Calculate projection matrix from eye and target
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45
src/obj.c
45
src/obj.c
@ -12,7 +12,6 @@
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#include <string.h>
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#include <string.h>
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#define TRIANGLE_VERTICES 3
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#define TRIANGLE_VERTICES 3
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#define CAMERA_DISTANCE 5.0f
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#define DEPTH_MAX 255
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#define DEPTH_MAX 255
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#define V2(T, ELEM_T, X0, Y0, X1, Y1) \
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#define V2(T, ELEM_T, X0, Y0, X1, Y1) \
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@ -23,9 +22,10 @@
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#define dot_v2(V1, V2) ((f32)V1.x * (f32)V2.x + (f32)V1.y * (f32)V2.y)
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#define dot_v2(V1, V2) ((f32)V1.x * (f32)V2.x + (f32)V1.y * (f32)V2.y)
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#define dot_v3(V1, V2) \
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#define dot_v3(V1, V2) \
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((f32)V1.x * (f32)V2.x + (f32)V1.y * (f32)V2.y + (f32)V1.z * (f32)V2.z)
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((f32)V1.x * (f32)V2.x + (f32)V1.y * (f32)V2.y + (f32)V1.z * (f32)V2.z)
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#define magnitude_v3(V) (sqrtf(dot_v3(V, V)))
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#define normalise_v3(V) \
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#define normalise_v3(V) \
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do { \
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do { \
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f32 magnitude = sqrtf(dot_v3(V, V)); \
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f32 magnitude = magnitude_v3(V); \
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V.x /= magnitude; \
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V.x /= magnitude; \
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V.y /= magnitude; \
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V.y /= magnitude; \
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V.z /= magnitude; \
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V.z /= magnitude; \
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@ -108,6 +108,7 @@ internal void fill_triangle(Render *render, V3f vertices[TRIANGLE_VERTICES],
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Image *texture, RenderType type);
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Image *texture, RenderType type);
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internal M4x4f lookat(V3f eye, V3f target, V3f up);
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internal M4x4f lookat(V3f eye, V3f target, V3f up);
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internal M4x4f viewport(f32 x, f32 y, u64 w, u64 h);
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internal M4x4f viewport(f32 x, f32 y, u64 w, u64 h);
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internal M4x4f projection(f32 coeff);
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internal TriangleBBox get_triangle_bbox(const Image *img,
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internal TriangleBBox get_triangle_bbox(const Image *img,
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V3f vertices[TRIANGLE_VERTICES]);
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V3f vertices[TRIANGLE_VERTICES]);
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internal V3f get_barycentric_coords(f32 d00, f32 d01, f32 d11, f32 denom,
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internal V3f get_barycentric_coords(f32 d00, f32 d01, f32 d11, f32 denom,
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@ -116,19 +117,10 @@ internal V3f get_barycentric_coords(f32 d00, f32 d01, f32 d11, f32 denom,
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internal V3f get_viewport_vertex(const V3f *vertex, const Image *img);
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internal V3f get_viewport_vertex(const V3f *vertex, const Image *img);
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V3f g_light_dir = {0.0f, 0.0f, 1.0f};
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V3f g_light_dir = {0.0f, 0.0f, 1.0f};
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V3f g_eye = {0.2f, 0.1f, 0.75f};
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// clang-format off
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M4x4f g_cam_matrix = {
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.row0 = {1.0f, 0.0f, 0.0f, 0.0f},
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.row1 = {0.0f, 1.0f, 0.0f, 0.0f},
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.row2 = {0.0f, 0.0f, 1.0f, 0.0f},
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.row3 = {0.0f, 0.0f, -1.0f / CAMERA_DISTANCE, 1.0f},
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};
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// clang-format on
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V3f g_eye = {0.2f, 0.1f, 0.7f};
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V3f g_target = {0};
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V3f g_target = {0};
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V3f g_up = {0.0f, 1.0f, 0.0f};
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V3f g_up = {0.0f, 1.0f, 0.0f};
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M4x4f g_cam_matrix = mat4x4_identity;
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Model load_obj_file(Arena *arena, const char *filename, const char *texture) {
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Model load_obj_file(Arena *arena, const char *filename, const char *texture) {
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if (!arena) {
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if (!arena) {
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@ -225,10 +217,17 @@ bool init_render(Arena *arena, Render *render, u64 width, u64 height) {
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void render_model(const Model *model, Render *render, Colour colour,
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void render_model(const Model *model, Render *render, Colour colour,
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RenderType type, ColourType colour_type,
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RenderType type, ColourType colour_type,
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ProjectionType projection) {
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ProjectionType projection_type) {
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Triangle triangle;
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Triangle triangle;
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M4x4f model_view = lookat(g_eye, g_target, g_up);
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M4x4f model_view = lookat(g_eye, g_target, g_up);
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// Calculate projection matrix
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V3f cam = V3(V3f, f32, g_target.x, g_target.y, g_target.z, g_eye.x, g_eye.y,
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g_eye.z);
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normalise_v3(cam);
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f32 coeff = -1.0f / magnitude_v3(cam) * 0.5f;
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g_cam_matrix = projection(coeff);
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for (u64 i = 0; i < model->triangles->count; ++i) {
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for (u64 i = 0; i < model->triangles->count; ++i) {
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triangle = list_get(model->triangles, i);
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triangle = list_get(model->triangles, i);
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if (colour_type == COLOUR_TYPE_RANDOM) {
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if (colour_type == COLOUR_TYPE_RANDOM) {
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@ -237,14 +236,14 @@ void render_model(const Model *model, Render *render, Colour colour,
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.b = rand() % UINT8_MAX,
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.b = rand() % UINT8_MAX,
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.a = 255};
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.a = 255};
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}
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}
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render_triangle(&triangle, model, render, colour, type, projection,
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render_triangle(&triangle, model, render, colour, type, projection_type,
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model_view);
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model_view);
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}
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}
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}
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}
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internal void render_triangle(const Triangle *triangle, const Model *model,
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internal void render_triangle(const Triangle *triangle, const Model *model,
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Render *render, Colour colour, RenderType type,
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Render *render, Colour colour, RenderType type,
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ProjectionType projection, M4x4f mv) {
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ProjectionType projection_type, M4x4f mv) {
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Image *img = &(render->img);
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Image *img = &(render->img);
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V3f vertices[TRIANGLE_VERTICES] = {
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V3f vertices[TRIANGLE_VERTICES] = {
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list_get(model->vertices, triangle->p0),
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list_get(model->vertices, triangle->p0),
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@ -276,8 +275,9 @@ internal void render_triangle(const Triangle *triangle, const Model *model,
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}
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}
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// Basic perspective projection
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// Basic perspective projection
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if (projection == PROJECTION_TYPE_PERSPECTIVE) {
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if (projection_type == PROJECTION_TYPE_PERSPECTIVE) {
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V4f vertex;
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V4f vertex;
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for (u64 i = 0; i < TRIANGLE_VERTICES; ++i) {
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for (u64 i = 0; i < TRIANGLE_VERTICES; ++i) {
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vertex = (V4f){
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vertex = (V4f){
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.x = vertices[i].x,
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.x = vertices[i].x,
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@ -431,6 +431,17 @@ internal M4x4f viewport(f32 x, f32 y, u64 w, u64 h) {
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return output;
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return output;
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}
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}
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internal M4x4f projection(f32 coeff) {
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// clang-format off
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return (M4x4f){
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.row0 = {1.0f, 0.0f, 0.0f, 0.0f},
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.row1 = {0.0f, 1.0f, 0.0f, 0.0f},
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.row2 = {0.0f, 0.0f, 1.0f, 0.0f},
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.row3 = {0.0f, 0.0f, coeff, 1.0f},
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};
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// clang-format on
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}
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internal TriangleBBox get_triangle_bbox(const Image *img,
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internal TriangleBBox get_triangle_bbox(const Image *img,
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V3f vertices[TRIANGLE_VERTICES]) {
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V3f vertices[TRIANGLE_VERTICES]) {
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f32 x0 = min(vertices[0].x, min(vertices[1].x, vertices[2].x));
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f32 x0 = min(vertices[0].x, min(vertices[1].x, vertices[2].x));
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