Replace get_barycentric_coords with different calculation
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							| Before Width: | Height: | Size: 568 KiB After Width: | Height: | Size: 494 KiB | 
							
								
								
									
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							| @@ -32,23 +32,23 @@ int main(void) { | |||||||
|     return TINY_EXIT_RENDER_INIT_FAILED; |     return TINY_EXIT_RENDER_INIT_FAILED; | ||||||
|   } |   } | ||||||
|  |  | ||||||
|   // Model obj = load_obj_file(arena, RESOURCE("head.obj"), |   Model obj = load_obj_file(arena, RESOURCE("head.obj"), RESOURCE("head.pnm"), | ||||||
|   // RESOURCE("head.pnm"), |                             RESOURCE("head_nm.pnm")); | ||||||
|   //                           RESOURCE("head_nm.pnm")); |   /* Model obj = */ | ||||||
|   Model obj = |   /*     load_obj_file(arena, RESOURCE("polygon.obj"), RESOURCE("grid.pnm"), | ||||||
|       load_obj_file(arena, RESOURCE("polygon.obj"), RESOURCE("grid.pnm"), NULL); |    * NULL); */ | ||||||
|   if (IS_INVALID_MODEL(obj)) { |   if (IS_INVALID_MODEL(obj)) { | ||||||
|     return TINY_EXIT_MODEL_LOAD_FAILED; |     return TINY_EXIT_MODEL_LOAD_FAILED; | ||||||
|   } |   } | ||||||
|  |  | ||||||
|   PhongMaterial material = { |   PhongMaterial material = { | ||||||
|       // .ambient = 0.3f, |       .ambient = 0.3f, | ||||||
|       // .diffuse = 1.5f, |       .diffuse = 1.5f, | ||||||
|       // .specular = 0.5f, |       .specular = 2.0f, | ||||||
|       .ambient = 2.0f, |       /* .ambient = 0.0f, */ | ||||||
|       .diffuse = 0.0f, |       /* .diffuse = 0.0f, */ | ||||||
|       .specular = 0.0f, |       /* .specular = 2.0f, */ | ||||||
|       .shininess = 0.1f, |       .shininess = 1.5f, | ||||||
|   }; |   }; | ||||||
|   obj.material = material; |   obj.material = material; | ||||||
|  |  | ||||||
|   | |||||||
| @@ -25,9 +25,7 @@ internal void fill_triangle(Render *render, ShaderID shader, | |||||||
|                             const Model *model, RenderType type); |                             const Model *model, RenderType type); | ||||||
| internal TriangleBBox get_triangle_bbox(const Image *img, | internal TriangleBBox get_triangle_bbox(const Image *img, | ||||||
|                                         V3f vertices[TRIANGLE_VERTICES]); |                                         V3f vertices[TRIANGLE_VERTICES]); | ||||||
| internal V3f get_barycentric_coords(f32 d00, f32 d01, f32 d11, f32 denom, | internal V3f get_barycentric_coords(V3f a, V3f b, V3f c, V3f p); | ||||||
|                                     const V2f *v0, const V2f *v1, |  | ||||||
|                                     const V2f *v2); |  | ||||||
| internal V3f get_viewport_vertex(const V3f *vertex, const Image *img); | internal V3f get_viewport_vertex(const V3f *vertex, const Image *img); | ||||||
|  |  | ||||||
| bool init_render(Arena *arena, Render *render, u64 width, u64 height) { | bool init_render(Arena *arena, Render *render, u64 width, u64 height) { | ||||||
| @@ -109,14 +107,8 @@ internal void fill_triangle(Render *render, ShaderID shader, | |||||||
|   V3f vert0 = vertices[0]; |   V3f vert0 = vertices[0]; | ||||||
|   V3f vert1 = vertices[1]; |   V3f vert1 = vertices[1]; | ||||||
|   V3f vert2 = vertices[2]; |   V3f vert2 = vertices[2]; | ||||||
|  |   V3f point; | ||||||
|  |  | ||||||
|   V2f v0 = V2(V2f, f32, vert0.x, vert0.y, vert1.x, vert1.y); |  | ||||||
|   V2f v1 = V2(V2f, f32, vert0.x, vert0.y, vert2.x, vert2.y); |  | ||||||
|   f32 d00 = dot_v2(v0, v0); |  | ||||||
|   f32 d01 = dot_v2(v0, v1); |  | ||||||
|   f32 d11 = dot_v2(v1, v1); |  | ||||||
|   f32 denom = d00 * d11 - d01 * d01; |  | ||||||
|   V2f v2; |  | ||||||
|   V3f coords; |   V3f coords; | ||||||
|   f32 z; |   f32 z; | ||||||
|   f32 zbuf; |   f32 zbuf; | ||||||
| @@ -134,9 +126,9 @@ internal void fill_triangle(Render *render, ShaderID shader, | |||||||
|  |  | ||||||
|   for (u64 y = bbox.y0; y <= bbox.y1; ++y) { |   for (u64 y = bbox.y0; y <= bbox.y1; ++y) { | ||||||
|     for (u64 x = bbox.x0; x <= bbox.x1; ++x) { |     for (u64 x = bbox.x0; x <= bbox.x1; ++x) { | ||||||
|       v2 = V2(V2f, f32, vert0.x, vert0.y, x, y); |       point = (V3f){x, y, 1.0f}; | ||||||
|       coords = get_barycentric_coords(d00, d01, d11, denom, &v0, &v1, &v2); |       coords = get_barycentric_coords(vert0, vert1, vert2, point); | ||||||
|       if (coords.x < 0.0f || coords.y < 0.0f || coords.x + coords.y > 1.0f) { |       if (coords.x < 0.0f || coords.y < 0.0f || coords.z < 0.0f) { | ||||||
|         continue; |         continue; | ||||||
|       } |       } | ||||||
|  |  | ||||||
| @@ -200,21 +192,21 @@ internal TriangleBBox get_triangle_bbox(const Image *img, | |||||||
|   }; |   }; | ||||||
| } | } | ||||||
|  |  | ||||||
| internal V3f get_barycentric_coords(f32 d00, f32 d01, f32 d11, f32 denom, | internal V3f get_barycentric_coords(V3f a, V3f b, V3f c, V3f p) { | ||||||
|                                     const V2f *v0, const V2f *v1, |   V3f s[2]; | ||||||
|                                     const V2f *v2) { |  | ||||||
|   if (denom == 0.0f) { |   for (int i = 2; i--;) { | ||||||
|     return (V3f){-INFINITY, -INFINITY, -INFINITY}; |     s[i].x = c.elements[i] - a.elements[i]; | ||||||
|  |     s[i].y = b.elements[i] - a.elements[i]; | ||||||
|  |     s[i].z = a.elements[i] - p.elements[i]; | ||||||
|   } |   } | ||||||
|  |  | ||||||
|   f32 d20 = dot_v2((*v2), (*v0)); |   V3f u = cross_product(s[0], s[1]); | ||||||
|   f32 d21 = dot_v2((*v2), (*v1)); |   if (fabsf(u.z) < 1e-2) { | ||||||
|  |     return (V3f){-1.0f, 1.0f, 1.0f}; | ||||||
|  |   } | ||||||
|  |  | ||||||
|   f32 v = (d11 * d20 - d01 * d21) / denom; |   return (V3f){1.f - (u.x + u.y) / u.z, u.y / u.z, u.x / u.z}; | ||||||
|   f32 w = (d00 * d21 - d01 * d20) / denom; |  | ||||||
|   f32 u = 1.0f - v - w; |  | ||||||
|  |  | ||||||
|   return (V3f){v, w, u}; |  | ||||||
| } | } | ||||||
|  |  | ||||||
| internal V3f get_viewport_vertex(const V3f *vertex, const Image *img) { | internal V3f get_viewport_vertex(const V3f *vertex, const Image *img) { | ||||||
|   | |||||||
| @@ -46,14 +46,14 @@ internal M4x4f get_projection_matrix(ProjectionType projection_type); | |||||||
| internal f32 get_intensity(const V3f *normal); | internal f32 get_intensity(const V3f *normal); | ||||||
|  |  | ||||||
| void load_shaders(void) { | void load_shaders(void) { | ||||||
|   // M4x4f model_view = lookat(g_eye, g_target, g_up); |   M4x4f model_view = lookat(g_eye, g_target, g_up); | ||||||
|   // M4x4f orthographic_projection = |   M4x4f orthographic_projection = | ||||||
|   //     get_projection_matrix(PROJECTION_TYPE_ORTHOGRAPHIC); |       get_projection_matrix(PROJECTION_TYPE_ORTHOGRAPHIC); | ||||||
|   // M4x4f perspective_projection = |   M4x4f perspective_projection = | ||||||
|   //     get_projection_matrix(PROJECTION_TYPE_PERSPECTIVE); |       get_projection_matrix(PROJECTION_TYPE_PERSPECTIVE); | ||||||
|   M4x4f model_view = mat4x4_identity; |   /* M4x4f model_view = mat4x4_identity; */ | ||||||
|   M4x4f orthographic_projection = mat4x4_identity; |   /* M4x4f orthographic_projection = mat4x4_identity; */ | ||||||
|   M4x4f perspective_projection = mat4x4_identity; |   /* M4x4f perspective_projection = mat4x4_identity; */ | ||||||
|  |  | ||||||
|   perspective.model_view = orthographic.model_view = model_view; |   perspective.model_view = orthographic.model_view = model_view; | ||||||
|   perspective.projection = perspective_projection; |   perspective.projection = perspective_projection; | ||||||
|   | |||||||
| @@ -1,4 +1,5 @@ | |||||||
| #include "vec.h" | #include "vec.h" | ||||||
|  | #include <assert.h> | ||||||
|  |  | ||||||
| #define DEPTH_MAX 255 | #define DEPTH_MAX 255 | ||||||
|  |  | ||||||
|   | |||||||
| @@ -31,6 +31,9 @@ struct f32x2 { | |||||||
|  |  | ||||||
| typedef struct f32x3 V3f; | typedef struct f32x3 V3f; | ||||||
| struct f32x3 { | struct f32x3 { | ||||||
|  |   union { | ||||||
|  |     f32 elements[3]; | ||||||
|  |     struct { | ||||||
|       union { |       union { | ||||||
|         f32 x; |         f32 x; | ||||||
|         f32 r; |         f32 r; | ||||||
| @@ -44,6 +47,8 @@ struct f32x3 { | |||||||
|         f32 b; |         f32 b; | ||||||
|       }; |       }; | ||||||
|     }; |     }; | ||||||
|  |   }; | ||||||
|  | }; | ||||||
|  |  | ||||||
| typedef struct f32x4 V4f; | typedef struct f32x4 V4f; | ||||||
| struct f32x4 { | struct f32x4 { | ||||||
|   | |||||||
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