main.c 14 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 <3dengine.h>
  16. #include <array.h>
  17. #include <matrix.h>
  18. #include <triangle.h>
  19. #include <display.h>
  20. #include <vector.h>
  21. #include <mesh.h>
  22. #include <light.h>
  23. #include <camera.h>
  24. #include <clipping.h>
  25. bool isRunning = true;
  26. int previousFrameTime = 0;
  27. double deltaTime = 0;
  28. typedef enum displayMode_t
  29. {
  30. DISPLAY_MODE_WIREFRAME,
  31. DISPLAY_MODE_SOLID,
  32. DISPLAY_MODE_SOLID_WIRE,
  33. DISPLAY_MODE_TEXTURED,
  34. DISPLAY_MODE_TEXTURED_WIRE,
  35. } displayMode_t;
  36. bool displayVertex = false;
  37. bool doNotCull = false;
  38. bool doZBuffer = true;
  39. bool doClipping = true;
  40. bool doPerspectiveCorrection = true;
  41. static mesh_t mesh;
  42. static int windowHeight;
  43. static int windowWidth;
  44. static enum displayMode_t currentDisplayMode = DISPLAY_MODE_WIREFRAME;
  45. static matrix4_t projectionMatrix;
  46. static matrix4_t viewMatrix;
  47. static light_t globalLight;
  48. static double updateTime, renderTime, waitTime;
  49. static int trianglesCount, trianglesTotal;
  50. static triangle_t *projectedTriangles = NULL;
  51. static const vec3_t origin = {0, 0, 0 };
  52. void setup()
  53. {
  54. double FOV = 60;
  55. double aspectRatioY = (double)windowHeight / windowWidth;
  56. double aspectRatioX = (double)windowWidth / windowHeight;
  57. double zNear = 1;
  58. double zFar = 20;
  59. projectionMatrix = mat4Perspective(aspectRatioY, FOV, zNear, zFar);
  60. initFrustumPlanes(FOV, aspectRatioX, zNear, zFar);
  61. createLight(&globalLight, vec3(0, 0, 1));
  62. /* Load object */
  63. loadOBJFile(&mesh,"assets/dragon.obj");
  64. //loadCubeMeshData(&mesh);
  65. /* Load texture */
  66. loadTextureDateFromPng(&mesh.texture, "assets/f117.png");
  67. trianglesTotal = arrayGetSize(mesh.faces);
  68. }
  69. void processInput()
  70. {
  71. SDL_Event event;
  72. while(SDL_PollEvent(&event))
  73. {
  74. switch (event.type)
  75. {
  76. case SDL_QUIT:isRunning = false;
  77. break;
  78. case SDL_KEYDOWN:
  79. switch (event.key.keysym.sym)
  80. {
  81. case SDLK_1:
  82. displayVertex = true;
  83. currentDisplayMode = DISPLAY_MODE_WIREFRAME;
  84. break;
  85. case SDLK_2:
  86. displayVertex = false;
  87. currentDisplayMode = DISPLAY_MODE_WIREFRAME;
  88. break;
  89. case SDLK_3:
  90. displayVertex = false;
  91. currentDisplayMode = DISPLAY_MODE_SOLID;
  92. break;
  93. case SDLK_4:
  94. displayVertex = false;
  95. currentDisplayMode = DISPLAY_MODE_SOLID_WIRE;
  96. break;
  97. case SDLK_5:
  98. displayVertex = false;
  99. currentDisplayMode = DISPLAY_MODE_TEXTURED;
  100. break;
  101. case SDLK_6:
  102. displayVertex = false;
  103. currentDisplayMode = DISPLAY_MODE_TEXTURED_WIRE;
  104. break;
  105. case SDLK_ESCAPE: isRunning = false; break;
  106. case SDLK_u: doNotCull = false; break;
  107. case SDLK_j: doNotCull = true; break;
  108. case SDLK_k: doPerspectiveCorrection = false; break;
  109. case SDLK_i: doPerspectiveCorrection = true; break;
  110. case SDLK_o: doZBuffer = true; break;
  111. case SDLK_l: doZBuffer = false; break;
  112. case SDLK_y: doClipping = true; break;
  113. case SDLK_h: doClipping = false; break;
  114. case SDLK_w:
  115. camera.forwardVelocity = vec3ScalarMult(camera.direction, 5 * deltaTime);
  116. camera.position = vec3AddVectors(camera.position, camera.forwardVelocity);
  117. break;
  118. case SDLK_d: camera.yawAngle += 1.0 * deltaTime; break;
  119. case SDLK_s:
  120. camera.forwardVelocity = vec3ScalarMult(camera.direction, 5 * deltaTime);
  121. camera.position = vec3SubVectors(camera.position, camera.forwardVelocity);
  122. break;
  123. case SDLK_a: camera.yawAngle -= 1.0 * deltaTime; break;
  124. case SDLK_UP: camera.position.y += 3.0 * deltaTime; break;
  125. case SDLK_DOWN: camera.position.y -= 3.0 * deltaTime; break;
  126. }
  127. break;
  128. default:
  129. break;
  130. }
  131. }
  132. }
  133. uint32_t getMicroSecTime()
  134. {
  135. struct timeval curTime;
  136. gettimeofday(&curTime, NULL);
  137. return ((curTime.tv_sec) * 1000 * 1000) + (curTime.tv_usec);
  138. }
  139. static void projectTriangle(triangle_t *workTriangle, vec3_t *triangleNormal, texture_t *texture, colour_t colour)
  140. {
  141. int j;
  142. struct triangle_t currentTriangle = *workTriangle;
  143. for (j = 0 ; j < 3 ; j++)
  144. {
  145. vec4_t projected = mat4ProdVec4Project(projectionMatrix, workTriangle->points[j]);
  146. projected.x *= windowWidth / 2.;
  147. projected.y *= windowHeight / 2.;
  148. /* Screen Y axis increase down, 3D world Y grows up, so we need to invert. */
  149. projected.y *= -1.0;
  150. projected.x += (windowWidth / 2.);
  151. projected.y += (windowHeight / 2.);
  152. currentTriangle.points[j].x = projected.x;
  153. currentTriangle.points[j].y = projected.y;
  154. currentTriangle.points[j].w = projected.w;
  155. currentTriangle.points[j].z = projected.z;
  156. }
  157. if (doNotCull)
  158. {
  159. currentTriangle.colour = colour;
  160. }
  161. else
  162. {
  163. double lightLevel = -vec3Dot(*triangleNormal, globalLight.direction);
  164. currentTriangle.colour = applyLight(colour, lightLevel);
  165. }
  166. currentTriangle.averageDepth = (workTriangle->points[0].z +
  167. workTriangle->points[1].z +
  168. workTriangle->points[2].z) / 3.0;
  169. currentTriangle.texture = texture;
  170. arrayAdd(projectedTriangles, currentTriangle);
  171. }
  172. void update()
  173. {
  174. uint32_t i, j;
  175. uint32_t faceCount;
  176. uint32_t numberOfClippedTriangles;
  177. uint32_t timeToWait = FRAME_TARGET_TIME - (SDL_GetTicks() - previousFrameTime);
  178. matrix4_t worldMatrix;
  179. uint32_t ticks = getMicroSecTime();
  180. triangle_t trianglesAfterClipping[MAX_NUM_POLYGON_TRIANGLES];
  181. if (timeToWait <= FRAME_TARGET_TIME)
  182. {
  183. SDL_Delay(timeToWait);
  184. }
  185. deltaTime = (SDL_GetTicks() - previousFrameTime) / 1000.0;
  186. previousFrameTime = SDL_GetTicks();
  187. waitTime = (waitTime + (getMicroSecTime() - ticks) / 1000.) / 2.0;
  188. ticks = getMicroSecTime();
  189. mesh.translation.z = 5;
  190. vec3_t upDirection = { 0, 1, 0 };
  191. vec3_t lookAtTarget = { 0, 0, 1 };
  192. camera.direction = vec3FromVec4(mat4ProdVec4(mat4RotationY(camera.yawAngle), vec4FromVec3(lookAtTarget)));
  193. lookAtTarget = vec3AddVectors(camera.position, camera.direction);
  194. viewMatrix = mat4LookAt(camera.position, lookAtTarget, upDirection);
  195. worldMatrix = mat4Identity;
  196. worldMatrix = mat4ProdMat4(mat4Scale(mesh.scale.x, mesh.scale.y, mesh.scale.z), worldMatrix);
  197. worldMatrix = mat4ProdMat4(mat4RotationZ(mesh.rotation.z), worldMatrix);
  198. worldMatrix = mat4ProdMat4(mat4RotationY(mesh.rotation.y), worldMatrix);
  199. worldMatrix = mat4ProdMat4(mat4RotationX(mesh.rotation.x), worldMatrix);
  200. worldMatrix = mat4ProdMat4(mat4Translate(mesh.translation.x, mesh.translation.y, mesh.translation.z), worldMatrix);
  201. /* Last apply the view matrix */
  202. worldMatrix = mat4ProdMat4(viewMatrix, worldMatrix);
  203. arrayEmpty(projectedTriangles);
  204. faceCount = arrayGetSize(mesh.faces);
  205. for(i = 0; i < faceCount; i++)
  206. {
  207. polygon_t polygon;
  208. vec4_t transformedVertices[3];
  209. vec3_t triangleNormal;
  210. vec3_t vertices[3] =
  211. {
  212. mesh.vertices[mesh.faces[i].a],
  213. mesh.vertices[mesh.faces[i].b],
  214. mesh.vertices[mesh.faces[i].c],
  215. };
  216. for(j = 0; j < 3; j++)
  217. {
  218. transformedVertices[j] = vec4FromVec3(vertices[j]);
  219. transformedVertices[j] = mat4ProdVec4(worldMatrix, transformedVertices[j]);
  220. }
  221. vec3_t vectorBA = vec3SubVectors(vec3FromVec4(transformedVertices[1]), vec3FromVec4(transformedVertices[0]));
  222. vec3_t vectorCA = vec3SubVectors(vec3FromVec4(transformedVertices[2]), vec3FromVec4(transformedVertices[0]));
  223. vec3Normalize(&vectorBA);
  224. vec3Normalize(&vectorCA);
  225. triangleNormal = vec3Cross(vectorBA, vectorCA);
  226. vec3Normalize(&triangleNormal);
  227. if (!doNotCull)
  228. {
  229. vec3_t cameraRay = vec3SubVectors(origin, vec3FromVec4(transformedVertices[0]));
  230. vec3Normalize(&cameraRay);
  231. double cameraDotTriangle = vec3Dot(triangleNormal, cameraRay);
  232. if (cameraDotTriangle < 0)
  233. {
  234. continue;
  235. }
  236. }
  237. if (doClipping)
  238. {
  239. polygon = createPolygonFromTriangle(vec3FromVec4(transformedVertices[0]),
  240. vec3FromVec4(transformedVertices[1]),
  241. vec3FromVec4(transformedVertices[2]),
  242. mesh.faces[i].a_uv,
  243. mesh.faces[i].b_uv,
  244. mesh.faces[i].c_uv);
  245. clipPolygon(&polygon);
  246. createTriangleFromPolygon(&polygon, trianglesAfterClipping, &numberOfClippedTriangles);
  247. for(j = 0; j < numberOfClippedTriangles; j++)
  248. {
  249. projectTriangle(&trianglesAfterClipping[j], &triangleNormal, &mesh.texture, mesh.faces[i].colour);
  250. }
  251. }
  252. else
  253. {
  254. triangle_t workTriangle =
  255. {
  256. .points =
  257. {
  258. [0] = transformedVertices[0],
  259. [1] = transformedVertices[1],
  260. [2] = transformedVertices[2]
  261. },
  262. .textureCoordinates =
  263. {
  264. [0] = { mesh.faces[i].a_uv.u, mesh.faces[i].a_uv.v },
  265. [1] = { mesh.faces[i].b_uv.u, mesh.faces[i].b_uv.v },
  266. [2] = { mesh.faces[i].c_uv.u, mesh.faces[i].c_uv.v }
  267. }
  268. };
  269. projectTriangle(&workTriangle, &triangleNormal, &mesh.texture, mesh.faces[i].colour);
  270. };
  271. }
  272. if (!doZBuffer)
  273. {
  274. trianglesCount = arrayGetSize(projectedTriangles);
  275. qsort(projectedTriangles, trianglesCount, sizeof(triangle_t), compareTrianglesZOrder);
  276. }
  277. updateTime = (updateTime + (getMicroSecTime() - ticks) / 1000.) / 2.0;
  278. }
  279. void render()
  280. {
  281. int i;
  282. uint32_t ticks = getMicroSecTime();
  283. clearFrameBuffer(MAKE_RGB(0, 0, 0));
  284. clearZBuffer();
  285. drawGrid(20, MAKE_RGB(27, 2, 27));
  286. int triangleCount = arrayGetSize(projectedTriangles);
  287. for(i = 0; i < triangleCount; i++)
  288. {
  289. switch(currentDisplayMode)
  290. {
  291. case DISPLAY_MODE_SOLID:
  292. case DISPLAY_MODE_SOLID_WIRE:
  293. drawFilledTriangle(&projectedTriangles[i]);
  294. break;
  295. case DISPLAY_MODE_TEXTURED:
  296. case DISPLAY_MODE_TEXTURED_WIRE:
  297. drawTextureTriangle(&projectedTriangles[i]);
  298. break;
  299. default:
  300. break;
  301. }
  302. switch (currentDisplayMode)
  303. {
  304. case DISPLAY_MODE_SOLID_WIRE:
  305. case DISPLAY_MODE_TEXTURED_WIRE:
  306. case DISPLAY_MODE_WIREFRAME:
  307. drawTriangle(projectedTriangles[i].points[0].x, projectedTriangles[i].points[0].y,
  308. projectedTriangles[i].points[1].x, projectedTriangles[i].points[1].y,
  309. projectedTriangles[i].points[2].x, projectedTriangles[i].points[2].y,
  310. projectedTriangles[i].colour);
  311. break;
  312. default:
  313. break;
  314. }
  315. if (displayVertex)
  316. {
  317. int j;
  318. for(j = 0; j < 3; j++)
  319. {
  320. drawRectangle(projectedTriangles[i].points[j].x - 1,
  321. projectedTriangles[i].points[j].y - 1,
  322. 3, 3,
  323. MAKE_RGB(255, 0, 0));
  324. }
  325. }
  326. }
  327. renderFrameBuffer();
  328. renderTime = (renderTime + (getMicroSecTime() - ticks) / 1000.) / 2.0;
  329. drawText(5, 5, 0x11FF22, "Wait time: %02.2f ms", waitTime);
  330. drawText(5, 17, 0x11FF22, "Update time: %02.2f ms", updateTime);
  331. drawText(5, 29, 0x11FF22, "Render time: %02.2f ms", renderTime);
  332. drawText(5, 41, 0x11FF22, "FPS: %.1f | dT: %.3f", 1000 / (waitTime + updateTime + renderTime), deltaTime);
  333. drawText(5, 53, 0x11FF22, "Triangles: %d / %d", triangleCount, trianglesTotal);
  334. drawText(5, 65, 0x11FF22, "Cull: %c | PeCo: %c | ZB: %c, | CP: %c",
  335. doNotCull?'N':'Y', doPerspectiveCorrection ? 'Y' : 'N', doZBuffer ? 'Y' : 'N', doClipping ? 'Y' : 'N');
  336. displayWindowRender();
  337. }
  338. int main(int argc, char *argv[])
  339. {
  340. int param_i;
  341. bool fullScreen = false;
  342. MAX_DEBUG_LEVEL = TLOG_DEBUG;
  343. Log(TLOG_ALWAYS, NULL, "Booting 3D Engine (version %s)!", VERSION);
  344. windowWidth = 320;
  345. windowHeight = 240;
  346. for (param_i = 1 ; (param_i < argc) && (argv[param_i][0] == '-') ; param_i++)
  347. {
  348. switch (argv[param_i][1])
  349. {
  350. default: exit(-1); /* Option not recognized */
  351. case 'f': fullScreen = true; break;
  352. case 'w': windowWidth = atoi(argv[++param_i]); break;
  353. case 'h': windowHeight = atoi(argv[++param_i]); break;
  354. #ifdef DYNA_LOG_LEVEL
  355. case 'l': MAX_DEBUG_LEVEL = atoi(argv[++param_i]); break;
  356. #endif
  357. case '-': goto no_more_params; /* Could use break, but this is more clear */
  358. }
  359. }
  360. no_more_params:
  361. isRunning = initialiseWindow(windowWidth, windowHeight, fullScreen);
  362. setup();
  363. while (isRunning)
  364. {
  365. processInput();
  366. update();
  367. render();
  368. }
  369. arrayFree(projectedTriangles);
  370. textureCleanup(&mesh.texture);
  371. meshFree(&mesh);
  372. destroyWindow();
  373. return 0;
  374. }