| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516 |
- #include <stdio.h>
- #include <CL/cl.h>
- #include <SDL2/SDL.h>
- #include "../headers/rasteriver.h"
- #define STB_IMAGE_IMPLEMENTATION
- #include "../headers/stb_image.h"
- #include "stdint.h"
- #include <math.h>
- RasterIver ri = {NULL};
- void debug(char *string, ...){
- va_list args;
- va_start(args, string);
- char message[500];
- strcpy(message, ri.prefix);
- strcat(message, string);
- vprintf(message, args);
- printf("\n");
- va_end(args);
- }
- RasterIver* RI_get_ri(){
- return &ri;
- }
- int RI_add_actors_to_scene(int RI_number_of_actors_to_add_to_scene, RI_actor *actors, RI_scene *scene){
- int previous_actor_count = scene->actor_count;
- scene->actor_count += RI_number_of_actors_to_add_to_scene;
- scene->actors = realloc(scene->actors, sizeof(RI_actor *) * scene->actor_count);
- for (int i = 0; i < RI_number_of_actors_to_add_to_scene; ++i){
- scene->actors[i + previous_actor_count] = &actors[i];
- }
- return 0;
- }
- RI_scene* RI_request_scene(){
- RI_scene* new_scene = malloc(sizeof(RI_scene));
- new_scene->actor_count = 0;
- new_scene->actors = NULL;
-
- return new_scene;
- }
- RI_actor* RI_request_actors(int RI_number_of_requested_actors, RI_actor_creation_data *actor_creation_data){
- int previous_actor_count = ri.actor_count;
- ri.actor_count += RI_number_of_requested_actors;
-
- ri.actors = realloc(ri.actors, sizeof(RI_actor) * ri.actor_count);
- for (int i = 0; i < RI_number_of_requested_actors; ++i){
- RI_actor new_actor = {0};
- new_actor.mesh_reference = actor_creation_data[i].mesh_reference;
-
- if (actor_creation_data->material_reference){
- new_actor.material_reference = actor_creation_data[i].material_reference;
- }
- else {
- new_actor.material_reference = &ri.error_material;
- }
- ri.actors[i + previous_actor_count] = new_actor;
- }
- return ri.actors;
- }
- RI_material* RI_request_materials(int RI_number_of_requested_materials){
- ri.material_count += RI_number_of_requested_materials;
- ri.materials = realloc(ri.materials, sizeof(RI_material) * ri.material_count);
- return ri.materials;
- }
- RI_texture* RI_request_textures(int RI_number_of_requested_textures, RI_texture_creation_data *texture_creation_data){
- int previous_loaded_texture_count = ri.loaded_texture_count;
- ri.loaded_texture_count += RI_number_of_requested_textures;
- ri.loaded_textures = realloc(ri.loaded_textures, sizeof(RI_texture) * ri.loaded_texture_count);
-
- for (int i = 0; i < RI_number_of_requested_textures; i++){
- RI_texture new_texture = {0};
-
- char *current_texture_filename = texture_creation_data[i].filename;
- unsigned char* temp_texture = stbi_load(current_texture_filename, &new_texture.resolution.x, &new_texture.resolution.y, NULL, 4);
-
- if(stbi_failure_reason()){
- new_texture = ri.error_texture;
- }
- else {
- new_texture.image_buffer = malloc(sizeof(uint32_t) * new_texture.resolution.x * new_texture.resolution.y);
- for (int i = 0; i < new_texture.resolution.x * new_texture.resolution.y; ++i){
- unsigned char r = temp_texture[i * 4];
- unsigned char g = temp_texture[i * 4 + 1];
- unsigned char b = temp_texture[i * 4 + 2];
- unsigned char a = temp_texture[i * 4 + 3];
-
- new_texture.image_buffer[i] = (a << 24 | r << 16 | g << 8 | b);
- }
- }
- ri.loaded_textures[previous_loaded_texture_count + i] = new_texture;
- stbi_image_free(temp_texture);
- }
- return ri.loaded_textures;
- }
- RI_mesh* RI_request_meshes(int RI_number_of_requested_meshes, char **filenames){
- int meshes_already_loaded_count = ri.loaded_mesh_count;
-
- ri.loaded_mesh_count += RI_number_of_requested_meshes;
- ri.loaded_meshes = realloc(ri.loaded_meshes, sizeof(RI_mesh) * ri.loaded_mesh_count);
- for (int i = 0; i < RI_number_of_requested_meshes; i++){
- RI_mesh new_mesh_data_struct = {0};
- FILE *file = fopen(filenames[i], "r");
- if (!file){
- debug("Error! File \"%s\" not found", filenames[i]);
- RI_stop(1);
- }
-
- char line[512];
-
- while (fgets(line, sizeof(line), file)) {
- if (line[0] == 'f' && line[1] == ' ') { // face
- new_mesh_data_struct.face_count++;
- }
- else if (line[0] == 'v' && line[1] == ' ') { // vertex
- new_mesh_data_struct.vertex_count++;
- }
- else if (line[0] == 'v' && line[1] == 'n') { // normal
- new_mesh_data_struct.normal_count++;
- }
- else if (line[0] == 'v' && line[1] == 't') { // UV
- new_mesh_data_struct.uv_count++;
- }
- }
-
- fclose(file);
-
- new_mesh_data_struct.faces = malloc(sizeof(RI_face) * new_mesh_data_struct.face_count);
- new_mesh_data_struct.vertecies = malloc(sizeof(RI_vertex) * new_mesh_data_struct.vertex_count);
- RI_vector_3f *normals = malloc(sizeof(RI_vector_3f) * new_mesh_data_struct.normal_count);
- RI_vector_2f *uvs = malloc(sizeof(RI_vector_2f) * new_mesh_data_struct.uv_count);
- FILE *file_again = fopen(filenames[i], "r");
- int current_face_index = 0;
- int current_vertex_index = 0;
- int current_normal_index = 0;
- int current_uv_index = 0;
- int has_normals, has_uvs;
- has_normals = has_uvs = 0;
- while (fgets(line, sizeof(line), file_again)) {
- if (line[0] == 'f' && line[1] == ' ') {
- int vertex_0_index, vertex_1_index, vertex_2_index, normal_0_index, normal_1_index, normal_2_index, uv_0_index, uv_1_index, uv_2_index;
- int matches = sscanf(line, "f %d/%d/%d %d/%d/%d %d/%d/%d/",
- &vertex_0_index, &uv_0_index, &normal_0_index,
- &vertex_1_index, &uv_1_index, &normal_1_index,
- &vertex_2_index, &uv_2_index, &normal_2_index);
-
- if (matches != 9){
- vertex_0_index = -1;
- vertex_1_index = -1;
- vertex_2_index = -1;
-
- normal_0_index = -1;
- normal_1_index = -1;
- normal_2_index = -1;
-
- uv_0_index = -1;
- uv_1_index = -1;
- uv_2_index = -1;
-
- if (strchr(line, '/')){
- sscanf(line, "f %d//%d %d//%d %d//%d",
- &vertex_0_index, &normal_0_index,
- &vertex_1_index, &normal_1_index,
- &vertex_2_index, &normal_2_index);
-
- has_normals = 1;
- }
- else {
- sscanf(line, "f %d %d %d",
- &vertex_0_index,
- &vertex_1_index,
- &vertex_2_index);
- }
- }
- else {
- has_normals = has_uvs = 1;
- }
- new_mesh_data_struct.faces[current_face_index].vertex_0 = &new_mesh_data_struct.vertecies[vertex_0_index - 1];
- new_mesh_data_struct.faces[current_face_index].vertex_1 = &new_mesh_data_struct.vertecies[vertex_1_index - 1];
- new_mesh_data_struct.faces[current_face_index].vertex_2 = &new_mesh_data_struct.vertecies[vertex_2_index - 1];
- new_mesh_data_struct.faces[current_face_index].vertex_0->original_normal = normals[normal_0_index - 1];
- new_mesh_data_struct.faces[current_face_index].vertex_1->original_normal = normals[normal_1_index - 1];
- new_mesh_data_struct.faces[current_face_index].vertex_2->original_normal = normals[normal_2_index - 1];
- new_mesh_data_struct.faces[current_face_index].vertex_0->uv = uvs[uv_0_index - 1];
- new_mesh_data_struct.faces[current_face_index].vertex_1->uv = uvs[uv_1_index - 1];
- new_mesh_data_struct.faces[current_face_index].vertex_2->uv = uvs[uv_2_index - 1];
- ++current_face_index;
- }
- else if (line[0] == 'v' && line[1] == ' ') {
- float x, y, z;
-
- sscanf(line, "v %f %f %f", &x, &y, &z);
- new_mesh_data_struct.vertecies[current_vertex_index].original_position.x = x;
- new_mesh_data_struct.vertecies[current_vertex_index].original_position.y = y;
- new_mesh_data_struct.vertecies[current_vertex_index].original_position.z = z;
- ++current_vertex_index;
- }
- else if (line[0] == 'v' && line[1] == 'n') {
- float x, y, z;
-
- sscanf(line, "vn %f %f %f", &x, &y, &z);
- normals[current_normal_index].x = x;
- normals[current_normal_index].y = y;
- normals[current_normal_index].z = z;
- ++current_normal_index;
- }
- else if (line[0] == 'v' && line[1] == 't') {
- float x, y, z;
- sscanf(line, "vt %f %f %f", &x, &y, &z);
- uvs[current_uv_index].x = x;
- uvs[current_uv_index].y = y;
- // UVS are almost always 2D so we don't need Z this (the type itself is a vector 2f, not 3f)
- ++current_uv_index;
- }
- }
- free(normals);
- free(uvs);
- char* loading_mesh_notice_string;
- if (has_normals && !has_uvs) loading_mesh_notice_string = "normals";
- else if (!has_normals && has_uvs) loading_mesh_notice_string = "UVs";
- else if (!has_normals && !has_uvs) loading_mesh_notice_string = "normals and UVs";
-
- if (!has_normals || !has_uvs) debug("Notice! Mesh \"%s\" is missing %s", filenames[i], loading_mesh_notice_string);
-
- // fclose(file_again);
- ri.loaded_meshes[meshes_already_loaded_count + i] = new_mesh_data_struct;
- debug("Loaded mesh \"%s\"! %d faces, %d verticies, %d normals, %d uvs", filenames[i], current_face_index, current_vertex_index, current_normal_index, current_uv_index);
- }
- return ri.loaded_meshes;
- }
- void quaternion_rotation(RI_vector_3f *position, RI_vector_4f rotation){
- return;
- }
- int RI_render(RI_scene *scene, RI_texture *target_texture){
- // do rendering stuff
- if (ri.running){
- float horizontal_fov_factor = target_texture->resolution.x / tanf(0.5 * ri.FOV);
- float vertical_fov_factor = target_texture->resolution.y / tanf(0.5 * ri.FOV);
- for (int actor_index = 0; actor_index < scene->actor_count; ++actor_index){
- RI_actor *current_actor = scene->actors[actor_index];
- for (int polygon_index = 0; polygon_index < current_actor->mesh_reference->face_count; ++polygon_index){
- current_actor->mesh_reference->faces[polygon_index].vertex_0->transformed_position = current_actor->mesh_reference->faces[polygon_index].vertex_0->original_position;
- current_actor->mesh_reference->faces[polygon_index].vertex_1->transformed_position = current_actor->mesh_reference->faces[polygon_index].vertex_1->original_position;
- current_actor->mesh_reference->faces[polygon_index].vertex_2->transformed_position = current_actor->mesh_reference->faces[polygon_index].vertex_2->original_position;
- quaternion_rotation(¤t_actor->mesh_reference->faces[polygon_index].vertex_0->transformed_position, current_actor->transform.rotation);
- quaternion_rotation(¤t_actor->mesh_reference->faces[polygon_index].vertex_1->transformed_position, current_actor->transform.rotation);
- quaternion_rotation(¤t_actor->mesh_reference->faces[polygon_index].vertex_2->transformed_position, current_actor->transform.rotation);
- vector_3f_hadamard(¤t_actor->mesh_reference->faces[polygon_index].vertex_0->transformed_position, current_actor->transform.scale);
- vector_3f_hadamard(¤t_actor->mesh_reference->faces[polygon_index].vertex_1->transformed_position, current_actor->transform.scale);
- vector_3f_hadamard(¤t_actor->mesh_reference->faces[polygon_index].vertex_2->transformed_position, current_actor->transform.scale);
-
- vector_3f_element_wise_add(¤t_actor->mesh_reference->faces[polygon_index].vertex_0->transformed_position, current_actor->transform.position);
- vector_3f_element_wise_add(¤t_actor->mesh_reference->faces[polygon_index].vertex_1->transformed_position, current_actor->transform.position);
- vector_3f_element_wise_add(¤t_actor->mesh_reference->faces[polygon_index].vertex_2->transformed_position, current_actor->transform.position);
-
- current_actor->mesh_reference->faces[polygon_index].vertex_0->transformed_position.x = current_actor->mesh_reference->faces[polygon_index].vertex_0->transformed_position.x / current_actor->mesh_reference->faces[polygon_index].vertex_0->transformed_position.z * horizontal_fov_factor;
- current_actor->mesh_reference->faces[polygon_index].vertex_0->transformed_position.y = current_actor->mesh_reference->faces[polygon_index].vertex_0->transformed_position.y / current_actor->mesh_reference->faces[polygon_index].vertex_0->transformed_position.z * vertical_fov_factor;
-
- current_actor->mesh_reference->faces[polygon_index].vertex_1->transformed_position.x = current_actor->mesh_reference->faces[polygon_index].vertex_1->transformed_position.x / current_actor->mesh_reference->faces[polygon_index].vertex_1->transformed_position.z * horizontal_fov_factor;
- current_actor->mesh_reference->faces[polygon_index].vertex_1->transformed_position.y = current_actor->mesh_reference->faces[polygon_index].vertex_1->transformed_position.y / current_actor->mesh_reference->faces[polygon_index].vertex_1->transformed_position.z * vertical_fov_factor;
- current_actor->mesh_reference->faces[polygon_index].vertex_2->transformed_position.x = current_actor->mesh_reference->faces[polygon_index].vertex_2->transformed_position.x / current_actor->mesh_reference->faces[polygon_index].vertex_2->transformed_position.z * horizontal_fov_factor;
- current_actor->mesh_reference->faces[polygon_index].vertex_2->transformed_position.y = current_actor->mesh_reference->faces[polygon_index].vertex_2->transformed_position.y / current_actor->mesh_reference->faces[polygon_index].vertex_2->transformed_position.z * vertical_fov_factor;
- }
- }
- for (int pixel_index = 0; pixel_index < target_texture->resolution.x * target_texture->resolution.y; ++pixel_index){
- target_texture->image_buffer[pixel_index] = 0x0;
- ri.z_buffer[pixel_index] = 99999;
- }
- for (int pixel_y_index = -target_texture->resolution.y / 2; pixel_y_index < target_texture->resolution.y / 2; ++pixel_y_index){
- for (int pixel_x_index = -target_texture->resolution.x / 2; pixel_x_index < target_texture->resolution.x / 2; ++pixel_x_index){
- for (int actor_index = 0; actor_index < scene->actor_count; ++actor_index){
- RI_actor *current_actor = scene->actors[actor_index];
- for (int polygon_index = 0; polygon_index < current_actor->mesh_reference->face_count; ++polygon_index){
- RI_vector_3f *pos_0 = ¤t_actor->mesh_reference->faces[polygon_index].vertex_0->transformed_position;
- RI_vector_3f *pos_1 = ¤t_actor->mesh_reference->faces[polygon_index].vertex_1->transformed_position;
- RI_vector_3f *pos_2 = ¤t_actor->mesh_reference->faces[polygon_index].vertex_2->transformed_position;
-
- RI_material *mat = current_actor->material_reference;
- RI_vector_2f *uv_0;
- RI_vector_2f *uv_1;
- RI_vector_2f *uv_2;
- if (mat == NULL){
- mat = &ri.error_material;
- }
- if(mat->flags & RI_MATERIAL_HAS_TEXTURE && mat->texture_reference == NULL){
- mat->texture_reference = &ri.error_texture;
- }
- if(mat->flags & RI_MATERIAL_HAS_BUMP_MAP && mat->bump_map_reference == NULL){
- mat->bump_map_reference = &ri.error_bump_map;
- }
- if(mat->flags & RI_MATERIAL_HAS_NORMAL_MAP && mat->normal_map_reference == NULL){
- mat->normal_map_reference = &ri.error_normal_map;
- }
- int vertex_0_out_of_bounds = pos_0->x < 0 || pos_0->x >= ri.window_width || pos_0->y < 0 || pos_0->y >= ri.window_height;
- int vertex_1_out_of_bounds = pos_1->x < 0 || pos_1->x >= ri.window_width || pos_1->y < 0 || pos_1->y >= ri.window_height;
- int vertex_2_out_of_bounds = pos_2->x < 0 || pos_2->x >= ri.window_width || pos_2->y < 0 || pos_2->y >= ri.window_height;
-
- if (vertex_0_out_of_bounds && vertex_1_out_of_bounds && vertex_2_out_of_bounds){
- // continue;
- }
-
- float denominator, w0, w1, w2;
- denominator = (pos_1->y - pos_2->y) * (pos_0->x - pos_2->x) + (pos_2->x - pos_1->x) * (pos_0->y - pos_2->y);
- w0 = ((pos_1->y - pos_2->y) * (pixel_x_index - pos_2->x) + (pos_2->x - pos_1->x) * (pixel_y_index - pos_2->y)) / denominator;
- w1 = ((pos_2->y - pos_0->y) * (pixel_x_index - pos_0->x) + (pos_0->x - pos_2->x) * (pixel_y_index - pos_0->y)) / denominator;
- w2 = 1.0 - w0 - w1;
- float w_over_z = (w0 / pos_0->z + w1 / pos_1->z + w2 / pos_2->z);
- float interpolated_z = 1.0 / w_over_z;
- if (!(w0 >= 0 && w1 >= 0 && w2 >= 0) || (mat->flags & RI_MATERIAL_WIREFRAME && (w0 >= mat->wireframe_width && w1 >= mat->wireframe_width && w2 >= mat->wireframe_width))){
- continue;
- }
-
- if (!(mat->flags & RI_MATERIAL_DONT_DEPTH_TEST) && interpolated_z >= ri.z_buffer[(pixel_x_index + target_texture->resolution.y / 2) * target_texture->resolution.x + (pixel_y_index + target_texture->resolution.x / 2)]){
- continue;
- }
- if (!(mat->flags & RI_MATERIAL_DONT_DEPTH_WRITE)){
- ri.z_buffer[(pixel_x_index + target_texture->resolution.y / 2) * target_texture->resolution.x + (pixel_y_index + target_texture->resolution.x / 2)] = interpolated_z;
- }
-
- uint32_t pixel_color = 0xFF000000;
- if (mat->flags & RI_MATERIAL_HAS_TEXTURE){
- uv_0 = ¤t_actor->mesh_reference->faces[polygon_index].vertex_0->uv;
- uv_1 = ¤t_actor->mesh_reference->faces[polygon_index].vertex_1->uv;
- uv_2 = ¤t_actor->mesh_reference->faces[polygon_index].vertex_2->uv;
- double ux = (w0 * (uv_0->x / pos_0->z) + w1 * (uv_1->x / pos_1->z) + w2 * (uv_2->x / pos_2->z)) / w_over_z;
- double uy = (w0 * (uv_0->y / pos_0->z) + w1 * (uv_1->y / pos_1->z) + w2 * (uv_2->y / pos_2->z)) / w_over_z;
-
- RI_vector_2 texel_position = {mat->texture_reference->resolution.x * ux, mat->texture_reference->resolution.y * uy};
-
- pixel_color = mat->texture_reference->image_buffer[texel_position.y * mat->texture_reference->resolution.x + texel_position.x];
- }
- int y = pixel_x_index;
- int x = pixel_y_index;
-
- x += target_texture->resolution.x / 2;
- y += target_texture->resolution.y / 2;
- if (x >= 0 && y >= 0 && x < target_texture->resolution.x && y < target_texture->resolution.y){
- target_texture->image_buffer[x * target_texture->resolution.y + y] = pixel_color;
- }
- }
- }
- }
- }
- SDL_UpdateTexture(ri.texture, NULL, ri.frame_buffer->image_buffer, ri.window_width * sizeof(uint32_t));
- SDL_RenderClear(ri.renderer);
- SDL_RenderCopy(ri.renderer, ri.texture, NULL, NULL);
-
- SDL_RenderPresent(ri.renderer);
- }
- else{
- RI_stop(0);
- }
- // handle SDL events
- while (SDL_PollEvent(&ri.event)){
- switch (ri.event.type){
- case SDL_QUIT:
- ri.running = 0;
- }
- }
- ++ri.frame;
- return 0;
- }
- int opencl_init(){
- return 0;
- }
- int sdl_init(int RI_window_width, int RI_window_height, char *RI_window_title){
- ri.window_width = RI_window_width;
- ri.window_height = RI_window_height;
- ri.window_title = RI_window_title;
- ri.frame_buffer = malloc(sizeof(RI_texture));
- ri.frame_buffer->image_buffer = malloc(sizeof(uint32_t) * ri.window_width * ri.window_height);
- ri.frame_buffer->resolution = (RI_vector_2){ri.window_width, ri.window_height};
-
- ri.z_buffer = malloc(sizeof(float) * ri.window_width * ri.window_height);
- SDL_Init(SDL_INIT_VIDEO);
- ri.window = SDL_CreateWindow(RI_window_title, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, ri.window_width, ri.window_height, SDL_WINDOW_OPENGL);
- ri.renderer = SDL_CreateRenderer(ri.window, -1, SDL_RENDERER_ACCELERATED);
- ri.texture = SDL_CreateTexture(ri.renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, ri.window_width, ri.window_height);
- return 0;
- }
- int RI_init(int RI_window_width, int RI_window_height, char *RI_window_title){
- ri.running = 1;
- opencl_init();
- sdl_init(RI_window_width, RI_window_height, RI_window_title);
- ri.loaded_mesh_count = 0;
- ri.loaded_texture_count = 0;
- ri.actor_count = 0;
- ri.prefix = "[RasterIver] ";
- ri.error_texture.image_buffer = malloc(sizeof(uint32_t));
- ri.error_texture.image_buffer[0] = 0xFFFF00FF;
- ri.error_texture.resolution = (RI_vector_2){1, 1};
- ri.error_material.texture_reference = &ri.error_texture;
- ri.error_material.albedo = 0xFF5522CC;
- ri.error_material.flags = RI_MATERIAL_UNLIT | RI_MATERIAL_DONT_DEPTH_TEST | RI_MATERIAL_DONT_RECEIVE_SHADOW | RI_MATERIAL_HAS_TEXTURE | RI_MATERIAL_DOUBLE_SIDED;
- return 0;
- }
- int RI_stop(int result){
- debug("Stopping...");
-
- for (int mesh_index = 0; mesh_index < ri.loaded_mesh_count; ++mesh_index){
- free(ri.loaded_meshes[mesh_index].faces); // free face array
- free(ri.loaded_meshes[mesh_index].vertecies); // free vertex array
- }
- for (int texture_index = 0; texture_index < ri.loaded_texture_count; ++texture_index){
- free(ri.loaded_textures[texture_index].image_buffer);
- }
- exit(result);
- return 0;
- }
|