main.c 8.8 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 <SDL.h>
  13. #include <log.h>
  14. #include <array.h>
  15. #include <matrix.h>
  16. #include <triangle.h>
  17. #include <display.h>
  18. #include <vector.h>
  19. #include <mesh.h>
  20. bool isRunning = true;
  21. int previousFrameTime = 0;
  22. typedef enum displayMode_t
  23. {
  24. DISPLAY_MODE_WIREFRAME,
  25. DISPLAY_MODE_SOLID,
  26. DISPLAY_MODE_BOTH,
  27. } displayMode_t;
  28. bool displayVertex = false;
  29. bool doNotCull = false;
  30. enum displayMode_t currentDisplayMode = DISPLAY_MODE_SOLID;
  31. vec3_t cameraPosition =
  32. {
  33. .x = 0,
  34. .y = 0,
  35. .z = 0,
  36. };
  37. triangle_t *projectedTriangles = NULL;
  38. double fovFactor = 640;
  39. void setup()
  40. {
  41. frameBuffer = (uint32_t *)calloc(windowWidth * windowHeight, sizeof(uint32_t));
  42. if (!frameBuffer)
  43. {
  44. Log(TLOG_PANIC, NULL, "Memory allocation error.");
  45. goto exit;
  46. }
  47. frameBufferTexture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, windowWidth,
  48. windowHeight);
  49. if (frameBufferTexture == NULL)
  50. {
  51. Log(TLOG_PANIC, NULL, "SDL Texture creation error: %s", SDL_GetError());
  52. goto exit;
  53. }
  54. //loadOBJFile("assets/cube.obj");
  55. loadCubeMeshData();
  56. exit:
  57. return;
  58. }
  59. void processInput()
  60. {
  61. SDL_Event event;
  62. SDL_PollEvent(&event);
  63. switch (event.type)
  64. {
  65. case SDL_QUIT:isRunning = false;
  66. break;
  67. case SDL_KEYDOWN:
  68. switch(event.key.keysym.sym)
  69. {
  70. case SDLK_ESCAPE:
  71. isRunning = false;
  72. break;
  73. case SDLK_1:
  74. displayVertex = true;
  75. currentDisplayMode = DISPLAY_MODE_WIREFRAME;
  76. break;
  77. case SDLK_2:
  78. displayVertex = false;
  79. currentDisplayMode = DISPLAY_MODE_WIREFRAME;
  80. break;
  81. case SDLK_3:
  82. displayVertex = false;
  83. currentDisplayMode = DISPLAY_MODE_SOLID;
  84. break;
  85. case SDLK_4:
  86. displayVertex = false;
  87. currentDisplayMode = DISPLAY_MODE_BOTH;
  88. break;
  89. case SDLK_c:
  90. doNotCull = false;
  91. break;
  92. case SDLK_d:
  93. doNotCull = true;
  94. break;
  95. }
  96. break;
  97. default:
  98. break;
  99. }
  100. }
  101. vec2_t orthographicPointProjection(vec3_t point)
  102. {
  103. vec2_t ret;
  104. ret.x = point.x * fovFactor;
  105. ret.y = point.y * fovFactor;
  106. return ret;
  107. }
  108. vec2_t perspectivePointProjection(vec3_t point)
  109. {
  110. vec2_t ret;
  111. double divisor = point.z;
  112. if (divisor == 0) { divisor += 0.00001; }
  113. ret.x = (point.x / divisor) * (fovFactor/2.);
  114. ret.y = (point.y / divisor) * (fovFactor/2.);
  115. return ret;
  116. }
  117. void update()
  118. {
  119. uint32_t i, j;
  120. uint32_t faceCount;
  121. uint32_t timeToWait = FRAME_TARGET_TIME - (SDL_GetTicks() - previousFrameTime);
  122. matrix4_t scaleMatrix;
  123. if (timeToWait <= FRAME_TARGET_TIME)
  124. {
  125. SDL_Delay(timeToWait);
  126. }
  127. previousFrameTime = SDL_GetTicks();
  128. mesh.rotation.x += 0.01;
  129. mesh.rotation.y += 0.01;
  130. mesh.rotation.z += 0.02;
  131. mesh.scale.x += 0.002;
  132. mesh.scale.x += 0.001;
  133. scaleMatrix = mat4Scale(mesh.scale.x, mesh.scale.y, mesh.scale.z);
  134. arrayEmpty(projectedTriangles);
  135. faceCount = arrayGetSize(mesh.faces);
  136. for(i = 0; i < faceCount; i++)
  137. {
  138. triangle_t currentTriangle;
  139. vec4_t transformedVertices[3];
  140. vec3_t vertices[3] =
  141. {
  142. mesh.vertices[mesh.faces[i].a - 1],
  143. mesh.vertices[mesh.faces[i].b - 1],
  144. mesh.vertices[mesh.faces[i].c - 1],
  145. };
  146. for(j = 0; j < 3; j++)
  147. {
  148. transformedVertices[j] = vec4FromVec3(vertices[j]);
  149. transformedVertices[j] = mat4ProdVec4(scaleMatrix, transformedVertices[j]);
  150. transformedVertices[j].z += 5;
  151. }
  152. if (!doNotCull)
  153. {
  154. vec3_t vectorBA = vec3SubVectors(vec3FromVec4(transformedVertices[1]), vec3FromVec4(transformedVertices[0]));
  155. vec3_t vectorCA = vec3SubVectors(vec3FromVec4(transformedVertices[2]), vec3FromVec4(transformedVertices[0]));
  156. vec3Normalize(&vectorBA);
  157. vec3Normalize(&vectorCA);
  158. vec3_t triangleNormal = vec3Cross(vectorBA, vectorCA);
  159. vec3Normalize(&triangleNormal);
  160. vec3_t cameraRay = vec3SubVectors(cameraPosition, vec3FromVec4(transformedVertices[0]));
  161. vec3Normalize(&cameraRay);
  162. double cameraDotTriangle = vec3Dot(triangleNormal, cameraRay);
  163. if (cameraDotTriangle < 0)
  164. {
  165. continue;
  166. }
  167. }
  168. for (j = 0 ; j < 3 ; j++)
  169. {
  170. vec2_t projected = perspectivePointProjection(vec3FromVec4(transformedVertices[j]));
  171. projected.x += (windowWidth / 2);
  172. projected.y += (windowHeight / 2);
  173. currentTriangle.points[j] = projected;
  174. }
  175. currentTriangle.colour = mesh.faces[i].colour;
  176. currentTriangle.averageDepth = (transformedVertices[0].z +
  177. transformedVertices[1].z +
  178. transformedVertices[2].z) / 3.0;
  179. arrayAdd(projectedTriangles, currentTriangle);
  180. }
  181. qsort(projectedTriangles,
  182. arrayGetSize(projectedTriangles),
  183. sizeof(triangle_t),
  184. compareTrianglesZOrder);
  185. }
  186. void render()
  187. {
  188. int i;
  189. SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
  190. SDL_RenderClear(renderer);
  191. #if 1
  192. int triangleCount = arrayGetSize(projectedTriangles);
  193. for(i = 0; i < triangleCount; i++)
  194. {
  195. switch(currentDisplayMode)
  196. {
  197. case DISPLAY_MODE_SOLID:
  198. drawFilledTriangle(projectedTriangles[i].points[0].x, projectedTriangles[i].points[0].y,
  199. projectedTriangles[i].points[1].x, projectedTriangles[i].points[1].y,
  200. projectedTriangles[i].points[2].x, projectedTriangles[i].points[2].y,
  201. projectedTriangles[i].colour);
  202. break;
  203. case DISPLAY_MODE_WIREFRAME:
  204. drawTriangle(projectedTriangles[i].points[0].x, projectedTriangles[i].points[0].y,
  205. projectedTriangles[i].points[1].x, projectedTriangles[i].points[1].y,
  206. projectedTriangles[i].points[2].x, projectedTriangles[i].points[2].y,
  207. projectedTriangles[i].colour);
  208. break;
  209. case DISPLAY_MODE_BOTH:
  210. drawFilledTriangle(projectedTriangles[i].points[0].x, projectedTriangles[i].points[0].y,
  211. projectedTriangles[i].points[1].x, projectedTriangles[i].points[1].y,
  212. projectedTriangles[i].points[2].x, projectedTriangles[i].points[2].y,
  213. projectedTriangles[i].colour);
  214. drawTriangle(projectedTriangles[i].points[0].x, projectedTriangles[i].points[0].y,
  215. projectedTriangles[i].points[1].x, projectedTriangles[i].points[1].y,
  216. projectedTriangles[i].points[2].x, projectedTriangles[i].points[2].y,
  217. 0xFF000000 | ~projectedTriangles[i].colour);
  218. break;
  219. }
  220. if (displayVertex)
  221. {
  222. int j;
  223. for(j = 0; j < 3; j++)
  224. {
  225. drawRectangle(projectedTriangles[i].points[j].x - 1,
  226. projectedTriangles[i].points[j].y - 1,
  227. 3, 3,
  228. 0xFFFF0000);
  229. }
  230. }
  231. }
  232. #else
  233. drawTriangle(300, 100, 50, 400, 500, 700, 0xFF00FF00);
  234. drawFilledTriangle(300, 100, 50, 400, 500, 700, 0xFFFF0000);
  235. #endif
  236. renderFrameBuffer();
  237. clearFrameBuffer(0xFF000000);
  238. SDL_RenderPresent(renderer);
  239. }
  240. int main(int argc, char *argv[])
  241. {
  242. int param_i;
  243. bool fullScreen = false;
  244. MAX_DEBUG_LEVEL = TLOG_DEBUG;
  245. Log(TLOG_ALWAYS, NULL, "Booting 3D Engine (version %s)!", VERSION);
  246. for (param_i = 1 ; (param_i < argc) && (argv[param_i][0] == '-') ; param_i++)
  247. {
  248. switch (argv[param_i][1])
  249. {
  250. default: exit(-1); /* Option not recognized */
  251. case 'f': fullScreen = true; break;
  252. case 'w': windowWidth = atoi(argv[++param_i]);
  253. case 'h': windowHeight = atoi(argv[++param_i]); break;
  254. #ifdef DYNA_LOG_LEVEL
  255. case 'l': MAX_DEBUG_LEVEL = atoi(argv[++param_i]); break;
  256. #endif
  257. case '-': goto no_more_params; /* Could use break, but this is more clear */
  258. }
  259. }
  260. no_more_params:
  261. isRunning = initialiseWindow(fullScreen);
  262. setup();
  263. while (isRunning)
  264. {
  265. processInput();
  266. update();
  267. render();
  268. }
  269. arrayFree(projectedTriangles);
  270. meshFree();
  271. destroyWindow();
  272. return 0;
  273. }