main.cpp 7.0 KB

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  1. 
  2. #include <limits>
  3. #include "../../DFPSR/includeFramework.h"
  4. using namespace dsr;
  5. const String mediaPath = string_combine(U"media", file_separator());
  6. static BasicResourcePool pool(mediaPath);
  7. // Global variables
  8. float distance = 4.0f;
  9. bool running = true;
  10. bool useOrthogonalCamera = false;
  11. bool useDepthBuffer = true;
  12. // The window handle
  13. Window window;
  14. int createCubePart(Model model, const FVector3D &min, const FVector3D &max) {
  15. // Add positions
  16. model_addPoint(model, FVector3D(min.x, min.y, min.z)); // 0: Left-down-near
  17. model_addPoint(model, FVector3D(min.x, min.y, max.z)); // 1: Left-down-far
  18. model_addPoint(model, FVector3D(min.x, max.y, min.z)); // 2: Left-up-near
  19. model_addPoint(model, FVector3D(min.x, max.y, max.z)); // 3: Left-up-far
  20. model_addPoint(model, FVector3D(max.x, min.y, min.z)); // 4: Right-down-near
  21. model_addPoint(model, FVector3D(max.x, min.y, max.z)); // 5: Right-down-far
  22. model_addPoint(model, FVector3D(max.x, max.y, min.z)); // 6: Right-up-near
  23. model_addPoint(model, FVector3D(max.x, max.y, max.z)); // 7: Right-up-far
  24. // Create a part for the polygons
  25. int part = model_addEmptyPart(model, U"cube");
  26. // Polygons using default texture coordinates on the 4 corners of the texture
  27. model_addQuad(model, part, 3, 2, 0, 1); // Left quad
  28. model_addQuad(model, part, 6, 7, 5, 4); // Right quad
  29. model_addQuad(model, part, 2, 6, 4, 0); // Front quad
  30. model_addQuad(model, part, 7, 3, 1, 5); // Back quad
  31. model_addQuad(model, part, 3, 7, 6, 2); // Top quad
  32. model_addQuad(model, part, 0, 4, 5, 1); // Bottom quad
  33. return part;
  34. }
  35. Model createCubeModel(const FVector3D &min, const FVector3D &max) {
  36. Model result = model_create();
  37. createCubePart(result, min, max);
  38. return result;
  39. }
  40. int main(int argn, char **argv) {
  41. // Create a window
  42. window = window_create(U"David Piuva's Software Renderer - Cube example", 1600, 900);
  43. // Load an interface to the window
  44. window_loadInterfaceFromFile(window, mediaPath + U"interface.lof");
  45. // Tell the application to terminate when the window is closed
  46. window_setCloseEvent(window, []() {
  47. running = false;
  48. });
  49. // Get whole window key events
  50. window_setKeyboardEvent(window, [](const KeyboardEvent& event) {
  51. if (event.keyboardEventType == KeyboardEventType::KeyDown) {
  52. DsrKey key = event.dsrKey;
  53. if (key >= DsrKey_1 && key <= DsrKey_9) {
  54. window_setPixelScale(window, key - DsrKey_0);
  55. } else if (key == DsrKey_F11) {
  56. window_setFullScreen(window, !window_isFullScreen(window));
  57. } else if (key == DsrKey_Escape) {
  58. running = false;
  59. }
  60. }
  61. });
  62. // Get component handles
  63. Component mainPanel = window_findComponentByName(window, U"mainPanel", true);
  64. Component buttonA = window_findComponentByName(window, U"buttonA", true);
  65. Component buttonB = window_findComponentByName(window, U"buttonB", true);
  66. // Connect components with actions
  67. component_setMouseMoveEvent(mainPanel, [](const MouseEvent& event) {
  68. distance = event.position.y / (float)window_getCanvasHeight(window) * 20.0f + 0.01f;
  69. });
  70. component_setPressedEvent(buttonA, []() {
  71. useOrthogonalCamera = !useOrthogonalCamera;
  72. });
  73. component_setPressedEvent(buttonB, []() {
  74. useDepthBuffer = !useDepthBuffer;
  75. });
  76. // Create a cube model
  77. Model cubeModel = createCubeModel(FVector3D(-0.5f), FVector3D(0.5f));
  78. model_setDiffuseMapByName(cubeModel, 0, pool, "RGB");
  79. model_setFilter(cubeModel, Filter::Alpha);
  80. // Import models
  81. // TODO: Load write protected models from a resource pool
  82. Model crateModel = importFromContent_DMF1(string_load(mediaPath + U"Model_Crate.dmf"), pool);
  83. Model barrelModel = importFromContent_DMF1(string_load(mediaPath + U"Model_Barrel.dmf"), pool);
  84. Model testModel = importFromContent_DMF1(string_load(mediaPath + U"Model_Test.dmf"), pool);
  85. // Create a renderer for multi-threading
  86. Renderer worker = renderer_create();
  87. while(running) {
  88. double startTime;
  89. window_executeEvents(window);
  90. // Request buffers after executing the events, to get newly allocated buffers after resize events
  91. auto colorBuffer = window_getCanvas(window);
  92. auto depthBuffer = window_getDepthBuffer(window);
  93. // Get target size
  94. int targetWidth = image_getWidth(colorBuffer);
  95. int targetHeight = image_getHeight(colorBuffer);
  96. // Paint the background color
  97. startTime = time_getSeconds();
  98. // TODO: Make a SIMD vectorized color fill for non-uniform bytes
  99. // Round the start location up to 16-bytes and the end location down to 16-bytes
  100. // Use regular assignments for the non-padding leftover pixels in sub-images
  101. image_fill(colorBuffer, ColorRgbaI32(160, 180, 200, 255));
  102. printText("Fill sky: ", (time_getSeconds() - startTime) * 1000.0, " ms\n");
  103. // Update the depth buffer
  104. startTime = time_getSeconds();
  105. // Clear the buffer
  106. if (useOrthogonalCamera) {
  107. image_fill(depthBuffer, std::numeric_limits<float>::infinity()); // Infinite depth
  108. } else {
  109. image_fill(depthBuffer, 0.0f); // Infinite reciprocal depth using zero
  110. }
  111. printText("Clear depth: ", (time_getSeconds() - startTime) * 1000.0, " ms\n");
  112. // Create a camera
  113. const double speed = 0.2f;
  114. double timer = time_getSeconds() * speed;
  115. FVector3D cameraPosition = FVector3D(sin(timer) * distance, 2, cos(timer) * distance);
  116. FMatrix3x3 cameraRotation = FMatrix3x3::makeAxisSystem(-cameraPosition, FVector3D(0.0f, 1.0f, 0.0f));
  117. Camera camera = useOrthogonalCamera ?
  118. Camera::createOrthogonal(Transform3D(cameraPosition, cameraRotation), targetWidth, targetHeight, 8.0f) :
  119. Camera::createPerspective(Transform3D(cameraPosition, cameraRotation), targetWidth, targetHeight);
  120. Transform3D testLocation(FVector3D(0.0f, -3.0f, 0.0f), FMatrix3x3(3.0f));
  121. Transform3D crateLocation(FVector3D(sin(timer * 0.36) * 0.21, sin(timer * 1.4) * 0.8, sin(timer * 0.43) * 0.17), FMatrix3x3(4.0f));
  122. 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));
  123. Transform3D cubeLocation(FVector3D(sin(timer * 4.37) * 2.6, sin(timer * 2.64) * 2.6, sin(timer * 3.34 + 2.7) * 2.6), FMatrix3x3());
  124. startTime = time_getSeconds();
  125. ImageF32 depth = useDepthBuffer ? depthBuffer : ImageF32();
  126. // Begin render batch
  127. renderer_begin(worker, colorBuffer, depth);
  128. // Solid geometry
  129. renderer_giveTask(worker, crateModel, crateLocation, camera);
  130. renderer_giveTask(worker, barrelModel, barrelLocation, camera);
  131. renderer_giveTask(worker, testModel, testLocation, camera);
  132. // Use triangles as occluders
  133. // The occlusion system knows that only solid triangles occlude, but including them would be redundant work
  134. renderer_occludeFromExistingTriangles(worker);
  135. // Filtered geometry
  136. renderer_giveTask(worker, cubeModel, cubeLocation, camera);
  137. // Complete render batch
  138. renderer_end(worker);
  139. printText("Draw world: ", (time_getSeconds() - startTime) * 1000.0, " ms\n");
  140. startTime = time_getSeconds();
  141. window_drawComponents(window);
  142. printText("Draw GUI: ", (time_getSeconds() - startTime) * 1000.0, " ms\n");
  143. window_showCanvas(window);
  144. }
  145. }