add basic 2d triangle rendering

only solid color support so far. and using an un-optimized algorithm
This commit is contained in:
Gered 2023-03-31 22:01:02 -04:00
parent ad1dbee5fd
commit ff9960d325
3 changed files with 73 additions and 0 deletions

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@ -12,6 +12,7 @@ pub mod pcx;
pub mod png;
pub mod primitives;
pub mod rgb;
pub mod triangles;
#[derive(Error, Debug)]
pub enum BitmapError {

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@ -0,0 +1,71 @@
use crate::graphics::bitmap::Bitmap;
use crate::graphics::Pixel;
use crate::math::vector2::Vector2;
#[inline]
fn cross(a: Vector2, b: Vector2, c: Vector2) -> f32 {
(c.x - a.x) * (b.y - a.y) - (c.y - a.y) * (b.x - a.x)
}
impl<PixelType: Pixel> Bitmap<PixelType> {
pub fn triangle_2d_solid_color(&mut self, a: Vector2, b: Vector2, c: Vector2, color: PixelType) {
self.triangle_2d_custom(
a, //
b,
c,
|dest_pixels, _w0, _w1, _w2| unsafe {
*dest_pixels = color;
},
)
}
#[inline]
pub fn triangle_2d_custom(
&mut self,
a: Vector2,
b: Vector2,
c: Vector2,
pixel_fn: impl Fn(*mut PixelType, f32, f32, f32),
) {
// based off the triangle rasterization algorithm presented in these article series' (as well as others)
// https://fgiesen.wordpress.com/2013/02/17/optimizing-sw-occlusion-culling-index/
// https://www.scratchapixel.com/lessons/3d-basic-rendering/rasterization-practical-implementation/rasterization-stage.html
// https://kitsunegames.com/post/development/2016/07/28/software-3d-rendering-in-javascript-pt2/
// TODO: optimize further. have had some trouble with some explanations of the optmizations presented in the
// linked article and the math presented. in particular i would prefer to have counter-clockwise vertex
// ordering but the math presented seems to only work as-is with clockwise ordering ... *grumble*
// TODO: implement fill rules, probably using top-left ordering as most 3d APIs do i guess
let min_x = a.x.min(b.x).min(c.x);
let min_y = a.y.min(b.y).min(c.y);
let max_x = a.x.max(b.x).max(c.x);
let max_y = a.y.max(b.y).max(c.y);
let min_x = std::cmp::max(self.clip_region().x, min_x as i32);
let min_y = std::cmp::max(self.clip_region().y, min_y as i32);
let max_x = std::cmp::min(self.clip_region().right(), max_x as i32);
let max_y = std::cmp::min(self.clip_region().bottom(), max_y as i32);
let draw_width = (max_x - min_x + 1) as usize;
let next_row_inc = self.width() as usize;
let mut pixels = unsafe { self.pixels_at_mut_ptr_unchecked(min_x, min_y) };
for y in min_y..=max_y {
let row_pixels = unsafe { std::slice::from_raw_parts_mut(pixels, draw_width) };
for (idx, pixel) in row_pixels.iter_mut().enumerate() {
let x = min_x + idx as i32;
let p = Vector2::new(x as f32, y as f32);
let w0 = cross(b, c, p);
let w1 = cross(c, a, p);
let w2 = cross(a, b, p);
if w0 >= 0.0 && w1 >= 0.0 && w2 >= 0.0 {
pixel_fn(pixel, w0, w1, w2);
}
}
pixels = unsafe { pixels.add(next_row_inc) };
}
}
}

View file

@ -10,6 +10,7 @@ pub use crate::graphics::{
png::*,
primitives::*,
rgb::{blit::*, primitives::*, *},
triangles::*,
*,
},
bitmapatlas::*,