ProtoTank/Engine/Graphics/3DRenderer.cpp
JackCarterSmith db830a2a4e
Window size handling
Do the job, but need more control over resize limit
2024-10-29 19:14:17 +01:00

158 lines
6.6 KiB
C++

#include "3DRenderer.hpp"
#include "../World/DbgCube.hpp"
#include "../World/Tank.hpp"
// Rendering pipeline:
// 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)
// object space -> world space -> camera space -> homogeneous clip space -> NDC space -> raster space
//
// Rasterizer inputs elements:
// - texture-buffer (2D array of pixels color value)
// - z-buffer (2D array of float representing the nearest pixel's depth, all pixels beyond are ignored)
// - projected vertices-buffer on screen (using vertices-buffer and projection function)
//
// Refs:
// * https://en.wikipedia.org/wiki/3D_projection
// * https://www.scratchapixel.com/lessons/3d-basic-rendering/rasterization-practical-implementation/overview-rasterization-algorithm.html
// * https://ktstephano.github.io/rendering/stratusgfx/aabbs
// * https://en.wikipedia.org/wiki/Clipping_(computer_graphics)
// * https://www.coranac.com/tonc/text/mode7.htm
Graphic3DRenderer::Graphic3DRenderer() {
mRTSize = {1280.f, 324.f};
if (mMainCamera == nullptr) {
mMainCamera = std::make_unique<Camera>();
mMainCamera->SetPosition(0.0f, 1.5f, -8.0f);
mMainCamera->SetFrustrum(90.0f, mRTSize.x/mRTSize.y, 1.0f, 100.f);
mMainCamera->UpdateCamView();
}
// Fill world object list to render
mRenderList.clear();
mRenderList.push_back(std::make_shared<ObjectDbgCube>());
mRenderList.back()->SetPosition(0.f, 0.f, 15.f);
mRenderList.back()->SetScale(2.0f);
mRenderList.push_back(std::make_shared<ObjectDbgCube>());
mRenderList.back()->SetPosition(6.f, 2.f, 2.f);
mRenderList.back()->SetScale(2.0f);
mRenderList.push_back(std::make_shared<ObjectDbgCube>());
mRenderList.back()->SetPosition(-8.f, 5.f, 10.f);
mRenderList.back()->SetScale(2.0f);
mRenderList.push_back(std::make_shared<Tank>());
mRenderList.back()->SetPosition(0.f, 0.f, 0.f);
mRenderList.back()->SetScale(5.0f);
}
Graphic3DRenderer::~Graphic3DRenderer() {}
void Graphic3DRenderer::SetRTSize(unsigned int w, unsigned int h) {
mRTSize.x = w; mRTSize.y = h;
mMainCamera->SetFrustrum(90.0f, mRTSize.x/mRTSize.y, 1.0f, 100.f);
}
void Graphic3DRenderer::UpdateCamera(CAMERA_MOVE type, const float value) {
switch (type) {
case CAMERA_MOVE_WALK:
mMainCamera->Walk(value);
break;
case CAMERA_MOVE_STRAFE:
mMainCamera->Strafe(value);
break;
case CAMERA_MOVE_FLY:
mMainCamera->Fly(value);
break;
case CAMERA_MOVE_PITCH:
mMainCamera->Pitch(value);
break;
case CAMERA_MOVE_YAW:
mMainCamera->Yaw(value);
break;
default:
break;
}
mMainCamera->UpdateCamView();
}
void Graphic3DRenderer::Draw(sf::RenderTexture& context) {
sf::BlendMode sBM = sf::BlendNone;
sf::RenderStates sRS(sBM);
// Hardcoded debug movement, TODO: remove it
static float thetaAngle = 0.31f;
thetaAngle = thetaAngle >= 6.283185f ? -6.283185f : thetaAngle + 0.004f;
static float thetaAngle2 = 2.12f;
thetaAngle2 = thetaAngle2 >= 6.283185f ? -6.283185f : thetaAngle2 + 0.005f;
static float thetaAngle3 = -4.78f;
thetaAngle3 = thetaAngle3 >= 6.283185f ? -6.283185f : thetaAngle3 + 0.008f;
mRenderList[0]->SetRotation(thetaAngle, 0.f, thetaAngle * 0.5f);
mRenderList[1]->SetRotation(thetaAngle2, 0.f, thetaAngle2 * 0.5f);
mRenderList[2]->SetRotation(thetaAngle3, 0.f, thetaAngle3 * 0.5f);
mRenderList[3]->SetRotation(0.f, thetaAngle, 0.f);
M3D_MATRIX viewProjMat = mMainCamera->GetView() * mMainCamera->GetProj();
sf::Vertex v_tri[4];
uint32_t totVerticesCnt = 0, processedVerticesCnt = 0;
for (auto obj : mRenderList)
totVerticesCnt += obj->GetObjectMesh().GetVerticesCount();
// Do the vertices projection and perspective divide
M3D_F3 projVertices[totVerticesCnt];
for (auto obj : mRenderList) {
auto& oMesh = obj->GetObjectMesh();
M3D_V3TransformPersDiv(
projVertices + processedVerticesCnt, sizeof(M3D_F3),
reinterpret_cast<const M3D_F3*>(oMesh.vertices.data()), sizeof(M3D_F4),
oMesh.vertices.size(),
obj->GetTransform() * viewProjMat
);
//TODO: Fill a z-depth buffer...
for (auto& objPt : obj->GetObjectMesh().parts) {
auto indicePtr = static_cast<const uint32_t*>(objPt.indices.data());
for (uint32_t i = 0; i < objPt.GetIndicesCount(); i += 3) {
// Misscontructed indices tree failsafe
if (i+2 > objPt.GetIndicesCount())
break;
//TODO: Proceed with z-test: if z is lesser than previous z, draw the pixel and update z
// Simple clipping
//TODO: implement complete Cohen-Sutherland algo or similar
if (((projVertices + processedVerticesCnt)[indicePtr[i]]).z > 0 &&
((projVertices + processedVerticesCnt)[indicePtr[i+1]]).z > 0 &&
((projVertices + processedVerticesCnt)[indicePtr[i+2]]).z > 0) {
M3D_VECTOR V1 = M3D_V4LoadF3(&(projVertices + processedVerticesCnt)[indicePtr[i]]);
M3D_VECTOR V2 = M3D_V4LoadF3(&(projVertices + processedVerticesCnt)[indicePtr[i+1]]);
M3D_VECTOR V3 = M3D_V4LoadF3(&(projVertices + processedVerticesCnt)[indicePtr[i+2]]);
V1 = M3D_V3TransformNDCToViewport(V1, 0.f, 0.f, mRTSize.x, mRTSize.y, 1.f, 100.f);
V2 = M3D_V3TransformNDCToViewport(V2, 0.f, 0.f, mRTSize.x, mRTSize.y, 1.f, 100.f);
V3 = M3D_V3TransformNDCToViewport(V3, 0.f, 0.f, mRTSize.x, mRTSize.y, 1.f, 100.f);
v_tri[0].position = sf::Vector2f(M3D_V4GetX(V1), M3D_V4GetY(V1));
v_tri[0].color = oMesh.vertices[indicePtr[i]].color;
v_tri[3] = v_tri[0];
v_tri[1].position = sf::Vector2f(M3D_V4GetX(V2), M3D_V4GetY(V2));
v_tri[1].color = oMesh.vertices[indicePtr[i+1]].color;
v_tri[2].position = sf::Vector2f(M3D_V4GetX(V3), M3D_V4GetY(V3));
v_tri[2].color = oMesh.vertices[indicePtr[i+2]].color;
context.draw(v_tri, 4, sf::LineStrip, sRS);
//context.draw(v_tri, 3, sf::Triangles, sRS);
}
}
}
processedVerticesCnt += oMesh.GetVerticesCount();
}
}