608 lines
15 KiB
C
608 lines
15 KiB
C
#include <math.h>
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#include <stdio.h>
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#include <stdint.h>
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#include <stddef.h>
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#include <stdlib.h>
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#include <dos.h>
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#include <i86.h>
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#include <conio.h>
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#include <string.h>
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struct Context
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{
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int width, height;
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int tex_w, tex_h;
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uint8_t *backbuffer;
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uint8_t *colorbuffer;
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float *depthbuffer;
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};
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static uint8_t *vga = (uint8_t *)0xA0000;
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static const uint8_t bayer8x8[] = {
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0, 32, 8, 40, 2, 34, 10, 42,
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48, 16, 56, 24, 50, 18, 58, 26,
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12, 44, 4, 36, 14, 46, 6, 38,
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60, 28, 52, 20, 62, 30, 54, 22,
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3, 35, 11, 43, 1, 33, 9, 41,
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51, 19, 59, 27, 49, 17, 57, 25,
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15, 47, 7, 39, 13, 45, 5, 37,
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63, 31, 55, 23, 61, 29, 53, 21
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};
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static void SetMode(unsigned char mode) {
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union REGS regs;
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regs.w.ax = mode;
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int386(0x10, ®s, ®s);
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}
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static void SetPalette(int i, unsigned char r, unsigned char g, unsigned char b) {
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outp(0x3C8, i);
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outp(0x3C9, r);
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outp(0x3C9, g);
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outp(0x3C9, b);
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}
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static void InitPalette(void)
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{
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int i, r, g, b;
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for (i = 0; i < 256; ++i)
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{
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r = (i >> 6) & 3;
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r = (r << 4) | (r << 2) | r;
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g = (i >> 3) & 7;
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g = (g << 3) | g;
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b = i & 7;
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b = (b << 3) | b;
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/* RRGGGBBB */
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// SetPalette(i, (((i >> 6) & 3) << 4) | 15, (((i >> 3) & 7) << 3) | 7, ((i & 7) << 3) | 7);
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SetPalette(i, r, g, b);
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}
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}
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static void SetPixel(struct Context *ctx, int x, int y, float c[])
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{
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int r, g, b;
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uint8_t color;
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uint8_t bayerval;
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r = c[0] * (4 * 64);
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g = c[1] * (8 * 64);
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b = c[2] * (8 * 64);
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bayerval = bayer8x8[(x & 7) + (y & 7) * 8];
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r += bayerval;
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g += bayerval;
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b += bayerval;
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r >>= 6;
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g >>= 6;
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b >>= 6;
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if (r > 3) r = 3;
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if (g > 7) g = 7;
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if (b > 7) b = 7;
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color = (r << 6) | (g << 3) | b;
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ctx->colorbuffer[x + y * 320] = color;
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}
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static void ClearDepth(struct Context *ctx, float depth)
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{
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int i;
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int pixels = ctx->width * ctx->height;
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for (i = 0; i < pixels; ++i)
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{
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ctx->depthbuffer[i] = depth;
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}
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}
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static float DegToRad(float deg)
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{
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return deg * 0.0174532925f;
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}
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static float Min(float a, float b)
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{
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return a < b ? a : b;
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}
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static float Min3(float a, float b, float c)
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{
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return Min(Min(a, b), c);
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}
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static float Max(float a, float b)
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{
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return a > b ? a : b;
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}
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static float Max3(float a, float b, float c)
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{
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return Max(Max(a, b), c);
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}
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static int IsOnRight(float a[], float b[], float c[])
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{
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return ((b[0] - a[0]) * (c[1] - a[1]) - (b[1] - a[1]) * (c[0] - a[0]) <= 0.0f);
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}
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static float Distance2(float a[], float b[])
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{
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float x, y, d;
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x = b[0] - a[0];
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y = b[1] - a[1];
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return sqrt(x * x + y * y);
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}
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static void Normalize(float a[])
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{
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float l = sqrt(a[0] * a[0] + a[1] * a[1] + a[2] * a[2]);
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a[0] = a[0] / l;
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a[1] = a[1] / l;
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a[2] = a[2] / l;
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}
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static void MapToRes(struct Context *ctx, float a[])
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{
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a[0] = a[0] / a[3];
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a[1] = a[1] / a[3];
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a[2] = a[2] / a[3];
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a[0] = (a[0] + 1.0) * 0.5 * (ctx->width - 1);
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a[1] = (1.0 - a[1]) * 0.5 * (ctx->height - 1);
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}
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static void Cross(float result[], float a[], float b[])
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{
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result[0] = a[1] * b[2] - a[2] * b[1];
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result[1] = a[2] * b[0] - a[0] * b[2];
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result[2] = a[0] * b[1] - a[1] * b[0];
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}
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static float Dot(float a[], float b[])
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{
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return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
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}
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static float Dot2(float a[], float b[])
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{
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return a[0] * b[0] + a[1] * b[1];
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}
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static void VecCopy3(float result[], float a[])
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{
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result[0] = a[0];
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result[1] = a[1];
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result[2] = a[2];
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}
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static void VecSubVec3(float result[], float a[], float b[])
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{
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result[0] = a[0] - b[0];
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result[1] = a[1] - b[1];
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result[2] = a[2] - b[2];
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};
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static void MatMultMat(float result[], float a[], float b[])
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{
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result[0] = a[0] * b[0] + a[1] * b[4] + a[2] * b[8] + a[3] * b[12];
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result[1] = a[0] * b[1] + a[1] * b[5] + a[2] * b[9] + a[3] * b[13];
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result[2] = a[0] * b[2] + a[1] * b[6] + a[2] * b[10] + a[3] * b[14];
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result[3] = a[0] * b[3] + a[1] * b[7] + a[2] * b[11] + a[3] * b[15];
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result[4] = a[4] * b[0] + a[5] * b[4] + a[6] * b[8] + a[7] * b[12];
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result[5] = a[4] * b[1] + a[5] * b[5] + a[6] * b[9] + a[7] * b[13];
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result[6] = a[4] * b[2] + a[5] * b[6] + a[6] * b[10] + a[7] * b[14];
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result[7] = a[4] * b[3] + a[5] * b[7] + a[6] * b[11] + a[7] * b[15];
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result[8] = a[8] * b[0] + a[9] * b[4] + a[10] * b[8] + a[11] * b[12];
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result[9] = a[8] * b[1] + a[9] * b[5] + a[10] * b[9] + a[11] * b[13];
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result[10] = a[8] * b[2] + a[9] * b[6] + a[10] * b[10] + a[11] * b[14];
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result[11] = a[8] * b[3] + a[9] * b[7] + a[10] * b[11] + a[11] * b[15];
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result[12] = a[12] * b[0] + a[13] * b[4] + a[14] * b[8] + a[15] * b[12];
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result[13] = a[12] * b[1] + a[13] * b[5] + a[14] * b[9] + a[15] * b[13];
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result[14] = a[12] * b[2] + a[13] * b[6] + a[14] * b[10] + a[15] * b[14];
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result[15] = a[12] * b[3] + a[13] * b[7] + a[14] * b[11] + a[15] * b[15];
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}
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static void MatMultVec(float result[], float a[], float v[])
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{
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result[0] = a[0] * v[0] + a[1] * v[1] + a[2] * v[2] + a[3] * v[3];
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result[1] = a[4] * v[0] + a[5] * v[1] + a[6] * v[2] + a[7] * v[3];
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result[2] = a[8] * v[0] + a[9] * v[1] + a[10] * v[2] + a[11] * v[3];
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result[3] = a[12] * v[0] + a[13] * v[1] + a[14] * v[2] + a[15] * v[3];
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}
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static void MatMultVec3(float result[], float a[], float v[])
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{
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result[0] = a[0] * v[0] + a[1] * v[1] + a[2] * v[2] + a[3];
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result[1] = a[4] * v[0] + a[5] * v[1] + a[6] * v[2] + a[7];
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result[2] = a[8] * v[0] + a[9] * v[1] + a[10] * v[2] + a[11];
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result[3] = a[12] * v[0] + a[13] * v[1] + a[14] * v[2] + a[15];
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}
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static void LookAt(float mat[], float campos[], float targetpos[], float upvec[])
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{
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float forward[3];
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float right[3];
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float up[3];
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VecSubVec3(forward, targetpos, campos);
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Normalize(forward);
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Cross(right, forward, upvec);
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Normalize(right);
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Cross(up, right, forward);
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mat[0] = right[0];
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mat[1] = right[1];
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mat[2] = right[2];
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mat[3] = -Dot(right, campos);
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mat[4] = up[0];
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mat[5] = up[1];
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mat[6] = up[2];
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mat[7] = -Dot(up, campos);
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mat[8] = -forward[0];
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mat[9] = -forward[1];
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mat[10] = -forward[2];
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mat[11] = Dot(forward, campos);
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mat[12] = 0.0f;
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mat[13] = 0.0f;
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mat[14] = 0.0f;
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mat[15] = 1.0f;
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}
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static void Perspective(float mat[], float fov, float aspectratio, float nearp, float farp)
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{
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float tanhalffovy = tan(fov * 0.5f);
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mat[0] = 1.0f / (aspectratio * tanhalffovy);
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mat[1] = 0.0f;
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mat[2] = 0.0f;
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mat[3] = 0.0f;
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mat[4] = 0.0f;
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mat[5] = 1.0f / tanhalffovy;
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mat[6] = 0.0f;
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mat[7] = 0.0f;
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mat[8] = 0.0f;
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mat[9] = 0.0f;
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mat[10] = -(farp + nearp) / (farp - nearp);
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mat[11] = -(2 * farp * nearp) / (farp - nearp) ;
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mat[12] = 0.0f;
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mat[13] = 0.0f;
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mat[14] = -1.0f;
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mat[15] = 0.0f;
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}
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static void DrawTriangle(struct Context *ctx, float wp0[], float wp1[], float wp2[], uint8_t texture[], float c0[], float c1[], float c2[], float mvp[], float lightdir[], float n0[], float n1[], float n2[])
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{
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float p0[4], p1[4], p2[4];
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MatMultVec3(p0, mvp, wp0);
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MatMultVec3(p1, mvp, wp1);
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MatMultVec3(p2, mvp, wp2);
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if (p0[3] != 0.0f && p1[3] != 0.0f && p2[3] != 0.0f)
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{
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int x, y, idx, tx, ty, ti;
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float p[2];
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float depth;
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float w0, w1, w2, dot00, dot01, dot11, dot20, dot21, denom, d0, d1, d2;
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float v0[2], v1[2], v2[2];
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float texcoord[2];
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float normal[3];
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float diff;
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int aabbmin[2], aabbmax[2];
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float c[3];
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MapToRes(ctx, p0);
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MapToRes(ctx, p1);
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MapToRes(ctx, p2);
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aabbmin[0] = Max(Min3(p0[0], p1[0], p2[0]), 0.0f);
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aabbmin[1] = Max(Min3(p0[1], p1[1], p2[1]), 0.0f);
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aabbmax[0] = Min(Max3(p0[0], p1[0], p2[0]), ctx->width - 1);
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aabbmax[1] = Min(Max3(p0[1], p1[1], p2[1]), ctx->height - 1);
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for (y = aabbmin[1]; y <= aabbmax[1]; ++y)
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{
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for (x = aabbmin[0]; x <= aabbmax[0]; ++x)
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{
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p[0] = x;
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p[1] = y;
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if (!IsOnRight(p0, p1, p) || !IsOnRight(p1, p2, p) || !IsOnRight(p2, p0, p))
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continue;
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idx = x + ctx->width * y;
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v0[0] = p1[0] - p0[0];
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v0[1] = p1[1] - p0[1];
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v1[0] = p2[0] - p0[0];
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v1[1] = p2[1] - p0[1];
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v2[0] = p[0] - p0[0];
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v2[1] = p[1] - p0[1];
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dot00 = Dot2(v0, v0);
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dot01 = Dot2(v0, v1);
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dot11 = Dot2(v1, v1);
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dot20 = Dot2(v2, v0);
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dot21 = Dot2(v2, v1);
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denom = dot00 * dot11 - dot01 * dot01;
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w1 = (dot11 * dot20 - dot01 * dot21) / denom;
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w2 = (dot00 * dot21 - dot01 * dot20) / denom;
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w0 = 1.0f - w1 - w2;
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depth = p0[2] * w0 + p1[2] * w1 + p2[2] * w2;
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if (depth > 0.0 && ctx->depthbuffer[idx] > depth)
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{
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ctx->depthbuffer[idx] = depth;
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idx = idx * 3;
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texcoord[0] = w0 * c0[0] + w1 * c1[0] + w2 * c2[0];
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texcoord[1] = w0 * c0[1] + w1 * c1[1] + w2 * c2[1];
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normal[0] = w0 * n0[0] + w1 * n1[0] + w2 * n2[0];
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normal[1] = w0 * n0[1] + w1 * n1[1] + w2 * n2[1];
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normal[2] = w0 * n0[2] + w1 * n1[2] + w2 * n2[2];
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Normalize(normal);
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diff = Max(0.5, Dot(normal, lightdir));
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tx = texcoord[0] * ctx->tex_w;
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ty = (1 - texcoord[1]) * ctx->tex_h;
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ti = (tx + ty * ctx->tex_w) * 3;
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c[0] = texture[ti] / 255.0f * diff;
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c[1] = texture[ti + 1] / 255.0f * diff;
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c[2] = texture[ti + 2] / 255.0f * diff;
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SetPixel(ctx, x, y, c);
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}
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}
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}
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}
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}
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// static void OutputPPM(FILE *file, struct Context *ctx)
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// {
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// int i, numpixels;
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// fprintf(file, "P3\n%d\n%d\n255\n", ctx->width, ctx->height);
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// numpixels = ctx->width * ctx->height;
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// for (i = 0; i < numpixels * 3; ++i)
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// {
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// fprintf(file, "%d ", (int)(ctx->colorbuffer[i] * 255.0f));
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// }
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// fprintf(file, "\n");
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// }
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// static void OutputVT100(FILE* out, const struct Context *ctx)
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// {
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// int r1, g1, b1, r2, b2, g2, x, y, idx, rowoffset;
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// fprintf(out, "\x1b[1;1H\n");
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// for (y = 0; y <= ctx->height - 2; y += 2)
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// {
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// fprintf(out, "\n");
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// for (x = 0; x < ctx->width; ++x)
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// {
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// idx = (x + y * ctx->width) * 3;
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// rowoffset = ctx->width * 3;
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// r1 = ctx->colorbuffer[idx] * 255;
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// g1 = ctx->colorbuffer[idx + 1] * 255;
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// b1 = ctx->colorbuffer[idx + 2] * 255;
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// r2 = ctx->colorbuffer[idx + rowoffset] * 255;
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// g2 = ctx->colorbuffer[idx + 1 + rowoffset] * 255;
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// b2 = ctx->colorbuffer[idx + 2 + rowoffset] * 255;
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// fprintf(out, "\x1b[38;2;%d;%d;%dm\x1b[48;2;%d;%d;%dm▀", r1, g1, b1, r2, g2, b2);
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// }
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// }
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// }
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static void OutputVGA(const struct Context *ctx)
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{
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if (ctx->colorbuffer != vga)
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memcpy(vga, ctx->colorbuffer, 320 * 200);
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}
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// Function DumpMat(Real Array mat)
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// Declare Integer i
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// For i = 0 to 15
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// Output mat[i] & " "
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// If i % 4 == 3
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// Output ""
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// End
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// End
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// End
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static void *MyMalloc(size_t n)
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{
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void *mem = malloc(n);
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if (!mem)
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{
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fprintf(stderr, "cannot alloc %d bytes!\n", (int)n);
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exit(1);
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}
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return mem;
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}
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int main(int argc, char **argv)
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{
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struct Context ctx;
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// float bg[] = { 0.25f, 0.25f, 0.25f };
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float lightdir[] = { 0.3f, 1.0f, 0.4f };
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float view[16];
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float proj[16];
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float mvp[16];
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float campos[3];
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float targetpos[] = { 0.0f, 0.0f, 0.0f };
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float upvector[] = { 0.0f, 1.0f, 0.0f };
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float aspectratio = 1.46;
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float p0[3], p1[3], p2[3];
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float c0[3], c1[3], c2[3];
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float n0[3], n1[3], n2[3];
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int datasize, i, vertices, tp;
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float *data;
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uint8_t *texture;
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int temp, i0, i1, i2;
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float camangle;
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FILE *in = stdin;
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FILE *out = stdout;
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// getch();
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// SetMode(0x3);
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// return 0;
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if (argc > 1)
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{
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in = fopen(argv[1], "r");
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if (!in)
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{
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fprintf(stderr, "cannot open for reading: %s\n", argv[1]);
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exit(2);
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}
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}
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if (argc > 2)
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{
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out = fopen(argv[2], "w");
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if (!out)
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{
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fprintf(stderr, "cannot open for writing: %s\n", argv[2]);
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exit(2);
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}
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}
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ctx.width = 320;
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ctx.height = 200;
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ctx.backbuffer = MyMalloc(320 * 240);
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ctx.depthbuffer = MyMalloc(sizeof(float) * ctx.width * ctx.height);
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ctx.colorbuffer = ctx.backbuffer;
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Normalize(lightdir);
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Perspective(proj, DegToRad(90.0f) / aspectratio, aspectratio, 0.1f, 50.0f);
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fscanf(in, "%d\n%d\n", &datasize, &vertices);
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data = MyMalloc(sizeof(float) * datasize);
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for (i = 0; i < datasize; ++i)
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{
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fscanf(in, "%f\n", &data[i]);
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}
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fprintf(stderr, "model rdy\n");
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fscanf(in, "%d\n%d\n", &ctx.tex_w, &ctx.tex_h);
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tp = ctx.tex_w * ctx.tex_h * 3;
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texture = MyMalloc(tp);
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for (i = 0; i < tp; ++i)
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{
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int v;
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fscanf(in, "%d\n", &v);
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texture[i] = v;
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}
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fprintf(stderr, "textura rdy\n");
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camangle = 0.0f;
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SetMode(0x13);
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InitPalette();
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for (;;)
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{
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const float camdis = 7.0f;
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ClearDepth(&ctx, 100.0);
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memset(ctx.colorbuffer, 82, 320*240);
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campos[0] = sin(camangle) * camdis;
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campos[1] = 0.8f * camdis;
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campos[2] = cos(camangle) * camdis;
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camangle = camangle + 3.14f * 0.005f;
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LookAt(view, campos, targetpos, upvector);
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MatMultMat(mvp, proj, view);
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for (i = 0; i < vertices; i += 3)
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{
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i0 = i * 8;
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i1 = (i + 1) * 8;
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i2 = (i + 2) * 8;
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p0[0] = data[i0];
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p0[1] = data[i0 + 1];
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p0[2] = data[i0 + 2];
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p1[0] = data[i1];
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p1[1] = data[i1 + 1];
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p1[2] = data[i1 + 2];
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p2[0] = data[i2];
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p2[1] = data[i2 + 1];
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p2[2] = data[i2 + 2];
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c0[0] = data[i0 + 3];
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c0[1] = data[i0 + 4];
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c1[0] = data[i1 + 3];
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c1[1] = data[i1 + 4];
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c2[0] = data[i2 + 3];
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c2[1] = data[i2 + 4];
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n0[0] = data[i0 + 5];
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n0[1] = data[i0 + 6];
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n0[2] = data[i0 + 7];
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n1[0] = data[i1 + 5];
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n1[1] = data[i1 + 6];
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n1[2] = data[i1 + 7];
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n2[0] = data[i2 + 5];
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n2[1] = data[i2 + 6];
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n2[2] = data[i2 + 7];
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DrawTriangle(&ctx, p0, p1, p2, texture, c0, c1, c2, mvp, lightdir, n0, n1, n2);
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}
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// OutputPPM(out, &ctx);
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// OutputVT100(out, &ctx);
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OutputVGA(&ctx);
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}
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return 0;
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}
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