrayAdd(projectedTriangles, currentTriangle);
  262. }
  263. if (!doZBuffer)
  264. {
  265. trianglesCount = arrayGetSize(projectedTriangles);
  266. qsort(projectedTriangles, trianglesCount, sizeof(triangle_t), compareTrianglesZOrder);
  267. }
  268. updateTime = (updateTime + (getMicroSecTime() - ticks) / 1000.) / 2.0;
  269. }
  270. void render()
  271. {
  272. int i;
  273. uint32_t ticks = getMicroSecTime();
  274. SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
  275. SDL_RenderClear(renderer);
  276. int triangleCount = arrayGetSize(projectedTriangles);
  277. for(i = 0; i < triangleCount; i++)
  278. {
  279. switch(currentDisplayMode)
  280. {
  281. case DISPLAY_MODE_SOLID:
  282. case DISPLAY_MODE_SOLID_WIRE:
  283. drawFilledTriangle(&projectedTriangles[i]);
  284. break;
  285. case DISPLAY_MODE_TEXTURED:
  286. case DISPLAY_MODE_TEXTURED_WIRE:
  287. drawTextureTriangle(&projectedTriangles[i]);
  288. break;
  289. default:
  290. break;
  291. }
  292. switch (currentDisplayMode)
  293. {
  294. case DISPLAY_MODE_SOLID_WIRE:
  295. case DISPLAY_MODE_TEXTURED_WIRE:
  296. case DISPLAY_MODE_WIREFRAME:
  297. drawTriangle(projectedTriangles[i].points[0].x, projectedTriangles[i].points[0].y,
  298. projectedTriangles[i].points[1].x, projectedTriangles[i].points[1].y,
  299. projectedTriangles[i].points[2].x, projectedTriangles[i].points[2].y,
  300. projectedTriangles[i].colour);
  301. break;
  302. default:
  303. break;
  304. }
  305. if (displayVertex)
  306. {
  307. int j;
  308. for(j = 0; j < 3; j++)
  309. {
  310. drawRectangle(projectedTriangles[i].points[j].x - 1,
  311. projectedTriangles[i].points[j].y - 1,
  312. 3, 3,
  313. 0xFFFF0000);
  314. }
  315. }
  316. }
  317. renderFrameBuffer();
  318. clearFrameBuffer(MAKE_RGB(0, 0, 0));
  319. clearZBuffer();
  320. renderTime = (renderTime + (getMicroSecTime() - ticks) / 1000.) / 2.0;
  321. drawText(5, 5, 0x11FF22, "Wait time: %02.2f ms", waitTime);
  322. drawText(5, 17, 0x11FF22, "Update time: %02.2f ms", updateTime);
  323. drawText(5, 29, 0x11FF22, "Render time: %02.2f ms", renderTime);
  324. drawText(5, 41, 0x11FF22, "FPS: %.1f | dT: %.3f", 1000 / (waitTime + updateTime + renderTime), deltaTime);
  325. drawText(5, 53, 0x11FF22, "Triangles: %d / %d", triangleCount, trianglesTotal);
  326. drawText(5, 65, 0x11FF22, "Cull: %s | PeCo: %s | ZB: %s",
  327. doNotCull?"N":"Y", doPerpectiveCorrection?"Y":"N", doZBuffer?"Y":"N");
  328. SDL_RenderPresent(renderer);
  329. }
  330. int main(int argc, char *argv[])
  331. {
  332. int param_i;
  333. bool fullScreen = false;
  334. MAX_DEBUG_LEVEL = TLOG_DEBUG;
  335. Log(TLOG_ALWAYS, NULL, "Booting 3D Engine (version %s)!", VERSION);
  336. for (param_i = 1 ; (param_i < argc) && (argv[param_i][0] == '-') ; param_i++)
  337. {
  338. switch (argv[param_i][1])
  339. {
  340. default: exit(-1); /* Option not recognized */
  341. case 'f': fullScreen = true; break;
  342. case 'w': windowWidth = atoi(argv[++param_i]);
  343. case 'h': windowHeight = atoi(argv[++param_i]); break;
  344. #ifdef DYNA_LOG_LEVEL
  345. case 'l': MAX_DEBUG_LEVEL = atoi(argv[++param_i]); break;
  346. #endif
  347. case '-': goto no_more_params; /* Could use break, but this is more clear */
  348. }
  349. }
  350. no_more_params:
  351. isRunning = initialiseWindow(fullScreen);
  352. setup();
  353. while (isRunning)
  354. {
  355. processInput();
  356. update();
  357. render();
  358. }
  359. arrayFree(projectedTriangles);
  360. textureCleanup();
  361. meshFree();
  362. destroyWindow();
  363. return 0;
  364. }