main.cpp 6.8 KB

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  1. #include <limits>
  2. #include "../../DFPSR/includeFramework.h"
  3. using namespace dsr;
  4. const String mediaPath = string_combine(U"media", file_separator());
  5. static BasicResourcePool pool(mediaPath);
  6. // Global variables
  7. float distance = 4.0f;
  8. bool running = true;
  9. bool useOrthogonalCamera = false;
  10. bool useDepthBuffer = true;
  11. // The window handle
  12. Window window;
  13. int createCubePart(Model model, const FVector3D &min, const FVector3D &max) {
  14. // Add positions
  15. model_addPoint(model, FVector3D(min.x, min.y, min.z)); // 0: Left-down-near
  16. model_addPoint(model, FVector3D(min.x, min.y, max.z)); // 1: Left-down-far
  17. model_addPoint(model, FVector3D(min.x, max.y, min.z)); // 2: Left-up-near
  18. model_addPoint(model, FVector3D(min.x, max.y, max.z)); // 3: Left-up-far
  19. model_addPoint(model, FVector3D(max.x, min.y, min.z)); // 4: Right-down-near
  20. model_addPoint(model, FVector3D(max.x, min.y, max.z)); // 5: Right-down-far
  21. model_addPoint(model, FVector3D(max.x, max.y, min.z)); // 6: Right-up-near
  22. model_addPoint(model, FVector3D(max.x, max.y, max.z)); // 7: Right-up-far
  23. // Create a part for the polygons
  24. int part = model_addEmptyPart(model, U"cube");
  25. // Polygons using default texture coordinates on the 4 corners of the texture
  26. model_addQuad(model, part, 3, 2, 0, 1); // Left quad
  27. model_addQuad(model, part, 6, 7, 5, 4); // Right quad
  28. model_addQuad(model, part, 2, 6, 4, 0); // Front quad
  29. model_addQuad(model, part, 7, 3, 1, 5); // Back quad
  30. model_addQuad(model, part, 3, 7, 6, 2); // Top quad
  31. model_addQuad(model, part, 0, 4, 5, 1); // Bottom quad
  32. return part;
  33. }
  34. Model createCubeModel(const FVector3D &min, const FVector3D &max) {
  35. Model result = model_create();
  36. createCubePart(result, min, max);
  37. return result;
  38. }
  39. int main(int argn, char **argv) {
  40. // Create a window
  41. window = window_create(U"David Piuva's Software Renderer - Cube example", 1600, 900);
  42. // Load an interface to the window
  43. window_loadInterfaceFromFile(window, mediaPath + U"interface.lof");
  44. // Tell the application to terminate when the window is closed
  45. window_setCloseEvent(window, []() {
  46. running = false;
  47. });
  48. // Get whole window key events
  49. window_setKeyboardEvent(window, [](const KeyboardEvent& event) {
  50. if (event.keyboardEventType == KeyboardEventType::KeyDown) {
  51. DsrKey key = event.dsrKey;
  52. if (key >= DsrKey_1 && key <= DsrKey_9) {
  53. window_setPixelScale(window, key - DsrKey_0);
  54. } else if (key == DsrKey_F11) {
  55. window_setFullScreen(window, !window_isFullScreen(window));
  56. } else if (key == DsrKey_Escape) {
  57. running = false;
  58. }
  59. }
  60. });
  61. // Get component handles
  62. Component mainPanel = window_findComponentByName(window, U"mainPanel", true);
  63. Component buttonA = window_findComponentByName(window, U"buttonA", true);
  64. Component buttonB = window_findComponentByName(window, U"buttonB", true);
  65. // Connect components with actions
  66. component_setMouseMoveEvent(mainPanel, [](const MouseEvent& event) {
  67. distance = event.position.y / (float)window_getCanvasHeight(window) * 20.0f + 0.01f;
  68. });
  69. component_setPressedEvent(buttonA, []() {
  70. useOrthogonalCamera = !useOrthogonalCamera;
  71. });
  72. component_setPressedEvent(buttonB, []() {
  73. useDepthBuffer = !useDepthBuffer;
  74. });
  75. // Create a cube model
  76. Model cubeModel = createCubeModel(FVector3D(-0.5f), FVector3D(0.5f));
  77. model_setDiffuseMapByName(cubeModel, 0, pool, "RGB");
  78. model_setFilter(cubeModel, Filter::Alpha);
  79. // Import models
  80. // TODO: Load write protected models from a resource pool
  81. Model crateModel = importFromContent_DMF1(string_load(mediaPath + U"Model_Crate.dmf"), pool);
  82. Model barrelModel = importFromContent_DMF1(string_load(mediaPath + U"Model_Barrel.dmf"), pool);
  83. Model testModel = importFromContent_DMF1(string_load(mediaPath + U"Model_Test.dmf"), pool);
  84. // Create a renderer for multi-threading
  85. Renderer worker = renderer_create();
  86. while(running) {
  87. double startTime;
  88. window_executeEvents(window);
  89. // Request buffers after executing the events, to get newly allocated buffers after resize events
  90. auto colorBuffer = window_getCanvas(window);
  91. auto depthBuffer = window_getDepthBuffer(window);
  92. // Get target size
  93. int targetWidth = image_getWidth(colorBuffer);
  94. int targetHeight = image_getHeight(colorBuffer);
  95. // Paint the background color
  96. startTime = time_getSeconds();
  97. // TODO: Make a SIMD vectorized color fill for non-uniform bytes
  98. // Round the start location up to 16-bytes and the end location down to 16-bytes
  99. // Use regular assignments for the non-padding leftover pixels in sub-images
  100. image_fill(colorBuffer, ColorRgbaI32(160, 180, 200, 255));
  101. printText("Fill sky: ", (time_getSeconds() - startTime) * 1000.0, " ms\n");
  102. // Update the depth buffer
  103. startTime = time_getSeconds();
  104. // Clear the buffer
  105. if (useOrthogonalCamera) {
  106. image_fill(depthBuffer, std::numeric_limits<float>::infinity()); // Infinite depth
  107. } else {
  108. image_fill(depthBuffer, 0.0f); // Infinite reciprocal depth using zero
  109. }
  110. printText("Clear depth: ", (time_getSeconds() - startTime) * 1000.0, " ms\n");
  111. // Create a camera
  112. const double speed = 0.2f;
  113. double timer = time_getSeconds() * speed;
  114. FVector3D cameraPosition = FVector3D(sin(timer) * distance, 2, cos(timer) * distance);
  115. FMatrix3x3 cameraRotation = FMatrix3x3::makeAxisSystem(-cameraPosition, FVector3D(0.0f, 1.0f, 0.0f));
  116. Camera camera = useOrthogonalCamera ?
  117. Camera::createOrthogonal(Transform3D(cameraPosition, cameraRotation), targetWidth, targetHeight, 8.0f) :
  118. Camera::createPerspective(Transform3D(cameraPosition, cameraRotation), targetWidth, targetHeight);
  119. Transform3D testLocation(FVector3D(0.0f, -3.0f, 0.0f), FMatrix3x3(3.0f));
  120. Transform3D crateLocation(FVector3D(sin(timer * 0.36) * 0.21, sin(timer * 1.4) * 0.8, sin(timer * 0.43) * 0.17), FMatrix3x3(4.0f));
  121. Transform3D barrelLocation(FVector3D(sin(timer * 2.36) * 4.6, sin(timer * 3.45) * 4.6, sin(timer * 2.14 + 3.6) * 4.6), FMatrix3x3(4.0f));
  122. Transform3D cubeLocation(FVector3D(sin(timer * 4.37) * 2.6, sin(timer * 2.64) * 2.6, sin(timer * 3.34 + 2.7) * 2.6), FMatrix3x3());
  123. startTime = time_getSeconds();
  124. ImageF32 depth = useDepthBuffer ? depthBuffer : ImageF32();
  125. // Begin render batch
  126. renderer_begin(worker, colorBuffer, depth);
  127. // Solid
  128. renderer_giveTask(worker, crateModel, crateLocation, camera);
  129. renderer_giveTask(worker, barrelModel, barrelLocation, camera);
  130. renderer_giveTask(worker, testModel, testLocation, camera);
  131. // Filter
  132. renderer_giveTask(worker, cubeModel, cubeLocation, camera);
  133. // Complete render batch
  134. renderer_end(worker);
  135. printText("Draw world: ", (time_getSeconds() - startTime) * 1000.0, " ms\n");
  136. startTime = time_getSeconds();
  137. window_drawComponents(window);
  138. printText("Draw GUI: ", (time_getSeconds() - startTime) * 1000.0, " ms\n");
  139. startTime = time_getSeconds();
  140. window_showCanvas(window);
  141. printText("Show canvas: ", (time_getSeconds() - startTime) * 1000.0, " ms\n");
  142. }
  143. }