Create FragmentData struct

This commit is contained in:
Abdelrahman Said 2024-08-18 22:19:23 +01:00
parent 760d9b6b9c
commit 29749c834a
4 changed files with 50 additions and 26 deletions

View File

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

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@ -45,7 +45,7 @@ V3f run_vertex_shader(ShaderID shader, const V3f *vertex,
return vertex_func(shader_obj, vertex, out_buf); return vertex_func(shader_obj, vertex, out_buf);
} }
FragmentResult run_fragment_shader(ShaderID shader, V3f normal, V2f tex_coords, FragmentResult run_fragment_shader(ShaderID shader, const FragmentData *data,
const Colour *colour, const Model *model) { const Colour *colour, const Model *model) {
if (IS_INVALID_SHADER(shader) || shader.id > g_repository.count || !colour) { if (IS_INVALID_SHADER(shader) || shader.id > g_repository.count || !colour) {
return DISCARDED_FRAGMENT; return DISCARDED_FRAGMENT;
@ -58,5 +58,5 @@ FragmentResult run_fragment_shader(ShaderID shader, V3f normal, V2f tex_coords,
return DISCARDED_FRAGMENT; return DISCARDED_FRAGMENT;
} }
return fragment_func(shader_obj, normal, tex_coords, colour, model); return fragment_func(shader_obj, data, colour, model);
} }

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@ -17,6 +17,13 @@ struct fragment_result {
bool discard; bool discard;
}; };
typedef struct fragment_data FragmentData;
struct fragment_data {
V3f position;
V3f normal;
V2f tex_coords;
};
#define INVALID_SHADER ((ShaderID){0}) #define INVALID_SHADER ((ShaderID){0})
#define IS_INVALID_SHADER(ID) (ID.id == 0) #define IS_INVALID_SHADER(ID) (ID.id == 0)
#define DISCARDED_FRAGMENT ((FragmentResult){.discard = true}) #define DISCARDED_FRAGMENT ((FragmentResult){.discard = true})
@ -24,7 +31,7 @@ struct fragment_result {
typedef V3f(VertexShader)(void *shader, const V3f *vertex, typedef V3f(VertexShader)(void *shader, const V3f *vertex,
const Buffer *out_buf); const Buffer *out_buf);
typedef FragmentResult(FragmentShader)(void *shader, V3f normal, V2f tex_coords, typedef FragmentResult(FragmentShader)(void *shader, const FragmentData *data,
const Colour *colour, const Colour *colour,
const Model *model); const Model *model);
@ -32,7 +39,7 @@ ShaderID create_shader(void *shader, VertexShader *vertex,
FragmentShader *fragment); FragmentShader *fragment);
V3f run_vertex_shader(ShaderID shader, const V3f *vertex, V3f run_vertex_shader(ShaderID shader, const V3f *vertex,
const Buffer *out_buf); const Buffer *out_buf);
FragmentResult run_fragment_shader(ShaderID shader, V3f normal, V2f tex_coords, FragmentResult run_fragment_shader(ShaderID shader, const FragmentData *data,
const Colour *colour, const Model *model); const Colour *colour, const Model *model);
#endif // SHADER_H #endif // SHADER_H

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@ -10,15 +10,15 @@ struct shader {
M4x4f projection; M4x4f projection;
}; };
internal Shader perspective = {0};
internal Shader orthographic = {0};
ShaderID perspective_phong = {0}; ShaderID perspective_phong = {0};
ShaderID perspective_albedo = {0}; ShaderID perspective_albedo = {0};
ShaderID orthographic_phong = {0}; ShaderID orthographic_phong = {0};
ShaderID orthographic_albedo = {0}; ShaderID orthographic_albedo = {0};
internal V3f g_light_dir = {0.0f, 0.0f, 1.0f}; internal Shader perspective = {0};
internal Shader orthographic = {0};
internal V3f g_directional_light = {0.0f, 0.0f, 1.0f};
internal V3f g_eye = {0.2f, 0.1f, 0.75f}; internal V3f g_eye = {0.2f, 0.1f, 0.75f};
internal V3f g_target = {0}; internal V3f g_target = {0};
internal V3f g_up = {0.0f, 1.0f, 0.0f}; internal V3f g_up = {0.0f, 1.0f, 0.0f};
@ -26,12 +26,12 @@ internal M4x4f g_cam_matrix = mat4x4_identity;
internal V3f general_shader_vertex(void *shader, const V3f *vertex, internal V3f general_shader_vertex(void *shader, const V3f *vertex,
const Buffer *out_buf); const Buffer *out_buf);
internal FragmentResult phong_shader_fragment(void *shader, V3f normal, internal FragmentResult phong_shader_fragment(void *shader,
V2f tex_coords, const FragmentData *data,
const Colour *colour, const Colour *colour,
const Model *model); const Model *model);
internal FragmentResult albedo_shader_fragment(void *shader, V3f normal, internal FragmentResult albedo_shader_fragment(void *shader,
V2f tex_coords, const FragmentData *data,
const Colour *colour, const Colour *colour,
const Model *model); const Model *model);
internal M4x4f get_projection_matrix(ProjectionType projection_type); internal M4x4f get_projection_matrix(ProjectionType projection_type);
@ -76,14 +76,14 @@ internal V3f general_shader_vertex(void *shader, const V3f *vertex,
return output; return output;
} }
internal FragmentResult phong_shader_fragment(void *shader, V3f normal, internal FragmentResult phong_shader_fragment(void *shader,
V2f tex_coords, const FragmentData *data,
const Colour *colour, const Colour *colour,
const Model *model) { const Model *model) {
f32 intensity; f32 intensity;
if (model->normal) { if (model->normal) {
u64 nm_x = tex_coords.u * model->normal->width; u64 nm_x = data->tex_coords.u * model->normal->width;
u64 nm_y = (1.0f - tex_coords.v) * model->normal->height; u64 nm_y = (1.0f - data->tex_coords.v) * model->normal->height;
Colour pixel = get_pixel(Colour, model->normal, nm_x, nm_y); Colour pixel = get_pixel(Colour, model->normal, nm_x, nm_y);
V3f norm = {.x = pixel.r, .y = pixel.g, .z = pixel.b}; V3f norm = {.x = pixel.r, .y = pixel.g, .z = pixel.b};
@ -91,27 +91,27 @@ internal FragmentResult phong_shader_fragment(void *shader, V3f normal,
intensity = get_intensity(&norm); intensity = get_intensity(&norm);
} else { } else {
intensity = get_intensity(&normal); intensity = get_intensity(&data->normal);
} }
Colour output; Colour output;
if (model->texture) { if (model->texture) {
u64 tx_x = tex_coords.u * model->texture->width; u64 tx_x = data->tex_coords.u * model->texture->width;
u64 tx_y = (1.0f - tex_coords.v) * model->texture->height; u64 tx_y = (1.0f - data->tex_coords.v) * model->texture->height;
output = get_pixel(Colour, model->texture, tx_x, tx_y); output = get_pixel(Colour, model->texture, tx_x, tx_y);
} else { } else {
output = *colour; output = *colour;
} }
output.r *= intensity; output.r = clamp(intensity * output.r, 0.0f, 255.0f);
output.g *= intensity; output.g = clamp(intensity * output.g, 0.0f, 255.0f);
output.b *= intensity; output.b = clamp(intensity * output.b, 0.0f, 255.0f);
return (FragmentResult){.colour = output}; return (FragmentResult){.colour = output};
} }
internal FragmentResult albedo_shader_fragment(void *shader, V3f normal, internal FragmentResult albedo_shader_fragment(void *shader,
V2f tex_coords, const FragmentData *data,
const Colour *colour, const Colour *colour,
const Model *model) { const Model *model) {
return (FragmentResult){.colour = *colour}; return (FragmentResult){.colour = *colour};
@ -131,7 +131,7 @@ internal M4x4f get_projection_matrix(ProjectionType projection_type) {
} }
internal f32 get_intensity(const V3f *normal) { internal f32 get_intensity(const V3f *normal) {
V3f light = g_light_dir; V3f light = g_directional_light;
normalise_v3(light); normalise_v3(light);
f32 intensity = dot_v3((*normal), light); f32 intensity = dot_v3((*normal), light);