add basic 2d triangle rendering
only solid color support so far. and using an un-optimized algorithm
This commit is contained in:
parent
ad1dbee5fd
commit
ff9960d325
|
@ -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 {
|
||||
|
|
71
ggdt/src/graphics/bitmap/triangles.rs
Normal file
71
ggdt/src/graphics/bitmap/triangles.rs
Normal file
|
@ -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) };
|
||||
}
|
||||
}
|
||||
}
|
|
@ -10,6 +10,7 @@ pub use crate::graphics::{
|
|||
png::*,
|
||||
primitives::*,
|
||||
rgb::{blit::*, primitives::*, *},
|
||||
triangles::*,
|
||||
*,
|
||||
},
|
||||
bitmapatlas::*,
|
||||
|
|
Loading…
Reference in a new issue