Move viewport matrix multiplication out of vertex shader
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319bad9659
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97622d0bf7
@ -75,8 +75,7 @@ internal void render_triangle(const Triangle *triangle, const Model *model,
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};
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for (u64 i = 0; i < TRIANGLE_VERTICES; ++i) {
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vertices[i] =
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run_vertex_shader(shader, &vertices[i], (Buffer *)&render->img);
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vertices[i] = run_vertex_shader(shader, &vertices[i]);
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}
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if (render_type == RENDER_TYPE_WIREFRAME) {
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@ -102,11 +101,17 @@ internal void fill_triangle(Render *render, ShaderID shader,
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const Model *model, RenderType type) {
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Image *img = &(render->img);
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Depth *depth = &(render->depth);
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TriangleBBox bbox = get_triangle_bbox(img, vertices);
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V3f vert0 = vertices[0];
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V3f vert1 = vertices[1];
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V3f vert2 = vertices[2];
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V3f vp_verts[TRIANGLE_VERTICES] = {0};
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for (u64 i = 0; i < TRIANGLE_VERTICES; ++i) {
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vp_verts[i] = get_viewport_vertex(&vertices[i], img);
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}
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TriangleBBox bbox = get_triangle_bbox(img, vp_verts);
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V3f vert0 = vp_verts[0];
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V3f vert1 = vp_verts[1];
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V3f vert2 = vp_verts[2];
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V3f point;
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V3f coords;
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@ -140,12 +145,12 @@ internal void fill_triangle(Render *render, ShaderID shader,
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continue;
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}
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px = vertices[0].x * coords.x + vertices[1].x * coords.y +
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vertices[2].x * coords.z;
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py = vertices[0].y * coords.x + vertices[1].y * coords.y +
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vertices[2].y * coords.z;
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pz = vertices[0].z * coords.x + vertices[1].z * coords.y +
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vertices[2].z * coords.z;
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px = vp_verts[0].x * coords.x + vp_verts[1].x * coords.y +
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vp_verts[2].x * coords.z;
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py = vp_verts[0].y * coords.x + vp_verts[1].y * coords.y +
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vp_verts[2].y * coords.z;
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pz = vp_verts[0].z * coords.x + vp_verts[1].z * coords.y +
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vp_verts[2].z * coords.z;
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position = (V3f){px, py, pz};
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normalise_v3(position);
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data.position = position;
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@ -207,5 +212,10 @@ internal V3f get_barycentric_coords(V3f a, V3f b, V3f c, V3f p) {
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internal V3f get_viewport_vertex(const V3f *vertex, const Image *img) {
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V4f vh = {.x = vertex->x, .y = 0.0f - vertex->y, .z = vertex->z, .w = 1.0f};
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vh = mat4x4_mul_vec4(viewport(vh.x, vh.y, img->width, img->height), vh);
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return project_vec4(vh);
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V3f output = project_vec4(vh);
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output.x = clamp(output.x, 0.0f, img->width);
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output.y = clamp(output.y, 0.0f, img->height);
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return output;
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}
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@ -28,10 +28,8 @@ ShaderID register_shader(void *shader, VertexShader *vertex,
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return (ShaderID){g_repository.count};
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}
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V3f run_vertex_shader(ShaderID shader, const V3f *vertex,
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const Buffer *out_buf) {
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if (IS_INVALID_SHADER(shader) || shader.id > g_repository.count || !vertex ||
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!out_buf) {
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V3f run_vertex_shader(ShaderID shader, const V3f *vertex) {
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if (IS_INVALID_SHADER(shader) || shader.id > g_repository.count || !vertex) {
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return (V3f){0};
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}
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@ -42,7 +40,7 @@ V3f run_vertex_shader(ShaderID shader, const V3f *vertex,
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return (V3f){0};
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}
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return vertex_func(shader_obj, vertex, out_buf);
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return vertex_func(shader_obj, vertex);
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}
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FragmentResult run_fragment_shader(ShaderID shader, const FragmentData *data,
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@ -29,16 +29,14 @@ struct fragment_data {
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#define DISCARDED_FRAGMENT ((FragmentResult){.discard = true})
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#define DISCARD_FRAGMENT(RESULT) (RESULT.discard)
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typedef V3f(VertexShader)(void *shader, const V3f *vertex,
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const Buffer *out_buf);
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typedef V3f(VertexShader)(void *shader, const V3f *vertex);
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typedef FragmentResult(FragmentShader)(void *shader, const FragmentData *data,
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const Colour *colour,
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const Model *model);
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ShaderID register_shader(void *shader, VertexShader *vertex,
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FragmentShader *fragment);
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V3f run_vertex_shader(ShaderID shader, const V3f *vertex,
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const Buffer *out_buf);
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V3f run_vertex_shader(ShaderID shader, const V3f *vertex);
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FragmentResult run_fragment_shader(ShaderID shader, const FragmentData *data,
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const Colour *colour, const Model *model);
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@ -32,8 +32,7 @@ internal V3f g_target = {0};
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internal V3f g_up = {0.0f, 1.0f, 0.0f};
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internal M4x4f g_cam_matrix = mat4x4_identity;
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internal V3f general_shader_vertex(void *shader, const V3f *vertex,
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const Buffer *out_buf);
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internal V3f general_shader_vertex(void *shader, const V3f *vertex);
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internal FragmentResult phong_shader_fragment(void *shader,
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const FragmentData *data,
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const Colour *colour,
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@ -66,22 +65,14 @@ void load_shaders(void) {
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albedo_shader_fragment);
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}
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internal V3f general_shader_vertex(void *shader, const V3f *vertex,
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const Buffer *out_buf) {
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internal V3f general_shader_vertex(void *shader, const V3f *vertex) {
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Shader *shader_ptr = (Shader *)shader;
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V4f vh = {.x = vertex->x, .y = vertex->y, .z = vertex->z, .w = 1.0f};
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vh = mat4x4_mul_vec4(shader_ptr->projection,
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mat4x4_mul_vec4(shader_ptr->model_view, vh));
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vh.y = 0.0 - vh.y;
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vh = mat4x4_mul_vec4(viewport(vh.x, vh.y, out_buf->width, out_buf->height),
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vh);
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V3f output = project_vec4(vh);
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output.x = clamp(output.x, 0.0f, out_buf->width);
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output.y = clamp(output.y, 0.0f, out_buf->height);
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return output;
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return project_vec4(vh);
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}
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internal FragmentResult phong_shader_fragment(void *shader,
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