Projection equation and first cube
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6dc609be14
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2
compile
@ -12,6 +12,7 @@ RAYTRACER_SRC="src/window/*.c \
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src/scene/*.c \
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src/raytracer/*.c \
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src/math/*.c \
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src/camera/*.c \
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"
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RASTERISER_SRC="src/window/*.c \
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@ -20,6 +21,7 @@ RASTERISER_SRC="src/window/*.c \
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src/list/*.c \
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src/rasteriser/*.c \
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src/math/*.c \
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src/camera/*.c \
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$WAPP_SRC \
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"
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15
include/camera/camera.h
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15
include/camera/camera.h
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@ -0,0 +1,15 @@
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#ifndef CAMERA_H
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#define CAMERA_H
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#include "vector/vec.h"
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#include "window/window.h"
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typedef struct {
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vec3f_t position;
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vec3f_t rotation;
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} camera_t;
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vec2i_t project_point(vec3f_t point, const window_t *wnd,
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const camera_t *camera, vec3f_t viewport);
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#endif // !CAMERA_H
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@ -38,7 +38,8 @@ void clear_window(window_t *wnd, colour_t colour);
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void set_pixel(window_t *wnd, i32 x, i32 y, colour_t colour);
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void swap_buffers(window_t *wnd);
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vec3f_t window_to_viewport(window_t *wnd, i32 x, i32 y, vec3f_t viewport);
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vec3f_t window_to_viewport(const window_t *wnd, i32 x, i32 y, vec3f_t viewport);
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vec2i_t viewport_to_window(const window_t *wnd, f32 x, f32 y, vec3f_t viewport);
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colour_t colour_add_colour(colour_t a, colour_t b);
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colour_t colour_mul(colour_t colour, f32 scalar);
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15
src/camera/camera.c
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15
src/camera/camera.c
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@ -0,0 +1,15 @@
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#include "camera/camera.h"
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#include "vector/vec.h"
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#include "window/window.h"
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vec2i_t project_point(vec3f_t point, const window_t *wnd,
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const camera_t *camera, vec3f_t viewport) {
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if (point.z == 0.0f) {
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return (vec2i_t){.x = 0, .y = 0};
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}
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f32 x = point.x * viewport.x / point.z;
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f32 y = point.y * viewport.y / point.z;
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return viewport_to_window(wnd, x, y, viewport);
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}
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@ -1,3 +1,4 @@
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#include "camera/camera.h"
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#include "mem_arena.h"
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#include "mem_utils.h"
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#include "misc/misc_utils.h"
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@ -11,6 +12,12 @@
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int main(void) {
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colour_t bg =
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(colour_t){.rgba.r = 27, .rgba.g = 38, .rgba.b = 79, .rgba.a = 255};
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camera_t camera = {
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.position = {.x = 0.0f, .y = 0.0f, .z = 0.0f},
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.rotation = {.x = 0.0f, .y = 0.0f, .z = 0.0f},
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};
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vec3f_t viewport = {.x = 1.0f, .y = 1.0f, .z = 1.0f};
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window_t window = {0};
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if (!init_window(&window, 800, 800, "CG From Scratch Rasteriser")) {
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@ -25,14 +32,47 @@ int main(void) {
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// i32 h_min = ((i32)window.half_height) * -1;
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// i32 h_max = (i32)window.half_height;
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triangle_t triangle = {
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.p0 = {-200, -250},
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.p1 = {200, 50},
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.p2 = {20, 250},
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.h0 = 0,
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.h1 = 0,
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.h2 = 1,
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};
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// The four "front" vertices
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vec3f_t vAf = {-2, -0.5, 5};
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vec3f_t vBf = {-2, 0.5, 5};
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vec3f_t vCf = {-1, 0.5, 5};
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vec3f_t vDf = {-1, -0.5, 5};
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// The four "back" vertices
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vec3f_t vAb = {-2, -0.5, 6};
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vec3f_t vBb = {-2, 0.5, 6};
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vec3f_t vCb = {-1, 0.5, 6};
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vec3f_t vDb = {-1, -0.5, 6};
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// The front face
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line_t lABf = {project_point(vAf, &window, &camera, viewport),
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project_point(vBf, &window, &camera, viewport)};
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line_t lBCf = {project_point(vBf, &window, &camera, viewport),
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project_point(vCf, &window, &camera, viewport)};
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line_t lCDf = {project_point(vCf, &window, &camera, viewport),
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project_point(vDf, &window, &camera, viewport)};
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line_t lDAf = {project_point(vDf, &window, &camera, viewport),
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project_point(vAf, &window, &camera, viewport)};
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// The back face
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line_t lABb = {project_point(vAb, &window, &camera, viewport),
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project_point(vBb, &window, &camera, viewport)};
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line_t lBCb = {project_point(vBb, &window, &camera, viewport),
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project_point(vCb, &window, &camera, viewport)};
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line_t lCDb = {project_point(vCb, &window, &camera, viewport),
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project_point(vDb, &window, &camera, viewport)};
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line_t lDAb = {project_point(vDb, &window, &camera, viewport),
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project_point(vAb, &window, &camera, viewport)};
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// The front-to-back edges
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line_t lABfb = {project_point(vAf, &window, &camera, viewport),
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project_point(vAb, &window, &camera, viewport)};
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line_t lBCfb = {project_point(vBf, &window, &camera, viewport),
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project_point(vBb, &window, &camera, viewport)};
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line_t lCDfb = {project_point(vCf, &window, &camera, viewport),
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project_point(vCb, &window, &camera, viewport)};
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line_t lDAfb = {project_point(vDf, &window, &camera, viewport),
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project_point(vDb, &window, &camera, viewport)};
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Arena *arena = NULL;
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u64 capacity = 10ull * 1024ull * 1024ull * 1024ull;
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@ -51,10 +91,20 @@ int main(void) {
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clear_window(&window, bg);
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draw_shaded_triangle(&window, arena, triangle,
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(colour_t){.colour = 0x00ff00ff});
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draw_wireframe_triangle(&window, arena, triangle,
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(colour_t){.colour = 0xff008aff});
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draw_line(&window, arena, lABf, (colour_t){.colour = 0xffaa00ff});
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draw_line(&window, arena, lBCf, (colour_t){.colour = 0xffaa00ff});
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draw_line(&window, arena, lCDf, (colour_t){.colour = 0xffaa00ff});
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draw_line(&window, arena, lDAf, (colour_t){.colour = 0xffaa00ff});
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draw_line(&window, arena, lABb, (colour_t){.colour = 0x00ffaaff});
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draw_line(&window, arena, lBCb, (colour_t){.colour = 0x00ffaaff});
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draw_line(&window, arena, lCDb, (colour_t){.colour = 0x00ffaaff});
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draw_line(&window, arena, lDAb, (colour_t){.colour = 0x00ffaaff});
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draw_line(&window, arena, lABfb, (colour_t){.colour = 0xee0099ff});
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draw_line(&window, arena, lBCfb, (colour_t){.colour = 0xee0099ff});
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draw_line(&window, arena, lCDfb, (colour_t){.colour = 0xee0099ff});
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draw_line(&window, arena, lDAfb, (colour_t){.colour = 0xee0099ff});
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swap_buffers(&window);
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@ -1,4 +1,5 @@
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#include "aliases.h"
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#include "camera/camera.h"
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#include "raytracer/raytracer.h"
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#include "scene/scene.h"
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#include "vector/vec.h"
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@ -11,11 +12,6 @@
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#define RECURSION_DEPTH 3
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typedef struct {
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vec3f_t position;
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vec3f_t rotation;
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} camera_t;
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i32 main(i32 argc, char *argv[]) {
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colour_t bg =
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(colour_t){.rgba.r = 27, .rgba.g = 38, .rgba.b = 79, .rgba.a = 255};
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@ -159,7 +159,8 @@ void set_screen_pixel(window_t *wnd, u32 x, u32 y, colour_t colour) {
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pixels[index] = colour.colour;
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}
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vec3f_t window_to_viewport(window_t *wnd, i32 x, i32 y, vec3f_t viewport) {
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vec3f_t window_to_viewport(const window_t *wnd, i32 x, i32 y,
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vec3f_t viewport) {
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return (vec3f_t){
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.x = x * viewport.x / wnd->width,
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.y = y * viewport.y / wnd->height,
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@ -167,6 +168,14 @@ vec3f_t window_to_viewport(window_t *wnd, i32 x, i32 y, vec3f_t viewport) {
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};
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}
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vec2i_t viewport_to_window(const window_t *wnd, f32 x, f32 y,
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vec3f_t viewport) {
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return (vec2i_t){
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.x = x / viewport.x * wnd->width,
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.y = y / viewport.y * wnd->height,
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};
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}
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colour_t colour_add_colour(colour_t a, colour_t b) {
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f32 alpha = clamp((f32)(a.rgba.a + b.rgba.a), 0.0f, (f32)UINT8_MAX);
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