Create FragmentData struct
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@@ -1,5 +1,7 @@
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#include "render.h"
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#include "shader.h"
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#include "utils.h"
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#include "vec.h"
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#include <math.h>
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#define TRIANGLE_VERTICES 3
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@@ -117,11 +119,14 @@ internal void fill_triangle(Render *render, ShaderID shader,
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V3f coords;
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f32 z;
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f32 zbuf;
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f32 px, py, pz;
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V3f position;
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f32 nx, ny, nz;
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V3f normal;
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f32 tx_u, tx_v;
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u64 tx_x, tx_y;
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V2f tex_coords;
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FragmentData data = {0};
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FragmentResult result;
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f32 intensity = 1.0f;
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@@ -142,6 +147,16 @@ internal void fill_triangle(Render *render, ShaderID shader,
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continue;
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}
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px = vertices[0].x * coords.x + vertices[1].x * coords.y +
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vertices[2].x * coords.z;
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py = vertices[0].y * coords.x + vertices[1].y * coords.y +
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vertices[2].y * coords.z;
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pz = vertices[0].z * coords.x + vertices[1].z * coords.y +
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vertices[2].z * coords.z;
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position = (V3f){px, py, pz};
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normalise_v3(position);
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data.position = position;
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nx = normals[0].x * coords.x + normals[1].x * coords.y +
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normals[2].x * coords.z;
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ny = normals[0].y * coords.x + normals[1].y * coords.y +
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@@ -149,14 +164,16 @@ internal void fill_triangle(Render *render, ShaderID shader,
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nz = normals[0].z * coords.x + normals[1].z * coords.y +
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normals[2].z * coords.z;
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normal = (V3f){nx, ny, nz};
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data.normal = normal;
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tx_u = coordinates[0].u * coords.x + coordinates[1].u * coords.y +
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coordinates[2].u * coords.z;
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tx_v = coordinates[0].v * coords.x + coordinates[1].v * coords.y +
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coordinates[2].v * coords.z;
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tex_coords = (V2f){tx_u, tx_v};
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data.tex_coords = tex_coords;
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result = run_fragment_shader(shader, normal, tex_coords, &colour, model);
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result = run_fragment_shader(shader, &data, &colour, model);
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if (DISCARD_FRAGMENT(result)) {
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continue;
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}
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