joeylib3d/j3d.c

635 lines
18 KiB
C

/*
* JoeyLib 3D
* Copyright (C) 2019 Scott Duensing <scott@kangaroopunch.com>
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
// The code in this file is heavily influenced by
// "Black Art of 3D Game Programming" by Andre LaMothe
// Waite Group Press - ISBN 1-57169-004-2
// https://archive.org/details/BlackArt3DEBook
#include <math.h>
#include <stdio.h>
#include <float.h>
#include <string.h>
#include "stretchy_buffer.h"
#include "j3d.h"
#ifdef JOEY_IIGS
segment "j3d";
#define M_PI 3.1415926
#define fabsf fabs
#else
#pragma GCC diagnostic push
#pragma GCC diagnostic ignored "-Wpadded"
#endif
// Module global data
static float sin_table[361];
static float cos_table[361];
static int clipMinX = 0;
static int clipMinY = 0;
static int clipMaxX = 319;
static int clipMaxY = 199;
static int viewDistance = 250;
#define ASPECT_RATIO (float)0.8
#define INVERSE_ASPECT_RATIO (float)1.25
#define HALF_SCREEN_WIDTH 160
#define HALF_SCREEN_HEIGHT 100
void _j3DrawWireframePair(j3ObjectT *o, int v1, int v2) {
float x1;
float y1;
float z1;
float x2;
float y2;
float z2;
int ix1;
int iy1;
int ix2;
int iy2;
j3VertexT v;
v = o->verticies[v1].camera;
x1 = v.x;
y1 = v.y;
z1 = v.z;
v = o->verticies[v2].camera;
x2 = v.x;
y2 = v.y;
z2 = v.z;
x1 = HALF_SCREEN_WIDTH + x1 * viewDistance / z1;
y1 = HALF_SCREEN_HEIGHT - ASPECT_RATIO * y1 * viewDistance / z1;
x2 = HALF_SCREEN_WIDTH + x2 * viewDistance / z2;
y2 = HALF_SCREEN_HEIGHT - ASPECT_RATIO * y2 * viewDistance / z2;
ix1 = (int)x1;
iy1 = (int)y1;
ix2 = (int)x2;
iy2 = (int)y2;
if (_j3UtilClipLine(&ix1, &iy1, &ix2, &iy2)) {
jlDrawLine((jint16)ix1, (jint16)iy1, (jint16)ix2, (jint16)iy2);
}
}
void _j3DrawWireframe(j3ObjectT *o) {
int t; // Current triangle
for (t=0; t<o->triangleCount; t++) {
_j3DrawWireframePair(o, o->triangles[t].index[0], o->triangles[t].index[1]);
_j3DrawWireframePair(o, o->triangles[t].index[1], o->triangles[t].index[2]);
_j3DrawWireframePair(o, o->triangles[t].index[2], o->triangles[t].index[0]);
}
}
void j3MathMatrix4x4Identity(j3Matrix4x4T result) {
result[0][0] = 1; result[0][1] = 0; result[0][2] = 0; result[0][3] = 0;
result[1][0] = 0; result[1][1] = 1; result[1][2] = 0; result[1][3] = 0;
result[2][0] = 0; result[2][1] = 0; result[2][2] = 1; result[2][3] = 0;
result[3][0] = 0; result[3][1] = 0; result[3][2] = 0; result[3][3] = 1;
}
void j3MathMatrix4x4Mult(j3Matrix4x4T a, j3Matrix4x4T b, j3Matrix4x4T result) {
result[0][0] = a[0][0] * b[0][0] + a[0][1] * b[1][0] + a[0][2] * b[2][0];
result[0][1] = a[0][0] * b[0][1] + a[0][1] * b[1][1] + a[0][2] * b[2][1];
result[0][2] = a[0][0] * b[0][2] + a[0][1] * b[1][2] + a[0][2] * b[2][2];
result[0][3] = 0;
result[1][0] = a[1][0] * b[0][0] + a[1][1] * b[1][0] + a[1][2] * b[2][0];
result[1][1] = a[1][0] * b[0][1] + a[1][1] * b[1][1] + a[1][2] * b[2][1];
result[1][2] = a[1][0] * b[0][2] + a[1][1] * b[1][2] + a[1][2] * b[2][2];
result[1][3] = 0;
result[2][0] = a[2][0] * b[0][0] + a[2][1] * b[1][0] + a[2][2] * b[2][0];
result[2][1] = a[2][0] * b[0][1] + a[2][1] * b[1][1] + a[2][2] * b[2][1];
result[2][2] = a[2][0] * b[0][2] + a[2][1] * b[1][2] + a[2][2] * b[2][2];
result[2][3] = 0;
result[3][0] = a[3][0] * b[0][0] + a[3][1] * b[1][0] + a[3][2] * b[2][0] + b[3][0];
result[3][1] = a[3][0] * b[0][1] + a[3][1] * b[1][1] + a[3][2] * b[2][1] + b[3][1];
result[3][2] = a[3][0] * b[0][2] + a[3][1] * b[1][2] + a[3][2] * b[2][2] + b[3][2];
result[3][3] = 1;
}
void _j3ObjectReset(j3ObjectT *o) {
o->position.x = 0;
o->position.y = 0;
o->position.z = 0;
o->rotation.x = 0;
o->rotation.y = 0;
o->rotation.z = 0;
o->scale.x = 1;
o->scale.y = 1;
o->scale.z = 1;
}
void _j3ObjectUpdate(j3ObjectT *o) {
int x;
int y;
int z;
int i;
int axis = 0;
j3Matrix4x4T rotateX;
j3Matrix4x4T rotateY;
j3Matrix4x4T rotateZ;
j3Matrix4x4T final;
j3Matrix4x4T temp;
// === ROTATION ===
x = (int)o->rotation.x;
y = (int)o->rotation.y;
z = (int)o->rotation.z;
j3MathMatrix4x4Identity(final);
// What angles are we rotating on? By knowing this we can optimize some.
if (x) axis += 4;
if (y) axis += 2;
if (z) axis += 1;
switch (axis) {
case 1: // Final matrix = z
final[0][0] = cos_table[z];
final[0][1] = sin_table[z];
final[1][0] = -sin_table[z];
final[1][1] = cos_table[z];
for (i=0; i<o->vertexCount; i++) {
o->verticies[i].world.x = o->verticies[i].local.x * final[0][0] + o->verticies[i].local.y * final[1][0];
o->verticies[i].world.y = o->verticies[i].local.x * final[0][1] + o->verticies[i].local.y * final[1][1];
o->verticies[i].world.z = o->verticies[i].local.z;
}
break;
case 2: // Final matrix = y
final[0][0] = cos_table[y];
final[0][2] = -sin_table[y];
final[2][0] = sin_table[y];
final[2][2] = cos_table[y];
for (i=0; i<o->vertexCount; i++) {
o->verticies[i].world.x = o->verticies[i].local.x * final[0][0] + o->verticies[i].local.z * final[2][0];
o->verticies[i].world.y = o->verticies[i].local.y;
o->verticies[i].world.z = o->verticies[i].local.x * final[0][2] + o->verticies[i].local.z * final[2][2];
}
break;
case 3: // Final matrix = y * z
final[0][0] = cos_table[y] * cos_table[z];
final[0][1] = cos_table[y] * sin_table[z];
final[0][2] = -sin_table[y];
final[1][0] = -sin_table[z];
final[1][1] = cos_table[z];
final[2][0] = sin_table[y] * cos_table[z];
final[2][1] = sin_table[y] * sin_table[z];
final[2][2] = cos_table[y];
for (i=0; i<o->vertexCount; i++) {
o->verticies[i].world.x = o->verticies[i].local.x * final[0][0] + o->verticies[i].local.y * final[1][0] + o->verticies[i].local.z * final[2][0];
o->verticies[i].world.y = o->verticies[i].local.x * final[0][1] + o->verticies[i].local.y * final[1][1] + o->verticies[i].local.z * final[2][1];
o->verticies[i].world.z = o->verticies[i].local.x * final[0][2] + o->verticies[i].local.z * final[2][2];
}
break;
case 4: // Final matrix = x
final[1][1] = cos_table[x];
final[1][2] = sin_table[x];
final[2][1] = -sin_table[x];
final[2][2] = cos_table[x];
for (i=0; i<o->vertexCount; i++) {
o->verticies[i].world.x = o->verticies[i].local.x;
o->verticies[i].world.y = o->verticies[i].local.y * final[1][1] + o->verticies[i].local.z * final[2][1];
o->verticies[i].world.z = o->verticies[i].local.y * final[1][2] + o->verticies[i].local.z * final[2][2];
}
break;
case 5: // Final matrix = x * z
final[0][0] = cos_table[z];
final[0][1] = sin_table[z];
final[1][0] = -cos_table[x]*sin_table[z];
final[1][1] = cos_table[x]*cos_table[z];
final[1][2] = sin_table[x];
final[2][0] = sin_table[x]*sin_table[z];
final[2][1] = -sin_table[x]*cos_table[z];
final[2][2] = cos_table[x];
for (i=0; i<o->vertexCount; i++) {
o->verticies[i].world.x = o->verticies[i].local.x * final[0][0] + o->verticies[i].local.y * final[1][0] + o->verticies[i].local.z * final[2][0];
o->verticies[i].world.y = o->verticies[i].local.x * final[0][1] + o->verticies[i].local.y * final[1][1] + o->verticies[i].local.z * final[2][1];
o->verticies[i].world.z = o->verticies[i].local.y * final[1][2] + o->verticies[i].local.z * final[2][2];
}
break;
case 6: // Final matrix = x * y
final[0][0] = cos_table[y];
final[0][2] = -sin_table[y];
final[1][0] = sin_table[x] * sin_table[y];
final[1][1] = cos_table[x];
final[1][2] = sin_table[x] * cos_table[y];
final[2][0] = cos_table[x] * sin_table[y];
final[2][1] = -sin_table[x];
final[2][2] = cos_table[x] * cos_table[y];
for (i=0; i<o->vertexCount; i++) {
o->verticies[i].world.x = o->verticies[i].local.x * final[0][0] + o->verticies[i].local.y * final[1][0] + o->verticies[i].local.z * final[2][0];
o->verticies[i].world.y = o->verticies[i].local.y * final[1][1] + o->verticies[i].local.z * final[2][1];
o->verticies[i].world.z = o->verticies[i].local.x * final[0][2] + o->verticies[i].local.y * final[1][2] + o->verticies[i].local.z * final[2][2];
}
break;
case 7: // Final matrix = x * y * z
j3MathMatrix4x4Identity(rotateX);
rotateX[1][1] = cos_table[x];
rotateX[1][2] = sin_table[x];
rotateX[2][1] = -sin_table[x];
rotateX[2][2] = cos_table[x];
j3MathMatrix4x4Identity(rotateY);
rotateY[0][0] = cos_table[y];
rotateY[0][2] = -sin_table[y];
rotateY[2][0] = sin_table[y];
rotateY[2][2] = cos_table[y];
j3MathMatrix4x4Identity(rotateZ);
rotateZ[0][0] = cos_table[z];
rotateZ[0][1] = sin_table[z];
rotateZ[1][0] = -sin_table[z];
rotateZ[1][1] = cos_table[z];
j3MathMatrix4x4Mult(rotateX, rotateZ, temp);
j3MathMatrix4x4Mult(temp, rotateZ, final);
for (i=0; i<o->vertexCount; i++) {
o->verticies[i].world.x = o->verticies[i].local.x * final[0][0] + o->verticies[i].local.y * final[1][0] + o->verticies[i].local.z * final[2][0];
o->verticies[i].world.y = o->verticies[i].local.x * final[0][1] + o->verticies[i].local.y * final[1][1] + o->verticies[i].local.z * final[2][1];
o->verticies[i].world.z = o->verticies[i].local.x * final[0][2] + o->verticies[i].local.y * final[1][2] + o->verticies[i].local.z * final[2][2];
}
break;
default:
break;
}
// === SCALE & TRANSLATION ===
for (i=0; i<o->vertexCount; i++) {
o->verticies[i].world.x = o->verticies[i].world.x * o->scale.x + o->position.x;
o->verticies[i].world.y = o->verticies[i].world.y * o->scale.y + o->position.y;
o->verticies[i].world.z = o->verticies[i].world.z * o->scale.z + o->position.z;
}
// === CAMERA SPACE ===
//***TODO*** Move this?
for (i=0; i<o->vertexCount; i++) {
o->verticies[i].camera = o->verticies[i].world;
}
}
bool _j3UtilClipLine(int *x1, int *y1, int *x2, int *y2) {
int xi;
int yi;
float dx;
float dy;
bool point1 = false; // End points visible?
bool point2 = false;
bool rightEdge = false; // Which edges are the endpoints beyond?
bool leftEdge = false;
bool topEdge = false;
bool bottomEdge = false;
bool success = false; // Did we successfully clip this line?
// Is the line completely visible?
point1 = ((*x1 >= clipMinX) && (*x1 <= clipMaxX) && (*y1 >= clipMinY) && (*y1 <= clipMaxY));
point2 = ((*x2 >= clipMinX) && (*x2 <= clipMaxX) && (*y2 >= clipMinY) && (*y2 <= clipMaxY));
if (point1 && point2) {
return(true);
}
// Is the line is completely invisible?
if (!point1 && !point2) {
// Test to see if each endpoint is on the same side of one of
// the bounding planes created by each clipping region boundary
if (((*x1<clipMinX) && (*x2<clipMinX)) || // left
((*x1>clipMaxX) && (*x2>clipMaxX)) || // right
((*y1<clipMinY) && (*y2<clipMinY)) || // above
((*y1>clipMaxY) && (*y2>clipMaxY))) { // below
// No need to draw line
return(false);
}
// if we got here we have the special case where the line cuts into and
// out of the clipping region
//return(false);
}
// Either endpoint is in clipping region
if (point1 || (!point1 && !point2)) {
// Find deltas
dx = *x2 - *x1;
dy = *y2 - *y1;
// Find which boundary line needs to be clipped against
if (*x2 > clipMaxX) {
// Flag right edge
rightEdge = true;
// Find intersection with right edge
if (fabsf(dx) > FLT_EPSILON) { // dx != 0
yi = (int)((float)0.5 + (dy / dx) * (clipMaxX - *x1) + *y1);
} else {
yi = -1; // Invalidate intersection
}
} else if (*x2 < clipMinX) {
// Flag left edge
leftEdge = true;
// Find intersection with left edge
if (fabsf(dx) > FLT_EPSILON) { // dx != 0
yi = (int)((float)0.5 + (dy / dx) * (clipMinX - *x1) + *y1);
} else {
yi = -1; // Invalidate intersection
}
}
if (*y2 > clipMaxY) {
// Flag bottom edge
bottomEdge = true;
// Find intersection with right edge
if (fabsf(dy) > FLT_EPSILON) { // dy != 0
xi = (int)((float)0.5 + (dx / dy) * (clipMaxY - *y1) + *x1);
} else {
xi = -1; // Invalidate inntersection
}
} else if (*y2 < clipMinY) {
// Flag top edge
topEdge = true;
// Find intersection with top edge
if (fabsf(dy) > FLT_EPSILON) { // dy != 0
xi = (int)((float)0.5 + (dx / dy) * (clipMinY - *y1) + *x1);
} else {
xi = -1; // Invalidate intersection
}
}
// We know where the line passed through
// FInd which edge is the proper intersection
if (rightEdge && (yi >= clipMinY && yi <= clipMaxY)) {
*x2 = clipMaxX;
*y2 = yi;
success = true;
} else if (leftEdge && (yi >= clipMinY && yi <= clipMaxY)) {
*x2 = clipMinX;
*y2 = yi;
success = true;
}
if (bottomEdge && (xi >= clipMinX && xi <= clipMaxX)) {
*x2 = xi;
*y2 = clipMaxY;
success = true;
} else if (topEdge && (xi >= clipMinX && xi <= clipMaxX)) {
*x2 = xi;
*y2 = clipMinY;
success = true;
}
}
// Reset edge flags
rightEdge = false;
leftEdge = false;
topEdge = false;
bottomEdge = false;
// Test second endpoint
if (point2 || (!point1 && !point2)) {
// Find deltas
dx = *x1 - *x2;
dy = *y1 - *y2;
// Find which boundary line needs to be clipped against
if (*x1 > clipMaxX) {
// Flag right edge
rightEdge = true;
// Find intersection with right edge
if (fabsf(dx) > FLT_EPSILON) { // dx != 0
yi = (int)((float)0.5 + (dy / dx) * (clipMaxX - *x2) + *y2);
} else {
yi = -1; // Invalidate inntersection
}
} else if (*x1 < clipMinX) {
// Flag left edge
leftEdge = true;
// Find intersection with left edge
if (fabsf(dx) > FLT_EPSILON) { // dx != 0
yi = (int)((float)0.5 + (dy / dx) * (clipMinX - *x2) + *y2);
} else {
yi = -1; // Invalidate intersection
}
}
if (*y1 > clipMaxY) {
// Flag bottom edge
bottomEdge = true;
// Find intersection with right edge
if (fabsf(dy) > FLT_EPSILON) { // dy != 0
xi = (int)((float)0.5 + (dx / dy) * (clipMaxY - *y2) + *x2);
} else {
xi = -1; // invalidate inntersection
}
} else if (*y1 < clipMinY) {
// Flag top edge
topEdge = true;
// Find intersection with top edge
if (fabsf(dy) > FLT_EPSILON) { // dy != 0
xi = (int)((float)0.5 + (dx / dy) * (clipMinY - *y2) + *x2);
} else {
xi = -1; // invalidate inntersection
}
}
// We know where the line passed through
// Find which edge is the proper intersection
if (rightEdge && (yi >= clipMinY && yi <= clipMaxY)) {
*x1 = clipMaxX;
*y1 = yi;
success = true;
} else if (leftEdge && (yi >= clipMinY && yi <= clipMaxY)) {
*x1 = clipMinX;
*y1 = yi;
success = true;
}
if (bottomEdge && (xi >= clipMinX && xi <= clipMaxX)) {
*x1 = xi;
*y1 = clipMaxY;
success = true;
} else if (topEdge && (xi >= clipMinX && xi <= clipMaxX)) {
*x1 = xi;
*y1 = clipMinY;
success = true;
}
}
return(success);
}
void j3UtilShutdown(void) {
// Nothing yet
}
void j3UtilStartup(void) {
int euler;
float radian;
// Build look-up tables for speed later
for (euler=0; euler<361; euler++) {
radian = ((float)M_PI * (float)euler / (float)180);
sin_table[euler] = (float)sin((double)radian);
cos_table[euler] = (float)cos((double)radian);
}
}
void _j3WorldFree(j3WorldT **world) {
int x;
for (x=0; x<sb_count((*world)->objects); x++) {
sb_free((*world)->objects[x].triangles);
sb_free((*world)->objects[x].verticies);
}
sb_free((*world)->objects);
jlFree(*world);
}
bool _j3WorldLoad(j3WorldT **world, char *file) {
int r;
int x;
char token[1024];
char *c;
FILE *in;
j3CoordinatesT v;
j3ObjectT o;
j3TriangleT t;
in = fopen(jlUtilMakePathname(file, "obj"), "rt");
// Did we find the file?
if (in == NULL) {
// Nope.
return false;
}
// Do we have a world?
if (*world != NULL) {
// Free this one
j3WorldFree(world);
}
// Allocate world object
*world = (j3WorldT *)jlMalloc(sizeof(j3WorldT));
// Initialize world object & create an initial object to read data into
(*world)->objects = NULL;
o.vertexCount = 0;
o.triangleCount = 0;
o.verticies = NULL;
o.triangles = NULL;
_j3ObjectReset(&o);
while (true) {
// Read next token
r = fscanf(in, "%s", token);
// End of file?
if (r == EOF) {
break;
}
// Vertex?
if (strcmp(token, "v" ) == 0) {
r = fscanf(in, "%f %f %f\n", &v.local.x, &v.local.y, &v.local.z);
sb_push(o.verticies, v);
o.vertexCount++;
}
// Face?
if (strcmp(token, "f" ) == 0) {
for (x=0; x<3; x++) {
// Fetch 'x'th vertex index
r = fscanf(in, "%s", token);
c = strstr(token, "/");
if (c) c[0] = 0;
r = atoi(token);
t.index[x] = r - 1;
}
fscanf(in, "\n");
sb_push(o.triangles, t);
o.triangleCount++;
}
}
//***TODO*** support multiple objects - not sure how I want to do this yet
sb_push((*world)->objects, o);
// Finished! Clean up.
fclose(in);
return true;
}
#ifndef JOEY_IIGS
#pragma GCC diagnostic pop
#endif