diff --git a/src/obj.c b/src/obj.c index 4b8a2a6..e5b562c 100644 --- a/src/obj.c +++ b/src/obj.c @@ -28,13 +28,55 @@ V.x /= magnitude; \ V.y /= magnitude; \ V.z /= magnitude; \ - } while (0); + } while (0) #define cross_product(V1, V2) \ ((V3f){ \ .x = V1.y * V2.z - V1.z * V2.y, \ .y = V1.z * V2.x - V1.x * V2.z, \ .z = V1.x * V2.y - V1.y * V2.x, \ }) +#define mat4x4_identity \ + ((M4x4f){ \ + .row0 = {1.0f, 0.0f, 0.0f, 0.0f}, \ + .row1 = {0.0f, 1.0f, 0.0f, 0.0f}, \ + .row2 = {0.0f, 0.0f, 1.0f, 0.0f}, \ + .row3 = {0.0f, 0.0f, 0.0f, 1.0f}, \ + }) +#define mat4x4_mul(MAT1, MAT2) \ + ((M4x4f){ \ + .row0.x = MAT1.row0.x * MAT2.row0.x + MAT1.row0.y * MAT2.row1.x + \ + MAT1.row0.z * MAT2.row2.x + MAT1.row0.w * MAT2.row3.x, \ + .row0.y = MAT1.row0.x * MAT2.row0.y + MAT1.row0.y * MAT2.row1.y + \ + MAT1.row0.z * MAT2.row2.y + MAT1.row0.w * MAT2.row3.y, \ + .row0.z = MAT1.row0.x * MAT2.row0.z + MAT1.row0.y * MAT2.row1.z + \ + MAT1.row0.z * MAT2.row2.z + MAT1.row0.w * MAT2.row3.z, \ + .row0.w = MAT1.row0.x * MAT2.row0.w + MAT1.row0.y * MAT2.row1.w + \ + MAT1.row0.z * MAT2.row2.w + MAT1.row0.w * MAT2.row3.w, \ + .row1.x = MAT1.row1.x * MAT2.row0.x + MAT1.row1.y * MAT2.row1.x + \ + MAT1.row1.z * MAT2.row2.x + MAT1.row1.w * MAT2.row3.x, \ + .row1.y = MAT1.row1.x * MAT2.row0.y + MAT1.row1.y * MAT2.row1.y + \ + MAT1.row1.z * MAT2.row2.y + MAT1.row1.w * MAT2.row3.y, \ + .row1.z = MAT1.row1.x * MAT2.row0.z + MAT1.row1.y * MAT2.row1.z + \ + MAT1.row1.z * MAT2.row2.z + MAT1.row1.w * MAT2.row3.z, \ + .row1.w = MAT1.row1.x * MAT2.row0.w + MAT1.row1.y * MAT2.row1.w + \ + MAT1.row1.z * MAT2.row2.w + MAT1.row1.w * MAT2.row3.w, \ + .row2.x = MAT1.row2.x * MAT2.row0.x + MAT1.row2.y * MAT2.row1.x + \ + MAT1.row2.z * MAT2.row2.x + MAT1.row2.w * MAT2.row3.x, \ + .row2.y = MAT1.row2.x * MAT2.row0.y + MAT1.row2.y * MAT2.row1.y + \ + MAT1.row2.z * MAT2.row2.y + MAT1.row2.w * MAT2.row3.y, \ + .row2.z = MAT1.row2.x * MAT2.row0.z + MAT1.row2.y * MAT2.row1.z + \ + MAT1.row2.z * MAT2.row2.z + MAT1.row2.w * MAT2.row3.z, \ + .row2.w = MAT1.row2.x * MAT2.row0.w + MAT1.row2.y * MAT2.row1.w + \ + MAT1.row2.z * MAT2.row2.w + MAT1.row2.w * MAT2.row3.w, \ + .row3.x = MAT1.row3.x * MAT2.row0.x + MAT1.row3.y * MAT2.row1.x + \ + MAT1.row3.z * MAT2.row2.x + MAT1.row3.w * MAT2.row3.x, \ + .row3.y = MAT1.row3.x * MAT2.row0.y + MAT1.row3.y * MAT2.row1.y + \ + MAT1.row3.z * MAT2.row2.y + MAT1.row3.w * MAT2.row3.y, \ + .row3.z = MAT1.row3.x * MAT2.row0.z + MAT1.row3.y * MAT2.row1.z + \ + MAT1.row3.z * MAT2.row2.z + MAT1.row3.w * MAT2.row3.z, \ + .row3.w = MAT1.row3.x * MAT2.row0.w + MAT1.row3.y * MAT2.row1.w + \ + MAT1.row3.z * MAT2.row2.w + MAT1.row3.w * MAT2.row3.w, \ + }) #define mat4x4_mul_vec4(MAT, V) \ ((V4f){ \ .x = MAT.row0.x * V.x + MAT.row0.y * V.y + MAT.row0.z * V.z + \ @@ -58,13 +100,12 @@ struct triangle_bbox { internal void render_triangle(const Triangle *triangle, const Model *model, Render *render, Colour colour, RenderType type, - ProjectionType projection); + ProjectionType projection, M4x4f mv); internal void fill_triangle(Render *render, V3f vertices[TRIANGLE_VERTICES], V3f normals[TRIANGLE_VERTICES], V2f coordinates[TRIANGLE_VERTICES], Colour colour, Image *texture, RenderType type); -internal void reorder_points(V2u vertices[TRIANGLE_VERTICES], - V2f coordinates[TRIANGLE_VERTICES]); +internal M4x4f lookat(V3f eye, V3f target, V3f up); internal TriangleBBox get_triangle_bbox(const Image *img, V3f vertices[TRIANGLE_VERTICES]); internal V3f get_barycentric_coords(f32 d00, f32 d01, f32 d11, f32 denom, @@ -85,6 +126,10 @@ M4x4f g_cam_matrix = { }; // clang-format on +V3f g_eye = {0.2f, 0.1f, 0.7f}; +V3f g_target = {0}; +V3f g_up = {0.0f, 1.0f, 0.0f}; + Model load_obj_file(Arena *arena, const char *filename, const char *texture) { if (!arena) { return INVALID_MODEL; @@ -182,6 +227,7 @@ void render_model(const Model *model, Render *render, Colour colour, RenderType type, ColourType colour_type, ProjectionType projection) { Triangle triangle; + M4x4f model_view = lookat(g_eye, g_target, g_up); for (u64 i = 0; i < model->triangles->count; ++i) { triangle = list_get(model->triangles, i); @@ -191,13 +237,14 @@ void render_model(const Model *model, Render *render, Colour colour, .b = rand() % UINT8_MAX, .a = 255}; } - render_triangle(&triangle, model, render, colour, type, projection); + render_triangle(&triangle, model, render, colour, type, projection, + model_view); } } internal void render_triangle(const Triangle *triangle, const Model *model, Render *render, Colour colour, RenderType type, - ProjectionType projection) { + ProjectionType projection, M4x4f mv) { Image *img = &(render->img); V3f vertices[TRIANGLE_VERTICES] = { list_get(model->vertices, triangle->p0), @@ -215,8 +262,21 @@ internal void render_triangle(const Triangle *triangle, const Model *model, list_get(model->texture_coordinates, triangle->tx2), }; + // Camera + for (u64 i = 0; i < TRIANGLE_VERTICES; ++i) { + V4f vertex; + vertex = (V4f){ + .x = vertices[i].x, + .y = vertices[i].y, + .z = vertices[i].z, + .w = 1.0f, + }; + vertex = mat4x4_mul_vec4(mv, vertex); + vertices[i] = project_vec4(vertex); + } + + // Basic perspective projection if (projection == PROJECTION_TYPE_PERSPECTIVE) { - // Basic perspective projection V4f vertex; for (u64 i = 0; i < TRIANGLE_VERTICES; ++i) { vertex = (V4f){ @@ -304,7 +364,7 @@ internal void fill_triangle(Render *render, V3f vertices[TRIANGLE_VERTICES], } if (intensity < 0.0f) { - continue; + intensity = 0.01f; } if (texture) { @@ -329,6 +389,33 @@ internal void fill_triangle(Render *render, V3f vertices[TRIANGLE_VERTICES], } } +internal M4x4f lookat(V3f eye, V3f target, V3f up) { + V3f z = V3(V3f, f32, target.x, target.y, target.z, eye.x, eye.y, eye.z); + normalise_v3(z); + V3f x = cross_product(up, z); + normalise_v3(x); + V3f y = cross_product(z, x); + normalise_v3(y); + + M4x4f rotation = mat4x4_identity; + rotation.row0.x = x.x; + rotation.row0.y = x.y; + rotation.row0.z = x.z; + rotation.row1.x = y.x; + rotation.row1.y = y.y; + rotation.row1.z = y.z; + rotation.row2.x = z.x; + rotation.row2.y = z.y; + rotation.row2.z = z.z; + + M4x4f translation = mat4x4_identity; + translation.row0.w = -(eye.x); + translation.row1.w = -(eye.y); + translation.row2.w = -(eye.z); + + return mat4x4_mul(rotation, translation); +} + internal TriangleBBox get_triangle_bbox(const Image *img, V3f vertices[TRIANGLE_VERTICES]) { f32 x0 = min(vertices[0].x, min(vertices[1].x, vertices[2].x));