143 lines
6.1 KiB
C++
143 lines
6.1 KiB
C++
#include "3DRenderer.hpp"
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#include "../World/DbgCube.hpp"
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#include "../World/Tank.hpp"
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// Rendering pipeline:
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// model matrix (Object SRT) -> view matrix (camera matrix inverted) -> proj matrix -> clipping -> perspective divide -> viewport transformation -> Rasterizer (draw pixels inside projected triangles on 2D screen)
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// object space -> world space -> camera space -> homogeneous clip space -> NDC space -> raster space
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//
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// Rasterizer inputs elements:
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// - texture-buffer (2D array of pixels color value)
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// - z-buffer (2D array of float representing the nearest pixel's depth, all pixels beyond are ignored)
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// - projected vertices-buffer on screen (using vertices-buffer and projection function)
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//
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// Refs:
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// * https://en.wikipedia.org/wiki/3D_projection
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// * https://www.scratchapixel.com/lessons/3d-basic-rendering/rasterization-practical-implementation/overview-rasterization-algorithm.html
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// * https://ktstephano.github.io/rendering/stratusgfx/aabbs
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// * https://en.wikipedia.org/wiki/Clipping_(computer_graphics)
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// * https://www.coranac.com/tonc/text/mode7.htm
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Graphic3DRenderer::Graphic3DRenderer() {
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if (mMainCamera == nullptr) {
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mMainCamera = std::make_unique<Camera>();
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mMainCamera->SetPosition(0.0f, 1.5f, -8.0f);
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mMainCamera->SetFrustrum(90.0f, 1280.f/324.f, 1.0f, 100.f);
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mMainCamera->UpdateCamView();
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}
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// Fill world object list to render
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mRenderList.clear();
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mRenderList.push_back(std::make_shared<ObjectDbgCube>());
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mRenderList.back()->SetPosition(0.f, 0.f, 15.f);
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mRenderList.back()->SetScale(2.0f);
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mRenderList.push_back(std::make_shared<ObjectDbgCube>());
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mRenderList.back()->SetPosition(6.f, 2.f, 2.f);
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mRenderList.back()->SetScale(2.0f);
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mRenderList.push_back(std::make_shared<ObjectDbgCube>());
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mRenderList.back()->SetPosition(-8.f, 5.f, 10.f);
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mRenderList.back()->SetScale(2.0f);
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mRenderList.push_back(std::make_shared<Tank>());
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mRenderList.back()->SetPosition(0.f, 0.f, 0.f);
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mRenderList.back()->SetScale(5.0f);
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}
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Graphic3DRenderer::~Graphic3DRenderer() {}
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void Graphic3DRenderer::UpdateCamera(CAMERA_MOVE type, const float value) {
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switch (type) {
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case CAMERA_MOVE_WALK:
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mMainCamera->Walk(value);
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break;
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case CAMERA_MOVE_STRAFE:
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mMainCamera->Strafe(value);
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break;
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case CAMERA_MOVE_FLY:
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mMainCamera->Fly(value);
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break;
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default:
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break;
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}
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mMainCamera->UpdateCamView();
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}
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void Graphic3DRenderer::Draw(sf::RenderTexture& context) {
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sf::BlendMode sBM = sf::BlendNone;
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sf::RenderStates sRS(sBM);
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// Hardcoded debug movement, TODO: remove it
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static float thetaAngle = 0.31f;
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thetaAngle = thetaAngle >= 6.283185f ? -6.283185f : thetaAngle + 0.004f;
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static float thetaAngle2 = 2.12f;
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thetaAngle2 = thetaAngle2 >= 6.283185f ? -6.283185f : thetaAngle2 + 0.005f;
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static float thetaAngle3 = -4.78f;
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thetaAngle3 = thetaAngle3 >= 6.283185f ? -6.283185f : thetaAngle3 + 0.008f;
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mRenderList[0]->SetRotation(thetaAngle, 0.f, thetaAngle * 0.5f);
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mRenderList[1]->SetRotation(thetaAngle2, 0.f, thetaAngle2 * 0.5f);
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mRenderList[2]->SetRotation(thetaAngle3, 0.f, thetaAngle3 * 0.5f);
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mRenderList[3]->SetRotation(0.f, thetaAngle, 0.f);
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M3D_MATRIX viewProjMat = mMainCamera->GetView() * mMainCamera->GetProj();
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sf::Vertex v_tri[4];
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uint32_t totVerticesCnt = 0, processedVerticesCnt = 0;
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for (auto obj : mRenderList)
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totVerticesCnt += obj->GetObjectMesh().GetVerticesCount();
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// Do the vertices projection and perspective divide
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M3D_F3 projVertices[totVerticesCnt];
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for (auto obj : mRenderList) {
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auto& oMesh = obj->GetObjectMesh();
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M3D_V3TransformPersDiv(
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projVertices + processedVerticesCnt, sizeof(M3D_F3),
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(M3D_F3*)oMesh.vertices.data(), sizeof(Vertex),
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oMesh.vertices.size(),
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obj->GetTransform() * viewProjMat
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);
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//TODO: Fill a z-depth buffer...
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for (auto& objPt : obj->GetObjectMesh().parts) {
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auto indicePtr = (uint32_t*)objPt.indices.data();
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for (uint32_t i = 0; i < objPt.GetIndicesCount(); i += 3) {
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// Misscontructed indices tree failsafe
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if (i+2 > objPt.GetIndicesCount())
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break;
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//TODO: Proceed with z-test: if z is lesser than previous z, draw the pixel and update z
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// Simple clipping
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//TODO: implement complete Cohen-Sutherland algo or similar
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if (((projVertices + processedVerticesCnt)[indicePtr[i]]).z > 0 &&
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((projVertices + processedVerticesCnt)[indicePtr[i+1]]).z > 0 &&
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((projVertices + processedVerticesCnt)[indicePtr[i+2]]).z > 0) {
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M3D_VECTOR V1 = M3D_V4LoadF3(&(projVertices + processedVerticesCnt)[indicePtr[i]]);
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M3D_VECTOR V2 = M3D_V4LoadF3(&(projVertices + processedVerticesCnt)[indicePtr[i+1]]);
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M3D_VECTOR V3 = M3D_V4LoadF3(&(projVertices + processedVerticesCnt)[indicePtr[i+2]]);
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V1 = M3D_V3TransformNDCToViewport(V1, 0.f, 0.f, 1280.f, 324.f, 1.f, 100.f);
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V2 = M3D_V3TransformNDCToViewport(V2, 0.f, 0.f, 1280.f, 324.f, 1.f, 100.f);
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V3 = M3D_V3TransformNDCToViewport(V3, 0.f, 0.f, 1280.f, 324.f, 1.f, 100.f);
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v_tri[0].position = sf::Vector2f(M3D_V4GetX(V1), M3D_V4GetY(V1));
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v_tri[0].color = oMesh.vertices[indicePtr[i]].color;
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v_tri[3] = v_tri[0];
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v_tri[1].position = sf::Vector2f(M3D_V4GetX(V2), M3D_V4GetY(V2));
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v_tri[1].color = oMesh.vertices[indicePtr[i+1]].color;
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v_tri[2].position = sf::Vector2f(M3D_V4GetX(V3), M3D_V4GetY(V3));
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v_tri[2].color = oMesh.vertices[indicePtr[i+2]].color;
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context.draw(v_tri, 4, sf::LineStrip, sRS);
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//context.draw(v_tri, 3, sf::Triangles, sRS);
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}
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}
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}
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processedVerticesCnt += oMesh.GetVerticesCount();
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}
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} |