Move viewport matrix multiplication out of vertex shader

This commit is contained in:
2024-08-26 22:30:05 +01:00
parent 319bad9659
commit 97622d0bf7
4 changed files with 31 additions and 34 deletions

View File

@@ -28,10 +28,8 @@ ShaderID register_shader(void *shader, VertexShader *vertex,
return (ShaderID){g_repository.count};
}
V3f run_vertex_shader(ShaderID shader, const V3f *vertex,
const Buffer *out_buf) {
if (IS_INVALID_SHADER(shader) || shader.id > g_repository.count || !vertex ||
!out_buf) {
V3f run_vertex_shader(ShaderID shader, const V3f *vertex) {
if (IS_INVALID_SHADER(shader) || shader.id > g_repository.count || !vertex) {
return (V3f){0};
}
@@ -42,7 +40,7 @@ V3f run_vertex_shader(ShaderID shader, const V3f *vertex,
return (V3f){0};
}
return vertex_func(shader_obj, vertex, out_buf);
return vertex_func(shader_obj, vertex);
}
FragmentResult run_fragment_shader(ShaderID shader, const FragmentData *data,

View File

@@ -29,16 +29,14 @@ struct fragment_data {
#define DISCARDED_FRAGMENT ((FragmentResult){.discard = true})
#define DISCARD_FRAGMENT(RESULT) (RESULT.discard)
typedef V3f(VertexShader)(void *shader, const V3f *vertex,
const Buffer *out_buf);
typedef V3f(VertexShader)(void *shader, const V3f *vertex);
typedef FragmentResult(FragmentShader)(void *shader, const FragmentData *data,
const Colour *colour,
const Model *model);
ShaderID register_shader(void *shader, VertexShader *vertex,
FragmentShader *fragment);
V3f run_vertex_shader(ShaderID shader, const V3f *vertex,
const Buffer *out_buf);
V3f run_vertex_shader(ShaderID shader, const V3f *vertex);
FragmentResult run_fragment_shader(ShaderID shader, const FragmentData *data,
const Colour *colour, const Model *model);

View File

@@ -32,8 +32,7 @@ internal V3f g_target = {0};
internal V3f g_up = {0.0f, 1.0f, 0.0f};
internal M4x4f g_cam_matrix = mat4x4_identity;
internal V3f general_shader_vertex(void *shader, const V3f *vertex,
const Buffer *out_buf);
internal V3f general_shader_vertex(void *shader, const V3f *vertex);
internal FragmentResult phong_shader_fragment(void *shader,
const FragmentData *data,
const Colour *colour,
@@ -66,22 +65,14 @@ void load_shaders(void) {
albedo_shader_fragment);
}
internal V3f general_shader_vertex(void *shader, const V3f *vertex,
const Buffer *out_buf) {
internal V3f general_shader_vertex(void *shader, const V3f *vertex) {
Shader *shader_ptr = (Shader *)shader;
V4f vh = {.x = vertex->x, .y = vertex->y, .z = vertex->z, .w = 1.0f};
vh = mat4x4_mul_vec4(shader_ptr->projection,
mat4x4_mul_vec4(shader_ptr->model_view, vh));
vh.y = 0.0 - vh.y;
vh = mat4x4_mul_vec4(viewport(vh.x, vh.y, out_buf->width, out_buf->height),
vh);
V3f output = project_vec4(vh);
output.x = clamp(output.x, 0.0f, out_buf->width);
output.y = clamp(output.y, 0.0f, out_buf->height);
return output;
return project_vec4(vh);
}
internal FragmentResult phong_shader_fragment(void *shader,