整理文件结构目录,Gfx 里放底层图形库相关函数,Apps 放上层的应用(启动器、游戏)

This commit is contained in:
SepComet
2026-06-06 17:31:19 +08:00
parent e1a9a9770b
commit a051f6da4c
38 changed files with 24 additions and 24 deletions
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#pragma once
class Cube
{
private:
public:
Cube() = default;
};
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#include <iostream>
#include <array>
#include <cstdint>
#include "Vector2.h"
#include "Vector3.h"
#include "Vector4.h"
#include "Matrix4x4.h"
#include "MathUtil.h"
#include "Color.h"
#include "FrameBuffer.h"
#include "Rasterizer.h"
#include "TriangleRasterizer.h"
#include "Triangle.h"
#include "Camera.h"
#include <cstdlib>
#include "Vertex.h"
#include "DepthBuffer.h"
#include "Display.h"
#ifdef USE_FRAMEBUFFER
#include "FBDisplay.h"
#else
#include "SDLDisplay.h"
#endif
const int32_t width = 800;
const int32_t height = 600;
struct ProjectedVertex
{
Math::Vector3 screen;
bool visible = false;
};
struct CubeFace
{
std::array<int, 4> vertices;
};
struct CubeTriangle
{
std::array<int, 3> vertices;
};
static ProjectedVertex ProjectToScreen(
const Math::Vector3 &vertex,
const Math::Matrix4x4 &mvp,
const Math::Matrix4x4 &viewport)
{
using namespace Math;
const Vector4 clip = mvp * Vector4::Point(vertex);
if (std::abs(clip.w) < 1e-5f)
{
return {};
}
const float invW = 1.0f / clip.w;
const float ndcX = clip.x * invW;
const float ndcY = clip.y * invW;
const float ndcZ = clip.z * invW;
if (ndcX < -1.0f || ndcX > 1.0f || ndcY < -1.0f || ndcY > 1.0f || ndcZ < -1.0f || ndcZ > 1.0f)
{
return {};
}
const Vector4 screen = viewport * Vector4(ndcX, ndcY, ndcZ, 1.0f);
ProjectedVertex result;
result.screen = Vector3(screen.x, screen.y, screen.z);
result.visible = true;
return result;
}
static bool IsFaceVisible(const CubeFace &face, const std::array<Math::Vector3, 8> &viewSpaceVertices)
{
using namespace Math;
const Vector3 &v0 = viewSpaceVertices[face.vertices[0]];
const Vector3 &v1 = viewSpaceVertices[face.vertices[1]];
const Vector3 &v2 = viewSpaceVertices[face.vertices[2]];
const Vector3 faceNormal = (v1 - v0).cross(v2 - v0);
const Vector3 faceCenter =
(viewSpaceVertices[face.vertices[0]] +
viewSpaceVertices[face.vertices[1]] +
viewSpaceVertices[face.vertices[2]] +
viewSpaceVertices[face.vertices[3]]) /
4.0f;
return faceNormal.dot(faceCenter) > 0.0f;
}
static bool IsTriangleVisible(const CubeTriangle &triangle, const std::array<Math::Vector3, 8> &viewSpaceVertices)
{
using namespace Math;
const Vector3 &v0 = viewSpaceVertices[triangle.vertices[0]];
const Vector3 &v1 = viewSpaceVertices[triangle.vertices[1]];
const Vector3 &v2 = viewSpaceVertices[triangle.vertices[2]];
const Vector3 faceNormal = (v1 - v0).cross(v2 - v0);
const Vector3 faceCenter = (v0 + v1 + v2) / 3.0f;
return faceNormal.dot(faceCenter) > 0.0f;
}
int main(int argc, char *argv[])
{
#ifdef USE_FRAMEBUFFER
Platform::IDisplay *display = new Platform::FBDisplay();
#else
Platform::IDisplay *display = new Platform::SDLDisplay();
#endif
if (!display->init(width, height))
{
delete display;
return -1;
}
Core::FrameBuffer *frameBuffer = new Core::FrameBuffer(width, height);
Core::DepthBuffer *depthBuffer = new Core::DepthBuffer(width, height);
Rasterizer::Rasterizer rasterizer(frameBuffer, depthBuffer);
Rasterizer::TriangleRasterizer triangleRasterizer(frameBuffer, depthBuffer);
Scene::Camera camera;
camera.transform.position = Math::Vector3(0.0f, 0.0f, 3.0f);
camera.transform.rotation = Math::Vector3(0.0f, 3.1415926535f, 0.0f);
const std::array<Math::Vector3, 8> cubeVertices = {
Math::Vector3(-0.5f, -0.5f, -0.5f),
Math::Vector3(0.5f, -0.5f, -0.5f),
Math::Vector3(0.5f, 0.5f, -0.5f),
Math::Vector3(-0.5f, 0.5f, -0.5f),
Math::Vector3(-0.5f, -0.5f, 0.5f),
Math::Vector3(0.5f, -0.5f, 0.5f),
Math::Vector3(0.5f, 0.5f, 0.5f),
Math::Vector3(-0.5f, 0.5f, 0.5f)};
const std::array<CubeFace, 6> cubeFaces = {
CubeFace{{0, 3, 2, 1}},
CubeFace{{4, 5, 6, 7}},
CubeFace{{0, 4, 7, 3}},
CubeFace{{1, 2, 6, 5}},
CubeFace{{0, 1, 5, 4}},
CubeFace{{3, 7, 6, 2}}};
const std::array<CubeTriangle, 12> cubeTriangles = {
CubeTriangle{{0, 3, 2}}, CubeTriangle{{0, 2, 1}},
CubeTriangle{{4, 5, 6}}, CubeTriangle{{4, 6, 7}},
CubeTriangle{{0, 4, 7}}, CubeTriangle{{0, 7, 3}},
CubeTriangle{{1, 2, 6}}, CubeTriangle{{1, 6, 5}},
CubeTriangle{{0, 1, 5}}, CubeTriangle{{0, 5, 4}},
CubeTriangle{{3, 7, 6}}, CubeTriangle{{3, 6, 2}}};
const RenderData::Color clearColor(18, 18, 24, 255);
const RenderData::Color cubeColor(240, 240, 240, 255);
const float aspectRatio = static_cast<float>(width) / static_cast<float>(height);
bool isRuning = true;
while (isRuning)
{
display->poll_events(isRuning);
frameBuffer->clear(clearColor);
depthBuffer->clear();
const float timeSeconds = static_cast<float>(display->get_time_ms()) * 0.001f;
const Math::Matrix4x4 model =
Math::MathUtil::get_rotation_matrix_y(timeSeconds) *
Math::MathUtil::get_rotation_matrix_x(timeSeconds * 0.6f);
const Math::Matrix4x4 view = camera.get_view_matrix();
const Math::Matrix4x4 modelView = view * model;
const Math::Matrix4x4 projection = camera.get_perspective_projection_matrix(aspectRatio);
const Math::Matrix4x4 viewport = camera.get_viewport_matrix(static_cast<float>(width), static_cast<float>(height));
const Math::Matrix4x4 mvp = projection * modelView;
std::array<Math::Vector3, 8> viewSpaceVertices;
std::array<ProjectedVertex, 8> projectedVertices;
for (size_t i = 0; i < cubeVertices.size(); ++i)
{
viewSpaceVertices[i] = (modelView * Math::Vector4::Point(cubeVertices[i])).to_vector3();
projectedVertices[i] = ProjectToScreen(cubeVertices[i], mvp, viewport);
}
std::array<bool, 6> visibleFaces = {};
for (size_t faceIndex = 0; faceIndex < cubeFaces.size(); ++faceIndex)
{
visibleFaces[faceIndex] = IsFaceVisible(cubeFaces[faceIndex], viewSpaceVertices);
}
std::array<RenderData::Triangle, 12> drawTriangles;
size_t drawCommandCount = 0;
for (const CubeTriangle &cubeTriangle : cubeTriangles)
{
if (!IsTriangleVisible(cubeTriangle, viewSpaceVertices))
{
continue;
}
const ProjectedVertex &v0 = projectedVertices[cubeTriangle.vertices[0]];
const ProjectedVertex &v1 = projectedVertices[cubeTriangle.vertices[1]];
const ProjectedVertex &v2 = projectedVertices[cubeTriangle.vertices[2]];
if (!v0.visible || !v1.visible || !v2.visible)
{
continue;
}
const Math::Vector3 &viewV0 = viewSpaceVertices[cubeTriangle.vertices[0]];
const Math::Vector3 &viewV1 = viewSpaceVertices[cubeTriangle.vertices[1]];
const Math::Vector3 &viewV2 = viewSpaceVertices[cubeTriangle.vertices[2]];
drawTriangles[drawCommandCount++] =
RenderData::Triangle(
Scene::Vertex(v0.screen),
Scene::Vertex(v1.screen),
Scene::Vertex(v2.screen));
}
for (size_t i = 0; i < drawCommandCount; ++i)
{
triangleRasterizer.DrawTriangle2D(drawTriangles[i], cubeColor);
}
for (size_t faceIndex = 0; faceIndex < cubeFaces.size(); ++faceIndex)
{
if (!visibleFaces[faceIndex])
{
continue;
}
const CubeFace &face = cubeFaces[faceIndex];
for (size_t edgeOffset = 0; edgeOffset < face.vertices.size(); ++edgeOffset)
{
const int startIndex = face.vertices[edgeOffset];
const int endIndex = face.vertices[(edgeOffset + 1) % face.vertices.size()];
const ProjectedVertex &start = projectedVertices[startIndex];
const ProjectedVertex &end = projectedVertices[endIndex];
if (!start.visible || !end.visible)
{
continue;
}
rasterizer.DrawLine(
Math::Vector2(start.screen.x, start.screen.y).to_vector2Int(),
Math::Vector2(end.screen.x, end.screen.y).to_vector2Int(),
clearColor);
}
}
display->present(frameBuffer);
}
display->shutdown();
delete display;
delete frameBuffer;
delete depthBuffer;
return 0;
}