Apply transformation first then project the points
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9d929c22ba
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@ -18,6 +18,7 @@ typedef struct {
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MAKE_LIST_TYPE(f32);
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MAKE_LIST_TYPE(vec2i_t);
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MAKE_LIST_TYPE(vec3f_t);
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MAKE_LIST_TYPE(vec4f_t);
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MAKE_LIST_TYPE(scene_triangle_t);
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typedef struct {
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@ -31,9 +31,9 @@ void render_scene(window_t *wnd, Arena *arena,
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void render_instance(window_t *wnd, Arena *arena, mat4x4f_t camera_matrix,
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mat3x4f_t projection_matrix, const instance_t *instance) {
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list_vec2i_t *projected = list_create_with_capacity(
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vec2i_t, arena, instance->model->vertices->count * sizeof(vec3f_t));
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if (!projected) {
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list_vec4f_t *transformed = list_create_with_capacity(
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vec4f_t, arena, instance->model->vertices->count * sizeof(vec4f_t));
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if (!transformed) {
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return;
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}
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@ -47,14 +47,25 @@ void render_instance(window_t *wnd, Arena *arena, mat4x4f_t camera_matrix,
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mat4x4f_t xf_cam_mat = mul_mat4x4f(camera_matrix, trs_mat);
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mat3x4f_t xf_proj_mat = mul_mat3x4f_by_mat4x4f(projection_matrix, xf_cam_mat);
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vec3f_t vertex = {0};
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vec2i_t point = {0};
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vec4f_t xf_vertex = {0};
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for (u64 i = 0; i < instance->model->vertices->count; ++i) {
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vertex = list_get(instance->model->vertices, i);
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vertex = mul_mat3x4f_by_vec4f(
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xf_proj_mat, (vec4f_t){vertex.x, vertex.y, vertex.z, 1.0f});
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xf_vertex = mul_mat4x4f_by_vec4f(
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xf_cam_mat, (vec4f_t){vertex.x, vertex.y, vertex.z, 1.0f});
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list_append(vec4f_t, arena, transformed, xf_vertex);
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}
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list_vec2i_t *projected = list_create_with_capacity(
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vec2i_t, arena, instance->model->vertices->count * sizeof(vec2i_t));
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if (!projected) {
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return;
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}
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vec2i_t point = {0};
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for (u64 i = 0; i < transformed->count; ++i) {
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xf_vertex = list_get(transformed, i);
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vertex = mul_mat3x4f_by_vec4f(projection_matrix, xf_vertex);
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point = (vec2i_t){(i32)(vertex.x / vertex.z), (i32)(vertex.y / vertex.z)};
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list_append(vec2i_t, arena, projected, point);
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}
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