Reformatting and cleanup

This commit is contained in:
Abdelrahman Said 2024-09-14 00:59:49 +01:00
parent 72ab9f6aa2
commit 390ab7c3b4
3 changed files with 8 additions and 15 deletions

View File

@ -19,10 +19,8 @@ FragmentResult depth_shader_fragment(void *shader, const V3f *barycentric, const
const Model *model) { const Model *model) {
DepthShader *shdr = (DepthShader *)shader; DepthShader *shdr = (DepthShader *)shader;
// clang-format off
M3x3f pos_mat = {.rows = {shdr->vertices[0].position, shdr->vertices[1].position, shdr->vertices[2].position}}; M3x3f pos_mat = {.rows = {shdr->vertices[0].position, shdr->vertices[1].position, shdr->vertices[2].position}};
pos_mat = mat3x3_transpose(pos_mat); pos_mat = mat3x3_transpose(pos_mat);
// clang-format on
V3f position = mat3x3_mul_vec3(pos_mat, (*barycentric)); V3f position = mat3x3_mul_vec3(pos_mat, (*barycentric));
f32 channel = clamp(position.z + DEPTH_MAX, 0.0f, DEPTH_MAX); f32 channel = clamp(position.z + DEPTH_MAX, 0.0f, DEPTH_MAX);

View File

@ -106,11 +106,8 @@ FragmentResult albedo_shader_fragment(void *shader, const V3f *barycentric, cons
const Model *model) { const Model *model) {
Shader *shdr = (Shader *)shader; Shader *shdr = (Shader *)shader;
// clang-format off
M3x2f uvs = {shdr->vertices[0].uv, shdr->vertices[1].uv, shdr->vertices[2].uv}; M3x2f uvs = {shdr->vertices[0].uv, shdr->vertices[1].uv, shdr->vertices[2].uv};
M2x3f uv_mat = mat3x2_transpose(uvs); M2x3f uv_mat = mat3x2_transpose(uvs);
// clang-format on
V2f uv = mat2x3_mul_vec3(uv_mat, (*barycentric)); V2f uv = mat2x3_mul_vec3(uv_mat, (*barycentric));
Colour output; Colour output;

View File

@ -29,14 +29,12 @@ M4x4f lookat(V3f eye, V3f target, V3f up) {
} }
M4x4f projection(f32 coeff) { M4x4f projection(f32 coeff) {
// clang-format off
return (M4x4f){ return (M4x4f){
.row0 = {1.0f, 0.0f, 0.0f, 0.0f}, .row0 = {1.0f, 0.0f, 0.0f, 0.0f},
.row1 = {0.0f, 1.0f, 0.0f, 0.0f}, .row1 = {0.0f, 1.0f, 0.0f, 0.0f},
.row2 = {0.0f, 0.0f, 1.0f, 0.0f}, .row2 = {0.0f, 0.0f, 1.0f, 0.0f},
.row3 = {0.0f, 0.0f, coeff, 1.0f}, .row3 = {0.0f, 0.0f, coeff, 1.0f},
}; };
// clang-format on
} }
M4x4f viewport(f32 x, f32 y, u64 w, u64 h) { M4x4f viewport(f32 x, f32 y, u64 w, u64 h) {