More reformatting

This commit is contained in:
2024-09-14 00:22:36 +01:00
parent 09e9f611f8
commit ab8343e749
11 changed files with 48 additions and 68 deletions

View File

@@ -16,16 +16,13 @@ struct triangle_bbox {
u64 y1;
};
internal void render_triangle(const Triangle *triangle, const Model *model,
ShaderID shader, Render *render,
RenderType render_type, Colour colour);
internal void fill_triangle(Render *render, ShaderID shader,
VertexData vertices[TRIANGLE_VERTICES],
Colour colour, const Model *model, RenderType type);
internal TriangleBBox get_triangle_bbox(const Image *img,
V2f vertices[TRIANGLE_VERTICES]);
internal V3f get_barycentric_coords(V2f a, V2f b, V2f c, V2f p);
internal V2f get_viewport_vertex(const V3f *vertex, const Image *img);
internal void render_triangle(const Triangle *triangle, const Model *model, ShaderID shader,
Render *render, RenderType render_type, Colour colour);
internal void fill_triangle(Render *render, ShaderID shader, VertexData vertices[TRIANGLE_VERTICES],
Colour colour, const Model *model, RenderType type);
internal TriangleBBox get_triangle_bbox(const Image *img, V2f vertices[TRIANGLE_VERTICES]);
internal V3f get_barycentric_coords(V2f a, V2f b, V2f c, V2f p);
internal V2f get_viewport_vertex(const V3f *vertex, const Image *img);
bool init_render(Arena *arena, Render *render, u64 width, u64 height) {
render->img = (Image){.width = width, .height = height};
@@ -53,9 +50,8 @@ void render_model(const Model *model, Render *render, ShaderID shader,
}
}
internal void render_triangle(const Triangle *triangle, const Model *model,
ShaderID shader, Render *render,
RenderType render_type, Colour colour) {
internal void render_triangle(const Triangle *triangle, const Model *model, ShaderID shader,
Render *render, RenderType render_type, Colour colour) {
Image *img = &(render->img);
VertexData vertices[TRIANGLE_VERTICES];
for (u64 i = 0; i < TRIANGLE_VERTICES; ++i) {
@@ -80,11 +76,9 @@ internal void render_triangle(const Triangle *triangle, const Model *model,
}
}
internal void fill_triangle(Render *render, ShaderID shader,
VertexData vertices[TRIANGLE_VERTICES],
Colour colour, const Model *model,
RenderType type) {
Image *img = &(render->img);
internal void fill_triangle(Render *render, ShaderID shader, VertexData vertices[TRIANGLE_VERTICES],
Colour colour, const Model *model, RenderType type) {
Image *img = &(render->img);
Depth *depth = &(render->depth);
V2f vp_verts[TRIANGLE_VERTICES] = {0};
@@ -94,10 +88,10 @@ internal void fill_triangle(Render *render, ShaderID shader,
TriangleBBox bbox = get_triangle_bbox(img, vp_verts);
V2f point;
V3f coords;
f32 z;
f32 zbuf;
V2f point;
V3f coords;
f32 z;
f32 zbuf;
FragmentResult result;
f32 intensity = 1.0f;
@@ -110,10 +104,10 @@ internal void fill_triangle(Render *render, ShaderID shader,
continue;
}
z = 0.0f;
z = 0.0f;
z += vertices[0].position.z * coords.x +
vertices[1].position.z * coords.y +
vertices[2].position.z * coords.z;
vertices[1].position.z * coords.y +
vertices[2].position.z * coords.z;
zbuf = get_pixel(f32, &(render->depth), x, y);
if (z <= zbuf) {
@@ -131,8 +125,7 @@ internal void fill_triangle(Render *render, ShaderID shader,
}
}
internal TriangleBBox get_triangle_bbox(const Image *img,
V2f vertices[TRIANGLE_VERTICES]) {
internal TriangleBBox get_triangle_bbox(const Image *img, V2f vertices[TRIANGLE_VERTICES]) {
f32 x0 = min(vertices[0].x, min(vertices[1].x, vertices[2].x));
f32 x1 = max(vertices[0].x, max(vertices[1].x, vertices[2].x));
f32 y0 = min(vertices[0].y, min(vertices[1].y, vertices[2].y));