Split obj loading and model rendering code
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@@ -46,8 +46,7 @@ V3f run_vertex_shader(ShaderID shader, const V3f *vertex,
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}
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FragmentResult run_fragment_shader(ShaderID shader, V3f normal, V2f tex_coords,
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const Colour *colour, const Image *texture,
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const Image *normal_map) {
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const Colour *colour, const Model *model) {
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if (IS_INVALID_SHADER(shader) || shader.id > g_repository.count || !colour) {
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return DISCARDED_FRAGMENT;
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}
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@@ -59,6 +58,5 @@ FragmentResult run_fragment_shader(ShaderID shader, V3f normal, V2f tex_coords,
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return DISCARDED_FRAGMENT;
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}
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return fragment_func(shader_obj, normal, tex_coords, colour, texture,
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normal_map);
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return fragment_func(shader_obj, normal, tex_coords, colour, model);
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}
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@@ -3,6 +3,7 @@
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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 "vec.h"
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typedef struct shader_id ShaderID;
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@@ -25,15 +26,13 @@ typedef V3f(VertexShader)(void *shader, const V3f *vertex,
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const Buffer *out_buf);
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typedef FragmentResult(FragmentShader)(void *shader, V3f normal, V2f tex_coords,
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const Colour *colour,
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const Image *texture,
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const Image *normal_map);
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const Model *model);
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ShaderID create_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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FragmentResult run_fragment_shader(ShaderID shader, V3f normal, V2f tex_coords,
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const Colour *colour, const Image *texture,
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const Image *normal_map);
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const Colour *colour, const Model *model);
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#endif // SHADER_H
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@@ -1,5 +1,5 @@
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#include "img.h"
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#include "obj.h"
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#include "render.h"
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#include "shader.h"
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#include "vec.h"
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@@ -31,23 +31,19 @@ internal V3f general_shader_vertex(void *shader, const V3f *vertex,
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internal FragmentResult phong_shader_fragment(void *shader, V3f normal,
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V2f tex_coords,
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const Colour *colour,
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const Image *texture,
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const Image *normal_map);
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const Model *model);
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internal FragmentResult lit_textured_shader_fragment(void *shader, V3f normal,
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V2f tex_coords,
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const Colour *colour,
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const Image *texture,
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const Image *normal_map);
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const Model *model);
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internal FragmentResult lit_coloured_shader_fragment(void *shader, V3f normal,
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V2f tex_coords,
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const Colour *colour,
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const Image *texture,
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const Image *normal_map);
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const Model *model);
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internal FragmentResult albedo_shader_fragment(void *shader, V3f normal,
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V2f tex_coords,
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const Colour *colour,
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const Image *texture,
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const Image *normal_map);
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const Model *model);
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internal M4x4f get_projection_matrix(ProjectionType projection_type);
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internal f32 get_intensity(const V3f *normal);
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@@ -95,14 +91,13 @@ internal V3f general_shader_vertex(void *shader, const V3f *vertex,
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internal FragmentResult phong_shader_fragment(void *shader, V3f normal,
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V2f tex_coords,
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const Colour *colour,
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const Image *texture,
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const Image *normal_map) {
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const Model *model) {
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f32 intensity = get_intensity(&normal);
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if (normal_map) {
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u64 nm_x = tex_coords.u * normal_map->width;
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u64 nm_y = (1.0f - tex_coords.v) * normal_map->height;
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if (model->normal) {
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u64 nm_x = tex_coords.u * model->normal->width;
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u64 nm_y = (1.0f - tex_coords.v) * model->normal->height;
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Colour pixel = get_pixel(Colour, normal_map, nm_x, nm_y);
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Colour pixel = get_pixel(Colour, model->normal, nm_x, nm_y);
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V3f norm = {.x = pixel.r, .y = pixel.g, .z = pixel.b};
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normalise_v3(norm);
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@@ -112,10 +107,10 @@ internal FragmentResult phong_shader_fragment(void *shader, V3f normal,
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}
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Colour output;
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if (texture) {
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u64 tx_x = tex_coords.u * texture->width;
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u64 tx_y = (1.0f - tex_coords.v) * texture->height;
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output = get_pixel(Colour, texture, tx_x, tx_y);
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if (model->texture) {
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u64 tx_x = tex_coords.u * model->texture->width;
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u64 tx_y = (1.0f - tex_coords.v) * model->texture->height;
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output = get_pixel(Colour, model->texture, tx_x, tx_y);
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} else {
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output = *colour;
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}
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@@ -130,18 +125,17 @@ internal FragmentResult phong_shader_fragment(void *shader, V3f normal,
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internal FragmentResult lit_textured_shader_fragment(void *shader, V3f normal,
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V2f tex_coords,
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const Colour *colour,
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const Image *texture,
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const Image *normal_map) {
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if (!texture) {
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const Model *model) {
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if (!(model->texture)) {
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return DISCARDED_FRAGMENT;
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}
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f32 intensity = get_intensity(&normal);
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u64 tx_x = tex_coords.u * texture->width;
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u64 tx_y = (1.0f - tex_coords.v) * texture->height;
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u64 tx_x = tex_coords.u * model->texture->width;
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u64 tx_y = (1.0f - tex_coords.v) * model->texture->height;
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Colour output = get_pixel(Colour, texture, tx_x, tx_y);
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Colour output = get_pixel(Colour, model->texture, tx_x, tx_y);
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output.r *= intensity;
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output.g *= intensity;
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@@ -153,8 +147,7 @@ internal FragmentResult lit_textured_shader_fragment(void *shader, V3f normal,
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internal FragmentResult lit_coloured_shader_fragment(void *shader, V3f normal,
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V2f tex_coords,
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const Colour *colour,
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const Image *texture,
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const Image *normal_map) {
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const Model *model) {
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f32 intensity = get_intensity(&normal);
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Colour output = *colour;
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@@ -168,8 +161,7 @@ internal FragmentResult lit_coloured_shader_fragment(void *shader, V3f normal,
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internal FragmentResult albedo_shader_fragment(void *shader, V3f normal,
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V2f tex_coords,
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const Colour *colour,
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const Image *texture,
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const Image *normal_map) {
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const Model *model) {
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return (FragmentResult){.colour = *colour};
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}
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