main.c 8.9 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. matrix4_t projectionMatrix;
  32. vec3_t cameraPosition =
  33. {
  34. .x = 0,
  35. .y = 0,
  36. .z = 0,
  37. };
  38. triangle_t *projectedTriangles = NULL;
  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. projectionMatrix = mat4Perspective((double)windowHeight / windowWidth, 90, 0.1, 100);
  55. //loadOBJFile("assets/cube.obj");
  56. loadCubeMeshData();
  57. exit:
  58. return;
  59. }
  60. void processInput()
  61. {
  62. SDL_Event event;
  63. SDL_PollEvent(&event);
  64. switch (event.type)
  65. {
  66. case SDL_QUIT:isRunning = false;
  67. break;
  68. case SDL_KEYDOWN:
  69. switch(event.key.keysym.sym)
  70. {
  71. case SDLK_ESCAPE:
  72. isRunning = false;
  73. break;
  74. case SDLK_1:
  75. displayVertex = true;
  76. currentDisplayMode = DISPLAY_MODE_WIREFRAME;
  77. break;
  78. case SDLK_2:
  79. displayVertex = false;
  80. currentDisplayMode = DISPLAY_MODE_WIREFRAME;
  81. break;
  82. case SDLK_3:
  83. displayVertex = false;
  84. currentDisplayMode = DISPLAY_MODE_SOLID;
  85. break;
  86. case SDLK_4:
  87. displayVertex = false;
  88. currentDisplayMode = DISPLAY_MODE_BOTH;
  89. break;
  90. case SDLK_c:
  91. doNotCull = false;
  92. break;
  93. case SDLK_d:
  94. doNotCull = true;
  95. break;
  96. }
  97. break;
  98. default:
  99. break;
  100. }
  101. }
  102. void update()
  103. {
  104. uint32_t i, j;
  105. uint32_t faceCount;
  106. uint32_t timeToWait = FRAME_TARGET_TIME - (SDL_GetTicks() - previousFrameTime);
  107. matrix4_t worldMatrix;
  108. if (timeToWait <= FRAME_TARGET_TIME)
  109. {
  110. SDL_Delay(timeToWait);
  111. }
  112. previousFrameTime = SDL_GetTicks();
  113. mesh.rotation.x += 0.01;
  114. mesh.translation.z = 5;
  115. worldMatrix = mat4Identity;
  116. worldMatrix = mat4ProdMat4(mat4Scale(mesh.scale.x, mesh.scale.y, mesh.scale.z), worldMatrix);
  117. worldMatrix = mat4ProdMat4(mat4RotationZ(mesh.rotation.z), worldMatrix);
  118. worldMatrix = mat4ProdMat4(mat4RotationY(mesh.rotation.y), worldMatrix);
  119. worldMatrix = mat4ProdMat4(mat4RotationX(mesh.rotation.x), worldMatrix);
  120. worldMatrix = mat4ProdMat4(mat4Translate(mesh.translation.x, mesh.translation.y, mesh.translation.z), worldMatrix);
  121. arrayEmpty(projectedTriangles);
  122. faceCount = arrayGetSize(mesh.faces);
  123. for(i = 0; i < faceCount; i++)
  124. {
  125. triangle_t currentTriangle;
  126. vec4_t transformedVertices[3];
  127. vec3_t vertices[3] =
  128. {
  129. mesh.vertices[mesh.faces[i].a - 1],
  130. mesh.vertices[mesh.faces[i].b - 1],
  131. mesh.vertices[mesh.faces[i].c - 1],
  132. };
  133. for(j = 0; j < 3; j++)
  134. {
  135. transformedVertices[j] = vec4FromVec3(vertices[j]);
  136. transformedVertices[j] = mat4ProdVec4(worldMatrix, transformedVertices[j]);
  137. }
  138. if (!doNotCull)
  139. {
  140. vec3_t vectorBA = vec3SubVectors(vec3FromVec4(transformedVertices[1]), vec3FromVec4(transformedVertices[0]));
  141. vec3_t vectorCA = vec3SubVectors(vec3FromVec4(transformedVertices[2]), vec3FromVec4(transformedVertices[0]));
  142. vec3Normalize(&vectorBA);
  143. vec3Normalize(&vectorCA);
  144. vec3_t triangleNormal = vec3Cross(vectorBA, vectorCA);
  145. vec3Normalize(&triangleNormal);
  146. vec3_t cameraRay = vec3SubVectors(cameraPosition, vec3FromVec4(transformedVertices[0]));
  147. vec3Normalize(&cameraRay);
  148. double cameraDotTriangle = vec3Dot(triangleNormal, cameraRay);
  149. if (cameraDotTriangle < 0)
  150. {
  151. continue;
  152. }
  153. }
  154. for (j = 0 ; j < 3 ; j++)
  155. {
  156. vec4_t projected = mat4ProdVec4Project(projectionMatrix, transformedVertices[j]);
  157. projected.x *= windowWidth / 2.;
  158. projected.y *= windowHeight / 2.;
  159. projected.x += (windowWidth / 2.);
  160. projected.y += (windowHeight / 2.);
  161. currentTriangle.points[j].x = projected.x;
  162. currentTriangle.points[j].y = projected.y;
  163. }
  164. currentTriangle.colour = mesh.faces[i].colour;
  165. currentTriangle.averageDepth = (transformedVertices[0].z +
  166. transformedVertices[1].z +
  167. transformedVertices[2].z) / 3.0;
  168. arrayAdd(projectedTriangles, currentTriangle);
  169. }
  170. qsort(projectedTriangles,
  171. arrayGetSize(projectedTriangles),
  172. sizeof(triangle_t),
  173. compareTrianglesZOrder);
  174. }
  175. void render()
  176. {
  177. int i;
  178. SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
  179. SDL_RenderClear(renderer);
  180. #if 1
  181. int triangleCount = arrayGetSize(projectedTriangles);
  182. for(i = 0; i < triangleCount; i++)
  183. {
  184. switch(currentDisplayMode)
  185. {
  186. case DISPLAY_MODE_SOLID:
  187. drawFilledTriangle(projectedTriangles[i].points[0].x, projectedTriangles[i].points[0].y,
  188. projectedTriangles[i].points[1].x, projectedTriangles[i].points[1].y,
  189. projectedTriangles[i].points[2].x, projectedTriangles[i].points[2].y,
  190. projectedTriangles[i].colour);
  191. break;
  192. case DISPLAY_MODE_WIREFRAME:
  193. drawTriangle(projectedTriangles[i].points[0].x, projectedTriangles[i].points[0].y,
  194. projectedTriangles[i].points[1].x, projectedTriangles[i].points[1].y,
  195. projectedTriangles[i].points[2].x, projectedTriangles[i].points[2].y,
  196. projectedTriangles[i].colour);
  197. break;
  198. case DISPLAY_MODE_BOTH:
  199. drawFilledTriangle(projectedTriangles[i].points[0].x, projectedTriangles[i].points[0].y,
  200. projectedTriangles[i].points[1].x, projectedTriangles[i].points[1].y,
  201. projectedTriangles[i].points[2].x, projectedTriangles[i].points[2].y,
  202. projectedTriangles[i].colour);
  203. drawTriangle(projectedTriangles[i].points[0].x, projectedTriangles[i].points[0].y,
  204. projectedTriangles[i].points[1].x, projectedTriangles[i].points[1].y,
  205. projectedTriangles[i].points[2].x, projectedTriangles[i].points[2].y,
  206. 0xFF000000 | ~projectedTriangles[i].colour);
  207. break;
  208. }
  209. if (displayVertex)
  210. {
  211. int j;
  212. for(j = 0; j < 3; j++)
  213. {
  214. drawRectangle(projectedTriangles[i].points[j].x - 1,
  215. projectedTriangles[i].points[j].y - 1,
  216. 3, 3,
  217. 0xFFFF0000);
  218. }
  219. }
  220. }
  221. #else
  222. drawTriangle(300, 100, 50, 400, 500, 700, 0xFF00FF00);
  223. drawFilledTriangle(300, 100, 50, 400, 500, 700, 0xFFFF0000);
  224. #endif
  225. renderFrameBuffer();
  226. clearFrameBuffer(0xFF000000);
  227. SDL_RenderPresent(renderer);
  228. }
  229. int main(int argc, char *argv[])
  230. {
  231. int param_i;
  232. bool fullScreen = false;
  233. MAX_DEBUG_LEVEL = TLOG_DEBUG;
  234. Log(TLOG_ALWAYS, NULL, "Booting 3D Engine (version %s)!", VERSION);
  235. for (param_i = 1 ; (param_i < argc) && (argv[param_i][0] == '-') ; param_i++)
  236. {
  237. switch (argv[param_i][1])
  238. {
  239. default: exit(-1); /* Option not recognized */
  240. case 'f': fullScreen = true; break;
  241. case 'w': windowWidth = atoi(argv[++param_i]);
  242. case 'h': windowHeight = atoi(argv[++param_i]); break;
  243. #ifdef DYNA_LOG_LEVEL
  244. case 'l': MAX_DEBUG_LEVEL = atoi(argv[++param_i]); break;
  245. #endif
  246. case '-': goto no_more_params; /* Could use break, but this is more clear */
  247. }
  248. }
  249. no_more_params:
  250. isRunning = initialiseWindow(fullScreen);
  251. setup();
  252. while (isRunning)
  253. {
  254. processInput();
  255. update();
  256. render();
  257. }
  258. arrayFree(projectedTriangles);
  259. meshFree();
  260. destroyWindow();
  261. return 0;
  262. }