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Generate a .gif showing a spinning 3d wireframe cube with hidden lines in Golang
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package main | |
import ( | |
"fmt" | |
"image" | |
"image/color" | |
"image/gif" | |
"math" | |
"os" | |
) | |
func subVec3(a []float64, b []float64) []float64 { | |
return []float64{a[0] - b[0], a[1] - b[1], a[2] - b[2], 0} | |
} | |
func dotProduct3(a []float64, b []float64) float64 { | |
return a[0]*b[0] + a[1]*b[1] + a[2]*b[2] | |
} | |
func crossProduct3(a []float64, b []float64) []float64 { | |
return []float64{ | |
a[1]*b[2] - a[2]*b[1], | |
a[2]*b[0] - a[0]*b[2], | |
a[0]*b[1] - a[1]*b[0], | |
0} | |
} | |
func matMatMult(m4_1 []float64, m4_2 []float64) []float64 { | |
result := make([]float64, 16) | |
result[0] += m4_1[0] * m4_2[0] // row 1 x column 1 | |
result[0] += m4_1[1] * m4_2[4] | |
result[0] += m4_1[2] * m4_2[8] | |
result[0] += m4_1[3] * m4_2[12] | |
result[1] += m4_1[0] * m4_2[1] // row 1 x column 2 | |
result[1] += m4_1[1] * m4_2[5] | |
result[1] += m4_1[2] * m4_2[9] | |
result[1] += m4_1[3] * m4_2[13] | |
result[2] += m4_1[0] * m4_2[2] | |
result[2] += m4_1[1] * m4_2[6] | |
result[2] += m4_1[2] * m4_2[10] | |
result[2] += m4_1[3] * m4_2[14] | |
result[3] += m4_1[0] * m4_2[3] | |
result[3] += m4_1[1] * m4_2[7] | |
result[3] += m4_1[2] * m4_2[11] | |
result[3] += m4_1[3] * m4_2[15] | |
result[4] += m4_1[4] * m4_2[0] | |
result[4] += m4_1[5] * m4_2[4] | |
result[4] += m4_1[6] * m4_2[8] | |
result[4] += m4_1[7] * m4_2[12] | |
result[5] += m4_1[4] * m4_2[1] | |
result[5] += m4_1[5] * m4_2[5] | |
result[5] += m4_1[6] * m4_2[9] | |
result[5] += m4_1[7] * m4_2[13] | |
result[6] += m4_1[4] * m4_2[2] | |
result[6] += m4_1[5] * m4_2[6] | |
result[6] += m4_1[6] * m4_2[10] | |
result[6] += m4_1[7] * m4_2[14] | |
result[7] += m4_1[4] * m4_2[3] | |
result[7] += m4_1[5] * m4_2[7] | |
result[7] += m4_1[6] * m4_2[11] | |
result[7] += m4_1[7] * m4_2[15] | |
result[8] += m4_1[8] * m4_2[0] | |
result[8] += m4_1[9] * m4_2[4] | |
result[8] += m4_1[10] * m4_2[8] | |
result[8] += m4_1[11] * m4_2[12] | |
result[9] += m4_1[8] * m4_2[1] | |
result[9] += m4_1[9] * m4_2[5] | |
result[9] += m4_1[10] * m4_2[9] | |
result[9] += m4_1[11] * m4_2[13] | |
result[10] += m4_1[8] * m4_2[2] | |
result[10] += m4_1[9] * m4_2[6] | |
result[10] += m4_1[10] * m4_2[10] | |
result[10] += m4_1[11] * m4_2[14] | |
result[11] += m4_1[8] * m4_2[3] | |
result[11] += m4_1[9] * m4_2[7] | |
result[11] += m4_1[10] * m4_2[11] | |
result[11] += m4_1[11] * m4_2[15] | |
result[12] += m4_1[12] * m4_2[0] | |
result[12] += m4_1[13] * m4_2[4] | |
result[12] += m4_1[14] * m4_2[8] | |
result[12] += m4_1[15] * m4_2[12] | |
result[13] += m4_1[12] * m4_2[1] | |
result[13] += m4_1[13] * m4_2[5] | |
result[13] += m4_1[14] * m4_2[9] | |
result[13] += m4_1[15] * m4_2[13] | |
result[14] += m4_1[12] * m4_2[2] | |
result[14] += m4_1[13] * m4_2[6] | |
result[14] += m4_1[14] * m4_2[10] | |
result[14] += m4_1[15] * m4_2[14] | |
result[15] += m4_1[12] * m4_2[3] | |
result[15] += m4_1[13] * m4_2[7] | |
result[15] += m4_1[14] * m4_2[11] | |
result[15] += m4_1[15] * m4_2[15] | |
return result | |
} | |
func vecMatMult(v []float64, m []float64) []float64 { | |
return []float64{ | |
m[0]*v[0] + m[1]*v[1] + m[2]*v[2] + m[3]*v[3], | |
m[4]*v[0] + m[5]*v[1] + m[6]*v[2] + m[7]*v[3], | |
m[8]*v[0] + m[9]*v[1] + m[10]*v[2] + m[11]*v[3], | |
m[12]*v[0] + m[13]*v[1] + m[14]*v[2] + m[15]*v[3], | |
} | |
} | |
func getTranslMat4(dx float64, dy float64, dz float64) []float64 { | |
return []float64{ | |
1.0, 0.0, 0.0, dx, | |
0.0, 1.0, 0.0, dy, | |
0.0, 0.0, 1.0, dz, | |
0.0, 0.0, 0.0, 1.0, | |
} | |
} | |
func getRotXMat4(phi float64) []float64 { | |
cos_phi := math.Cos(phi) | |
sin_phi := math.Sin(phi) | |
return []float64{ | |
1.0, 0.0, 0.0, 0.0, | |
0.0, cos_phi, -sin_phi, 0.0, | |
0.0, sin_phi, cos_phi, 0.0, | |
0.0, 0.0, 0.0, 1.0, | |
} | |
} | |
func getRotYMat4(phi float64) []float64 { | |
cos_phi := math.Cos(phi) | |
sin_phi := math.Sin(phi) | |
return []float64{ | |
cos_phi, 0.0, sin_phi, 0.0, | |
0.0, 1.0, 0.0, 0.0, | |
-sin_phi, 0.0, cos_phi, 0.0, | |
0.0, 0.0, 0.0, 1.0, | |
} | |
} | |
func getRotZMat4(phi float64) []float64 { | |
cos_phi := math.Cos(phi) | |
sin_phi := math.Sin(phi) | |
return []float64{ | |
cos_phi, -sin_phi, 0.0, 0.0, | |
sin_phi, cos_phi, 0.0, 0.0, | |
0.0, 0.0, 1.0, 0.0, | |
0.0, 0.0, 0.0, 1.0, | |
} | |
} | |
func projectVerts(m []float64, srcV [][]float64) [][]float64 { | |
var result [][]float64 | |
for _, v3 := range srcV { | |
v4 := []float64{v3[0], v3[1], v3[2], 1} | |
pvec := vecMatMult(v4, m) | |
result = append(result, pvec) | |
} | |
return result | |
} | |
func perspDiv(srcV4 [][]float64) [][]float64 { | |
var result [][]float64 | |
for _, vec4 := range srcV4 { | |
result = append(result, []float64{vec4[0] / vec4[2], vec4[1] / vec4[2]}) | |
} | |
return result | |
} | |
func cullBackfaces(viewPoint []float64, srcIdcs [][]uint, worldVerts [][]float64) []int { | |
var idcs []int | |
for i, tri := range srcIdcs { | |
v0 := worldVerts[tri[0]] | |
v1 := worldVerts[tri[1]] | |
v2 := worldVerts[tri[2]] | |
viewPointToTriVec := subVec3(v0, viewPoint) | |
s10 := subVec3(v1, v0) | |
s20 := subVec3(v2, v0) | |
normal := crossProduct3(s10, s20) | |
dp := dotProduct3(viewPointToTriVec, normal) | |
if dp > 0 { | |
idcs = append(idcs, i) | |
} | |
} | |
return idcs | |
} | |
func abs(i int) int { | |
if i < 0 { | |
return -i | |
} | |
return i | |
} | |
// Bresenham implementation from https://github.com/eaburns/quart/blob/master/geom/2d_draw.go#L164 | |
func drawEdge(img *image.Paletted, w, h int, c color.Color, p0, p1 []float64) { | |
o_x := w / 2 | |
o_y := h / 2 | |
ar := float64(w) / float64(h) | |
x0 := o_x + int(p0[0]*float64(o_x)) | |
y0 := o_y - int(p0[1]*float64(o_y)*ar) | |
x1 := o_x + int(p1[0]*float64(o_x)) | |
y1 := o_y - int(p1[1]*float64(o_y)*ar) | |
// Bresenham's alg: http://en.wikipedia.org/wiki/Bresenham's_line_algorithm | |
steep := abs(y0-y1) > abs(x0-x1) | |
if steep { | |
x0, y0 = y0, x0 | |
x1, y1 = y1, x1 | |
} | |
if x0 > x1 { | |
x0, x1 = x1, x0 | |
y0, y1 = y1, y0 | |
} | |
dx := x1 - x0 | |
dy := abs(y1 - y0) | |
err := dx / 2 | |
y := y0 | |
ystep := -1 | |
if y0 < y1 { | |
ystep = 1 | |
} | |
for x := x0; x <= x1; x++ { | |
if steep { | |
img.Set(y, x, c) | |
} else { | |
img.Set(x, y, c) | |
} | |
err -= dy | |
if err < 0 { | |
y += ystep | |
err += dx | |
} | |
} | |
} | |
func drawObject(img *image.Paletted, w, h int, c color.Color, | |
drawIdxList []int, meshTris [][]uint, perspVerts [][]float64) { | |
for _, triIdx := range drawIdxList { | |
tri := meshTris[triIdx] | |
i0 := tri[0] | |
i1 := tri[1] | |
i2 := tri[2] | |
p0 := perspVerts[i0] | |
p1 := perspVerts[i1] | |
p2 := perspVerts[i2] | |
drawEdge(img, w, h, c, p0, p1) | |
drawEdge(img, w, h, c, p0, p2) | |
drawEdge(img, w, h, c, p1, p2) | |
} | |
} | |
func main() { | |
const ( | |
w, h = 240, 240 | |
numFrames = 360 | |
) | |
// OpenGL coord system: -z goes into the screen | |
// 8 vertices form corners of the unit cube | |
var cubeVerts = [][]float64{ | |
{0.5, 0.5, 0.5}, // front top right 0 | |
{0.5, -0.5, 0.5}, // front bottom right 1 | |
{-0.5, -0.5, 0.5}, // front bottom left 2 | |
{-0.5, 0.5, 0.5}, // front top left 3 | |
{0.5, 0.5, -0.5}, // back top right 4 | |
{0.5, -0.5, -0.5}, // back bottom right 5 | |
{-0.5, -0.5, -0.5}, // back bottom left 6 | |
{-0.5, 0.5, -0.5}, // back top left 7 | |
} | |
var cubeIdxs = [][]uint{ | |
{0, 1, 3}, // front face 3 0 | |
{2, 3, 1}, // 2 1 | |
{3, 2, 7}, // left face 7 3 | |
{6, 7, 2}, // 6 2 | |
{4, 5, 0}, // right face 0 4 | |
{1, 0, 5}, // 1 5 | |
{4, 0, 7}, // top face 7 4 | |
{3, 7, 0}, // 3 0 | |
{1, 5, 2}, // bottom face 2 1 | |
{6, 2, 5}, // 6 5 | |
{7, 6, 4}, // back face 4 7 | |
{5, 4, 6}, // 5 6 | |
} | |
var palette = []color.Color{ | |
color.RGBA{0x00, 0x00, 0x00, 0xff}, color.RGBA{0x00, 0xff, 0x00, 0xff}, | |
} | |
images := make([]*image.Paletted, 0, numFrames) | |
viewPoint := []float64{0, 0, 0, 0} | |
for frame := 0; frame < numFrames; frame++ { | |
img := image.NewPaletted(image.Rect(0, 0, w, h), palette) | |
images = append(images, img) | |
angle := math.Pi / float64(180) * float64(frame) | |
mx := getRotXMat4(angle) | |
my := getRotYMat4(angle) | |
mz := getRotZMat4(angle) | |
mt := getTranslMat4(0, 0, -2) | |
m1 := matMatMult(my, mx) | |
m2 := matMatMult(mz, m1) | |
m3 := matMatMult(mt, m2) | |
worldVerts := projectVerts(m3, cubeVerts[:]) | |
drawIdxList := cullBackfaces(viewPoint, cubeIdxs, worldVerts) | |
perspVerts := perspDiv(worldVerts) | |
drawObject(img, w, h, palette[1], drawIdxList, cubeIdxs, perspVerts) | |
} | |
f, err := os.Create("spinningcube.gif") | |
if err != nil { | |
fmt.Println(err) | |
return | |
} | |
defer f.Close() | |
err = gif.EncodeAll(f, &gif.GIF{ | |
Image: images, | |
Delay: make([]int, numFrames), | |
}) | |
if err != nil { | |
fmt.Println(err) | |
return | |
} | |
} |
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