main.c 11 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. bool isRunning = true;
  23. int previousFrameTime = 0;
  24. typedef enum displayMode_t
  25. {
  26. DISPLAY_MODE_WIREFRAME,
  27. DISPLAY_MODE_SOLID,
  28. DISPLAY_MODE_SOLID_WIRE,
  29. DISPLAY_MODE_TEXTURED,
  30. DISPLAY_MODE_TEXTURED_WIRE,
  31. } displayMode_t;
  32. bool displayVertex = false;
  33. bool doNotCull = false;
  34. enum displayMode_t currentDisplayMode = DISPLAY_MODE_SOLID;
  35. matrix4_t projectionMatrix;
  36. light_t globalLight;
  37. double updateTime, renderTime, waitTime;
  38. int trianglesCount, trianglesTotal;
  39. vec3_t cameraPosition =
  40. {
  41. .x = 0,
  42. .y = 0,
  43. .z = 0,
  44. };
  45. triangle_t *projectedTriangles = NULL;
  46. void setup()
  47. {
  48. frameBuffer = (uint32_t *)calloc(windowWidth * windowHeight, sizeof(uint32_t));
  49. if (!frameBuffer)
  50. {
  51. Log(TLOG_PANIC, NULL, "Memory allocation error.");
  52. goto exit;
  53. }
  54. frameBufferTexture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, windowWidth,
  55. windowHeight);
  56. if (frameBufferTexture == NULL)
  57. {
  58. Log(TLOG_PANIC, NULL, "SDL Texture creation error: %s", SDL_GetError());
  59. goto exit;
  60. }
  61. projectionMatrix = mat4Perspective((double)windowHeight / windowWidth, 90, 0.1, 100);
  62. globalLight.direction.x = 0;
  63. globalLight.direction.y = 0;
  64. globalLight.direction.z = 1;
  65. vec3Normalize(&globalLight.direction);
  66. meshTexture = (colour_t *)REDBRICK_TEXTURE;
  67. //loadOBJFile("assets/f22.obj");
  68. loadCubeMeshData();
  69. trianglesTotal = arrayGetSize(mesh.faces);
  70. exit:
  71. return;
  72. }
  73. void processInput()
  74. {
  75. SDL_Event event;
  76. SDL_PollEvent(&event);
  77. switch (event.type)
  78. {
  79. case SDL_QUIT:isRunning = false;
  80. break;
  81. case SDL_KEYDOWN:
  82. switch(event.key.keysym.sym)
  83. {
  84. case SDLK_ESCAPE:
  85. isRunning = false;
  86. break;
  87. case SDLK_1:
  88. displayVertex = true;
  89. currentDisplayMode = DISPLAY_MODE_WIREFRAME;
  90. break;
  91. case SDLK_2:
  92. displayVertex = false;
  93. currentDisplayMode = DISPLAY_MODE_WIREFRAME;
  94. break;
  95. case SDLK_3:
  96. displayVertex = false;
  97. currentDisplayMode = DISPLAY_MODE_SOLID;
  98. break;
  99. case SDLK_4:
  100. displayVertex = false;
  101. currentDisplayMode = DISPLAY_MODE_SOLID_WIRE;
  102. break;
  103. case SDLK_5:
  104. displayVertex = false;
  105. currentDisplayMode = DISPLAY_MODE_TEXTURED;
  106. break;
  107. case SDLK_6:
  108. displayVertex = false;
  109. currentDisplayMode = DISPLAY_MODE_TEXTURED_WIRE;
  110. break;
  111. case SDLK_c:
  112. doNotCull = false;
  113. break;
  114. case SDLK_d:
  115. doNotCull = true;
  116. break;
  117. case SDLK_v:
  118. doPerpectiveCorrection = false;
  119. break;
  120. case SDLK_f:
  121. doPerpectiveCorrection = true;
  122. break;
  123. }
  124. break;
  125. default:
  126. break;
  127. }
  128. }
  129. uint32_t getMicroSecTime()
  130. {
  131. struct timeval curTime;
  132. gettimeofday(&curTime, NULL);
  133. return ((curTime.tv_sec) * 1000 * 1000) + (curTime.tv_usec);
  134. }
  135. void update()
  136. {
  137. uint32_t i, j;
  138. uint32_t faceCount;
  139. uint32_t timeToWait = FRAME_TARGET_TIME - (SDL_GetTicks() - previousFrameTime);
  140. matrix4_t worldMatrix;
  141. uint32_t ticks = getMicroSecTime();
  142. if (timeToWait <= FRAME_TARGET_TIME)
  143. {
  144. SDL_Delay(timeToWait);
  145. }
  146. previousFrameTime = SDL_GetTicks();
  147. waitTime = (waitTime + (getMicroSecTime() - ticks) / 1000.) / 2.0;
  148. ticks = getMicroSecTime();
  149. mesh.rotation.x += 0.001;
  150. mesh.rotation.y += 0.01;
  151. mesh.translation.z = 5;
  152. worldMatrix = mat4Identity;
  153. worldMatrix = mat4ProdMat4(mat4Scale(mesh.scale.x, mesh.scale.y, mesh.scale.z), worldMatrix);
  154. worldMatrix = mat4ProdMat4(mat4RotationZ(mesh.rotation.z), worldMatrix);
  155. worldMatrix = mat4ProdMat4(mat4RotationY(mesh.rotation.y), worldMatrix);
  156. worldMatrix = mat4ProdMat4(mat4RotationX(mesh.rotation.x), worldMatrix);
  157. worldMatrix = mat4ProdMat4(mat4Translate(mesh.translation.x, mesh.translation.y, mesh.translation.z), worldMatrix);
  158. arrayEmpty(projectedTriangles);
  159. faceCount = arrayGetSize(mesh.faces);
  160. for(i = 0; i < faceCount; i++)
  161. {
  162. triangle_t currentTriangle =
  163. {
  164. .textureCoordinates =
  165. {
  166. [0] = { mesh.faces[i].a_uv.u, mesh.faces[i].a_uv.v },
  167. [1] = { mesh.faces[i].b_uv.u, mesh.faces[i].b_uv.v },
  168. [2] = { mesh.faces[i].c_uv.u, mesh.faces[i].c_uv.v }
  169. }
  170. };
  171. vec4_t transformedVertices[3];
  172. vec3_t triangleNormal;
  173. vec3_t vertices[3] =
  174. {
  175. mesh.vertices[mesh.faces[i].a - 1],
  176. mesh.vertices[mesh.faces[i].b - 1],
  177. mesh.vertices[mesh.faces[i].c - 1],
  178. };
  179. for(j = 0; j < 3; j++)
  180. {
  181. transformedVertices[j] = vec4FromVec3(vertices[j]);
  182. transformedVertices[j] = mat4ProdVec4(worldMatrix, transformedVertices[j]);
  183. }
  184. vec3_t vectorBA = vec3SubVectors(vec3FromVec4(transformedVertices[1]), vec3FromVec4(transformedVertices[0]));
  185. vec3_t vectorCA = vec3SubVectors(vec3FromVec4(transformedVertices[2]), vec3FromVec4(transformedVertices[0]));
  186. vec3Normalize(&vectorBA);
  187. vec3Normalize(&vectorCA);
  188. triangleNormal = vec3Cross(vectorBA, vectorCA);
  189. vec3Normalize(&triangleNormal);
  190. if (!doNotCull)
  191. {
  192. vec3_t cameraRay = vec3SubVectors(cameraPosition, vec3FromVec4(transformedVertices[0]));
  193. vec3Normalize(&cameraRay);
  194. double cameraDotTriangle = vec3Dot(triangleNormal, cameraRay);
  195. if (cameraDotTriangle < 0)
  196. {
  197. continue;
  198. }
  199. }
  200. for (j = 0 ; j < 3 ; j++)
  201. {
  202. vec4_t projected = mat4ProdVec4Project(projectionMatrix, transformedVertices[j]);
  203. projected.x *= windowWidth / 2.;
  204. projected.y *= windowHeight / 2.;
  205. /* Screen Y axis increase down, 3D world Y grows up, so we need to invert. */
  206. projected.y *= -1.0;
  207. projected.x += (windowWidth / 2.);
  208. projected.y += (windowHeight / 2.);
  209. currentTriangle.points[j].x = projected.x;
  210. currentTriangle.points[j].y = projected.y;
  211. currentTriangle.points[j].w = projected.w;
  212. currentTriangle.points[j].z = projected.z;
  213. }
  214. double lightLevel = -vec3Dot(triangleNormal, globalLight.direction);
  215. currentTriangle.colour = applyLight(mesh.faces[i].colour, lightLevel);
  216. currentTriangle.averageDepth = (transformedVertices[0].z +
  217. transformedVertices[1].z +
  218. transformedVertices[2].z) / 3.0;
  219. currentTriangle.texture = meshTexture;
  220. arrayAdd(projectedTriangles, currentTriangle);
  221. }
  222. trianglesCount = arrayGetSize(projectedTriangles);
  223. qsort(projectedTriangles,
  224. trianglesCount,
  225. sizeof(triangle_t),
  226. compareTrianglesZOrder);
  227. updateTime = (updateTime + (getMicroSecTime() - ticks) / 1000.) / 2.0;
  228. }
  229. void render()
  230. {
  231. int i;
  232. uint32_t ticks = getMicroSecTime();
  233. SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
  234. SDL_RenderClear(renderer);
  235. int triangleCount = arrayGetSize(projectedTriangles);
  236. for(i = 0; i < triangleCount; i++)
  237. {
  238. switch(currentDisplayMode)
  239. {
  240. case DISPLAY_MODE_SOLID:
  241. case DISPLAY_MODE_SOLID_WIRE:
  242. drawFilledTriangle(projectedTriangles[i].points[0].x, projectedTriangles[i].points[0].y,
  243. projectedTriangles[i].points[1].x, projectedTriangles[i].points[1].y,
  244. projectedTriangles[i].points[2].x, projectedTriangles[i].points[2].y,
  245. projectedTriangles[i].colour);
  246. break;
  247. case DISPLAY_MODE_TEXTURED:
  248. case DISPLAY_MODE_TEXTURED_WIRE:
  249. drawTextureTriangle(&projectedTriangles[i]);
  250. break;
  251. default:
  252. break;
  253. }
  254. switch (currentDisplayMode)
  255. {
  256. case DISPLAY_MODE_SOLID_WIRE:
  257. case DISPLAY_MODE_TEXTURED_WIRE:
  258. case DISPLAY_MODE_WIREFRAME:
  259. drawTriangle(projectedTriangles[i].points[0].x, projectedTriangles[i].points[0].y,
  260. projectedTriangles[i].points[1].x, projectedTriangles[i].points[1].y,
  261. projectedTriangles[i].points[2].x, projectedTriangles[i].points[2].y,
  262. projectedTriangles[i].colour);
  263. break;
  264. default:
  265. break;
  266. }
  267. if (displayVertex)
  268. {
  269. int j;
  270. for(j = 0; j < 3; j++)
  271. {
  272. drawRectangle(projectedTriangles[i].points[j].x - 1,
  273. projectedTriangles[i].points[j].y - 1,
  274. 3, 3,
  275. 0xFFFF0000);
  276. }
  277. }
  278. }
  279. renderFrameBuffer();
  280. clearFrameBuffer(0xFF000000);
  281. renderTime = (renderTime + (getMicroSecTime() - ticks) / 1000.) / 2.0;
  282. drawText(5, 5, 0x11FF22, "Wait time: %02.2f ms", waitTime);
  283. drawText(5, 17, 0x11FF22, "Update time: %02.2f ms", updateTime);
  284. drawText(5, 29, 0x11FF22, "Render time: %02.2f ms", renderTime);
  285. drawText(5, 41, 0x11FF22, "FPS: %.2f", 1000 / (waitTime + updateTime + renderTime));
  286. drawText(5, 53, 0x11FF22, "Triangles: %d / %d", triangleCount, trianglesTotal);
  287. drawText(5, 65, 0x11FF22, "Culling: %s / PerspCorrection: %s",
  288. doNotCull?"disabled":"enabled",
  289. doPerpectiveCorrection?"enabled":"disabled");
  290. SDL_RenderPresent(renderer);
  291. }
  292. int main(int argc, char *argv[])
  293. {
  294. int param_i;
  295. bool fullScreen = false;
  296. MAX_DEBUG_LEVEL = TLOG_DEBUG;
  297. Log(TLOG_ALWAYS, NULL, "Booting 3D Engine (version %s)!", VERSION);
  298. for (param_i = 1 ; (param_i < argc) && (argv[param_i][0] == '-') ; param_i++)
  299. {
  300. switch (argv[param_i][1])
  301. {
  302. default: exit(-1); /* Option not recognized */
  303. case 'f': fullScreen = true; break;
  304. case 'w': windowWidth = atoi(argv[++param_i]);
  305. case 'h': windowHeight = atoi(argv[++param_i]); break;
  306. #ifdef DYNA_LOG_LEVEL
  307. case 'l': MAX_DEBUG_LEVEL = atoi(argv[++param_i]); break;
  308. #endif
  309. case '-': goto no_more_params; /* Could use break, but this is more clear */
  310. }
  311. }
  312. no_more_params:
  313. isRunning = initialiseWindow(fullScreen);
  314. setup();
  315. while (isRunning)
  316. {
  317. processInput();
  318. update();
  319. render();
  320. }
  321. arrayFree(projectedTriangles);
  322. meshFree();
  323. destroyWindow();
  324. return 0;
  325. }