Add rasteriser_scene_t struct and render_scene function
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@ -51,6 +51,14 @@ typedef struct {
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transform_t transform;
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} instance_t;
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typedef struct {
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u64 instance_count;
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instance_t *instances;
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camera_t *camera;
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const mat3x4f_t *proj_matrix;
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} rasteriser_scene_t;
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void render_scene(window_t *wnd, Arena *arena, const rasteriser_scene_t *scene);
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void render_instance(window_t *wnd, Arena *arena, mat3x4f_t proj_cam_mat,
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const instance_t *instance);
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void draw_wireframe_triangle(window_t *wnd, Arena *arena, triangle_t triangle);
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@ -70,23 +70,25 @@ int main(void) {
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}
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model_t cube = {.vertices = vertices, .triangles = triangles};
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instance_t cube_01 = {
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.model = &cube,
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.transform =
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{
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.scale = 1.0f,
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.rotation = (vec3f_t){0},
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.position = (vec3f_t){-1.5f, 0.0f, 8.0f},
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},
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};
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instance_t cube_02 = {
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.model = &cube,
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.transform =
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{
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.scale = 1.0f,
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.rotation = {0},
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.position = (vec3f_t){1.7f, 1.5f, 7.0f},
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},
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instance_t instances[] = {
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(instance_t){
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.model = &cube,
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.transform =
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{
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.scale = 1.0f,
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.rotation = (vec3f_t){0},
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.position = (vec3f_t){-1.5f, 0.0f, 8.0f},
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},
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},
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(instance_t){
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.model = &cube,
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.transform =
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{
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.scale = 1.0f,
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.rotation = {0},
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.position = (vec3f_t){1.7f, 1.5f, 7.0f},
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},
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},
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};
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mat3x4f_t proj_matrix = {
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@ -94,10 +96,13 @@ int main(void) {
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(vec4f_t){0.0f, viewport.z * window.height / viewport.y, 0.0f, 0.0f},
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(vec4f_t){0.0f, 0.0f, 1.0f, 0.0f},
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};
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mat4x4f_t cam_inverse_rotation = {0};
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mat4x4f_t cam_inverse_translation = {0};
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mat4x4f_t cam_matrix = {0};
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mat3x4f_t proj_cam_matrix = {0};
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rasteriser_scene_t scene = {
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.instance_count = ARR_LEN(instances),
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.instances = instances,
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.camera = &camera,
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.proj_matrix = &proj_matrix,
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};
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bool running = true;
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SDL_Event event = {0};
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@ -134,15 +139,9 @@ int main(void) {
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}
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}
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cam_inverse_rotation = inverse_camera_rotation_matrix(&camera);
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cam_inverse_translation = inverse_camera_translation_matrix(&camera);
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cam_matrix = mul_mat4x4f(cam_inverse_rotation, cam_inverse_translation);
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proj_cam_matrix = mul_mat3x4f_by_mat4x4f(proj_matrix, cam_matrix);
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clear_window(&window, bg);
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render_instance(&window, arena, proj_cam_matrix, &cube_01);
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render_instance(&window, arena, proj_cam_matrix, &cube_02);
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render_scene(&window, arena, &scene);
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swap_buffers(&window);
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@ -14,6 +14,22 @@
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internal list_float *interpolate(Arena *arena, i32 i0, f32 d0, i32 i1, f32 d1);
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internal inline void order_triangle_points(triangle_t *triangle);
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void render_scene(window_t *wnd, Arena *arena,
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const rasteriser_scene_t *scene) {
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mat4x4f_t cam_inverse_rotation =
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inverse_camera_rotation_matrix(scene->camera);
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mat4x4f_t cam_inverse_translation =
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inverse_camera_translation_matrix(scene->camera);
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mat4x4f_t cam_matrix =
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mul_mat4x4f(cam_inverse_rotation, cam_inverse_translation);
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mat3x4f_t proj_cam_matrix =
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mul_mat3x4f_by_mat4x4f(*(scene->proj_matrix), cam_matrix);
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for (u64 i = 0; i < scene->instance_count; ++i) {
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render_instance(wnd, arena, proj_cam_matrix, &(scene->instances[i]));
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}
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}
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void render_instance(window_t *wnd, Arena *arena, mat3x4f_t proj_cam_mat,
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const instance_t *instance) {
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list_vec2i_t *projected = list_create_with_capacity(
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