Remove U8Image and start implementing shadow render pass
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88e9d3550a
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@ -47,7 +47,7 @@ void _clear_buffer(Buffer *buffer, void *value, u64 base_size) {
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}
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}
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void draw_line(U8Image *img, u64 x0, u64 y0, u64 x1, u64 y1, Colour colour) {
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void draw_line(Image *img, u64 x0, u64 y0, u64 x1, u64 y1, Colour colour) {
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u64 dx = absolute((i64)x1 - (i64)x0);
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u64 dy = absolute((i64)y1 - (i64)y0);
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f32 t = 0.0f;
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@ -79,7 +79,7 @@ void draw_line(U8Image *img, u64 x0, u64 y0, u64 x1, u64 y1, Colour colour) {
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}
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}
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void save_image(const U8Image *img, const char *filename) {
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void save_image(const Image *img, const char *filename) {
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write_p7_image(img->width, img->height, (u8 *)(img->buf), filename);
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}
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@ -3,7 +3,6 @@
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#include "aliases.h"
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#include "mem_arena.h"
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#include "vec.h"
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#include <stdbool.h>
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#define BUF_TYPE(TYPE, NAME) \
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@ -24,8 +23,7 @@ struct colour {
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};
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BUF_TYPE(void, Buffer);
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BUF_TYPE(V4f, Image);
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BUF_TYPE(Colour, U8Image);
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BUF_TYPE(Colour, Image);
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BUF_TYPE(f32, Depth);
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#define init_buffer(ARENA, BUF) (_init_buffer(ARENA, (Buffer *)BUF, BUF_SIZE(BUF)))
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@ -37,7 +35,7 @@ bool _init_buffer(Arena *arena, Buffer *buffer, u64 base_size);
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u8 *_get_pixel(Buffer *buffer, u64 x, u64 y, u64 base_size);
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void _set_pixel(Buffer *buffer, u64 x, u64 y, void *value, u64 base_size);
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void _clear_buffer(Buffer *buffer, void *value, u64 base_size);
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void draw_line(U8Image *img, u64 x0, u64 y0, u64 x1, u64 y1, Colour colour);
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void save_image(const U8Image *img, const char *filename);
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void draw_line(Image *img, u64 x0, u64 y0, u64 x1, u64 y1, Colour colour);
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void save_image(const Image *img, const char *filename);
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#endif // IMG_H
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14
src/main.c
14
src/main.c
@ -83,8 +83,9 @@ internal i32 tinyrenderer(Arena *arena, TinyArgs args) {
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Colour bg = {.r = 42, .g = 45, .b = 52, .a = 255};
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Colour main_colour = {.r = 14, .g = 156, .b = 208, .a = 255};
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Render render;
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if (!init_render(arena, &render, IMAGE_DIMENSION, IMAGE_DIMENSION)) {
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Render shadowbuffer, framebuffer;
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if (!init_render(arena, &shadowbuffer, IMAGE_DIMENSION, IMAGE_DIMENSION) ||
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!init_render(arena, &framebuffer, IMAGE_DIMENSION, IMAGE_DIMENSION)) {
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return TINY_EXIT_RENDER_INIT_FAILED;
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}
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@ -98,11 +99,12 @@ internal i32 tinyrenderer(Arena *arena, TinyArgs args) {
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load_shaders(viewport(0, 0, IMAGE_DIMENSION, IMAGE_DIMENSION));
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clear_buffer(&(render.output), &bg);
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clear_buffer(&(framebuffer.img), &bg);
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// render_model(&obj, &shadow, depth, RENDER_TYPE_SHADED, main_colour);
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render_model(&obj, &render, perspective_diffuse, RENDER_TYPE_SHADED, main_colour);
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save_image(&(render.output), "result.pam");
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render_model(&obj, &shadowbuffer, depth, RENDER_TYPE_SHADED, main_colour);
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render_model(&obj, &framebuffer, perspective_diffuse, RENDER_TYPE_SHADED, main_colour);
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save_image(&(framebuffer.img), "result.pam");
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return TINY_EXIT_SUCCESS;
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}
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@ -31,11 +31,6 @@ bool init_render(Arena *arena, Render *render, u64 width, u64 height) {
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return false;
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}
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render->output = (U8Image){.width = width, .height = height};
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if (!init_buffer(arena, &(render->output))) {
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return false;
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}
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render->depth = (Depth){.width = width, .height = height};
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if (!init_buffer(arena, &(render->depth))) {
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return false;
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@ -85,7 +80,6 @@ internal void render_triangle(const Triangle *triangle, const Model *model, Shad
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internal void fill_triangle(Render *render, ShaderID shader, VertexData vertices[TRIANGLE_VERTICES],
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Colour colour, const Model *model, RenderType type) {
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Image *img = &(render->img);
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U8Image *out = &(render->output);
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Depth *depth = &(render->depth);
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V2f vp_verts[TRIANGLE_VERTICES] = {0};
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@ -137,8 +131,7 @@ internal void fill_triangle(Render *render, ShaderID shader, VertexData vertices
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};
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set_pixel(depth, x, y, &z);
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set_pixel(img, x, y, &result.colour);
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set_pixel(out, x, y, &output_colour);
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set_pixel(img, x, y, &output_colour);
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}
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}
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}
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@ -25,7 +25,6 @@ typedef enum {
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typedef struct render Render;
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struct render {
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Image img;
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U8Image output;
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Depth depth;
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};
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@ -1,5 +1,4 @@
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#include "depth_shader.h"
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#include "constants.h"
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#include "shader.h"
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VertexData depth_shader_vertex(void *shader, const VertexData *vert, u8 index, const Model *model) {
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