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author | rodri <rgl@antares-labs.eu> | 2023-11-11 15:34:56 +0000 |
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committer | rodri <rgl@antares-labs.eu> | 2023-11-11 15:34:56 +0000 |
commit | 95630e7edcfc1a3f7e89444c7cc61554f6422626 (patch) | |
tree | ea08a1b2178c353afc5eef66f9ade19bb9dc2c8c | |
parent | 212ca282c42e99e03121727c138a34584777ee60 (diff) | |
download | tinyrend-95630e7edcfc1a3f7e89444c7cc61554f6422626.tar.gz tinyrend-95630e7edcfc1a3f7e89444c7cc61554f6422626.tar.bz2 tinyrend-95630e7edcfc1a3f7e89444c7cc61554f6422626.zip |
adapted to the new libobj element format.
now african_head.obj doesn't fail to parse, and we will use those texture indices soon.
-rw-r--r-- | main.c | 96 |
1 files changed, 57 insertions, 39 deletions
@@ -235,6 +235,8 @@ shaderunit(void *arg) params = arg; sp.frag = rgb(DBlack); + threadsetname("shader unit #%d", params->id); + for(p.y = params->r.min.y; p.y < params->r.max.y; p.y++) for(p.x = params->r.min.x; p.x < params->r.max.x; p.x++){ sp.p = p; @@ -338,6 +340,7 @@ modelshader(Sparams *sp) OBJObject *o; OBJElem *e; OBJVertex *verts; + OBJIndexArray *idxtab; Triangle3 t; Triangle2 st; Point3 bc; @@ -349,13 +352,15 @@ modelshader(Sparams *sp) for(i = 0; i < nelem(model->objtab); i++) for(o = model->objtab[i]; o != nil; o = o->next) for(e = o->child; e != nil; e = e->next){ + idxtab = &e->indextab[OBJVGeometric]; + /* discard non-triangles */ - if(e->type != OBJEFace || e->nindex != 3) + if(e->type != OBJEFace || idxtab->nindex != 3) continue; - t.p0 = Pt3(verts[e->indices[0]].x,verts[e->indices[0]].y,verts[e->indices[0]].z,verts[e->indices[0]].w); - t.p1 = Pt3(verts[e->indices[1]].x,verts[e->indices[1]].y,verts[e->indices[1]].z,verts[e->indices[1]].w); - t.p2 = Pt3(verts[e->indices[2]].x,verts[e->indices[2]].y,verts[e->indices[2]].z,verts[e->indices[2]].w); + t.p0 = Pt3(verts[idxtab->indices[0]].x,verts[idxtab->indices[0]].y,verts[idxtab->indices[0]].z,verts[idxtab->indices[0]].w); + t.p1 = Pt3(verts[idxtab->indices[1]].x,verts[idxtab->indices[1]].y,verts[idxtab->indices[1]].z,verts[idxtab->indices[1]].w); + t.p2 = Pt3(verts[idxtab->indices[2]].x,verts[idxtab->indices[2]].y,verts[idxtab->indices[2]].z,verts[idxtab->indices[2]].w); st.p0 = Pt2((t.p0.x+1)*Dx(fb->r)/2, (t.p0.y+1)*Dy(fb->r)/2, 1); st.p1 = Pt2((t.p1.x+1)*Dx(fb->r)/2, (t.p1.y+1)*Dy(fb->r)/2, 1); @@ -382,6 +387,7 @@ drawmodel(Memimage *dst) OBJObject *o; OBJElem *e; OBJVertex *verts; + OBJIndexArray *idxtab; Triangle3 t; Triangle st; int i; @@ -392,13 +398,15 @@ drawmodel(Memimage *dst) for(i = 0; i < nelem(model->objtab); i++) for(o = model->objtab[i]; o != nil; o = o->next) for(e = o->child; e != nil; e = e->next){ + idxtab = &e->indextab[OBJVGeometric]; + /* discard non-triangles */ - if(e->type != OBJEFace || e->nindex != 3) + if(e->type != OBJEFace || idxtab->nindex != 3) continue; - t.p0 = Pt3(verts[e->indices[0]].x,verts[e->indices[0]].y,verts[e->indices[0]].z,verts[e->indices[0]].w); - t.p1 = Pt3(verts[e->indices[1]].x,verts[e->indices[1]].y,verts[e->indices[1]].z,verts[e->indices[1]].w); - t.p2 = Pt3(verts[e->indices[2]].x,verts[e->indices[2]].y,verts[e->indices[2]].z,verts[e->indices[2]].w); + t.p0 = Pt3(verts[idxtab->indices[0]].x,verts[idxtab->indices[0]].y,verts[idxtab->indices[0]].z,verts[idxtab->indices[0]].w); + t.p1 = Pt3(verts[idxtab->indices[1]].x,verts[idxtab->indices[1]].y,verts[idxtab->indices[1]].z,verts[idxtab->indices[1]].w); + t.p2 = Pt3(verts[idxtab->indices[2]].x,verts[idxtab->indices[2]].y,verts[idxtab->indices[2]].z,verts[idxtab->indices[2]].w); st[0] = Pt((t.p0.x+1)*Dx(fb->r)/2, (t.p0.y+1)*Dy(fb->r)/2); st[1] = Pt((t.p1.x+1)*Dx(fb->r)/2, (t.p1.y+1)*Dy(fb->r)/2); @@ -428,6 +436,45 @@ redraw(void) } void +render(void) +{ + uvlong t0, t1; + + if(model != nil){ +// t0 = nanosec(); +// shade(fb, modelshader); +// t1 = nanosec(); +// fprint(2, "shader took %lludns\n", t1-t0); + + t0 = nanosec(); + drawmodel(fb); + t1 = nanosec(); + fprint(2, "drawmodel took %lludns\n", t1-t0); + }else{ + t0 = nanosec(); + shade(fb, circleshader); + t1 = nanosec(); + fprint(2, "shader took %lludns\n", t1-t0); + + bresenham(fb, Pt(40,40), Pt(300,300), red); + bresenham(fb, Pt(80,80), Pt(100,200), red); + bresenham(fb, Pt(80,80), Pt(200,100), red); + + filltriangle(fb, Pt(30,10), Pt(45, 45), Pt(5, 100), blue); + triangle(fb, Pt(30,10), Pt(45, 45), Pt(5, 100), red); + filltriangle(fb, Pt(300,120), Pt(200,350), Pt(50, 210), blue); + triangle(fb, Pt(300,120), Pt(200,350), Pt(50, 210), red); + filltriangle(fb, Pt(400,230), Pt(450,180), Pt(150, 320), blue); + triangle(fb, Pt(400,230), Pt(450,180), Pt(150, 320), red); + + t0 = nanosec(); + shade(fb, triangleshader); + t1 = nanosec(); + fprint(2, "shader took %lludns\n", t1-t0); + } +} + +void rmb(Mousectl *, Keyboardctl *) { } @@ -469,7 +516,6 @@ threadmain(int argc, char *argv[]) Mousectl *mc; Keyboardctl *kc; Rune r; - uvlong t0, t1; char *mdlpath; GEOMfmtinstall(); @@ -509,38 +555,10 @@ threadmain(int argc, char *argv[]) model = objparse(mdlpath); if(model == nil) sysfatal("objparse: %r"); - -// t0 = nanosec(); -// shade(fb, modelshader); -// t1 = nanosec(); -// fprint(2, "shader took %lludns\n", t1-t0); - - drawmodel(fb); - - objfree(model); - }else{ - t0 = nanosec(); - shade(fb, circleshader); - t1 = nanosec(); - fprint(2, "shader took %lludns\n", t1-t0); - - bresenham(fb, Pt(40,40), Pt(300,300), red); - bresenham(fb, Pt(80,80), Pt(100,200), red); - bresenham(fb, Pt(80,80), Pt(200,100), red); - - filltriangle(fb, Pt(30,10), Pt(45, 45), Pt(5, 100), blue); - triangle(fb, Pt(30,10), Pt(45, 45), Pt(5, 100), red); - filltriangle(fb, Pt(300,120), Pt(200,350), Pt(50, 210), blue); - triangle(fb, Pt(300,120), Pt(200,350), Pt(50, 210), red); - filltriangle(fb, Pt(400,230), Pt(450,180), Pt(150, 320), blue); - triangle(fb, Pt(400,230), Pt(450,180), Pt(150, 320), red); - - t0 = nanosec(); - shade(fb, triangleshader); - t1 = nanosec(); - fprint(2, "shader took %lludns\n", t1-t0); } + render(); + drawc = chancreate(sizeof(void*), 1); display->locking = 1; unlockdisplay(display); |