finish build in linux

This commit is contained in:
SepComet 2026-06-05 19:22:48 +08:00
parent 9db7e06aa1
commit a56bbe6f76
2 changed files with 50 additions and 49 deletions

3
.gitignore vendored
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@ -55,4 +55,5 @@ AGENTS.md
omc omc
omx omx
build-win build-win
build-linux

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@ -43,9 +43,9 @@ struct CubeTriangle
}; };
static ProjectedVertex ProjectToScreen( static ProjectedVertex ProjectToScreen(
const Math::Vector3& vertex, const Math::Vector3 &vertex,
const Math::Matrix4x4& mvp, const Math::Matrix4x4 &mvp,
const Math::Matrix4x4& viewport) const Math::Matrix4x4 &viewport)
{ {
using namespace Math; using namespace Math;
@ -66,45 +66,49 @@ static ProjectedVertex ProjectToScreen(
} }
const Vector4 screen = viewport * Vector4(ndcX, ndcY, ndcZ, 1.0f); const Vector4 screen = viewport * Vector4(ndcX, ndcY, ndcZ, 1.0f);
return { Math::Vector3(screen.x, screen.y, screen.z), true }; 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) static bool IsFaceVisible(const CubeFace &face, const std::array<Math::Vector3, 8> &viewSpaceVertices)
{ {
using namespace Math; using namespace Math;
const Vector3& v0 = viewSpaceVertices[face.vertices[0]]; const Vector3 &v0 = viewSpaceVertices[face.vertices[0]];
const Vector3& v1 = viewSpaceVertices[face.vertices[1]]; const Vector3 &v1 = viewSpaceVertices[face.vertices[1]];
const Vector3& v2 = viewSpaceVertices[face.vertices[2]]; const Vector3 &v2 = viewSpaceVertices[face.vertices[2]];
const Vector3 faceNormal = (v1 - v0).cross(v2 - v0); const Vector3 faceNormal = (v1 - v0).cross(v2 - v0);
const Vector3 faceCenter = const Vector3 faceCenter =
(viewSpaceVertices[face.vertices[0]] + (viewSpaceVertices[face.vertices[0]] +
viewSpaceVertices[face.vertices[1]] + viewSpaceVertices[face.vertices[1]] +
viewSpaceVertices[face.vertices[2]] + viewSpaceVertices[face.vertices[2]] +
viewSpaceVertices[face.vertices[3]]) / 4.0f; viewSpaceVertices[face.vertices[3]]) /
4.0f;
return faceNormal.dot(faceCenter) > 0.0f; return faceNormal.dot(faceCenter) > 0.0f;
} }
static bool IsTriangleVisible(const CubeTriangle& triangle, const std::array<Math::Vector3, 8>& viewSpaceVertices) static bool IsTriangleVisible(const CubeTriangle &triangle, const std::array<Math::Vector3, 8> &viewSpaceVertices)
{ {
using namespace Math; using namespace Math;
const Vector3& v0 = viewSpaceVertices[triangle.vertices[0]]; const Vector3 &v0 = viewSpaceVertices[triangle.vertices[0]];
const Vector3& v1 = viewSpaceVertices[triangle.vertices[1]]; const Vector3 &v1 = viewSpaceVertices[triangle.vertices[1]];
const Vector3& v2 = viewSpaceVertices[triangle.vertices[2]]; const Vector3 &v2 = viewSpaceVertices[triangle.vertices[2]];
const Vector3 faceNormal = (v1 - v0).cross(v2 - v0); const Vector3 faceNormal = (v1 - v0).cross(v2 - v0);
const Vector3 faceCenter = (v0 + v1 + v2) / 3.0f; const Vector3 faceCenter = (v0 + v1 + v2) / 3.0f;
return faceNormal.dot(faceCenter) > 0.0f; return faceNormal.dot(faceCenter) > 0.0f;
} }
int main(int argc, char* argv[]) int main(int argc, char *argv[])
{ {
#ifdef USE_FRAMEBUFFER #ifdef USE_FRAMEBUFFER
Platform::IDisplay* display = new Platform::FBDisplay(); Platform::IDisplay *display = new Platform::FBDisplay();
#else #else
Platform::IDisplay* display = new Platform::SDLDisplay(); Platform::IDisplay *display = new Platform::SDLDisplay();
#endif #endif
if (!display->init(width, height)) if (!display->init(width, height))
@ -113,8 +117,8 @@ int main(int argc, char* argv[])
return -1; return -1;
} }
Core::FrameBuffer* frameBuffer = new Core::FrameBuffer(width, height); Core::FrameBuffer *frameBuffer = new Core::FrameBuffer(width, height);
Core::DepthBuffer* depthBuffer = new Core::DepthBuffer(width, height); Core::DepthBuffer *depthBuffer = new Core::DepthBuffer(width, height);
Rasterizer::Rasterizer rasterizer(frameBuffer, depthBuffer); Rasterizer::Rasterizer rasterizer(frameBuffer, depthBuffer);
Rasterizer::TriangleRasterizer triangleRasterizer(frameBuffer, depthBuffer); Rasterizer::TriangleRasterizer triangleRasterizer(frameBuffer, depthBuffer);
@ -130,25 +134,22 @@ int main(int argc, char* argv[])
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 = { const std::array<CubeFace, 6> cubeFaces = {
CubeFace{ { 0, 3, 2, 1 } }, CubeFace{{0, 3, 2, 1}},
CubeFace{ { 4, 5, 6, 7 } }, CubeFace{{4, 5, 6, 7}},
CubeFace{ { 0, 4, 7, 3 } }, CubeFace{{0, 4, 7, 3}},
CubeFace{ { 1, 2, 6, 5 } }, CubeFace{{1, 2, 6, 5}},
CubeFace{ { 0, 1, 5, 4 } }, CubeFace{{0, 1, 5, 4}},
CubeFace{ { 3, 7, 6, 2 } } CubeFace{{3, 7, 6, 2}}};
};
const std::array<CubeTriangle, 12> cubeTriangles = { const std::array<CubeTriangle, 12> cubeTriangles = {
CubeTriangle{ { 0, 3, 2 } }, CubeTriangle{ { 0, 2, 1 } }, CubeTriangle{{0, 3, 2}}, CubeTriangle{{0, 2, 1}},
CubeTriangle{ { 4, 5, 6 } }, CubeTriangle{ { 4, 6, 7 } }, CubeTriangle{{4, 5, 6}}, CubeTriangle{{4, 6, 7}},
CubeTriangle{ { 0, 4, 7 } }, CubeTriangle{ { 0, 7, 3 } }, CubeTriangle{{0, 4, 7}}, CubeTriangle{{0, 7, 3}},
CubeTriangle{ { 1, 2, 6 } }, CubeTriangle{ { 1, 6, 5 } }, CubeTriangle{{1, 2, 6}}, CubeTriangle{{1, 6, 5}},
CubeTriangle{ { 0, 1, 5 } }, CubeTriangle{ { 0, 5, 4 } }, CubeTriangle{{0, 1, 5}}, CubeTriangle{{0, 5, 4}},
CubeTriangle{ { 3, 7, 6 } }, CubeTriangle{ { 3, 6, 2 } } CubeTriangle{{3, 7, 6}}, CubeTriangle{{3, 6, 2}}};
};
const RenderData::Color clearColor(18, 18, 24, 255); const RenderData::Color clearColor(18, 18, 24, 255);
const RenderData::Color cubeColor(240, 240, 240, 255); const RenderData::Color cubeColor(240, 240, 240, 255);
@ -188,31 +189,30 @@ int main(int argc, char* argv[])
std::array<RenderData::Triangle, 12> drawTriangles; std::array<RenderData::Triangle, 12> drawTriangles;
size_t drawCommandCount = 0; size_t drawCommandCount = 0;
for (const CubeTriangle& cubeTriangle : cubeTriangles) for (const CubeTriangle &cubeTriangle : cubeTriangles)
{ {
if (!IsTriangleVisible(cubeTriangle, viewSpaceVertices)) if (!IsTriangleVisible(cubeTriangle, viewSpaceVertices))
{ {
continue; continue;
} }
const ProjectedVertex& v0 = projectedVertices[cubeTriangle.vertices[0]]; const ProjectedVertex &v0 = projectedVertices[cubeTriangle.vertices[0]];
const ProjectedVertex& v1 = projectedVertices[cubeTriangle.vertices[1]]; const ProjectedVertex &v1 = projectedVertices[cubeTriangle.vertices[1]];
const ProjectedVertex& v2 = projectedVertices[cubeTriangle.vertices[2]]; const ProjectedVertex &v2 = projectedVertices[cubeTriangle.vertices[2]];
if (!v0.visible || !v1.visible || !v2.visible) if (!v0.visible || !v1.visible || !v2.visible)
{ {
continue; continue;
} }
const Math::Vector3& viewV0 = viewSpaceVertices[cubeTriangle.vertices[0]]; const Math::Vector3 &viewV0 = viewSpaceVertices[cubeTriangle.vertices[0]];
const Math::Vector3& viewV1 = viewSpaceVertices[cubeTriangle.vertices[1]]; const Math::Vector3 &viewV1 = viewSpaceVertices[cubeTriangle.vertices[1]];
const Math::Vector3& viewV2 = viewSpaceVertices[cubeTriangle.vertices[2]]; const Math::Vector3 &viewV2 = viewSpaceVertices[cubeTriangle.vertices[2]];
drawTriangles[drawCommandCount++] = drawTriangles[drawCommandCount++] =
RenderData::Triangle( RenderData::Triangle(
Scene::Vertex(v0.screen), Scene::Vertex(v0.screen),
Scene::Vertex(v1.screen), Scene::Vertex(v1.screen),
Scene::Vertex(v2.screen) Scene::Vertex(v2.screen));
);
} }
for (size_t i = 0; i < drawCommandCount; ++i) for (size_t i = 0; i < drawCommandCount; ++i)
@ -227,13 +227,13 @@ int main(int argc, char* argv[])
continue; continue;
} }
const CubeFace& face = cubeFaces[faceIndex]; const CubeFace &face = cubeFaces[faceIndex];
for (size_t edgeOffset = 0; edgeOffset < face.vertices.size(); ++edgeOffset) for (size_t edgeOffset = 0; edgeOffset < face.vertices.size(); ++edgeOffset)
{ {
const int startIndex = face.vertices[edgeOffset]; const int startIndex = face.vertices[edgeOffset];
const int endIndex = face.vertices[(edgeOffset + 1) % face.vertices.size()]; const int endIndex = face.vertices[(edgeOffset + 1) % face.vertices.size()];
const ProjectedVertex& start = projectedVertices[startIndex]; const ProjectedVertex &start = projectedVertices[startIndex];
const ProjectedVertex& end = projectedVertices[endIndex]; const ProjectedVertex &end = projectedVertices[endIndex];
if (!start.visible || !end.visible) if (!start.visible || !end.visible)
{ {
continue; continue;