Reformat and reorganise before writing shadow code
This commit is contained in:
parent
c739864489
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98323da649
@ -1,6 +1,7 @@
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#ifndef CONSTANTS_H
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#define CONSTANTS_H
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#define DEPTH_MAX 255
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#define TRIANGLE_VERTICES 3
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#endif // CONSTANTS_H
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@ -12,6 +12,8 @@
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TYPE *buf; \
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} NAME
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#define BUF_SIZE(BUF) sizeof(*((BUF)->buf))
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typedef struct colour Colour;
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struct colour {
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u8 r;
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@ -24,14 +26,10 @@ BUF_TYPE(void, Buffer);
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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) \
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_init_buffer(ARENA, (Buffer *)BUF, sizeof(*((BUF)->buf)))
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#define get_pixel(TYPE, BUF, X, Y) \
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(*((TYPE *)(_get_pixel((Buffer *)BUF, X, Y, sizeof(*((BUF)->buf))))))
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#define set_pixel(BUF, X, Y, VAL_PTR) \
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_set_pixel((Buffer *)BUF, X, Y, VAL_PTR, sizeof(*((BUF)->buf)))
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#define clear_buffer(BUF, VAL_PTR) \
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_clear_buffer((Buffer *)BUF, VAL_PTR, sizeof(*((BUF)->buf)))
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#define init_buffer(ARENA, BUF) (_init_buffer(ARENA, (Buffer *)BUF, BUF_SIZE(BUF)))
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#define get_pixel(TYPE, BUF, X, Y) (*((TYPE *)(_get_pixel((Buffer *)BUF, X, Y, BUF_SIZE(BUF)))))
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#define set_pixel(BUF, X, Y, VAL_PTR) (_set_pixel((Buffer *)BUF, X, Y, VAL_PTR, BUF_SIZE(BUF)))
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#define clear_buffer(BUF, VAL_PTR) (_clear_buffer((Buffer *)BUF, VAL_PTR, BUF_SIZE(BUF)))
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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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14
src/main.c
14
src/main.c
@ -5,6 +5,7 @@
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#include "render.h"
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#include "shaders.h"
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#include "str.h"
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#include "vec.h"
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#include <stdbool.h>
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#include <stdio.h>
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#include <stdlib.h>
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@ -41,7 +42,7 @@ i32 main(int argc, char *argv[]) {
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}
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TinyArgs args = parse_args(arena, argc, argv);
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i32 output = tinyrenderer(arena, args);
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i32 output = tinyrenderer(arena, args);
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wapp_mem_arena_destroy(&arena);
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@ -79,8 +80,9 @@ internal TinyArgs parse_args(Arena *arena, int argc, char *argv[]) {
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}
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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 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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return TINY_EXIT_RENDER_INIT_FAILED;
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@ -88,16 +90,18 @@ internal i32 tinyrenderer(Arena *arena, TinyArgs args) {
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const char *diffuse = args.diffuse.length > 0 ? args.diffuse.str : NULL;
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const char *tangent = args.tangent.length > 0 ? args.tangent.str : NULL;
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Model obj = load_obj_file(arena, args.obj.str, diffuse, tangent);
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if (IS_INVALID_MODEL(obj)) {
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return TINY_EXIT_MODEL_LOAD_FAILED;
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}
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load_shaders();
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load_shaders(viewport(0, 0, IMAGE_DIMENSION, IMAGE_DIMENSION));
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clear_buffer(&(render.img), &bg);
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render_model(&obj, &render, perspective_diffuse, RENDER_TYPE_SHADED,
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main_colour);
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// render_model(&obj, &render, 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.img), "result.pam");
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return TINY_EXIT_SUCCESS;
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@ -17,10 +17,10 @@ Model load_obj_file(Arena *arena, const char *filename, const char *diffuse,
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}
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Model model = (Model){
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.vertices = list_create(V3f, arena),
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.normals = list_create(V3f, arena),
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.vertices = list_create(V3f, arena),
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.normals = list_create(V3f, arena),
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.texture_coordinates = list_create(V2f, arena),
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.triangles = list_create(Triangle, arena),
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.triangles = list_create(Triangle, arena),
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};
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if (!(model.vertices) || !(model.normals) || !(model.texture_coordinates) ||
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!(model.triangles)) {
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@ -59,18 +59,20 @@ Model load_obj_file(Arena *arena, const char *filename, const char *diffuse,
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coord.v = 1.0f - v;
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list_append(V2f, arena, model.texture_coordinates, coord);
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} else if (strncmp(identifier, "f", 8) == 0) {
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sscanf(line + 2, "%lu/%lu/%lu %lu/%lu/%lu %lu/%lu/%lu", &fp0, &tx0, &vn0,
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&fp1, &tx1, &vn1, &fp2, &tx2, &vn2);
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sscanf(line + 2, "%lu/%lu/%lu %lu/%lu/%lu %lu/%lu/%lu",
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&fp0, &tx0, &vn0,
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&fp1, &tx1, &vn1,
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&fp2, &tx2, &vn2);
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// OBJ indices start from 1
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triangle.p0 = fp0 - 1;
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triangle.p1 = fp1 - 1;
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triangle.p2 = fp2 - 1;
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triangle.p0 = fp0 - 1;
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triangle.p1 = fp1 - 1;
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triangle.p2 = fp2 - 1;
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triangle.tx0 = tx0 - 1;
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triangle.tx1 = tx1 - 1;
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triangle.tx2 = tx2 - 1;
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triangle.n0 = vn0 - 1;
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triangle.n1 = vn1 - 1;
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triangle.n2 = vn2 - 1;
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triangle.n0 = vn0 - 1;
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triangle.n1 = vn1 - 1;
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triangle.n2 = vn2 - 1;
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list_append(Triangle, arena, model.triangles, triangle);
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}
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}
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@ -8,8 +8,6 @@
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#include "vec.h"
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#include <math.h>
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internal M4x4f g_viewport;
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typedef struct triangle_bbox TriangleBBox;
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struct triangle_bbox {
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u64 x0;
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@ -43,8 +41,6 @@ bool init_render(Arena *arena, Render *render, u64 width, u64 height) {
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f32 inf = -INFINITY;
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clear_buffer(&(render->depth), &inf);
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g_viewport = viewport(0, 0, width, height);
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return true;
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}
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@ -63,13 +59,11 @@ internal void render_triangle(const Triangle *triangle, const Model *model,
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Image *img = &(render->img);
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VertexData vertices[TRIANGLE_VERTICES];
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for (u64 i = 0; i < TRIANGLE_VERTICES; ++i) {
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// clang-format off
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vertices[i].position = list_get(model->vertices, triangle->positions[i]);
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vertices[i].normal = list_get(model->normals, triangle->normals[i]);
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vertices[i].uv = list_get(model->texture_coordinates, triangle->coordinates[i]);
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// clang-format on
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vertices[i].normal = list_get(model->normals, triangle->normals[i]);
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vertices[i].uv = list_get(model->texture_coordinates, triangle->coordinates[i]);
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vertices[i] = run_vertex_shader(shader, &vertices[i], i, model);
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vertices[i] = run_vertex_shader(shader, &vertices[i], i, model);
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}
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if (render_type == RENDER_TYPE_WIREFRAME) {
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@ -81,8 +75,7 @@ internal void render_triangle(const Triangle *triangle, const Model *model,
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//
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// draw_line(img, (u64)v0.x, (u64)v0.y, (u64)v1.x, (u64)v1.y, colour);
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// }
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} else if (render_type == RENDER_TYPE_FILLED ||
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render_type == RENDER_TYPE_SHADED) {
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} else if (render_type == RENDER_TYPE_FILLED || render_type == RENDER_TYPE_SHADED) {
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fill_triangle(render, shader, vertices, colour, model, render_type);
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}
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}
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@ -112,14 +105,13 @@ internal void fill_triangle(Render *render, ShaderID shader,
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for (u64 y = bbox.y0; y <= bbox.y1; ++y) {
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for (u64 x = bbox.x0; x <= bbox.x1; ++x) {
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point = (V2f){x, y};
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coords =
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get_barycentric_coords(vp_verts[0], vp_verts[1], vp_verts[2], point);
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coords = get_barycentric_coords(vp_verts[0], vp_verts[1], vp_verts[2], point);
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if (coords.x < 0.0f || coords.y < 0.0f || coords.z < 0.0f) {
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continue;
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}
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z = 0.0f;
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z += vertices[0].position.z * coords.x +
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z = 0.0f;
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z += vertices[0].position.z * coords.x +
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vertices[1].position.z * coords.y +
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vertices[2].position.z * coords.z;
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zbuf = get_pixel(f32, &(render->depth), x, y);
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@ -167,10 +159,7 @@ internal V3f get_barycentric_coords(V2f a, V2f b, V2f c, V2f p) {
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}
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internal V2f 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(g_viewport, vh);
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V3f output = project_vec4(vh);
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V3f output = *vertex;
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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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@ -1,203 +1,78 @@
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#include "shaders.h"
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#include "aliases.h"
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#include "img.h"
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#include "obj.h"
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#include "depth_shader.h"
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#include "main_shader.h"
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#include "render.h"
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#include "shader.h"
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#include "utils.h"
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#include "vec.h"
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typedef struct shader Shader;
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struct shader {
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V3f light_dir;
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M4x4f mv_proj;
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VertexData vertices[TRIANGLE_VERTICES];
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};
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ShaderID perspective_diffuse = {0};
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ShaderID perspective_albedo = {0};
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ShaderID perspective_diffuse = {0};
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ShaderID perspective_albedo = {0};
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ShaderID orthographic_diffuse = {0};
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ShaderID orthographic_albedo = {0};
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ShaderID orthographic_albedo = {0};
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ShaderID depth = {0};
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internal Shader perspective = {0};
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internal Shader orthographic = {0};
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internal Shader perspective = {0};
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internal Shader orthographic = {0};
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internal DepthShader depth_shader = {0};
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internal V3f g_ambient_light = {0.1f, 0.1f, 0.1f};
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internal V3f g_eye = {0.2f, 0.1f, 0.75f};
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internal V3f g_target = {0};
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internal V3f g_up = {0.0f, 1.0f, 0.0f};
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internal V3f g_light_dir = {1.0f, 1.0f, 1.0f};
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internal V3f g_eye = {0.2f, -0.1f, 0.5f};
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internal V3f g_target = {0};
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internal V3f g_up = {0.0f, 1.0f, 0.0f};
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internal V3f g_light_dir = {1.0f, -1.0f, 1.0f};
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internal VertexData general_shader_vertex(void *shader, const VertexData *vert,
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u8 index, const Model *model);
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internal FragmentResult diffuse_shader_fragment(void *shader,
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const V3f *barycentric,
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const Colour *colour,
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const Model *model);
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internal FragmentResult albedo_shader_fragment(void *shader,
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const V3f *barycentric,
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const Colour *colour,
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const Model *model);
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internal M4x4f get_projection_matrix(ProjectionType projection_type);
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void load_shaders(void) {
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M4x4f model_view = lookat(g_eye, g_target, g_up);
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M4x4f orthographic_projection =
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get_projection_matrix(PROJECTION_TYPE_ORTHOGRAPHIC);
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M4x4f perspective_projection =
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get_projection_matrix(PROJECTION_TYPE_PERSPECTIVE);
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void load_shaders(M4x4f vp) {
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M4x4f model_view = lookat(g_eye, g_target, g_up);
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M4x4f orthographic_projection = get_projection_matrix(PROJECTION_TYPE_ORTHOGRAPHIC);
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M4x4f perspective_projection = get_projection_matrix(PROJECTION_TYPE_PERSPECTIVE);
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perspective.mv_proj = mat4x4_mul(perspective_projection, model_view);
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orthographic.mv_proj = mat4x4_mul(orthographic_projection, model_view);
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perspective.light_dir = mat3x3_mul_vec3(perspective.mv_proj, g_light_dir);
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// Set up perspective shader
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perspective.proj_mv = mat4x4_mul(perspective_projection, model_view);
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perspective.proj_mv_inv_t = mat4x4_inv(mat4x4_transpose(perspective.proj_mv));
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perspective.viewport = vp;
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perspective.final = mat4x4_mul(perspective.viewport, perspective.proj_mv);
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perspective.light_dir = mat3x3_mul_vec3(perspective.proj_mv, g_light_dir);
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normalise_v3(perspective.light_dir);
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orthographic.light_dir = mat3x3_mul_vec3(orthographic.mv_proj, g_light_dir);
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perspective.ambient = g_ambient_light;
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// Set up orthographic shader
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orthographic.proj_mv = mat4x4_mul(orthographic_projection, model_view);
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orthographic.proj_mv_inv_t = mat4x4_inv(mat4x4_transpose(orthographic.proj_mv));
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orthographic.viewport = vp;
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orthographic.final = mat4x4_mul(orthographic.viewport, orthographic.proj_mv);
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orthographic.light_dir = mat3x3_mul_vec3(orthographic.proj_mv, g_light_dir);
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normalise_v3(orthographic.light_dir);
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orthographic.ambient = g_ambient_light;
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perspective_diffuse = register_shader(&perspective, general_shader_vertex,
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diffuse_shader_fragment);
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perspective_albedo = register_shader(&perspective, general_shader_vertex,
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albedo_shader_fragment);
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orthographic_diffuse = register_shader(&orthographic, general_shader_vertex,
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diffuse_shader_fragment);
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orthographic_albedo = register_shader(&orthographic, general_shader_vertex,
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albedo_shader_fragment);
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}
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// Set up depth shader
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M4x4f depth_model_view = lookat(g_light_dir, g_target, g_up);
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M4x4f depth_projection = projection(0.0f);
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internal VertexData general_shader_vertex(void *shader, const VertexData *vert,
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u8 index, const Model *model) {
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Shader *shdr = (Shader *)shader;
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depth_shader.proj_mv = mat4x4_mul(depth_projection, depth_model_view);
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depth_shader.proj_mv_inv_t = mat4x4_inv(mat4x4_transpose(depth_shader.proj_mv));
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depth_shader.viewport = vp;
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depth_shader.final = mat4x4_mul(depth_shader.viewport, depth_shader.proj_mv);
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depth_shader.light_dir = mat3x3_mul_vec3(depth_shader.proj_mv, g_light_dir);
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normalise_v3(depth_shader.light_dir);
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V4f vh = V3_to_V4(vert->position);
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vh = mat4x4_mul_vec4(shdr->mv_proj, vh);
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shdr->vertices[index].position = project_vec4(vh);
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shdr->vertices[index].uv = vert->uv;
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V4f hnorm = V3_to_V4(vert->normal);
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M4x4f inv_transpose = mat4x4_inv(mat4x4_transpose(shdr->mv_proj));
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hnorm = mat4x4_mul_vec4(inv_transpose, hnorm);
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shdr->vertices[index].normal = project_vec4(hnorm);
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normalise_v3(shdr->vertices[index].normal);
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return shdr->vertices[index];
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}
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internal FragmentResult diffuse_shader_fragment(void *shader,
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const V3f *barycentric,
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const Colour *colour,
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const Model *model) {
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Shader *shdr = (Shader *)shader;
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// clang-format off
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M3x3f pos_mat = {.rows = {shdr->vertices[0].position, shdr->vertices[1].position, shdr->vertices[2].position}};
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pos_mat = mat3x3_transpose(pos_mat);
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M3x3f normal_mat = {.rows = {shdr->vertices[0].normal, shdr->vertices[1].normal, shdr->vertices[2].normal}};
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normal_mat = mat3x3_transpose(normal_mat);
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M3x2f uvs = {shdr->vertices[0].uv, shdr->vertices[1].uv, shdr->vertices[2].uv};
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M2x3f uv_mat = mat3x2_transpose(uvs);
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// clang-format on
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V3f position = mat3x3_mul_vec3(pos_mat, (*barycentric));
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V3f normal = mat3x3_mul_vec3(normal_mat, (*barycentric));
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V2f uv = mat2x3_mul_vec3(uv_mat, (*barycentric));
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#pragma region darboux_frame_tangent_normals
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/**
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* Based on the following section of the tinyrenderer tutorial
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* https://github.com/ssloy/tinyrenderer/wiki/Lesson-6bis:-tangent-space-normal-mapping#starting-point-phong-shading
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*/
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if (model->normal) {
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u64 nm_x = uv.u * model->normal->width;
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u64 nm_y = uv.v * model->normal->height;
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Colour pixel = get_pixel(Colour, model->normal, nm_x, nm_y);
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V3f tangent = (V3f){
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.x = pixel.r / 255.f * 2.f - 1.f,
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.y = pixel.g / 255.f * 2.f - 1.f,
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.z = pixel.b / 255.f * 2.f - 1.f,
|
||||
};
|
||||
|
||||
V3f p0p1 = sub_v3(shdr->vertices[1].position, shdr->vertices[0].position);
|
||||
V3f p0p2 = sub_v3(shdr->vertices[2].position, shdr->vertices[0].position);
|
||||
|
||||
M3x3f A = {.rows = {p0p1, p0p2, normal}};
|
||||
M3x3f A_inv = mat3x3_inv(A);
|
||||
|
||||
V2f uv0 = shdr->vertices[0].uv;
|
||||
V2f uv1 = shdr->vertices[1].uv;
|
||||
V2f uv2 = shdr->vertices[2].uv;
|
||||
|
||||
V3f u_vec = {uv1.u - uv0.u, uv2.u - uv0.u, 0};
|
||||
V3f v_vec = {uv1.v - uv0.v, uv2.v - uv0.v, 0};
|
||||
|
||||
V3f i = mat3x3_mul_vec3(A_inv, u_vec);
|
||||
normalise_v3(i);
|
||||
V3f j = mat3x3_mul_vec3(A_inv, v_vec);
|
||||
normalise_v3(j);
|
||||
|
||||
M3x3f B = {.rows = {i, j, normal}};
|
||||
B = mat3x3_transpose(B);
|
||||
|
||||
normal = mat3x3_mul_vec3(B, tangent);
|
||||
normalise_v3(normal);
|
||||
}
|
||||
#pragma endregion darboux_frame_tangent_normals
|
||||
|
||||
Colour output;
|
||||
if (model->texture) {
|
||||
u64 tx_x = uv.u * model->texture->width;
|
||||
u64 tx_y = uv.v * model->texture->height;
|
||||
output = get_pixel(Colour, model->texture, tx_x, tx_y);
|
||||
} else {
|
||||
output = *colour;
|
||||
}
|
||||
|
||||
f32 intensity = max(0.001f, dot_v3(normal, shdr->light_dir));
|
||||
f32 r = clamp(intensity + g_ambient_light.r, 0.0f, 1.0f);
|
||||
f32 g = clamp(intensity + g_ambient_light.g, 0.0f, 1.0f);
|
||||
f32 b = clamp(intensity + g_ambient_light.b, 0.0f, 1.0f);
|
||||
|
||||
output.r *= r;
|
||||
output.g *= g;
|
||||
output.b *= b;
|
||||
|
||||
return (FragmentResult){.colour = output};
|
||||
}
|
||||
|
||||
internal FragmentResult albedo_shader_fragment(void *shader,
|
||||
const V3f *barycentric,
|
||||
const Colour *colour,
|
||||
const Model *model) {
|
||||
Shader *shdr = (Shader *)shader;
|
||||
|
||||
// clang-format off
|
||||
M3x2f uvs = {shdr->vertices[0].uv, shdr->vertices[1].uv, shdr->vertices[2].uv};
|
||||
M2x3f uv_mat = mat3x2_transpose(uvs);
|
||||
// clang-format on
|
||||
|
||||
V2f uv = mat2x3_mul_vec3(uv_mat, (*barycentric));
|
||||
|
||||
Colour output;
|
||||
if (model->texture) {
|
||||
u64 tx_x = uv.u * model->texture->width;
|
||||
u64 tx_y = uv.v * model->texture->height;
|
||||
output = get_pixel(Colour, model->texture, tx_x, tx_y);
|
||||
} else {
|
||||
output = *colour;
|
||||
}
|
||||
|
||||
return (FragmentResult){.colour = output};
|
||||
// Register shaders
|
||||
perspective_diffuse = register_shader(&perspective, general_shader_vertex, diffuse_shader_fragment);
|
||||
perspective_albedo = register_shader(&perspective, general_shader_vertex, albedo_shader_fragment);
|
||||
orthographic_diffuse = register_shader(&orthographic, general_shader_vertex, diffuse_shader_fragment);
|
||||
orthographic_albedo = register_shader(&orthographic, general_shader_vertex, albedo_shader_fragment);
|
||||
depth = register_shader(&depth_shader, depth_shader_vertex, depth_shader_fragment);
|
||||
}
|
||||
|
||||
internal M4x4f get_projection_matrix(ProjectionType projection_type) {
|
||||
if (projection_type == PROJECTION_TYPE_PERSPECTIVE) {
|
||||
// Calculate projection matrix
|
||||
V3f cam = V3(V3f, f32, g_target.x, g_target.y, g_target.z, g_eye.x, g_eye.y,
|
||||
g_eye.z);
|
||||
V3f cam = V3(V3f, f32, g_target.x, g_target.y, g_target.z, g_eye.x, g_eye.y, g_eye.z);
|
||||
normalise_v3(cam);
|
||||
|
||||
f32 coeff = -1.0f / magnitude_v3(cam) * 0.5f;
|
||||
|
||||
return projection(coeff);
|
||||
}
|
||||
|
||||
|
@ -7,7 +7,8 @@ extern ShaderID perspective_diffuse;
|
||||
extern ShaderID perspective_albedo;
|
||||
extern ShaderID orthographic_diffuse;
|
||||
extern ShaderID orthographic_albedo;
|
||||
extern ShaderID depth;
|
||||
|
||||
void load_shaders(void);
|
||||
void load_shaders(M4x4f vp);
|
||||
|
||||
#endif // SHADERS_H
|
||||
|
@ -4,7 +4,7 @@
|
||||
#include <stddef.h>
|
||||
#include <string.h>
|
||||
|
||||
#define CAPACITY_SCALAR 8
|
||||
#define CAPACITY_SCALAR 4
|
||||
|
||||
internal Arena *get_temp_arena(void);
|
||||
internal void destroy_temp_arena(Arena *arena);
|
||||
@ -16,8 +16,8 @@ Str8 str8(Arena *arena, char *str) {
|
||||
|
||||
u64 length = strlen(str);
|
||||
Str8 output = {
|
||||
.str = str,
|
||||
.length = length,
|
||||
.str = str,
|
||||
.length = length,
|
||||
.capacity = length,
|
||||
};
|
||||
|
||||
@ -48,8 +48,8 @@ Str8 str8_copy(Arena *arena, const Str8 *str) {
|
||||
strncpy(tmp, str->str, str->length);
|
||||
|
||||
return (Str8){
|
||||
.str = tmp,
|
||||
.length = str->length,
|
||||
.str = tmp,
|
||||
.length = str->length,
|
||||
.capacity = str->capacity,
|
||||
};
|
||||
}
|
||||
@ -74,8 +74,8 @@ i32 str8_concat(Arena *arena, Str8 *dst, char *src) {
|
||||
strncpy(str, dst->str, dst->length);
|
||||
strncpy(str + dst->length, src, src_length);
|
||||
|
||||
dst->str = str;
|
||||
dst->length = dst->length + src_length;
|
||||
dst->str = str;
|
||||
dst->length = dst->length + src_length;
|
||||
dst->capacity = capacity;
|
||||
|
||||
return STR_OP_SUCEEDED;
|
||||
@ -91,8 +91,8 @@ Str8 str8_substr(Arena *arena, const Str8 *str, u64 start, u64 count) {
|
||||
}
|
||||
|
||||
Str8 tmp = {
|
||||
.str = str->str + start,
|
||||
.length = count,
|
||||
.str = str->str + start,
|
||||
.length = count,
|
||||
.capacity = count,
|
||||
};
|
||||
|
||||
|
@ -1,6 +1,5 @@
|
||||
#include "vec.h"
|
||||
|
||||
#define DEPTH_MAX 255
|
||||
#include "constants.h"
|
||||
|
||||
M4x4f lookat(V3f eye, V3f target, V3f up) {
|
||||
V3f z = V3(V3f, f32, target.x, target.y, target.z, eye.x, eye.y, eye.z);
|
||||
|
Loading…
Reference in New Issue
Block a user