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main.go
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package ghetty
import (
"bufio"
"encoding/base64"
"fmt"
"log"
"math"
"math/rand"
"os"
"runtime"
"strconv"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/ebitenutil"
)
var Cores, Scene = 1, 1
var Upscaler = "fsrcnn"
var Scale = 1
const Width, Height = 160, 90
const FOV = 150
const Near, Far = .1, 1000
const Aspect = float32(Width) / float32(Height)
var TileXSize, TileYSize = Width, Height
var Time float32
var EncodedImage string
type Callback func() string
type CallbackNull func()
var OnRender Callback
func BasicVertex(vertex, uv, normal, color *Vertex, matrices ...*Matrix) {
//(*vertex)[X] += float32(math.Sin(float64(Time*.0125+(*vertex)[Y]))) * .25
(*color)[R] = 1
(*color)[G] = 1
(*color)[B] = 1
//var red Vertex = Vertex{1, 0, 0}
//color.Interpolate(&red, (*vertex)[Y] * .001)
for index := range matrices {
vertex.Transform(matrices[index])
}
//(*vertex)[X] = float32(math.Round(float64((*vertex)[X]) * 32)) / 32;
//(*vertex)[Y] = float32(math.Round(float64((*vertex)[Y]) * 32)) / 32;
//(*vertex)[Z] = float32(math.Round(float64((*vertex)[Z]) * 32)) / 32;
}
func BasicFragment(r, g, b *float32, uv *Vertex, textures ...*Texture) {
for index := range textures {
var tr, tg, tb, _ float32 = textures[index].Get(textures[index].ConvertPosition(uv))
*r, *g, *b = *r*tr, *g*tg, *b*tb
}
}
var Basic Shader = Shader{
BasicVertex, BasicFragment,
}
var Tiles [][]Tile
var Buffer []byte = make([]byte, Width*Height*4)
var UpscaledBuffer []byte
var Depth []float32 = make([]float32, Width*Height)
var Brick Texture = LoadTexture("images/Brick.png")
var Cobble Texture = LoadTexture("images/Brick.png")
var Bunny = LoadModel("models/Teapot.obj")
var Log Logger
var Triangles []Triangle
type Game struct{}
func BasicShader(w, s, t float32) (r, g, b float32) {
r = w
g = s
b = t
return
}
func WhiteShader(w, s, t float32) (r, g, b float32) {
r = 1
g = 1
b = 1
return
}
func (g *Game) Layout(outsideWidth, outsideHeight int) (screenWidth, screenHeight int) {
return Width * Scale, Height * Scale
}
func (g *Game) Update() error {
return nil
}
var Position Vertex = Vertex{0, 0, 0, 0}
var Projection Matrix = ProjectionMatrix()
func (g *Game) Draw(screen *ebiten.Image) {
runtime.LockOSThread()
if ebiten.IsKeyPressed(ebiten.KeyRight) {
Position[X] -= .125 / 2 / 2
}
if ebiten.IsKeyPressed(ebiten.KeyLeft) {
Position[X] += .125 / 2 / 2
}
if ebiten.IsKeyPressed(ebiten.KeyDown) {
Position[Y] += .125 / 2 / 2
}
if ebiten.IsKeyPressed(ebiten.KeyUp) {
Position[Y] -= .125 / 2 / 2
}
if ebiten.IsKeyPressed(ebiten.KeyW) {
Position[Z] += .125
}
if ebiten.IsKeyPressed(ebiten.KeyS) {
Position[Z] -= .125
}
var trianglesPerCore int = len(Triangles) / Cores
var totalTrianglesRasterized int = 0
Time += 1
var matrix Matrix = TransformationMatrix(Position, Vertex{0, 0, 0, 1})
matrix = matrix.Multiply(&Projection)
WaitGroup.Add(Cores)
for i := 0; i < Cores; i++ {
go func(offset int) {
for p := offset; p < offset+trianglesPerCore; p++ {
var copiedTriangle Triangle = Triangles[p].Copy()
for index := range copiedTriangle.Vertices {
copiedTriangle.Shader.Vertex(&copiedTriangle.Vertices[index],
&copiedTriangle.UV[index],
&copiedTriangle.Normals[index],
&copiedTriangle.Color[index],
&matrix)
}
BuildAndProcess(&copiedTriangle, &Tiles)
}
WaitGroup.Done()
}(trianglesPerCore * i)
}
WaitGroup.Wait()
WaitGroup.Add(Cores)
for y := range Tiles[0] {
for x := range Tiles {
go func(x, y int) {
Tiles[x][y].Clear(byte(x+y)*4, byte(x+y)*4, byte(x+y)*4)
Tiles[x][y].Rasterize()
WaitGroup.Done()
}(x, y)
}
}
WaitGroup.Wait()
EncodedImage = base64.StdEncoding.EncodeToString(Buffer)
UpscaledBuffer, _ = base64.StdEncoding.DecodeString(OnRender())
screen.WritePixels(UpscaledBuffer)
ebitenutil.DebugPrint(screen, "FPS: "+strconv.Itoa(int(ebiten.ActualFPS())))
ebitenutil.DebugPrintAt(screen, "TRIANGLES RASTERIZED: "+strconv.Itoa(totalTrianglesRasterized), 0, 10)
ebitenutil.DebugPrintAt(screen, "CORES USED: "+strconv.Itoa(Cores), 0, 20)
Log.Log(ebiten.ActualFPS())
}
func Launch(renderCallback Callback) {
fmt.Println("1: Sweep-Line Algorithm")
fmt.Println("2: Barycentric Algorithm")
fmt.Println("3: Edge Test Algorithm")
fmt.Print("\nPlease Select Triangle Rasterization Algorithm: ")
reader := bufio.NewReader(os.Stdin)
algorithm, _, _ := reader.ReadRune()
switch algorithm {
case '1':
AlgorithmUsed = SweepLineAlgorithm
case '2':
AlgorithmUsed = BarycentricAlgorithm
case '3':
AlgorithmUsed = EdgeTestAlgorithm
}
fmt.Print("\nPlease Type How Many Cores Will Be Utilized: ")
fmt.Scan(&Cores)
fmt.Print("\nPlease Select Scene Number: ")
fmt.Scan(&Scene)
fmt.Print("\nPlease Type Upscaler: ")
fmt.Scan(&Upscaler)
fmt.Print("\nPlease Type Scale: ")
fmt.Scan(&Scale)
UpscaledBuffer = make([]byte, Width*Scale*Height*Scale*4)
var yTiles int = int(math.Floor(math.Sqrt(float64(Cores))))
var xTiles int = Cores / yTiles
TileXSize /= xTiles
TileYSize /= yTiles
Tiles = make([][]Tile, xTiles)
for x := range Tiles {
Tiles[x] = make([]Tile, yTiles)
for y := range Tiles[0] {
Tiles[x][y].X = x * TileXSize
Tiles[x][y].Y = y * TileYSize
Tiles[x][y].Frame = Buffer
Tiles[x][y].Depth = Depth
}
}
switch Scene {
case 1:
var triangle Triangle = Triangle{
Vertices: [3]Vertex{
{0, -.5, 0, 1},
{.5, .5, 0, 1},
{-.5, .5, 0, 1},
},
UV: [3]Vertex{
{0.5, 1},
{1, 0},
{0, 0},
},
Color: [3]Vertex{
{1, 0, 0},
{0, 1, 0},
{0, 0, 1},
},
}
var matrix Matrix = TransformationMatrix(Vertex{0, 0, -1}, Vertex{0, 0, 0, 0})
triangle.Transform(&matrix)
triangle.Texture = &Brick
triangle.Shader = &Basic
Triangles = append(Triangles, triangle)
case 2:
for i := 0; i < 1000; i++ {
var triangle Triangle = Triangle{
Vertices: [3]Vertex{
{0, -.5, 0, 1},
{.5, .5, 0, 1},
{-.5, .5, 0, 1},
},
UV: [3]Vertex{
{0.5, 1},
{1, 0},
{0, 0},
},
Color: [3]Vertex{
{rand.Float32(), rand.Float32(), rand.Float32()},
{rand.Float32(), rand.Float32(), rand.Float32()},
{rand.Float32(), rand.Float32(), rand.Float32()},
},
}
triangle.Texture = &Brick
triangle.Shader = &Basic
var matrix Matrix = TransformationMatrix(Vertex{rand.Float32()*16 - 8, rand.Float32()*16 - 8, -12, 0}, Vertex{0, 0, 0, 0})
triangle.Transform(&matrix)
Triangles = append(Triangles, triangle)
}
case 3:
Triangles = append(Triangles, Bunny...)
for i := range Triangles {
var matrix Matrix = TransformationMatrix(Vertex{0, -1.5, -5, 0}, Vertex{0, 0, 0, 0})
Triangles[i].Transform(&matrix)
}
}
ebiten.SetWindowSize(Width*Scale, Height*Scale)
ebiten.SetWindowTitle("Ghetty Engine")
ebiten.SetTPS(ebiten.SyncWithFPS)
ebiten.SetScreenClearedEveryFrame(false)
ebiten.SetVsyncEnabled(false)
ebiten.SetFullscreen(false)
//Log = NewLogger("raw_data")
Log = NewLoggerCNN("raw_data")
OnRender = renderCallback
//initializeCallback()
if err := ebiten.RunGame(&Game{}); err != nil {
log.Fatal(err)
}
Log.Close()
}