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No commits in common. "7f251e7704f5c57c42381442c17bfed42132c33e" and "33b89a9e4454118263fe0b3f7caeff05cce744f4" have entirely different histories.

5 changed files with 63 additions and 117 deletions

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@ -2,23 +2,12 @@
#define RASTERISER_H #define RASTERISER_H
#include "aliases.h" #include "aliases.h"
#include "camera/camera.h"
#include "list/typed_list.h" #include "list/typed_list.h"
#include "mem_arena.h" #include "mem_arena.h"
#include "vector/vec.h" #include "vector/vec.h"
#include "window/window.h" #include "window/window.h"
typedef struct {
u64 idx0;
u64 idx1;
u64 idx2;
colour_t colour;
} scene_triangle_t;
MAKE_LIST_TYPE(f32); MAKE_LIST_TYPE(f32);
MAKE_LIST_TYPE(vec2i_t);
MAKE_LIST_TYPE(vec3f_t);
MAKE_LIST_TYPE(scene_triangle_t);
typedef struct { typedef struct {
vec2i_t p0; vec2i_t p0;
@ -35,9 +24,6 @@ typedef struct {
colour_t colour; colour_t colour;
} triangle_t; } triangle_t;
void render_object(window_t *wnd, Arena *arena, const camera_t *camera,
vec3f_t viewport, const list_vec3f_t *vertices,
const list_scene_triangle_t *triangles);
void draw_wireframe_triangle(window_t *wnd, Arena *arena, triangle_t triangle); void draw_wireframe_triangle(window_t *wnd, Arena *arena, triangle_t triangle);
void draw_filled_triangle(window_t *wnd, Arena *arena, triangle_t triangle); void draw_filled_triangle(window_t *wnd, Arena *arena, triangle_t triangle);
void draw_shaded_triangle(window_t *wnd, Arena *arena, triangle_t triangle); void draw_shaded_triangle(window_t *wnd, Arena *arena, triangle_t triangle);

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@ -2,7 +2,6 @@
#define SCENE_H #define SCENE_H
#include "aliases.h" #include "aliases.h"
#include "vector/vec.h"
#include "window/window.h" #include "window/window.h"
typedef struct { typedef struct {

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@ -1,10 +1,8 @@
#include "camera/camera.h" #include "camera/camera.h"
#include "list/typed_list.h"
#include "mem_arena.h" #include "mem_arena.h"
#include "mem_utils.h" #include "mem_utils.h"
#include "misc/misc_utils.h" #include "misc/misc_utils.h"
#include "rasteriser/rasteriser.h" #include "rasteriser/rasteriser.h"
#include "scene/scene.h"
#include "vector/vec.h" #include "vector/vec.h"
#include "window/window.h" #include "window/window.h"
#include <SDL2/SDL_events.h> #include <SDL2/SDL_events.h>
@ -26,68 +24,6 @@ int main(void) {
return EXIT_FAILURE; return EXIT_FAILURE;
} }
Arena *arena = NULL;
u64 main_arena_capacity = 20ull * 1024ull * 1024ull * 1024ull;
if (!wapp_mem_arena_init(&arena, main_arena_capacity, WAPP_MEM_ALLOC_RESERVE,
false)) {
return EXIT_FAILURE;
}
vec3f_t translation = {-1.5f, 0.0f, 7.0f};
list_vec3f_t *vertices = list_create(vec3f_t, arena);
if (!vertices) {
return EXIT_FAILURE;
}
// Vertices
vec3f_t v0 = vec_add(vec3f_t, translation, ((vec3f_t){1, 1, 1}));
vec3f_t v1 = vec_add(vec3f_t, translation, ((vec3f_t){-1, 1, 1}));
vec3f_t v2 = vec_add(vec3f_t, translation, ((vec3f_t){-1, -1, 1}));
vec3f_t v3 = vec_add(vec3f_t, translation, ((vec3f_t){1, -1, 1}));
vec3f_t v4 = vec_add(vec3f_t, translation, ((vec3f_t){1, 1, -1}));
vec3f_t v5 = vec_add(vec3f_t, translation, ((vec3f_t){-1, 1, -1}));
vec3f_t v6 = vec_add(vec3f_t, translation, ((vec3f_t){-1, -1, -1}));
vec3f_t v7 = vec_add(vec3f_t, translation, ((vec3f_t){1, -1, -1}));
list_append(vec3f_t, arena, vertices, v0);
list_append(vec3f_t, arena, vertices, v1);
list_append(vec3f_t, arena, vertices, v2);
list_append(vec3f_t, arena, vertices, v3);
list_append(vec3f_t, arena, vertices, v4);
list_append(vec3f_t, arena, vertices, v5);
list_append(vec3f_t, arena, vertices, v6);
list_append(vec3f_t, arena, vertices, v7);
list_scene_triangle_t *triangles = list_create(scene_triangle_t, arena);
if (!triangles) {
return EXIT_FAILURE;
}
// Triangles
list_append(scene_triangle_t, arena, triangles,
((scene_triangle_t){0, 1, 2, (colour_t){.colour = 0xff0000ff}}));
list_append(scene_triangle_t, arena, triangles,
((scene_triangle_t){0, 2, 3, (colour_t){.colour = 0xff0000ff}}));
list_append(scene_triangle_t, arena, triangles,
((scene_triangle_t){4, 0, 3, (colour_t){.colour = 0x00ff00ff}}));
list_append(scene_triangle_t, arena, triangles,
((scene_triangle_t){4, 3, 7, (colour_t){.colour = 0x00ff00ff}}));
list_append(scene_triangle_t, arena, triangles,
((scene_triangle_t){5, 4, 7, (colour_t){.colour = 0x0000ffff}}));
list_append(scene_triangle_t, arena, triangles,
((scene_triangle_t){5, 7, 6, (colour_t){.colour = 0x0000ffff}}));
list_append(scene_triangle_t, arena, triangles,
((scene_triangle_t){1, 5, 6, (colour_t){.colour = 0xffff00ff}}));
list_append(scene_triangle_t, arena, triangles,
((scene_triangle_t){1, 6, 2, (colour_t){.colour = 0xffff00ff}}));
list_append(scene_triangle_t, arena, triangles,
((scene_triangle_t){4, 5, 1, (colour_t){.colour = 0xff00ffff}}));
list_append(scene_triangle_t, arena, triangles,
((scene_triangle_t){4, 1, 0, (colour_t){.colour = 0xff00ffff}}));
list_append(scene_triangle_t, arena, triangles,
((scene_triangle_t){2, 6, 7, (colour_t){.colour = 0x00ffffff}}));
list_append(scene_triangle_t, arena, triangles,
((scene_triangle_t){2, 7, 3, (colour_t){.colour = 0x00ffffff}}));
bool running = true; bool running = true;
SDL_Event event = {0}; SDL_Event event = {0};
@ -96,13 +32,59 @@ int main(void) {
// i32 h_min = ((i32)window.half_height) * -1; // i32 h_min = ((i32)window.half_height) * -1;
// i32 h_max = (i32)window.half_height; // i32 h_max = (i32)window.half_height;
// The four "front" vertices
vec3f_t vAf = {-2, -0.5, 5};
vec3f_t vBf = {-2, 0.5, 5};
vec3f_t vCf = {-1, 0.5, 5};
vec3f_t vDf = {-1, -0.5, 5};
// The four "back" vertices
vec3f_t vAb = {-2, -0.5, 6};
vec3f_t vBb = {-2, 0.5, 6};
vec3f_t vCb = {-1, 0.5, 6};
vec3f_t vDb = {-1, -0.5, 6};
// The front face
line_t lABf = {project_point(vAf, &window, &camera, viewport),
project_point(vBf, &window, &camera, viewport)};
line_t lBCf = {project_point(vBf, &window, &camera, viewport),
project_point(vCf, &window, &camera, viewport)};
line_t lCDf = {project_point(vCf, &window, &camera, viewport),
project_point(vDf, &window, &camera, viewport)};
line_t lDAf = {project_point(vDf, &window, &camera, viewport),
project_point(vAf, &window, &camera, viewport)};
// The back face
line_t lABb = {project_point(vAb, &window, &camera, viewport),
project_point(vBb, &window, &camera, viewport)};
line_t lBCb = {project_point(vBb, &window, &camera, viewport),
project_point(vCb, &window, &camera, viewport)};
line_t lCDb = {project_point(vCb, &window, &camera, viewport),
project_point(vDb, &window, &camera, viewport)};
line_t lDAb = {project_point(vDb, &window, &camera, viewport),
project_point(vAb, &window, &camera, viewport)};
// The front-to-back edges
line_t lABfb = {project_point(vAf, &window, &camera, viewport),
project_point(vAb, &window, &camera, viewport)};
line_t lBCfb = {project_point(vBf, &window, &camera, viewport),
project_point(vBb, &window, &camera, viewport)};
line_t lCDfb = {project_point(vCf, &window, &camera, viewport),
project_point(vCb, &window, &camera, viewport)};
line_t lDAfb = {project_point(vDf, &window, &camera, viewport),
project_point(vDb, &window, &camera, viewport)};
Arena *frame_arena = NULL; Arena *frame_arena = NULL;
u64 frame_arena_capacity = 10ull * 1024ull * 1024ull * 1024ull; u64 capacity = 10ull * 1024ull * 1024ull * 1024ull;
if (!wapp_mem_arena_init(&frame_arena, frame_arena_capacity, if (!wapp_mem_arena_init(&frame_arena, capacity, WAPP_MEM_ALLOC_RESERVE,
WAPP_MEM_ALLOC_RESERVE, false)) { false)) {
return EXIT_FAILURE; return EXIT_FAILURE;
} }
colour_t front = {.colour = 0x00ffaaff};
colour_t back = {.colour = 0xee0099ff};
colour_t fb = {.colour = 0xffaa00ff};
while (running) { while (running) {
while (SDL_PollEvent(&event)) { while (SDL_PollEvent(&event)) {
switch (event.type) { switch (event.type) {
@ -114,7 +96,20 @@ int main(void) {
clear_window(&window, bg); clear_window(&window, bg);
render_object(&window, arena, &camera, viewport, vertices, triangles); draw_line(&window, frame_arena, lABf, front);
draw_line(&window, frame_arena, lBCf, front);
draw_line(&window, frame_arena, lCDf, front);
draw_line(&window, frame_arena, lDAf, front);
draw_line(&window, frame_arena, lABb, back);
draw_line(&window, frame_arena, lBCb, back);
draw_line(&window, frame_arena, lCDb, back);
draw_line(&window, frame_arena, lDAb, back);
draw_line(&window, frame_arena, lABfb, fb);
draw_line(&window, frame_arena, lBCfb, fb);
draw_line(&window, frame_arena, lCDfb, fb);
draw_line(&window, frame_arena, lDAfb, fb);
swap_buffers(&window); swap_buffers(&window);
@ -122,7 +117,6 @@ int main(void) {
} }
wapp_mem_arena_destroy(&frame_arena); wapp_mem_arena_destroy(&frame_arena);
wapp_mem_arena_destroy(&arena);
close_window(&window); close_window(&window);
return EXIT_SUCCESS; return EXIT_SUCCESS;

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@ -15,37 +15,6 @@ internal list_float *interpolate(Arena *arena, i32 i0, f32 d0, i32 i1, f32 d1);
internal inline void order_triangle_points(triangle_t *triangle); internal inline void order_triangle_points(triangle_t *triangle);
void render_object(window_t *wnd, Arena *arena, const camera_t *camera,
vec3f_t viewport, const list_vec3f_t *vertices,
const list_scene_triangle_t *triangles) {
list_vec2i_t *projected = list_create_with_capacity(
vec2i_t, arena, vertices->count * sizeof(vec3f_t));
if (!projected) {
return;
}
vec3f_t vertex = {0};
for (u64 i = 0; i < vertices->count; ++i) {
vertex = list_get(vertices, i);
list_append(vec2i_t, arena, projected,
project_point(vertex, wnd, camera, viewport));
}
for (u64 i = 0; i < triangles->count; ++i) {
scene_triangle_t triangle = list_get(triangles, i);
triangle_t tri = {
.p0 = list_get(projected, triangle.idx0),
.p1 = list_get(projected, triangle.idx1),
.p2 = list_get(projected, triangle.idx2),
.h0 = 1.0f,
.h1 = 1.0f,
.h2 = 1.0f,
.colour = triangle.colour,
};
draw_wireframe_triangle(wnd, arena, tri);
}
}
void draw_wireframe_triangle(window_t *wnd, Arena *arena, triangle_t triangle) { void draw_wireframe_triangle(window_t *wnd, Arena *arena, triangle_t triangle) {
order_triangle_points(&triangle); order_triangle_points(&triangle);

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@ -1,8 +1,6 @@
#include "scene/scene.h" #include "scene/scene.h"
#include "aliases.h" #include "aliases.h"
#include "misc/misc_utils.h" #include "misc/misc_utils.h"
#include "vector/vec.h"
#include "window/window.h"
internal const sphere_t spheres[] = { internal const sphere_t spheres[] = {
(sphere_t){ (sphere_t){