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SoftRenderer.cpp
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411 lines (348 loc) · 11.3 KB
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#include "StdAfx.h"
#include "SoftRenderer.h"
#include <cmath>
#include <utility>
#include "Light.h"
#include "Material.h"
#include "Camera.h"
#include "Math\common.h"
#define _USE_MATH_DEFINES
#include <math.h>
SoftRenderer::SoftRenderer(void) :
m_pRas(new Rasterizer()),
m_Ka(0.125f),
m_pM(new Material()),
m_uVertexNum(24),
m_uPrimtiveNum(12),
m_fXAngle(0.0f),
m_fYAngle(0.0f),
m_eFillMode(FillMode::FILL_SOLID),
m_eShadeMode(ShadeMode::SHADE_GOURAUD),
m_bLighting(false),
m_bZEnable(true),
m_bZWrite(true)
{
}
SoftRenderer::~SoftRenderer(void)
{
for ( auto lit = m_Lights.begin(); lit != m_Lights.end(); ++lit )
{
delete *lit;
*lit = nullptr;
}
DeleteVertexBuffer();
DeleteIndexBuffer();
for ( int i = 0; i < WINDOW_HEIGHT; ++i )
{
delete[] FCB[i];
delete[] FZB[i];
delete[] BCB[i];
delete[] BZB[i];
}
delete[] FCB;
delete[] FZB;
delete[] BCB;
delete[] BZB;
delete m_pRas;
}
void SoftRenderer::Initialize()
{
// InitGeometry
CreateVertexBuffer();
CreateIndexBuffer();
// Camera, light, rasterizer initialization
// Frame buffers
FCB = new COLORREF*[WINDOW_WIDTH];
FZB = new float*[WINDOW_WIDTH];
BCB = new COLORREF*[WINDOW_WIDTH];
BZB = new float*[WINDOW_WIDTH];
for ( int i = 0; i < WINDOW_WIDTH; ++i )
{
FCB[i] = new COLORREF[WINDOW_HEIGHT];
FZB[i] = new float[WINDOW_HEIGHT];
BCB[i] = new COLORREF[WINDOW_HEIGHT];
BZB[i] = new float[WINDOW_HEIGHT];
}
SetupLights();
}
void SoftRenderer::CreateVertexBuffer()
{
// A simple triangle
// A simple cube
m_uVertexNum = 24;
VB = new Vertex[m_uVertexNum];
TVB = new Vertex[m_uVertexNum];
// VB[0].v = Vector4f(-1.0f, -1.0f, 0.0f); TVB[0].c = VB[0].c = Color(1.f, 0.f, 0.f, 1.f); VB[0].n = Vector3f(0.0f, 0.0f, 1.0f);
// VB[1].v = Vector4f(1.0f, -1.0f, 0.0f); TVB[1].c = VB[1].c = Color(0.f, 0.f, 1.f, 1.f); VB[1].n = Vector3f(0.0f, 0.0f, 1.0f);
// VB[2].v = Vector4f(0.0f, 1.0f, 0.0f); TVB[2].c = VB[2].c = Color(1.f, 1.f, 1.f, 1.f); VB[2].n = Vector3f(0.0f, 0.0f, 1.0f);
//VB[3].v = Vector4f(0.0f, -3.0f, 0.0f); TVB[3].c = VB[3].c = Color(1.f, 0.f, 1.f, 1.f); VB[3].n = Vector3f(0.0f, 0.0f, 1.0f);
// front and back
VB[0].v = Vector4f(-1.0f, -1.0f, -1.0f); TVB[0].c = VB[0].c = Color(1.f, 0.f, 0.f, 1.f); VB[0].n = Vector3f( 0.0f, 0.0f, -1.0f);
VB[1].v = Vector4f(-1.0f, 1.0f, -1.0f); TVB[1].c = VB[1].c = Color(0.f, 0.f, 1.f, 1.f); VB[1].n = Vector3f( 0.0f, 0.0f, -1.0f);
VB[2].v = Vector4f( 1.0f, 1.0f, -1.0f); TVB[2].c = VB[2].c = Color(1.f, 1.f, 1.f, 1.f); VB[2].n = Vector3f( 0.0f, 0.0f, -1.0f);
VB[3].v = Vector4f( 1.0f, -1.0f, -1.0f); TVB[3].c = VB[3].c = Color(1.f, 0.f, 1.f, 1.f); VB[3].n = Vector3f( 0.0f, 0.0f, -1.0f);
VB[4].v = Vector4f(-1.0f, -1.0f, 1.0f); TVB[4].c = VB[4].c = Color(1.f, 1.f, 0.f, 1.f); VB[4].n = Vector3f( 0.0f, 0.0f, 1.0f);
VB[5].v = Vector4f(-1.0f, 1.0f, 1.0f); TVB[5].c = VB[5].c = Color(0.f, 0.f, 0.f, 1.f); VB[5].n = Vector3f( 0.0f, 0.0f, 1.0f);
VB[6].v = Vector4f( 1.0f, 1.0f, 1.0f); TVB[6].c = VB[6].c = Color(0.f, 1.f, 0.f, 1.f); VB[6].n = Vector3f( 0.0f, 0.0f, 1.0f);
VB[7].v = Vector4f( 1.0f, -1.0f, 1.0f); TVB[7].c = VB[7].c = Color(1.f, 0.f, 1.f, 1.f); VB[7].n = Vector3f( 0.0f, 0.0f, 1.0f);
// left and right
VB[8].v = Vector4f(-1.0f, -1.0f, 1.0f); TVB[8].c = VB[8].c = Color(1.f, 0.f, 0.f, 1.f); VB[8].n = Vector3f(-1.0f, 0.0f, 0.0f);
VB[9].v = Vector4f(-1.0f, 1.0f, 1.0f); TVB[9].c = VB[9].c = Color(0.f, 0.f, 1.f, 1.f); VB[9].n = Vector3f(-1.0f, 0.0f, 0.0f);
VB[10].v = Vector4f(-1.0f, 1.0f, -1.0f); TVB[10].c = VB[10].c = Color(1.f, 1.f, 1.f, 1.f); VB[10].n = Vector3f(-1.0f, 0.0f, 0.0f);
VB[11].v = Vector4f(-1.0f, -1.0f, -1.0f); TVB[11].c = VB[11].c = Color(1.f, 0.f, 1.f, 1.f); VB[11].n = Vector3f(-1.0f, 0.0f, 0.0f);
VB[12].v = Vector4f( 1.0f, -1.0f, -1.0f); TVB[12].c = VB[12].c = Color(1.f, 1.f, 0.f, 1.f); VB[12].n = Vector3f( 1.0f, 0.0f, 0.0f);
VB[13].v = Vector4f( 1.0f, 1.0f, -1.0f); TVB[13].c = VB[13].c = Color(0.f, 0.f, 0.f, 1.f); VB[13].n = Vector3f( 1.0f, 0.0f, 0.0f);
VB[14].v = Vector4f( 1.0f, 1.0f, 1.0f); TVB[14].c = VB[14].c = Color(0.f, 1.f, 0.f, 1.f); VB[14].n = Vector3f( 1.0f, 0.0f, 0.0f);
VB[15].v = Vector4f( 1.0f, -1.0f, 1.0f); TVB[15].c = VB[15].c = Color(1.f, 0.f, 1.f, 1.f); VB[15].n = Vector3f( 1.0f, 0.0f, 0.0f);
// top and bottom
VB[16].v = Vector4f(-1.0f, 1.0f, -1.0f); TVB[16].c = VB[16].c = Color(1.f, 0.f, 0.f, 1.f); VB[16].n = Vector3f( 0.0f, 1.0f, 0.0f);
VB[17].v = Vector4f(-1.0f, 1.0f, 1.0f); TVB[17].c = VB[17].c = Color(0.f, 0.f, 1.f, 1.f); VB[17].n = Vector3f( 0.0f, 1.0f, 0.0f);
VB[18].v = Vector4f( 1.0f, 1.0f, 1.0f); TVB[18].c = VB[18].c = Color(1.f, 1.f, 1.f, 1.f); VB[18].n = Vector3f( 0.0f, 1.0f, 0.0f);
VB[19].v = Vector4f( 1.0f, 1.0f, -1.0f); TVB[19].c = VB[19].c = Color(1.f, 0.f, 1.f, 1.f); VB[19].n = Vector3f( 0.0f, 1.0f, 0.0f);
VB[20].v = Vector4f(-1.0f, -1.0f, -1.0f); TVB[20].c = VB[20].c = Color(1.f, 1.f, 0.f, 1.f); VB[20].n = Vector3f( 0.0f,-1.0f, 0.0f);
VB[21].v = Vector4f( 1.0f, -1.0f, 1.0f); TVB[21].c = VB[21].c = Color(0.f, 0.f, 0.f, 1.f); VB[21].n = Vector3f( 0.0f,-1.0f, 0.0f);
VB[22].v = Vector4f(-1.0f, -1.0f, 1.0f); TVB[22].c = VB[22].c = Color(0.f, 1.f, 0.f, 1.f); VB[22].n = Vector3f( 0.0f,-1.0f, 0.0f);
VB[23].v = Vector4f( 1.0f, -1.0f, -1.0f); TVB[23].c = VB[23].c = Color(1.f, 0.f, 1.f, 1.f); VB[23].n = Vector3f( 0.0f,-1.0f, 0.0f);
}
void SoftRenderer::DeleteVertexBuffer()
{
delete[] VB;
delete[] TVB;
}
void SoftRenderer::CreateIndexBuffer()
{
m_uPrimtiveNum = 12;
IB = new UINT16[m_uPrimtiveNum * 3];
// IB[0] = 0;
// IB[1] = 2;
// IB[2] = 1;
// IB[3] = 0;
// IB[4] = 1;
// IB[5] = 3;
// front side
IB[0] = 0; IB[1] = 1; IB[2] = 2;
IB[3] = 0; IB[4] = 2; IB[5] = 3;
// back side
IB[6] = 4; IB[7] = 6; IB[8] = 5;
IB[9] = 4; IB[10] = 7; IB[11] = 6;
// left side
IB[12] = 8; IB[13] = 9; IB[14] = 10;
IB[15] = 8; IB[16] = 10; IB[17] = 11;
// right side
IB[18] = 12; IB[19] = 13; IB[20] = 14;
IB[21] = 12; IB[22] = 14; IB[23] = 15;
// top
IB[24] = 16; IB[25] = 17; IB[26] = 18;
IB[27] = 16; IB[28] = 18; IB[29] = 19;
// bottom
IB[30] = 20; IB[31] = 21; IB[32] = 22;
IB[33] = 20; IB[34] = 23; IB[35] = 21;
}
void SoftRenderer::DeleteIndexBuffer()
{
delete[] IB;
}
void SoftRenderer::SetupMatrices()
{
// UINT iTime = timeGetTime() % 1000;
// FLOAT fAngle = iTime * ( 2.0f * M_PI ) / 1000.0f;
//m_fYAngle = M_PI_4;
//m_model = RotateX(m_fXAngle);
m_world *= RotateY(m_fYAngle);
// Position and aim the camera
Vector3f position(0.0f, 3.0f, -5.0f);
Vector3f target(0.0f, 0.0f, 0.0f);
Vector3f up(0.0f, 1.0f, 0.0f);
m_view = LookAt(position, target, up);
float ar = float(WINDOW_WIDTH) / float(WINDOW_HEIGHT);
m_proj = Perspective(M_PI_4, ar, 1.0f, 100.0f);
m_port = ViewPort(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT);
}
void SoftRenderer::SetupLights()
{
m_pM->Kd.r = m_pM->Ka.r = 1.0f;
m_pM->Kd.g = m_pM->Ka.g = 1.0f;
m_pM->Kd.b = m_pM->Ka.b = 0.0f;
m_pM->Kd.a = m_pM->Ka.a = 1.0f;
// 目前仅使用一个光源作为测试
Light* l = new Light();
l->Ka.r = l->Ka.g = l->Ka.r = 0.125f;
l->Kd.r = 1.0f;
l->Kd.g = 1.0f;
l->Kd.b = 1.0f;
l->Pos = Vector3f(-2.0f, -2.0f, -2.0f);
l->Dir = Vector3f(0.0f, 0.0f, 1.0f);
l->Range = 1000.0f;
m_Lights.push_back(l);
// 环境光
m_Ka = 0.125f;
}
void SoftRenderer::Render()
{
// Clear the backbuffer to a black color
Clear(CLEAR_TARGET | CLEAR_ZBUFFER, RGB(255, 255, 255), 0, 0);
// Setup the Lights and materials
//SetupLights();
// Setup the world, view, and projection matrices
SetupMatrices();
// BEGIN SCENE
// set stream source
// set FVF
// Draw primitive
// Per-vertex operations
for ( size_t vi = 0; vi < m_uVertexNum; ++vi )
{
TL(vi); // transform and lighting (T&L)
}
// Per-primitive operations
// rasterization
for ( size_t pi = 0; pi < m_uPrimtiveNum; ++pi )
{
UINT32 index0 = IB[pi * 3 + 0];
UINT32 index1 = IB[pi * 3 + 1];
UINT32 index2 = IB[pi * 3 + 2];
Vertex* p0 = &TVB[index0];
Vertex* p1 = &TVB[index1];
Vertex* p2 = &TVB[index2];
// 对三个顶点排序
// 保证p0位于最上面 p1在p2右侧
Vertex* temp;
if (p1->v.y < p0->v.y)
{
temp = p1;
p1 = p0;
p0 = temp;
}
if (p2->v.y < p0->v.y)
{
temp = p2;
p2 = p0;
p0 = temp;
}
if (p2->v.x > p1->v.x)
{
temp = p2;
p2 = p1;
p1 = temp;
}
// 判断三角形属于哪一种类型
TriType type = m_pRas->GetTriType(p0, p1, p2);
switch(type)
{
case TOP:
/* case 0 平顶三角形
*
* p0 p1
*
* p2
*/
m_pRas->RasterizeTopTri(p0, p1, p2, BCB, m_bZEnable ? BZB : nullptr, m_eFillMode, m_eShadeMode);
break;
case BOTTOM:
/* case 1 平底三角形
*
* p0
*
* p2 p1
*/
m_pRas->RasterizeBottomTri(p0, p1, p2, BCB, m_bZEnable ? BZB : nullptr, m_eFillMode, m_eShadeMode);
break;
case LEFT:
/* case 2 左三角形
* p0
*
* p p1
*
*
* p2
*/
m_pRas->RasterizeLeftTri(p0, p1, p2, BCB, m_bZEnable ? BZB : nullptr, m_eFillMode, m_eShadeMode);
break;
case RIGHT:
/* case 3 右三角形
*
* p0
*
* p2 p
*
*
* p1
*/
m_pRas->RasterizeRightTri(p0, p1, p2, BCB, m_bZEnable ? BZB : nullptr, m_eFillMode, m_eShadeMode);
break;
}
}
// END SCENE
// present the backbuffer contents to the display
}
void SoftRenderer::Clear(DWORD flags, COLORREF color, float z, DWORD stencil)
{
if ( flags & CLEAR_TARGET )
{
for ( int i = 0; i < WINDOW_WIDTH; ++i )
for ( int j = 0; j < WINDOW_HEIGHT; ++j )
BCB[i][j] = color;
}
if ( flags & CLEAR_ZBUFFER )
{
for ( int i = 0; i < WINDOW_WIDTH; ++i )
for ( int j = 0; j < WINDOW_HEIGHT; ++j )
BZB[i][j] = z;
}
}
// eye space T&L
void SoftRenderer::TL(size_t vi)
{
Matrix4x4 WV = m_world * m_view;
// vertex transformation
TVB[vi].v = VB[vi].v * WV;
// normal transform
TVB[vi].n = (Vector4f(VB[vi].n, 0.0f) * WV).ToVector3f(); // 偷懒法 更稳妥的办法是用逆转置
TVB[vi].n.Normalize();
// lighting in camera space
Color ambient, diffuse, specular;
//m_bLighting = false;
if ( m_bLighting )
{
// Phong reflection model
ambient = m_Ka * m_pM->Ka;
ambient.Clamp();
for (auto Lit = m_Lights.begin(); Lit != m_Lights.end(); ++Lit)
{
Light* L = *Lit;
// transform light into camera space
Vector4f lightPosCS = Vector4f(L->Pos, 1.0f) * WV;
Vector3f lightDirCS = (Vector4f(L->Dir, 0.0f) * WV).ToVector3f();
lightDirCS.Normalize();
float NdotL = DotProduct(lightDirCS, TVB[vi].n);
diffuse = Clampf(NdotL, 0.0f, 1.0f) * L->Kd * m_pM->Kd;
diffuse.Clamp();
// Vector3f v = m_ViewerPos - TVB[vi].v.ToVector3f(); // 视线方向
// v.Normalize();
//
// Vector3f r = 2 * NdotL * TVB[vi].n - lightDirCS; // 反射方向
// specular = pow(Clampf(DotProduct(r, v), 0.0f, 1.0f), m_pM->Ksh) * L->Ks * m_pM->Ks;
// TODO: Blinn-Phong
}
TVB[vi].c = ambient + diffuse;
//TVB[vi].c = ambient + diffuse + specular;
TVB[vi].c.Clamp();
}
// projection
TVB[vi].v = TVB[vi].v * m_proj;
// perspective division -- NDC (*)
TVB[vi].v /= TVB[vi].v.w;
// TVB[vi].v.x /= TVB[vi].v.w;
// TVB[vi].v.y /= TVB[vi].v.w;
// TVB[vi].v.z /= TVB[vi].v.w;
// viewport transformation (*)
TVB[vi].v = TVB[vi].v * m_port;
}
void SoftRenderer::SetXAngle(FLOAT radian)
{
m_fXAngle = radian;
}
void SoftRenderer::SetYAngle(FLOAT radian)
{
m_fYAngle = radian;
}