Split obj loading and model rendering code
This commit is contained in:
206
src/model/render.c
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206
src/model/render.c
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#include "render.h"
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#include "utils.h"
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#include <math.h>
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#define TRIANGLE_VERTICES 3
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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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u64 y0;
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u64 x1;
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u64 y1;
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};
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internal void render_triangle(const Triangle *triangle, const Model *model,
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ShaderID shader, Render *render,
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RenderType render_type, Colour colour);
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internal void fill_triangle(Render *render, ShaderID shader,
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V3f vertices[TRIANGLE_VERTICES],
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V3f normals[TRIANGLE_VERTICES],
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V2f coordinates[TRIANGLE_VERTICES], Colour colour,
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const Model *model, RenderType type);
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internal TriangleBBox get_triangle_bbox(const Image *img,
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V3f vertices[TRIANGLE_VERTICES]);
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internal V3f get_barycentric_coords(f32 d00, f32 d01, f32 d11, f32 denom,
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const V2i *ab, const V2i *ac,
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const V2i *ap);
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internal V3f get_viewport_vertex(const V3f *vertex, const Image *img);
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bool init_render(Arena *arena, Render *render, u64 width, u64 height) {
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render->img = (Image){.width = width, .height = height};
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if (!init_buffer(arena, &(render->img))) {
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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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}
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f32 inf = -INFINITY;
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clear_buffer(&(render->depth), &inf);
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return true;
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}
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void render_model(const Model *model, Render *render, ShaderID shader,
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RenderType render_type, Colour colour) {
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Triangle triangle;
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for (u64 i = 0; i < model->triangles->count; ++i) {
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triangle = list_get(model->triangles, i);
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render_triangle(&triangle, model, shader, render, render_type, colour);
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}
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}
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internal void render_triangle(const Triangle *triangle, const Model *model,
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ShaderID shader, Render *render,
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RenderType render_type, Colour colour) {
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Image *img = &(render->img);
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V3f vertices[TRIANGLE_VERTICES] = {
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list_get(model->vertices, triangle->p0),
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list_get(model->vertices, triangle->p1),
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list_get(model->vertices, triangle->p2),
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};
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V3f normals[TRIANGLE_VERTICES] = {
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list_get(model->normals, triangle->n0),
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list_get(model->normals, triangle->n1),
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list_get(model->normals, triangle->n2),
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};
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V2f coordinates[TRIANGLE_VERTICES] = {
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list_get(model->texture_coordinates, triangle->tx0),
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list_get(model->texture_coordinates, triangle->tx1),
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list_get(model->texture_coordinates, triangle->tx2),
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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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}
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if (render_type == RENDER_TYPE_WIREFRAME) {
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V3f v0, v1;
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u64 x0, y0, x1, y1;
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for (u64 i = 0; i < TRIANGLE_VERTICES; ++i) {
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v0 = vertices[i];
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v1 = vertices[(i + 1) % TRIANGLE_VERTICES];
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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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fill_triangle(render, shader, vertices, normals, coordinates, colour, model,
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render_type);
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}
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}
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internal void fill_triangle(Render *render, ShaderID shader,
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V3f vertices[TRIANGLE_VERTICES],
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V3f normals[TRIANGLE_VERTICES],
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V2f coordinates[TRIANGLE_VERTICES], Colour colour,
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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 v0 = vertices[0];
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V3f v1 = vertices[1];
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V3f v2 = vertices[2];
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V2i ab = V2(V2i, i64, v0.x, v0.y, v1.x, v1.y);
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V2i ac = V2(V2i, i64, v0.x, v0.y, v2.x, v2.y);
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f32 d00 = dot_v2(ab, ab);
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f32 d01 = dot_v2(ab, ac);
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f32 d11 = dot_v2(ac, ac);
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f32 denom = d00 * d11 - d01 * d01;
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V2i ap;
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V3f coords;
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f32 z;
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f32 zbuf;
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f32 nx, ny, nz;
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V3f normal;
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f32 tx_u, tx_v;
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u64 tx_x, tx_y;
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V2f tex_coords;
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FragmentResult result;
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f32 intensity = 1.0f;
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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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ap = V2(V2i, i64, v0.x, v0.y, x, y);
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coords = get_barycentric_coords(d00, d01, d11, denom, &ab, &ac, &ap);
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if (coords.x < 0.0f || coords.y < 0.0f || coords.x + coords.y > 1.0f) {
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continue;
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}
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z = 0.0f;
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z += v0.z * coords.x + v1.z * coords.y + v2.z * coords.z;
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zbuf = get_pixel(f32, &(render->depth), x, y);
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if (z <= zbuf) {
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continue;
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}
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nx = normals[0].x * coords.x + normals[1].x * coords.y +
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normals[2].x * coords.z;
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ny = normals[0].y * coords.x + normals[1].y * coords.y +
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normals[2].y * coords.z;
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nz = normals[0].z * coords.x + normals[1].z * coords.y +
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normals[2].z * coords.z;
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normal = (V3f){nx, ny, nz};
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tx_u = coordinates[0].u * coords.x + coordinates[1].u * coords.y +
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coordinates[2].u * coords.z;
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tx_v = coordinates[0].v * coords.x + coordinates[1].v * coords.y +
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coordinates[2].v * coords.z;
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tex_coords = (V2f){tx_u, tx_v};
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result = run_fragment_shader(shader, normal, tex_coords, &colour, model);
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if (DISCARD_FRAGMENT(result)) {
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continue;
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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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}
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}
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}
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internal TriangleBBox get_triangle_bbox(const Image *img,
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V3f vertices[TRIANGLE_VERTICES]) {
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f32 x0 = min(vertices[0].x, min(vertices[1].x, vertices[2].x));
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f32 x1 = max(vertices[0].x, max(vertices[1].x, vertices[2].x));
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f32 y0 = min(vertices[0].y, min(vertices[1].y, vertices[2].y));
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f32 y1 = max(vertices[0].y, max(vertices[1].y, vertices[2].y));
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return (TriangleBBox){
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.x0 = x0,
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.y0 = y0,
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.x1 = x1,
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.y1 = y1,
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};
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}
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internal V3f get_barycentric_coords(f32 d00, f32 d01, f32 d11, f32 denom,
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const V2i *ab, const V2i *ac,
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const V2i *ap) {
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if (denom == 0.0f) {
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return (V3f){-INFINITY, -INFINITY, -INFINITY};
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}
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f32 d20 = dot_v2((*ap), (*ab));
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f32 d21 = dot_v2((*ap), (*ac));
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f32 v = (d11 * d20 - d01 * d21) / denom;
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f32 w = (d00 * d21 - d01 * d20) / denom;
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f32 u = 1.0f - v - w;
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return (V3f){v, w, u};
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}
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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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}
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