Split obj loading and model rendering code
This commit is contained in:
parent
2e39780272
commit
be7b577a0e
@ -2,6 +2,7 @@
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#include "mem_arena.h"
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#include "mem_arena.h"
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#include "mem_utils.h"
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#include "mem_utils.h"
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#include "obj.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 "shader.h"
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#include "shaders.h"
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#include "shaders.h"
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#include <stdbool.h>
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#include <stdbool.h>
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87
src/model/obj.c
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87
src/model/obj.c
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@ -0,0 +1,87 @@
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#include "obj.h"
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#include "mem_arena.h"
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#include "pam.h"
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#include "typed_list.h"
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#include "vec.h"
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#include <stdio.h>
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Model load_obj_file(Arena *arena, const char *filename, const char *texture,
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const char *normal_map) {
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if (!arena) {
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return INVALID_MODEL;
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}
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FILE *fp = fopen(filename, "r");
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if (!fp) {
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return INVALID_MODEL;
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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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.texture_coordinates = list_create(V2f, 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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return INVALID_MODEL;
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}
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char line[8192];
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char identifier[8];
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V3f vertex;
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V3f normal;
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V2f coord;
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Triangle triangle;
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f32 vx, vy, vz;
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f32 nx, ny, nz;
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f32 u, v;
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u64 fp0, fp1, fp2;
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u64 vn0, vn1, vn2;
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u64 tx0, tx1, tx2;
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while (fgets(line, 8191, fp) != NULL) {
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sscanf(line, "%s", identifier);
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if (strncmp(identifier, "v", 8) == 0) {
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sscanf(line + 2, "%f %f %f", &vx, &vy, &vz);
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vertex.x = vx;
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vertex.y = vy;
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vertex.z = vz;
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list_append(V3f, arena, model.vertices, vertex);
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} else if (strncmp(identifier, "vn", 8) == 0) {
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sscanf(line + 2, "%f %f %f", &nx, &ny, &nz);
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normal.x = nx;
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normal.y = ny;
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normal.z = nz;
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list_append(V3f, arena, model.normals, normal);
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} else if (strncmp(identifier, "vt", 8) == 0) {
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sscanf(line + 2, "%f %f", &u, &v);
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coord.u = u;
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coord.v = 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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// 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.n0 = vn0 - 1;
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triangle.n1 = vn1 - 1;
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triangle.n2 = vn2 - 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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list_append(Triangle, arena, model.triangles, triangle);
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}
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}
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if (texture) {
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model.texture = load_p6_image(arena, texture);
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}
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if (normal_map) {
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model.normal = load_p6_image(arena, normal_map);
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}
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return model;
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}
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@ -4,8 +4,8 @@
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#include "aliases.h"
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#include "aliases.h"
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#include "img.h"
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#include "img.h"
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#include "mem_arena.h"
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#include "mem_arena.h"
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#include "shader.h"
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#include "typed_list.h"
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#include "typed_list.h"
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#include "vec.h"
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#define INVALID_MODEL ((Model){0})
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#define INVALID_MODEL ((Model){0})
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#define IS_INVALID_MODEL(m) (m.vertices == NULL || m.triangles == NULL)
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#define IS_INVALID_MODEL(m) (m.vertices == NULL || m.triangles == NULL)
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@ -23,21 +23,6 @@ struct triangle {
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u64 tx2;
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u64 tx2;
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};
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};
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typedef enum {
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RENDER_TYPE_WIREFRAME,
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RENDER_TYPE_FILLED,
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RENDER_TYPE_SHADED,
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COUNT_RENDER_TYPES,
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} RenderType;
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typedef enum {
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PROJECTION_TYPE_ORTHOGRAPHIC,
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PROJECTION_TYPE_PERSPECTIVE,
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COUNT_PROJECTION_TYPE,
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} ProjectionType;
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MAKE_LIST_TYPE(Triangle);
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MAKE_LIST_TYPE(Triangle);
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typedef struct model Model;
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typedef struct model Model;
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@ -50,16 +35,7 @@ struct model {
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Image *normal;
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Image *normal;
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};
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};
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typedef struct render Render;
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struct render {
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Image img;
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Depth depth;
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};
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Model load_obj_file(Arena *arena, const char *filename, const char *texture,
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Model load_obj_file(Arena *arena, const char *filename, const char *texture,
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const char *normal_map);
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const char *normal_map);
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bool init_render(Arena *arena, Render *render, u64 width, u64 height);
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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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#endif // OBJ_H
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#endif // OBJ_H
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@ -1,17 +1,6 @@
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#include "obj.h"
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#include "render.h"
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#include "aliases.h"
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#include "img.h"
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#include "mem_arena.h"
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#include "pam.h"
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#include "shader.h"
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#include "typed_list.h"
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#include "utils.h"
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#include "utils.h"
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#include "vec.h"
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#include <limits.h>
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#include <math.h>
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#include <math.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#define TRIANGLE_VERTICES 3
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#define TRIANGLE_VERTICES 3
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@ -38,87 +27,6 @@ internal V3f get_barycentric_coords(f32 d00, f32 d01, f32 d11, f32 denom,
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const V2i *ap);
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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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internal V3f get_viewport_vertex(const V3f *vertex, const Image *img);
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Model load_obj_file(Arena *arena, const char *filename, const char *texture,
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const char *normal_map) {
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if (!arena) {
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return INVALID_MODEL;
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}
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FILE *fp = fopen(filename, "r");
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if (!fp) {
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return INVALID_MODEL;
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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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.texture_coordinates = list_create(V2f, 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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return INVALID_MODEL;
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}
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char line[8192];
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char identifier[8];
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V3f vertex;
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V3f normal;
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V2f coord;
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Triangle triangle;
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f32 vx, vy, vz;
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f32 nx, ny, nz;
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f32 u, v;
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u64 fp0, fp1, fp2;
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u64 vn0, vn1, vn2;
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u64 tx0, tx1, tx2;
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while (fgets(line, 8191, fp) != NULL) {
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sscanf(line, "%s", identifier);
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if (strncmp(identifier, "v", 8) == 0) {
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sscanf(line + 2, "%f %f %f", &vx, &vy, &vz);
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vertex.x = vx;
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vertex.y = vy;
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vertex.z = vz;
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list_append(V3f, arena, model.vertices, vertex);
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} else if (strncmp(identifier, "vn", 8) == 0) {
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sscanf(line + 2, "%f %f %f", &nx, &ny, &nz);
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normal.x = nx;
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normal.y = ny;
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normal.z = nz;
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list_append(V3f, arena, model.normals, normal);
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} else if (strncmp(identifier, "vt", 8) == 0) {
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sscanf(line + 2, "%f %f", &u, &v);
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coord.u = u;
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coord.v = 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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// 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.n0 = vn0 - 1;
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triangle.n1 = vn1 - 1;
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triangle.n2 = vn2 - 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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list_append(Triangle, arena, model.triangles, triangle);
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}
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}
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if (texture) {
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model.texture = load_p6_image(arena, texture);
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}
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if (normal_map) {
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model.normal = load_p6_image(arena, normal_map);
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}
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return model;
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}
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bool init_render(Arena *arena, Render *render, u64 width, u64 height) {
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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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render->img = (Image){.width = width, .height = height};
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if (!init_buffer(arena, &(render->img))) {
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if (!init_buffer(arena, &(render->img))) {
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@ -248,8 +156,7 @@ internal void fill_triangle(Render *render, ShaderID shader,
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coordinates[2].v * coords.z;
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coordinates[2].v * coords.z;
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tex_coords = (V2f){tx_u, tx_v};
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tex_coords = (V2f){tx_u, tx_v};
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result = run_fragment_shader(shader, normal, tex_coords, &colour,
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result = run_fragment_shader(shader, normal, tex_coords, &colour, model);
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model->texture, model->normal);
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if (DISCARD_FRAGMENT(result)) {
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if (DISCARD_FRAGMENT(result)) {
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continue;
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continue;
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}
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}
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35
src/model/render.h
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35
src/model/render.h
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#ifndef RENDER_H
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#define RENDER_H
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#include "aliases.h"
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#include "mem_arena.h"
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#include "obj.h"
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#include "shader.h"
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#include <stdbool.h>
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typedef enum {
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RENDER_TYPE_WIREFRAME,
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RENDER_TYPE_FILLED,
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RENDER_TYPE_SHADED,
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COUNT_RENDER_TYPES,
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} RenderType;
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typedef enum {
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PROJECTION_TYPE_ORTHOGRAPHIC,
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PROJECTION_TYPE_PERSPECTIVE,
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COUNT_PROJECTION_TYPE,
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} ProjectionType;
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typedef struct render Render;
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struct render {
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Image img;
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Depth depth;
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};
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bool init_render(Arena *arena, Render *render, u64 width, u64 height);
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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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#endif // RENDER_H
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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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}
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FragmentResult run_fragment_shader(ShaderID shader, V3f normal, V2f tex_coords,
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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 Colour *colour, const Model *model) {
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const Image *normal_map) {
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if (IS_INVALID_SHADER(shader) || shader.id > g_repository.count || !colour) {
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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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return DISCARDED_FRAGMENT;
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}
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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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return DISCARDED_FRAGMENT;
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}
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}
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return fragment_func(shader_obj, normal, tex_coords, colour, texture,
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return fragment_func(shader_obj, normal, tex_coords, colour, model);
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normal_map);
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}
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}
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#include "aliases.h"
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#include "aliases.h"
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#include "img.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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#include "vec.h"
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typedef struct shader_id ShaderID;
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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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const Buffer *out_buf);
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typedef FragmentResult(FragmentShader)(void *shader, V3f normal, V2f tex_coords,
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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 Colour *colour,
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const Image *texture,
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const Model *model);
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const Image *normal_map);
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ShaderID create_shader(void *shader, VertexShader *vertex,
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ShaderID create_shader(void *shader, VertexShader *vertex,
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FragmentShader *fragment);
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FragmentShader *fragment);
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V3f run_vertex_shader(ShaderID shader, const V3f *vertex,
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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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const Buffer *out_buf);
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FragmentResult run_fragment_shader(ShaderID shader, V3f normal, V2f tex_coords,
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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 Colour *colour, const Model *model);
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const Image *normal_map);
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#endif // SHADER_H
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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 "img.h"
|
||||||
#include "obj.h"
|
#include "render.h"
|
||||||
#include "shader.h"
|
#include "shader.h"
|
||||||
#include "vec.h"
|
#include "vec.h"
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||||||
|
|
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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,
|
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};
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user