Split obj loading and model rendering code

This commit is contained in:
Abdelrahman Said 2024-08-18 17:04:41 +01:00
parent 2e39780272
commit be7b577a0e
8 changed files with 152 additions and 157 deletions

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@ -2,6 +2,7 @@
#include "mem_arena.h" #include "mem_arena.h"
#include "mem_utils.h" #include "mem_utils.h"
#include "obj.h" #include "obj.h"
#include "render.h"
#include "shader.h" #include "shader.h"
#include "shaders.h" #include "shaders.h"
#include <stdbool.h> #include <stdbool.h>

87
src/model/obj.c Normal file
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@ -0,0 +1,87 @@
#include "obj.h"
#include "mem_arena.h"
#include "pam.h"
#include "typed_list.h"
#include "vec.h"
#include <stdio.h>
Model load_obj_file(Arena *arena, const char *filename, const char *texture,
const char *normal_map) {
if (!arena) {
return INVALID_MODEL;
}
FILE *fp = fopen(filename, "r");
if (!fp) {
return INVALID_MODEL;
}
Model model = (Model){
.vertices = list_create(V3f, arena),
.normals = list_create(V3f, arena),
.texture_coordinates = list_create(V2f, arena),
.triangles = list_create(Triangle, arena),
};
if (!(model.vertices) || !(model.normals) || !(model.texture_coordinates) ||
!(model.triangles)) {
return INVALID_MODEL;
}
char line[8192];
char identifier[8];
V3f vertex;
V3f normal;
V2f coord;
Triangle triangle;
f32 vx, vy, vz;
f32 nx, ny, nz;
f32 u, v;
u64 fp0, fp1, fp2;
u64 vn0, vn1, vn2;
u64 tx0, tx1, tx2;
while (fgets(line, 8191, fp) != NULL) {
sscanf(line, "%s", identifier);
if (strncmp(identifier, "v", 8) == 0) {
sscanf(line + 2, "%f %f %f", &vx, &vy, &vz);
vertex.x = vx;
vertex.y = vy;
vertex.z = vz;
list_append(V3f, arena, model.vertices, vertex);
} else if (strncmp(identifier, "vn", 8) == 0) {
sscanf(line + 2, "%f %f %f", &nx, &ny, &nz);
normal.x = nx;
normal.y = ny;
normal.z = nz;
list_append(V3f, arena, model.normals, normal);
} else if (strncmp(identifier, "vt", 8) == 0) {
sscanf(line + 2, "%f %f", &u, &v);
coord.u = u;
coord.v = v;
list_append(V2f, arena, model.texture_coordinates, coord);
} else if (strncmp(identifier, "f", 8) == 0) {
sscanf(line + 2, "%lu/%lu/%lu %lu/%lu/%lu %lu/%lu/%lu", &fp0, &tx0, &vn0,
&fp1, &tx1, &vn1, &fp2, &tx2, &vn2);
// OBJ indices start from 1
triangle.p0 = fp0 - 1;
triangle.p1 = fp1 - 1;
triangle.p2 = fp2 - 1;
triangle.n0 = vn0 - 1;
triangle.n1 = vn1 - 1;
triangle.n2 = vn2 - 1;
triangle.tx0 = tx0 - 1;
triangle.tx1 = tx1 - 1;
triangle.tx2 = tx2 - 1;
list_append(Triangle, arena, model.triangles, triangle);
}
}
if (texture) {
model.texture = load_p6_image(arena, texture);
}
if (normal_map) {
model.normal = load_p6_image(arena, normal_map);
}
return model;
}

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@ -4,8 +4,8 @@
#include "aliases.h" #include "aliases.h"
#include "img.h" #include "img.h"
#include "mem_arena.h" #include "mem_arena.h"
#include "shader.h"
#include "typed_list.h" #include "typed_list.h"
#include "vec.h"
#define INVALID_MODEL ((Model){0}) #define INVALID_MODEL ((Model){0})
#define IS_INVALID_MODEL(m) (m.vertices == NULL || m.triangles == NULL) #define IS_INVALID_MODEL(m) (m.vertices == NULL || m.triangles == NULL)
@ -23,21 +23,6 @@ struct triangle {
u64 tx2; u64 tx2;
}; };
typedef enum {
RENDER_TYPE_WIREFRAME,
RENDER_TYPE_FILLED,
RENDER_TYPE_SHADED,
COUNT_RENDER_TYPES,
} RenderType;
typedef enum {
PROJECTION_TYPE_ORTHOGRAPHIC,
PROJECTION_TYPE_PERSPECTIVE,
COUNT_PROJECTION_TYPE,
} ProjectionType;
MAKE_LIST_TYPE(Triangle); MAKE_LIST_TYPE(Triangle);
typedef struct model Model; typedef struct model Model;
@ -50,16 +35,7 @@ struct model {
Image *normal; Image *normal;
}; };
typedef struct render Render;
struct render {
Image img;
Depth depth;
};
Model load_obj_file(Arena *arena, const char *filename, const char *texture, Model load_obj_file(Arena *arena, const char *filename, const char *texture,
const char *normal_map); const char *normal_map);
bool init_render(Arena *arena, Render *render, u64 width, u64 height);
void render_model(const Model *model, Render *render, ShaderID shader,
RenderType render_type, Colour colour);
#endif // OBJ_H #endif // OBJ_H

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@ -1,17 +1,6 @@
#include "obj.h" #include "render.h"
#include "aliases.h"
#include "img.h"
#include "mem_arena.h"
#include "pam.h"
#include "shader.h"
#include "typed_list.h"
#include "utils.h" #include "utils.h"
#include "vec.h"
#include <limits.h>
#include <math.h> #include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#define TRIANGLE_VERTICES 3 #define TRIANGLE_VERTICES 3
@ -38,87 +27,6 @@ internal V3f get_barycentric_coords(f32 d00, f32 d01, f32 d11, f32 denom,
const V2i *ap); const V2i *ap);
internal V3f get_viewport_vertex(const V3f *vertex, const Image *img); internal V3f get_viewport_vertex(const V3f *vertex, const Image *img);
Model load_obj_file(Arena *arena, const char *filename, const char *texture,
const char *normal_map) {
if (!arena) {
return INVALID_MODEL;
}
FILE *fp = fopen(filename, "r");
if (!fp) {
return INVALID_MODEL;
}
Model model = (Model){
.vertices = list_create(V3f, arena),
.normals = list_create(V3f, arena),
.texture_coordinates = list_create(V2f, arena),
.triangles = list_create(Triangle, arena),
};
if (!(model.vertices) || !(model.normals) || !(model.texture_coordinates) ||
!(model.triangles)) {
return INVALID_MODEL;
}
char line[8192];
char identifier[8];
V3f vertex;
V3f normal;
V2f coord;
Triangle triangle;
f32 vx, vy, vz;
f32 nx, ny, nz;
f32 u, v;
u64 fp0, fp1, fp2;
u64 vn0, vn1, vn2;
u64 tx0, tx1, tx2;
while (fgets(line, 8191, fp) != NULL) {
sscanf(line, "%s", identifier);
if (strncmp(identifier, "v", 8) == 0) {
sscanf(line + 2, "%f %f %f", &vx, &vy, &vz);
vertex.x = vx;
vertex.y = vy;
vertex.z = vz;
list_append(V3f, arena, model.vertices, vertex);
} else if (strncmp(identifier, "vn", 8) == 0) {
sscanf(line + 2, "%f %f %f", &nx, &ny, &nz);
normal.x = nx;
normal.y = ny;
normal.z = nz;
list_append(V3f, arena, model.normals, normal);
} else if (strncmp(identifier, "vt", 8) == 0) {
sscanf(line + 2, "%f %f", &u, &v);
coord.u = u;
coord.v = v;
list_append(V2f, arena, model.texture_coordinates, coord);
} else if (strncmp(identifier, "f", 8) == 0) {
sscanf(line + 2, "%lu/%lu/%lu %lu/%lu/%lu %lu/%lu/%lu", &fp0, &tx0, &vn0,
&fp1, &tx1, &vn1, &fp2, &tx2, &vn2);
// OBJ indices start from 1
triangle.p0 = fp0 - 1;
triangle.p1 = fp1 - 1;
triangle.p2 = fp2 - 1;
triangle.n0 = vn0 - 1;
triangle.n1 = vn1 - 1;
triangle.n2 = vn2 - 1;
triangle.tx0 = tx0 - 1;
triangle.tx1 = tx1 - 1;
triangle.tx2 = tx2 - 1;
list_append(Triangle, arena, model.triangles, triangle);
}
}
if (texture) {
model.texture = load_p6_image(arena, texture);
}
if (normal_map) {
model.normal = load_p6_image(arena, normal_map);
}
return model;
}
bool init_render(Arena *arena, Render *render, u64 width, u64 height) { bool init_render(Arena *arena, Render *render, u64 width, u64 height) {
render->img = (Image){.width = width, .height = height}; render->img = (Image){.width = width, .height = height};
if (!init_buffer(arena, &(render->img))) { if (!init_buffer(arena, &(render->img))) {
@ -248,8 +156,7 @@ internal void fill_triangle(Render *render, ShaderID shader,
coordinates[2].v * coords.z; coordinates[2].v * coords.z;
tex_coords = (V2f){tx_u, tx_v}; tex_coords = (V2f){tx_u, tx_v};
result = run_fragment_shader(shader, normal, tex_coords, &colour, result = run_fragment_shader(shader, normal, tex_coords, &colour, model);
model->texture, model->normal);
if (DISCARD_FRAGMENT(result)) { if (DISCARD_FRAGMENT(result)) {
continue; continue;
} }

35
src/model/render.h Normal file
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@ -0,0 +1,35 @@
#ifndef RENDER_H
#define RENDER_H
#include "aliases.h"
#include "mem_arena.h"
#include "obj.h"
#include "shader.h"
#include <stdbool.h>
typedef enum {
RENDER_TYPE_WIREFRAME,
RENDER_TYPE_FILLED,
RENDER_TYPE_SHADED,
COUNT_RENDER_TYPES,
} RenderType;
typedef enum {
PROJECTION_TYPE_ORTHOGRAPHIC,
PROJECTION_TYPE_PERSPECTIVE,
COUNT_PROJECTION_TYPE,
} ProjectionType;
typedef struct render Render;
struct render {
Image img;
Depth depth;
};
bool init_render(Arena *arena, Render *render, u64 width, u64 height);
void render_model(const Model *model, Render *render, ShaderID shader,
RenderType render_type, Colour colour);
#endif // RENDER_H

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@ -46,8 +46,7 @@ V3f run_vertex_shader(ShaderID shader, const V3f *vertex,
} }
FragmentResult run_fragment_shader(ShaderID shader, V3f normal, V2f tex_coords, FragmentResult run_fragment_shader(ShaderID shader, V3f normal, V2f tex_coords,
const Colour *colour, const Image *texture, const Colour *colour, const Model *model) {
const Image *normal_map) {
if (IS_INVALID_SHADER(shader) || shader.id > g_repository.count || !colour) { if (IS_INVALID_SHADER(shader) || shader.id > g_repository.count || !colour) {
return DISCARDED_FRAGMENT; return DISCARDED_FRAGMENT;
} }
@ -59,6 +58,5 @@ FragmentResult run_fragment_shader(ShaderID shader, V3f normal, V2f tex_coords,
return DISCARDED_FRAGMENT; return DISCARDED_FRAGMENT;
} }
return fragment_func(shader_obj, normal, tex_coords, colour, texture, return fragment_func(shader_obj, normal, tex_coords, colour, model);
normal_map);
} }

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@ -3,6 +3,7 @@
#include "aliases.h" #include "aliases.h"
#include "img.h" #include "img.h"
#include "obj.h"
#include "vec.h" #include "vec.h"
typedef struct shader_id ShaderID; typedef struct shader_id ShaderID;
@ -25,15 +26,13 @@ typedef V3f(VertexShader)(void *shader, const V3f *vertex,
const Buffer *out_buf); const Buffer *out_buf);
typedef FragmentResult(FragmentShader)(void *shader, V3f normal, V2f tex_coords, typedef FragmentResult(FragmentShader)(void *shader, V3f normal, V2f tex_coords,
const Colour *colour, const Colour *colour,
const Image *texture, const Model *model);
const Image *normal_map);
ShaderID create_shader(void *shader, VertexShader *vertex, ShaderID create_shader(void *shader, VertexShader *vertex,
FragmentShader *fragment); FragmentShader *fragment);
V3f run_vertex_shader(ShaderID shader, const V3f *vertex, V3f run_vertex_shader(ShaderID shader, const V3f *vertex,
const Buffer *out_buf); const Buffer *out_buf);
FragmentResult run_fragment_shader(ShaderID shader, V3f normal, V2f tex_coords, FragmentResult run_fragment_shader(ShaderID shader, V3f normal, V2f tex_coords,
const Colour *colour, const Image *texture, const Colour *colour, const Model *model);
const Image *normal_map);
#endif // SHADER_H #endif // SHADER_H

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@ -1,5 +1,5 @@
#include "img.h" #include "img.h"
#include "obj.h" #include "render.h"
#include "shader.h" #include "shader.h"
#include "vec.h" #include "vec.h"
@ -31,23 +31,19 @@ internal V3f general_shader_vertex(void *shader, const V3f *vertex,
internal FragmentResult phong_shader_fragment(void *shader, V3f normal, internal FragmentResult phong_shader_fragment(void *shader, V3f normal,
V2f tex_coords, V2f tex_coords,
const Colour *colour, const Colour *colour,
const Image *texture, const Model *model);
const Image *normal_map);
internal FragmentResult lit_textured_shader_fragment(void *shader, V3f normal, internal FragmentResult lit_textured_shader_fragment(void *shader, V3f normal,
V2f tex_coords, V2f tex_coords,
const Colour *colour, const Colour *colour,
const Image *texture, const Model *model);
const Image *normal_map);
internal FragmentResult lit_coloured_shader_fragment(void *shader, V3f normal, internal FragmentResult lit_coloured_shader_fragment(void *shader, V3f normal,
V2f tex_coords, V2f tex_coords,
const Colour *colour, const Colour *colour,
const Image *texture, const Model *model);
const Image *normal_map);
internal FragmentResult albedo_shader_fragment(void *shader, V3f normal, internal FragmentResult albedo_shader_fragment(void *shader, V3f normal,
V2f tex_coords, V2f tex_coords,
const Colour *colour, const Colour *colour,
const Image *texture, const Model *model);
const Image *normal_map);
internal M4x4f get_projection_matrix(ProjectionType projection_type); internal M4x4f get_projection_matrix(ProjectionType projection_type);
internal f32 get_intensity(const V3f *normal); internal f32 get_intensity(const V3f *normal);
@ -95,14 +91,13 @@ internal V3f general_shader_vertex(void *shader, const V3f *vertex,
internal FragmentResult phong_shader_fragment(void *shader, V3f normal, internal FragmentResult phong_shader_fragment(void *shader, V3f normal,
V2f tex_coords, V2f tex_coords,
const Colour *colour, const Colour *colour,
const Image *texture, const Model *model) {
const Image *normal_map) {
f32 intensity = get_intensity(&normal); f32 intensity = get_intensity(&normal);
if (normal_map) { if (model->normal) {
u64 nm_x = tex_coords.u * normal_map->width; u64 nm_x = tex_coords.u * model->normal->width;
u64 nm_y = (1.0f - tex_coords.v) * normal_map->height; u64 nm_y = (1.0f - tex_coords.v) * model->normal->height;
Colour pixel = get_pixel(Colour, normal_map, nm_x, nm_y); Colour pixel = get_pixel(Colour, model->normal, nm_x, nm_y);
V3f norm = {.x = pixel.r, .y = pixel.g, .z = pixel.b}; V3f norm = {.x = pixel.r, .y = pixel.g, .z = pixel.b};
normalise_v3(norm); normalise_v3(norm);
@ -112,10 +107,10 @@ internal FragmentResult phong_shader_fragment(void *shader, V3f normal,
} }
Colour output; Colour output;
if (texture) { if (model->texture) {
u64 tx_x = tex_coords.u * texture->width; u64 tx_x = tex_coords.u * model->texture->width;
u64 tx_y = (1.0f - tex_coords.v) * texture->height; u64 tx_y = (1.0f - tex_coords.v) * model->texture->height;
output = get_pixel(Colour, texture, tx_x, tx_y); output = get_pixel(Colour, model->texture, tx_x, tx_y);
} else { } else {
output = *colour; output = *colour;
} }
@ -130,18 +125,17 @@ internal FragmentResult phong_shader_fragment(void *shader, V3f normal,
internal FragmentResult lit_textured_shader_fragment(void *shader, V3f normal, internal FragmentResult lit_textured_shader_fragment(void *shader, V3f normal,
V2f tex_coords, V2f tex_coords,
const Colour *colour, const Colour *colour,
const Image *texture, const Model *model) {
const Image *normal_map) { if (!(model->texture)) {
if (!texture) {
return DISCARDED_FRAGMENT; return DISCARDED_FRAGMENT;
} }
f32 intensity = get_intensity(&normal); f32 intensity = get_intensity(&normal);
u64 tx_x = tex_coords.u * texture->width; u64 tx_x = tex_coords.u * model->texture->width;
u64 tx_y = (1.0f - tex_coords.v) * texture->height; u64 tx_y = (1.0f - tex_coords.v) * model->texture->height;
Colour output = get_pixel(Colour, texture, tx_x, tx_y); Colour output = get_pixel(Colour, model->texture, tx_x, tx_y);
output.r *= intensity; output.r *= intensity;
output.g *= intensity; output.g *= intensity;
@ -153,8 +147,7 @@ internal FragmentResult lit_textured_shader_fragment(void *shader, V3f normal,
internal FragmentResult lit_coloured_shader_fragment(void *shader, V3f normal, internal FragmentResult lit_coloured_shader_fragment(void *shader, V3f normal,
V2f tex_coords, V2f tex_coords,
const Colour *colour, const Colour *colour,
const Image *texture, const Model *model) {
const Image *normal_map) {
f32 intensity = get_intensity(&normal); f32 intensity = get_intensity(&normal);
Colour output = *colour; Colour output = *colour;
@ -168,8 +161,7 @@ internal FragmentResult lit_coloured_shader_fragment(void *shader, V3f normal,
internal FragmentResult albedo_shader_fragment(void *shader, V3f normal, internal FragmentResult albedo_shader_fragment(void *shader, V3f normal,
V2f tex_coords, V2f tex_coords,
const Colour *colour, const Colour *colour,
const Image *texture, const Model *model) {
const Image *normal_map) {
return (FragmentResult){.colour = *colour}; return (FragmentResult){.colour = *colour};
} }