Remove U8Image and start implementing shadow render pass

This commit is contained in:
Abdelrahman Said 2024-09-14 02:58:48 +01:00
parent 88e9d3550a
commit 56fbde696f
6 changed files with 14 additions and 23 deletions

View File

@ -47,7 +47,7 @@ void _clear_buffer(Buffer *buffer, void *value, u64 base_size) {
}
}
void draw_line(U8Image *img, u64 x0, u64 y0, u64 x1, u64 y1, Colour colour) {
void draw_line(Image *img, u64 x0, u64 y0, u64 x1, u64 y1, Colour colour) {
u64 dx = absolute((i64)x1 - (i64)x0);
u64 dy = absolute((i64)y1 - (i64)y0);
f32 t = 0.0f;
@ -79,7 +79,7 @@ void draw_line(U8Image *img, u64 x0, u64 y0, u64 x1, u64 y1, Colour colour) {
}
}
void save_image(const U8Image *img, const char *filename) {
void save_image(const Image *img, const char *filename) {
write_p7_image(img->width, img->height, (u8 *)(img->buf), filename);
}

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@ -3,7 +3,6 @@
#include "aliases.h"
#include "mem_arena.h"
#include "vec.h"
#include <stdbool.h>
#define BUF_TYPE(TYPE, NAME) \
@ -24,8 +23,7 @@ struct colour {
};
BUF_TYPE(void, Buffer);
BUF_TYPE(V4f, Image);
BUF_TYPE(Colour, U8Image);
BUF_TYPE(Colour, Image);
BUF_TYPE(f32, Depth);
#define init_buffer(ARENA, BUF) (_init_buffer(ARENA, (Buffer *)BUF, BUF_SIZE(BUF)))
@ -37,7 +35,7 @@ bool _init_buffer(Arena *arena, Buffer *buffer, u64 base_size);
u8 *_get_pixel(Buffer *buffer, u64 x, u64 y, u64 base_size);
void _set_pixel(Buffer *buffer, u64 x, u64 y, void *value, u64 base_size);
void _clear_buffer(Buffer *buffer, void *value, u64 base_size);
void draw_line(U8Image *img, u64 x0, u64 y0, u64 x1, u64 y1, Colour colour);
void save_image(const U8Image *img, const char *filename);
void draw_line(Image *img, u64 x0, u64 y0, u64 x1, u64 y1, Colour colour);
void save_image(const Image *img, const char *filename);
#endif // IMG_H

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@ -83,8 +83,9 @@ internal i32 tinyrenderer(Arena *arena, TinyArgs args) {
Colour bg = {.r = 42, .g = 45, .b = 52, .a = 255};
Colour main_colour = {.r = 14, .g = 156, .b = 208, .a = 255};
Render render;
if (!init_render(arena, &render, IMAGE_DIMENSION, IMAGE_DIMENSION)) {
Render shadowbuffer, framebuffer;
if (!init_render(arena, &shadowbuffer, IMAGE_DIMENSION, IMAGE_DIMENSION) ||
!init_render(arena, &framebuffer, IMAGE_DIMENSION, IMAGE_DIMENSION)) {
return TINY_EXIT_RENDER_INIT_FAILED;
}
@ -98,11 +99,12 @@ internal i32 tinyrenderer(Arena *arena, TinyArgs args) {
load_shaders(viewport(0, 0, IMAGE_DIMENSION, IMAGE_DIMENSION));
clear_buffer(&(render.output), &bg);
clear_buffer(&(framebuffer.img), &bg);
// render_model(&obj, &shadow, depth, RENDER_TYPE_SHADED, main_colour);
render_model(&obj, &render, perspective_diffuse, RENDER_TYPE_SHADED, main_colour);
save_image(&(render.output), "result.pam");
render_model(&obj, &shadowbuffer, depth, RENDER_TYPE_SHADED, main_colour);
render_model(&obj, &framebuffer, perspective_diffuse, RENDER_TYPE_SHADED, main_colour);
save_image(&(framebuffer.img), "result.pam");
return TINY_EXIT_SUCCESS;
}

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@ -31,11 +31,6 @@ bool init_render(Arena *arena, Render *render, u64 width, u64 height) {
return false;
}
render->output = (U8Image){.width = width, .height = height};
if (!init_buffer(arena, &(render->output))) {
return false;
}
render->depth = (Depth){.width = width, .height = height};
if (!init_buffer(arena, &(render->depth))) {
return false;
@ -85,7 +80,6 @@ internal void render_triangle(const Triangle *triangle, const Model *model, Shad
internal void fill_triangle(Render *render, ShaderID shader, VertexData vertices[TRIANGLE_VERTICES],
Colour colour, const Model *model, RenderType type) {
Image *img = &(render->img);
U8Image *out = &(render->output);
Depth *depth = &(render->depth);
V2f vp_verts[TRIANGLE_VERTICES] = {0};
@ -137,8 +131,7 @@ internal void fill_triangle(Render *render, ShaderID shader, VertexData vertices
};
set_pixel(depth, x, y, &z);
set_pixel(img, x, y, &result.colour);
set_pixel(out, x, y, &output_colour);
set_pixel(img, x, y, &output_colour);
}
}
}

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@ -25,7 +25,6 @@ typedef enum {
typedef struct render Render;
struct render {
Image img;
U8Image output;
Depth depth;
};

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@ -1,5 +1,4 @@
#include "depth_shader.h"
#include "constants.h"
#include "shader.h"
VertexData depth_shader_vertex(void *shader, const VertexData *vert, u8 index, const Model *model) {