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stupidsimcpp/util/grid/mesh.hpp
yggdrasil75 a1e4a852be a
2026-02-14 09:35:33 -05:00

373 lines
13 KiB
C++

#ifndef MESH_HPP
#define MESH_HPP
#include <vector>
#include <array>
#include <map>
#include <set>
#include <memory>
#include <algorithm>
#include <cmath>
#include <iostream>
#include <chrono>
#include "../../eigen/Eigen/Dense"
#include "../../eigen/Eigen/Geometry"
#include "./camera.hpp"
#include "../output/frame.hpp"
#include "../imgui/imgui.h"
#include "../imgui/backends/imgui_impl_glfw.h"
#include "../imgui/backends/imgui_impl_opengl3.h"
#include <GLFW/glfw3.h>
#include "../stb/stb_image.h"
using Vector2f = Eigen::Vector2f;
using Vector3f = Eigen::Vector3f;
using Vector4f = Eigen::Vector4f;
using Matrix4f = Eigen::Matrix4f;
using Color = Eigen::Vector3f;
struct Triangle2D {
Vector2f a, b, c;
Color color;
float depth;
};
class Mesh {
private:
int id;
std::vector<Vector3f> _vertices;
std::vector<std::vector<int>> _polys;
std::vector<Color> _colors;
mutable std::vector<Eigen::Vector3i> _tris;
mutable bool _needs_triangulation = true;
inline static float edgeFunction(const Vector2f& a, const Vector2f& b, const Vector2f& c) {
return (c.x() - a.x()) * (b.y() - a.y()) - (c.y() - a.y()) * (b.x() - a.x());
}
public:
Mesh(int id, const std::vector<Vector3f>& verts, const std::vector<std::vector<int>>& polys, const std::vector<Color>& colors)
: id(id), _vertices(verts), _polys(polys), _colors(colors) {}
std::vector<Vector3f> vertices() {
return _vertices;
}
bool vertices(std::vector<Vector3f> verts) {
if (verts.size() != _colors.size()) {
if (_colors.size() == 1) {
_vertices = verts;
return true;
}
return false;
} else {
_vertices = verts;
return true;
}
}
std::vector<std::vector<int>> polys() {
return _polys;
}
void triangulate() {
if (!_needs_triangulation) return;
std::vector<Eigen::Vector3i> newPols;
for (auto& pol : _polys) {
if (pol.size() > 3) {
auto v0 = pol[0];
for (size_t i = 1; i < pol.size() - 1; i++) {
newPols.emplace_back(Eigen::Vector3i{v0, pol[i], pol[i+1]});
}
} else if (pol.size() == 3) {
Eigen::Vector3i tri{pol[0], pol[1], pol[2]};
newPols.emplace_back(tri);
}
}
_tris = newPols;
_needs_triangulation = false;
}
std::vector<Color> colors() {
return _colors;
}
bool colors(std::vector<Color> colorlist) {
if (colorlist.size() == 1 || colorlist.size() == _vertices.size()) {
_colors = colorlist;
return true;
}
return false;
}
std::vector<Triangle2D> project_2d(Camera cam, int height, int width, float near, float far) {
triangulate();
std::vector<Triangle2D> renderList;
Vector3f forward = cam.forward();
Vector3f right = cam.right();
Vector3f up = cam.up;
Matrix4f viewMatrixa = Matrix4f::Identity();
viewMatrixa.block<3,1>(0,0) = right;
viewMatrixa.block<3,1>(0,1) = up;
viewMatrixa.block<3,1>(0,2) = -forward;
viewMatrixa.block<3,1>(0,3) = cam.origin;
Matrix4f viewMatrix = viewMatrixa.inverse();
float aspect = float(width) / float(height);
float fovrad = cam.fovRad();
float tanHalfFov = std::tan(fovrad / 2.0f);
Matrix4f projMatrix = Matrix4f::Zero();
projMatrix(0,0) = 1.0f / (aspect * tanHalfFov);
projMatrix(1,1) = 1.0f / tanHalfFov;
projMatrix(2,2) = -(far + near) / (far - near);
projMatrix(2,3) = -(2.0f * far * near) / (far - near);
projMatrix(3,2) = -1.0f;
int n = _vertices.size();
std::vector<Vector2f> screenCoords(n);
std::vector<float> linearDepths(n);
std::vector<bool> validVerts(n, false);
Eigen::MatrixXf homogeneousVerts(n, 4);
for (int i = 0; i < n; ++i) {
homogeneousVerts.row(i).head<3>() = _vertices[i];
homogeneousVerts(i, 3) = 1.0f;
}
Eigen::MatrixXf viewVerts = homogeneousVerts * viewMatrix.transpose();
Eigen::MatrixXf clipVerts = viewVerts * projMatrix.transpose();
for (int i = 0; i < n; ++i) {
float w = clipVerts(i, 3);
if (w <= near) {
validVerts[i] = false;
continue;
}
float x_ndc = clipVerts(i, 0) / w;
float y_ndc = clipVerts(i, 1) / w;
screenCoords[i].x() = (x_ndc + 1.0f) * 0.5f * width;
screenCoords[i].y() = (1.0f - (y_ndc + 1.0f) * 0.5f) * height;
linearDepths[i] = w;
validVerts[i] = true;
}
for (const auto& triIdx : _tris) {
int i0 = triIdx.x();
int i1 = triIdx.y();
int i2 = triIdx.z();
if (!validVerts[i0] || !validVerts[i1] || !validVerts[i2]) {
continue;
}
Triangle2D t2d;
t2d.a = screenCoords[i0];
t2d.b = screenCoords[i1];
t2d.c = screenCoords[i2];
t2d.depth = (linearDepths[i0] + linearDepths[i1] + linearDepths[i2]) / 3.0f;
// Handle Coloring
if (_colors.size() == n) {
t2d.color = (_colors[i0] + _colors[i1] + _colors[i2]) / 3.0f;
} else if (_colors.size() == 1) {
t2d.color = _colors[0];
} else {
t2d.color = {1.0f, 0.0f, 1.0f};
}
renderList.push_back(t2d);
}
std::sort(renderList.begin(), renderList.end(), [](const Triangle2D& a, const Triangle2D& b) {
return a.depth > b.depth;
});
return renderList;
}
frame renderFrame(Camera cam, int height, int width, float near, float far, frame::colormap colorformat = frame::colormap::RGB) {
std::vector<Triangle2D> triangles = project_2d(cam, height, width, near, far);
return rasterizeTriangles(triangles, width, height, colorformat);
}
static frame rasterizeTriangles(const std::vector<Triangle2D>& triangles, int width, int height, frame::colormap colorformat) {
frame outFrame(width, height, colorformat);
std::vector<float> buffer(width * height * 3);
for (const auto& tri : triangles) {
int minX = std::max(0, (int)std::floor(std::min({tri.a.x(), tri.b.x(), tri.c.x()})));
int maxX = std::min(width - 1, (int)std::ceil(std::max({tri.a.x(), tri.b.x(), tri.c.x()})));
int minY = std::max(0, (int)std::floor(std::min({tri.a.y(), tri.b.y(), tri.c.y()})));
int maxY = std::min(height - 1, (int)std::ceil(std::max({tri.a.y(), tri.b.y(), tri.c.y()})));
float area = edgeFunction(tri.a, tri.b, tri.c);
for (int y = minY; y <= maxY; ++y) {
for (int x = minX; x <= maxX; ++x) {
Vector2f p(x + 0.5f, y + 0.5f);
float w0 = edgeFunction(tri.b, tri.c, p);
float w1 = edgeFunction(tri.c, tri.a, p);
float w2 = edgeFunction(tri.a, tri.b, p);
bool inside = false;
if (area >= 0) {
if (w0 >= 0 && w1 >= 0 && w2 >= 0) inside = true;
} else {
if (w0 <= 0 && w1 <= 0 && w2 <= 0) inside = true;
}
if (inside) {
int index = (y * width + x) * 3;
if (index >= 0 && index < buffer.size() - 2) {
buffer[index ] = tri.color.x();
buffer[index + 1] = tri.color.y();
buffer[index + 2] = tri.color.z();
}
}
}
}
}
outFrame.setData(buffer, colorformat);
return outFrame;
}
void printStats(std::ostream& os = std::cout) const {
os << "========================================\n";
os << " Mesh STATS \n";
os << "========================================\n";
os << "Structure:\n";
os << " Total Vertices : " << _vertices.size() << "\n";
os << " Total Tris : " << _tris.size() << "\n";
os << " Total Polys : " << _polys.size() << "\n";
os << " colors : " << _colors.size() << "\n";
}
};
class Scene {
private:
std::vector<std::shared_ptr<Mesh>> _meshes;
std::string cachedStats;
std::chrono::steady_clock::time_point lastStatsUpdate;
bool statsNeedUpdate = true;
const std::chrono::seconds STATS_UPDATE_INTERVAL{60};
public:
Scene() {}
void addMesh(std::shared_ptr<Mesh> mesh) {
_meshes.push_back(mesh);
}
void clear() {
_meshes.clear();
}
frame render(Camera cam, int height, int width, float near, float far, frame::colormap colorformat = frame::colormap::RGB) {
std::vector<Triangle2D> allTriangles;
for (auto& mesh : _meshes) {
std::vector<Triangle2D> meshTris = mesh->project_2d(cam, height, width, near, far);
allTriangles.insert(allTriangles.end(), meshTris.begin(), meshTris.end());
}
std::sort(allTriangles.begin(), allTriangles.end(), [](const Triangle2D& a, const Triangle2D& b) {
return a.depth > b.depth;
});
return Mesh::rasterizeTriangles(allTriangles, width, height, colorformat);
}
void drawSceneWindow(const char* windowTitle, Camera& cam, float nearClip = 0.1f, float farClip = 1000.0f, bool showFps = true) {
ImGui::Begin(windowTitle);
ImVec2 canvas_p = ImGui::GetCursorScreenPos();
ImVec2 canvas_sz = ImGui::GetContentRegionAvail();
if (canvas_sz.x < 1.0f || canvas_sz.y < 1.0f) {
ImGui::End();
return;
}
ImDrawList* draw_list = ImGui::GetWindowDrawList();
draw_list->PushClipRect(canvas_p, ImVec2(canvas_p.x + canvas_sz.x, canvas_p.y + canvas_sz.y), true);
draw_list->AddRectFilled(canvas_p, ImVec2(canvas_p.x + canvas_sz.x, canvas_p.y + canvas_sz.y), IM_COL32(20, 20, 20, 255));
std::vector<Triangle2D> allTriangles;
for (auto& mesh : _meshes) {
std::vector<Triangle2D> meshTris = mesh->project_2d(cam, (int)canvas_sz.y, (int)canvas_sz.x, nearClip, farClip);
allTriangles.insert(allTriangles.end(), meshTris.begin(), meshTris.end());
}
std::sort(allTriangles.begin(), allTriangles.end(), [](const Triangle2D& a, const Triangle2D& b) {
return a.depth > b.depth;
});
// Draw triangles
for (const auto& tri : allTriangles) {
ImVec2 p1(canvas_p.x + tri.a.x(), canvas_p.y + tri.a.y());
ImVec2 p2(canvas_p.x + tri.b.x(), canvas_p.y + tri.b.y());
ImVec2 p3(canvas_p.x + tri.c.x(), canvas_p.y + tri.c.y());
ImU32 col = ImGui::ColorConvertFloat4ToU32(ImVec4(tri.color.x(), tri.color.y(), tri.color.z(), 1.0f));
draw_list->AddTriangleFilled(p1, p2, p3, col);
}
if (showFps) {
char fpsText[32];
snprintf(fpsText, sizeof(fpsText), "FPS: %.1f", ImGui::GetIO().Framerate);
ImVec2 txtSz = ImGui::CalcTextSize(fpsText);
ImVec2 txtPos = ImVec2(canvas_p.x + canvas_sz.x - txtSz.x - 10.0f, canvas_p.y + 10.0f);
draw_list->AddRectFilled(ImVec2(txtPos.x - 5.0f, txtPos.y - 2.0f),
ImVec2(txtPos.x + txtSz.x + 5.0f, txtPos.y + txtSz.y + 2.0f),
IM_COL32(0, 0, 0, 150), 4.0f
);
draw_list->AddText(txtPos, IM_COL32(255, 255, 255, 255), fpsText);
}
draw_list->PopClipRect();
ImGui::End();
}
void printStats(std::ostream& os = std::cout) const {
os << "========================================\n";
os << " Scene STATS \n";
os << "========================================\n";
for (auto m : _meshes) {
m->printStats(os);
}
}
void drawGridStats() {
auto now = std::chrono::steady_clock::now();
if ((now - lastStatsUpdate) > STATS_UPDATE_INTERVAL || statsNeedUpdate) {
std::stringstream meshStats;
printStats(meshStats);
cachedStats = meshStats.str();
lastStatsUpdate = std::chrono::steady_clock::now();
statsNeedUpdate = false;
}
ImGui::TextUnformatted(cachedStats.c_str());
}
void updateStats() {
statsNeedUpdate = true;
}
};
#endif