honglab 그래픽스 1챕터 ~ 2.5 챕터(래스터라이저)까지 듣고 만들어본 프로젝트
https://github.com/cakememakeme/ProjectCpuRender

 CpuRender의 작업물을 SimpleRenderer로 이전 (CpuRenderer 이후 D3D11 Renderer 제작 중)

https://github.com/cakememakeme/SimpleRenderer

 

GitHub - cakememakeme/SimpleRenderer: 이런 저런 렌더링 공부용 렌더러

이런 저런 렌더링 공부용 렌더러. Contribute to cakememakeme/SimpleRenderer development by creating an account on GitHub.

github.com


주요 로직은 CpuRenderPipeline::drawMeshed() 에서 파이프라이닝이 시작된다

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void CpuRenderPipeline::drawMeshes()
{
    if (meshes.empty())
    {
        std::cout << "invalid meshes." << std::endl;
        return;
    }
 
    // 실제 파이프라인은
    // 1. Input assembler
    // 2. Vertex shader
    // 3. Tessellation
    // 4. Geometry shader
    // 5. Rasterization
    // 6. Fragment shader
    // 7. Color blending
    // 기준으로 되어 있다(Vulkan tutorial 기준)
    // 원래대로라면, Vertex buffer/Index buffer에 있는 버텍스를 3개로 묶어서(Input assemble) 
    // 묶인 단위만큼 파이프라인에 태워 보내는게 맞으나
    // 렌더링에 대해서 직관적으로 파악 가능하게끔, 버퍼 단위가 아닌 메시 단위로 나눠서 보낸다
    for (const auto mesh : meshes)
    {
        if (!mesh)
        {
            continue;
        }
 
        copyToBuffer(*mesh);
        
        for (size_t i = 0; i < g_vertexBuffer.size(); ++i)
        {
            VsInput vsInput;
            vsInput.Position = g_vertexBuffer[i];
            vsInput.normal = g_normalBuffer[i];
 
            // vertex shader 단계
            VsOutput vsOutput = CpuShader::CpuVertexShader(vsInput);
 
            g_vertexBuffer[i] = vsOutput.Position;
            g_normalBuffer[i] = vsOutput.normal;
        }
 
        // rasterize 단계
// 3개 씩 묶어서 전달, (Input assemble) 원래 이게 vertex shader보다 먼저 이뤄져야 한다
        for (size_t i = 0; i < g_indexBuffer.size(); i += 3)
        {
            CpuRasterizer::DrawIndexedTriangle(i);
        }
    }
 
    meshes.clear();
}
cs


CpuRasterizer.cpp 의 DrawIndexedTriangle() 함수

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void DrawIndexedTriangle(const size_t startIndex)
{
    const size_t i0 = g_indexBuffer[startIndex];
    const size_t i1 = g_indexBuffer[startIndex + 1];
    const size_t i2 = g_indexBuffer[startIndex + 2];
 
    const Vector3& rootV0_clip = worldToClip(g_vertexBuffer[i0]);
    const Vector3& rootV1_clip = worldToClip(g_vertexBuffer[i1]);
    const Vector3& rootV2_clip = worldToClip(g_vertexBuffer[i2]);
 
    const Vector2& rootV0_screen = clipToScreen(rootV0_clip);
    const Vector2& rootV1_screen = clipToScreen(rootV1_clip);
    const Vector2& rootV2_screen = clipToScreen(rootV2_clip);
 
    // 삼각형 전체 넓이의 두 배, 음수일 수도 있음
    const float area = edgeFunction(rootV0_screen, rootV1_screen, rootV2_screen);
 
    // 뒷면일 경우
    if (g_cullBackface && area < 0.0f)
    {
        return;
    }
 
    // clipping
    // 캐시에는 쥐약이겠지만 개발 편의를 위해
    std::list<struct Triangle> triangles;
    triangles.push_back({ rootV0_clip, rootV1_clip, rootV2_clip });
    clipTriangle(triangles);
 
    /*const auto& c0 = g_colorBuffer[i0];
    const auto& c1 = g_colorBuffer[i1];
    const auto& c2 = g_colorBuffer[i2];*/
 
    const Vector2& uv0 = g_uvBuffer[i0];
    const Vector2& uv1 = g_uvBuffer[i1];
    const Vector2& uv2 = g_uvBuffer[i2];
 
    // draw internal
    for (const auto& triangle : triangles)
    {
        const Vector2& v0_screen = clipToScreen(triangle.v0);
        const Vector2& v1_screen = clipToScreen(triangle.v1);
        const Vector2& v2_screen = clipToScreen(triangle.v2);
 
        const Vector2& leftTopPos = Vector2::Min(Vector2::Min(v0_screen, v1_screen), v2_screen);
        const Vector2& rightBotPos = Vector2::Max(Vector2::Max(v0_screen, v1_screen), v2_screen);
 
        const auto xMin = size_t(std::clamp(std::floor(leftTopPos.x), 0.0f, float(g_width - 1)));
        const auto yMin = size_t(std::clamp(std::floor(leftTopPos.y), 0.0f, float(g_height - 1)));
        const auto xMax = size_t(std::clamp(std::ceil(rightBotPos.x), 0.0f, float(g_width - 1)));
        const auto yMax = size_t(std::clamp(std::ceil(rightBotPos.y), 0.0f, float(g_height - 1)));
 
        // Primitive 보간 후 Pixel(Fragment) Shader로 넘긴다
        for (size_t y = yMin; y <= yMax; y++)
        {
            for (size_t x = xMin; x <= xMax; x++)
            {
                const Vector2& point = Vector2(float(x), float(y));
 
                // 위에서 계산한 삼각형 전체 넓이 area를 재사용
                float w0 = edgeFunction(v1_screen, v2_screen, point) / area;
                float w1 = edgeFunction(v2_screen, v0_screen, point) / area;
                float w2 = edgeFunction(v0_screen, v1_screen, point) / area;
 
                // backface culling
                if (w0 >= 0.0f && w1 >= 0.0f && w2 >= 0.0f)
                {
                    // Perspective-Correct Interpolation
                    // OpenGL 구현
                    // https://stackoverflow.com/questions/24441631/how-exactly-does-opengl-do-perspectively-correct-linear-interpolation
 
                    const float z0 = g_vertexBuffer[i0].z + g_distEyeToScreen;
                    const float z1 = g_vertexBuffer[i1].z + g_distEyeToScreen;
                    const float z2 = g_vertexBuffer[i2].z + g_distEyeToScreen;
 
                    const Vector3& p0 = g_vertexBuffer[i0];
                    const Vector3& p1 = g_vertexBuffer[i1];
                    const Vector3& p2 = g_vertexBuffer[i2];
 
                    // 뒷면일 경우에도 쉐이딩이 가능하도록 normal을 반대로
                    /*const Vector3& n0 = area < 0.0f ? -g_normalBuffer[i0] : g_normalBuffer[i0];
                    const Vector3& n1 = area < 0.0f ? -g_normalBuffer[i1] : g_normalBuffer[i1];
                    const Vector3& n2 = area < 0.0f ? -g_normalBuffer[i2] : g_normalBuffer[i2];*/
                    const Vector3& n0 = g_normalBuffer[i0];
                    const Vector3& n1 = g_normalBuffer[i1];
                    const Vector3& n2 = g_normalBuffer[i2];
 
                    if (g_bUsePerspectiveProjection)
                    {
                        w0 /= z0;
                        w1 /= z1;
                        w2 /= z2;
 
                        const float wSum = w0 + w1 + w2;
 
                        w0 /= wSum;
                        w1 /= wSum;
                        w2 /= wSum;
                    }
 
                    const float depth = w0 * z0 + w1 * z1 + w2 * z2;
                    const Vector2& uv = w0 * uv0 + w1 * uv1 + w2 * uv2;
 
                    if (depth < g_depthBuffer[x + g_width * y])
                    {
                        g_depthBuffer[x + g_width * y] = depth;
 
                        PsInput psInput;
                        psInput.Position = w0 * p0 + w1 * p1 + w2 * p2;
                        psInput.normal = w0 * n0 + w1 * n1 + w2 * n2;
                        psInput.uv = uv;
 
                        std::vector<Vector4>& buffer = g_displayBuffer;
                        buffer[x + g_width * y] = CpuShader::CpuPixelShader(psInput);
                    }
                }
            }
        }
    }
}
cs

 

클리핑 함수 clipTriangle() / splitTriangle()

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void clipTriangle(std::list<struct Triangle>& triangles)
{
    using namespace std;
 
    list<struct Triangle>::iterator eraseMark = triangles.end();
    for (auto triangle = triangles.begin(); triangle != triangles.end(); ++triangle)
    {
        if (eraseMark != triangles.end())
        {
            triangles.erase(eraseMark);
            eraseMark = triangles.end();
        }
 
        const struct Triangle& tri = *triangle;
 
        // far plane 제외하고 클리핑을 수행
        const Vector4& nearClippingPlane = Vector4{ 0.0f, 0.0f, g_distEyeToScreen, -g_nearClip };
        const EPlaceFromPlane nearPlane = intersectPlaneAndTriangle(nearClippingPlane, tri);
        if (nearPlane != EPlaceFromPlane::Inside)
        {
            eraseMark = triangle;
            if (nearPlane == EPlaceFromPlane::Middle)
            {
                triangles.splice(triangles.end(), splitTriangle(nearClippingPlane, tri));
            }
            continue;
        }
 
        const Vector4& leftClippingPlane = Vector4{ 1.0f, 0.0f, 0.0f, g_leftClip };
        const EPlaceFromPlane left = intersectPlaneAndTriangle(leftClippingPlane, tri);
        if (left != EPlaceFromPlane::Inside)
        {
            eraseMark = triangle;
            if (left == EPlaceFromPlane::Middle)
            {
                triangles.splice(triangles.end(), splitTriangle(leftClippingPlane, tri));
            }
            continue;
        }
 
        const Vector4& rightClippingPlane = Vector4{ -1.0f, 0.0f, 0.0f, g_rightClip };
        const EPlaceFromPlane right = intersectPlaneAndTriangle(rightClippingPlane, tri);
        if (right != EPlaceFromPlane::Inside)
        {
            eraseMark = triangle;
            if (right == EPlaceFromPlane::Middle)
            {
                triangles.splice(triangles.end(), splitTriangle(rightClippingPlane, tri));
            }
            continue;
        }
        const Vector4& topClippingPlane = Vector4{ 0.0f, -1.0f, 0.0f, g_topClip };
        const EPlaceFromPlane top = intersectPlaneAndTriangle(topClippingPlane, tri);
        if (top != EPlaceFromPlane::Inside)
        {
            eraseMark = triangle;
            if (top == EPlaceFromPlane::Middle)
            {
                triangles.splice(triangles.end(), splitTriangle(topClippingPlane, tri));
            }
            continue;
        }
        const Vector4& bottomClippingPlane = Vector4{ 0.0f, 1.0f, 0.0f, g_bottomClip };
        const EPlaceFromPlane bottom = intersectPlaneAndTriangle(bottomClippingPlane, tri);
        if (bottom != EPlaceFromPlane::Inside)
        {
            eraseMark = triangle;
            if (bottom == EPlaceFromPlane::Middle)
            {
                triangles.splice(triangles.end(), splitTriangle(bottomClippingPlane, tri));
            }
            continue;
        }
    }
 
    if (eraseMark != triangles.end())
    {
        triangles.erase(eraseMark);
        eraseMark = triangles.end();
    }
}
cs

 

splitTriangle()

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td::list<struct Triangle> splitTriangle(const DirectX::SimpleMath::Vector4& plane, const Triangle& triangle)
{
    // 주의: 버텍스의 시계방향 순서(CW)는 유지되나, 좌하단 -> 좌상단 -> 우상단의 순서는 깨지게 됩니다
    // 한 칸씩 밀립니다
    const struct Triangle& tri = triangle;
    std::array<Vector3, 3> tris = { tri.v0, tri.v1, tri.v2 };
    std::vector<Vector3> splitTri_inside;
    splitTri_inside.reserve(4);
    std::vector<Vector3> splitTri_outside;
    splitTri_outside.reserve(4);
 
    switch (findVertexPlace(intersectPlaneAndVertex(plane, tris[0])))
    {
    case EPlaceFromPlane::Inside:
    {
        splitTri_inside.push_back(tris[0]);
    }
    break;
    case EPlaceFromPlane::Outside:
    {
        splitTri_outside.push_back(tris[0]);
    }
    break;
    case EPlaceFromPlane::Middle:
    {
        splitTri_inside.push_back(tris[0]);
        splitTri_outside.push_back(tris[0]);
    }
    break;
    default:
    {
 
    }
    }
 
    for (size_t i = 1; i <= tris.size(); ++i)
    {
        const size_t currIdx = i % 3;
        const Vector3& prevVert = tris[i - 1];
        const Vector3& currVert = tris[currIdx];
 
        const float dist = intersectPlaneAndVertex(plane, currVert);
        const EPlaceFromPlane currPlace = findVertexPlace(dist);
        if (currPlace == EPlaceFromPlane::Middle)
        {
            splitTri_inside.push_back(currVert);
            splitTri_outside.push_back(currVert);
        }
        else
        {
            Vector3 intersectPoint = Vector3::Zero;
            if (intersectPlaneAndLine(intersectPoint, plane, prevVert, currVert))
            {
                if (currPlace == EPlaceFromPlane::Inside)
                {
                    splitTri_outside.push_back(intersectPoint);
                    splitTri_inside.push_back(intersectPoint);
                    if (currIdx != 0)
                    {
                        splitTri_inside.push_back(currVert);
                    }
                }
                if (currPlace == EPlaceFromPlane::Outside)
                {
                    splitTri_inside.push_back(intersectPoint);
                    splitTri_outside.push_back(intersectPoint);
                    if (currIdx != 0)
                    {
                        splitTri_outside.push_back(currVert);
                    }
                }
            }
            else
            {
                if (currPlace == EPlaceFromPlane::Inside)
                {
                    splitTri_inside.push_back(currVert);
                }
                if (currPlace == EPlaceFromPlane::Outside)
                {
                    splitTri_outside.push_back(currVert);
                }
            }
        }
    }
 
    /*
    if(splitTri_inside.size() < 3)
    {
        const EPlaceFromPlane top = intersectPlaneAndTriangle(plane, tri);
        int bp = 0;
    }
    if (splitTri_inside.size() > 4 || splitTri_outside.size() > 5)
    {
        const EPlaceFromPlane top = intersectPlaneAndTriangle(plane, tri);
        int bp = 0;
    }
    std::cout << splitTri_inside.size() << ' ' << splitTri_outside.size() << '\n';
    */
    std::list<struct Triangle> insideTris;
    if (splitTri_inside.size() == splitTri_outside.size())
    {
        Triangle insideTri;
        insideTri.v0 = splitTri_inside[0];
        insideTri.v1 = splitTri_inside[1];
        insideTri.v2 = splitTri_inside[2];
        insideTris.push_back(insideTri);
 
        /*Triangle outsideTri;
        outsideTri.v0 = splitTri_outside[0];
        outsideTri.v1 = splitTri_outside[1];
        outsideTri.v2 = splitTri_outside[2];*/
    }
    else if (splitTri_inside.size() > splitTri_outside.size())
    {
        Triangle insideTri0;
        insideTri0.v0 = splitTri_inside[0];
        insideTri0.v1 = splitTri_inside[1];
        insideTri0.v2 = splitTri_inside[2];
        insideTris.push_back(insideTri0);
 
        Triangle insideTri1;
        insideTri1.v0 = splitTri_inside[0];
        insideTri1.v1 = splitTri_inside[2];
        insideTri1.v2 = splitTri_inside[3];
        insideTris.push_back(insideTri1);
 
        /*Triangle outsideTri;
        outsideTri.v0 = splitTri_outside[0];
        outsideTri.v1 = splitTri_outside[1];
        outsideTri.v2 = splitTri_outside[2];*/
    }
    else
    {
        /*Triangle outsideTri0;
        outsideTri0.v0 = splitTri_outside[0];
        outsideTri0.v1 = splitTri_outside[1];
        outsideTri0.v2 = splitTri_outside[2];
 
        Triangle outsideTri1;
        outsideTri1.v0 = splitTri_outside[0];
        outsideTri1.v1 = splitTri_outside[2];
        outsideTri1.v2 = splitTri_outside[3];*/
 
        Triangle insideTri;
        insideTri.v0 = splitTri_inside[0];
        insideTri.v1 = splitTri_inside[1];
        insideTri.v2 = splitTri_inside[2];
        insideTris.push_back(insideTri);
    }
 
    return insideTris;
}
cs



 

 

클리핑이 된다

3ds Max, Adobe Photoshop

개틀링은 협찬이다

선글라스 빛줄기는 텍스처로 그렸다ㅎ

구리구리한 라이팅에서 당시 시대상을 잘 느낄 수 있다

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트레이싱이지만 엄청 공들여서 베꼈다

그림 주변에 묻은 손때가 그걸 증명한다

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ㅎㅎ...

지금 하면 더 잘할텐데

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