Start implementing shaders and move vector code to dedicated files
This commit is contained in:
parent
3bbab3f624
commit
d34c04e157
48
src/main.c
48
src/main.c
@ -1,7 +1,9 @@
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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 "mem_utils.h"
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#include "obj.h"
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#include "vec.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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@ -10,6 +12,11 @@
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#define SIZE 1200
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#define RESOURCE(NAME) "resources/" NAME
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V3f g_eye = {0.2f, 0.1f, 0.75f};
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V3f g_target = {0};
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V3f g_up = {0.0f, 1.0f, 0.0f};
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M4x4f g_cam_matrix = mat4x4_identity;
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enum {
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TINY_EXIT_SUCCESS,
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TINY_EXIT_ARENA_INIT_FAILED,
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@ -17,6 +24,10 @@ enum {
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TINY_EXIT_MODEL_LOAD_FAILED,
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};
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internal M4x4f get_projection_matrix(ProjectionType projection_type);
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internal V3f main_shader_vertex(const V3f *vertex, M4x4f *model_view,
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M4x4f *projection, const Render *render);
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int main(void) {
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Arena *arena = NULL;
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if (!wapp_mem_arena_init(&arena, 10ul * 1024ul * 1024ul * 1024ul,
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@ -38,12 +49,45 @@ int main(void) {
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return TINY_EXIT_MODEL_LOAD_FAILED;
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}
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M4x4f model_view = lookat(g_eye, g_target, g_up);
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M4x4f perspective_projection =
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get_projection_matrix(PROJECTION_TYPE_PERSPECTIVE);
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Shader main_shader = {
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.vertex = main_shader_vertex,
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.model_view = &model_view,
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.projection = &perspective_projection,
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};
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clear_buffer(&(render.img), &bg);
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render_model(&obj, &render, teal, RENDER_TYPE_SHADED, COLOUR_TYPE_FIXED,
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PROJECTION_TYPE_PERSPECTIVE);
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render_model(&obj, &render, &main_shader, RENDER_TYPE_SHADED, teal);
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save_image(&(render.img), "result.pam");
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wapp_mem_arena_destroy(&arena);
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return TINY_EXIT_SUCCESS;
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}
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internal M4x4f get_projection_matrix(ProjectionType projection_type) {
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if (projection_type == PROJECTION_TYPE_PERSPECTIVE) {
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// Calculate projection matrix
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V3f cam = V3(V3f, f32, g_target.x, g_target.y, g_target.z, g_eye.x, g_eye.y,
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g_eye.z);
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normalise_v3(cam);
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f32 coeff = -1.0f / magnitude_v3(cam) * 0.5f;
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return projection(coeff);
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}
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return mat4x4_identity;
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}
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internal V3f main_shader_vertex(const V3f *vertex, M4x4f *model_view,
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M4x4f *projection, const Render *render) {
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V4f vh = {.x = vertex->x, .y = vertex->y, .z = vertex->z, .w = 1.0f};
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vh = mat4x4_mul_vec4((*projection), mat4x4_mul_vec4((*model_view), vh));
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vh.y = 0.0 - vh.y;
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vh = mat4x4_mul_vec4(
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viewport(vh.x, vh.y, render->img.width, render->img.height), vh);
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return project_vec4(vh);
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}
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235
src/obj.c
235
src/obj.c
@ -5,6 +5,7 @@
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#include "pam.h"
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#include "typed_list.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 <stdio.h>
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@ -12,84 +13,6 @@
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#include <string.h>
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#define TRIANGLE_VERTICES 3
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#define DEPTH_MAX 255
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#define V2(T, ELEM_T, X0, Y0, X1, Y1) \
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((T){(ELEM_T)X1 - (ELEM_T)X0, (ELEM_T)Y1 - (ELEM_T)Y0})
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#define V3(T, ELEM_T, X0, Y0, Z0, X1, Y1, Z1) \
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((T){(ELEM_T)X1 - (ELEM_T)X0, (ELEM_T)Y1 - (ELEM_T)Y0, \
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(ELEM_T)Z1 - (ELEM_T)Z0})
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#define dot_v2(V1, V2) ((f32)V1.x * (f32)V2.x + (f32)V1.y * (f32)V2.y)
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#define dot_v3(V1, V2) \
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((f32)V1.x * (f32)V2.x + (f32)V1.y * (f32)V2.y + (f32)V1.z * (f32)V2.z)
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#define magnitude_v3(V) (sqrtf(dot_v3(V, V)))
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#define normalise_v3(V) \
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do { \
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f32 magnitude = magnitude_v3(V); \
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V.x /= magnitude; \
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V.y /= magnitude; \
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V.z /= magnitude; \
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} while (0)
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#define cross_product(V1, V2) \
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((V3f){ \
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.x = V1.y * V2.z - V1.z * V2.y, \
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.y = V1.z * V2.x - V1.x * V2.z, \
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.z = V1.x * V2.y - V1.y * V2.x, \
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})
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#define mat4x4_identity \
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((M4x4f){ \
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.row0 = {1.0f, 0.0f, 0.0f, 0.0f}, \
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.row1 = {0.0f, 1.0f, 0.0f, 0.0f}, \
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.row2 = {0.0f, 0.0f, 1.0f, 0.0f}, \
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.row3 = {0.0f, 0.0f, 0.0f, 1.0f}, \
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})
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#define mat4x4_mul(MAT1, MAT2) \
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((M4x4f){ \
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.row0.x = MAT1.row0.x * MAT2.row0.x + MAT1.row0.y * MAT2.row1.x + \
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MAT1.row0.z * MAT2.row2.x + MAT1.row0.w * MAT2.row3.x, \
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.row0.y = MAT1.row0.x * MAT2.row0.y + MAT1.row0.y * MAT2.row1.y + \
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MAT1.row0.z * MAT2.row2.y + MAT1.row0.w * MAT2.row3.y, \
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.row0.z = MAT1.row0.x * MAT2.row0.z + MAT1.row0.y * MAT2.row1.z + \
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MAT1.row0.z * MAT2.row2.z + MAT1.row0.w * MAT2.row3.z, \
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.row0.w = MAT1.row0.x * MAT2.row0.w + MAT1.row0.y * MAT2.row1.w + \
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MAT1.row0.z * MAT2.row2.w + MAT1.row0.w * MAT2.row3.w, \
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.row1.x = MAT1.row1.x * MAT2.row0.x + MAT1.row1.y * MAT2.row1.x + \
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MAT1.row1.z * MAT2.row2.x + MAT1.row1.w * MAT2.row3.x, \
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.row1.y = MAT1.row1.x * MAT2.row0.y + MAT1.row1.y * MAT2.row1.y + \
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MAT1.row1.z * MAT2.row2.y + MAT1.row1.w * MAT2.row3.y, \
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.row1.z = MAT1.row1.x * MAT2.row0.z + MAT1.row1.y * MAT2.row1.z + \
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MAT1.row1.z * MAT2.row2.z + MAT1.row1.w * MAT2.row3.z, \
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.row1.w = MAT1.row1.x * MAT2.row0.w + MAT1.row1.y * MAT2.row1.w + \
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MAT1.row1.z * MAT2.row2.w + MAT1.row1.w * MAT2.row3.w, \
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.row2.x = MAT1.row2.x * MAT2.row0.x + MAT1.row2.y * MAT2.row1.x + \
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MAT1.row2.z * MAT2.row2.x + MAT1.row2.w * MAT2.row3.x, \
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.row2.y = MAT1.row2.x * MAT2.row0.y + MAT1.row2.y * MAT2.row1.y + \
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MAT1.row2.z * MAT2.row2.y + MAT1.row2.w * MAT2.row3.y, \
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.row2.z = MAT1.row2.x * MAT2.row0.z + MAT1.row2.y * MAT2.row1.z + \
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MAT1.row2.z * MAT2.row2.z + MAT1.row2.w * MAT2.row3.z, \
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.row2.w = MAT1.row2.x * MAT2.row0.w + MAT1.row2.y * MAT2.row1.w + \
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MAT1.row2.z * MAT2.row2.w + MAT1.row2.w * MAT2.row3.w, \
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.row3.x = MAT1.row3.x * MAT2.row0.x + MAT1.row3.y * MAT2.row1.x + \
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MAT1.row3.z * MAT2.row2.x + MAT1.row3.w * MAT2.row3.x, \
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.row3.y = MAT1.row3.x * MAT2.row0.y + MAT1.row3.y * MAT2.row1.y + \
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MAT1.row3.z * MAT2.row2.y + MAT1.row3.w * MAT2.row3.y, \
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.row3.z = MAT1.row3.x * MAT2.row0.z + MAT1.row3.y * MAT2.row1.z + \
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MAT1.row3.z * MAT2.row2.z + MAT1.row3.w * MAT2.row3.z, \
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.row3.w = MAT1.row3.x * MAT2.row0.w + MAT1.row3.y * MAT2.row1.w + \
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MAT1.row3.z * MAT2.row2.w + MAT1.row3.w * MAT2.row3.w, \
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})
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#define mat4x4_mul_vec4(MAT, V) \
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((V4f){ \
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.x = MAT.row0.x * V.x + MAT.row0.y * V.y + MAT.row0.z * V.z + \
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MAT.row0.w * V.w, \
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.y = MAT.row1.x * V.x + MAT.row1.y * V.y + MAT.row1.z * V.z + \
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MAT.row1.w * V.w, \
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.z = MAT.row2.x * V.x + MAT.row2.y * V.y + MAT.row2.z * V.z + \
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MAT.row2.w * V.w, \
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.w = MAT.row3.x * V.x + MAT.row3.y * V.y + MAT.row3.z * V.z + \
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MAT.row3.w * V.w, \
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})
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#define project_vec4(V) ((V3f){.x = V.x / V.w, .y = V.y / V.w, .z = V.z / V.w})
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typedef struct triangle_bbox TriangleBBox;
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struct triangle_bbox {
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@ -100,15 +23,12 @@ struct triangle_bbox {
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};
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internal void render_triangle(const Triangle *triangle, const Model *model,
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Render *render, Colour colour, RenderType type,
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ProjectionType projection, M4x4f mv);
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const Shader *shader, Render *render,
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RenderType render_type, Colour colour);
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internal void fill_triangle(Render *render, 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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Image *texture, RenderType type);
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internal M4x4f lookat(V3f eye, V3f target, V3f up);
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internal M4x4f viewport(f32 x, f32 y, u64 w, u64 h);
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internal M4x4f projection(f32 coeff);
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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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@ -117,10 +37,6 @@ internal V3f get_barycentric_coords(f32 d00, f32 d01, f32 d11, f32 denom,
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internal V3f get_viewport_vertex(const V3f *vertex, const Image *img);
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V3f g_light_dir = {0.0f, 0.0f, 1.0f};
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V3f g_eye = {0.2f, 0.1f, 0.75f};
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V3f g_target = {0};
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V3f g_up = {0.0f, 1.0f, 0.0f};
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M4x4f g_cam_matrix = mat4x4_identity;
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Model load_obj_file(Arena *arena, const char *filename, const char *texture) {
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if (!arena) {
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@ -215,35 +131,18 @@ bool init_render(Arena *arena, Render *render, u64 width, u64 height) {
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return true;
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}
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void render_model(const Model *model, Render *render, Colour colour,
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RenderType type, ColourType colour_type,
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ProjectionType projection_type) {
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void render_model(const Model *model, Render *render, const Shader *shader,
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RenderType render_type, Colour colour) {
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Triangle triangle;
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M4x4f model_view = lookat(g_eye, g_target, g_up);
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// Calculate projection matrix
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V3f cam = V3(V3f, f32, g_target.x, g_target.y, g_target.z, g_eye.x, g_eye.y,
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g_eye.z);
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normalise_v3(cam);
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f32 coeff = -1.0f / magnitude_v3(cam) * 0.5f;
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g_cam_matrix = projection(coeff);
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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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if (colour_type == COLOUR_TYPE_RANDOM) {
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colour = (Colour){.r = rand() % UINT8_MAX,
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.g = rand() % UINT8_MAX,
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.b = rand() % UINT8_MAX,
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.a = 255};
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}
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render_triangle(&triangle, model, render, colour, type, projection_type,
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model_view);
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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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Render *render, Colour colour, RenderType type,
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ProjectionType projection_type, M4x4f mv) {
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const Shader *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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@ -261,51 +160,24 @@ internal void render_triangle(const Triangle *triangle, const Model *model,
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list_get(model->texture_coordinates, triangle->tx2),
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};
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// Camera
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for (u64 i = 0; i < TRIANGLE_VERTICES; ++i) {
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V4f vertex;
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vertex = (V4f){
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.x = vertices[i].x,
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.y = vertices[i].y,
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.z = vertices[i].z,
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.w = 1.0f,
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};
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vertex = mat4x4_mul_vec4(mv, vertex);
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vertices[i] = project_vec4(vertex);
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vertices[i] = shader->vertex(&vertices[i], shader->model_view,
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shader->projection, render);
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}
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// Basic perspective projection
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if (projection_type == PROJECTION_TYPE_PERSPECTIVE) {
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V4f vertex;
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for (u64 i = 0; i < TRIANGLE_VERTICES; ++i) {
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vertex = (V4f){
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.x = vertices[i].x,
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.y = vertices[i].y,
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.z = vertices[i].z,
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.w = 1.0f,
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};
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vertex = mat4x4_mul_vec4(g_cam_matrix, vertex);
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vertices[i] = project_vec4(vertex);
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}
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}
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if (type == RENDER_TYPE_WIREFRAME) {
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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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V3f vp0, vp1;
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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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vp0 = get_viewport_vertex(&v0, img);
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vp1 = get_viewport_vertex(&v1, img);
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draw_line(img, (u64)vp0.x, (u64)vp0.y, (u64)vp1.x, (u64)vp1.y, colour);
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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 (type == RENDER_TYPE_FILLED || type == RENDER_TYPE_SHADED) {
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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, vertices, normals, coordinates, colour,
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model->texture, type);
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model->texture, render_type);
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}
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}
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@ -317,9 +189,9 @@ internal void fill_triangle(Render *render, V3f vertices[TRIANGLE_VERTICES],
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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 = get_viewport_vertex(&vertices[0], img);
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V3f v1 = get_viewport_vertex(&vertices[1], img);
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V3f v2 = get_viewport_vertex(&vertices[2], img);
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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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@ -388,77 +260,18 @@ internal void fill_triangle(Render *render, V3f vertices[TRIANGLE_VERTICES],
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}
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}
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internal M4x4f lookat(V3f eye, V3f target, V3f up) {
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V3f z = V3(V3f, f32, target.x, target.y, target.z, eye.x, eye.y, eye.z);
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normalise_v3(z);
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V3f x = cross_product(up, z);
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normalise_v3(x);
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V3f y = cross_product(z, x);
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normalise_v3(y);
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M4x4f rotation = mat4x4_identity;
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rotation.row0.x = x.x;
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rotation.row0.y = x.y;
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rotation.row0.z = x.z;
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rotation.row1.x = y.x;
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rotation.row1.y = y.y;
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rotation.row1.z = y.z;
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rotation.row2.x = z.x;
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rotation.row2.y = z.y;
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rotation.row2.z = z.z;
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M4x4f translation = mat4x4_identity;
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translation.row0.w = -(eye.x);
|
||||
translation.row1.w = -(eye.y);
|
||||
translation.row2.w = -(eye.z);
|
||||
|
||||
return mat4x4_mul(rotation, translation);
|
||||
}
|
||||
|
||||
internal M4x4f viewport(f32 x, f32 y, u64 w, u64 h) {
|
||||
M4x4f output = mat4x4_identity;
|
||||
|
||||
f32 half_width = (f32)w * 0.5f;
|
||||
f32 half_height = (f32)h * 0.5f;
|
||||
f32 half_depth = (f32)DEPTH_MAX * 0.5f;
|
||||
|
||||
output.row0.x = half_width;
|
||||
output.row0.w = x + half_width;
|
||||
output.row1.y = half_height;
|
||||
output.row1.w = y + half_height;
|
||||
output.row2.z = output.row2.w = half_depth;
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
internal M4x4f projection(f32 coeff) {
|
||||
// clang-format off
|
||||
return (M4x4f){
|
||||
.row0 = {1.0f, 0.0f, 0.0f, 0.0f},
|
||||
.row1 = {0.0f, 1.0f, 0.0f, 0.0f},
|
||||
.row2 = {0.0f, 0.0f, 1.0f, 0.0f},
|
||||
.row3 = {0.0f, 0.0f, coeff, 1.0f},
|
||||
};
|
||||
// clang-format on
|
||||
}
|
||||
|
||||
internal TriangleBBox get_triangle_bbox(const Image *img,
|
||||
V3f 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));
|
||||
// NOTE (Abdelrahman): Because y is flipped, we use max for the minimum and
|
||||
// min for the maximum
|
||||
f32 y0 = max(vertices[0].y, max(vertices[1].y, vertices[2].y));
|
||||
f32 y1 = min(vertices[0].y, min(vertices[1].y, vertices[2].y));
|
||||
|
||||
V3f minimum = get_viewport_vertex(&(V3f){x0, y0, 0.0f}, img);
|
||||
V3f maximum = get_viewport_vertex(&(V3f){x1, y1, 0.0f}, img);
|
||||
f32 y0 = min(vertices[0].y, min(vertices[1].y, vertices[2].y));
|
||||
f32 y1 = max(vertices[0].y, max(vertices[1].y, vertices[2].y));
|
||||
|
||||
return (TriangleBBox){
|
||||
.x0 = minimum.x,
|
||||
.y0 = minimum.y,
|
||||
.x1 = maximum.x,
|
||||
.y1 = maximum.y,
|
||||
.x0 = x0,
|
||||
.y0 = y0,
|
||||
.x1 = x1,
|
||||
.y1 = y1,
|
||||
};
|
||||
}
|
||||
|
||||
|
88
src/obj.h
88
src/obj.h
@ -5,6 +5,7 @@
|
||||
#include "img.h"
|
||||
#include "mem_arena.h"
|
||||
#include "typed_list.h"
|
||||
#include "vec.h"
|
||||
|
||||
#define INVALID_MODEL ((Model){0})
|
||||
#define IS_INVALID_MODEL(m) (m.vertices == NULL || m.triangles == NULL)
|
||||
@ -22,67 +23,6 @@ struct triangle {
|
||||
u64 tx2;
|
||||
};
|
||||
|
||||
typedef struct i64x2 V2i;
|
||||
struct i64x2 {
|
||||
i64 x;
|
||||
i64 y;
|
||||
};
|
||||
|
||||
typedef struct u64x2 V2u;
|
||||
struct u64x2 {
|
||||
u64 x;
|
||||
u64 y;
|
||||
};
|
||||
|
||||
typedef struct f32x2 V2f;
|
||||
struct f32x2 {
|
||||
union {
|
||||
f32 x;
|
||||
f32 u;
|
||||
};
|
||||
union {
|
||||
f32 y;
|
||||
f32 v;
|
||||
};
|
||||
};
|
||||
|
||||
typedef struct f32x3 V3f;
|
||||
struct f32x3 {
|
||||
f32 x;
|
||||
f32 y;
|
||||
f32 z;
|
||||
};
|
||||
|
||||
typedef struct f32x4 V4f;
|
||||
struct f32x4 {
|
||||
f32 x;
|
||||
f32 y;
|
||||
f32 z;
|
||||
f32 w;
|
||||
};
|
||||
|
||||
typedef struct u64x3 V3u;
|
||||
struct u64x3 {
|
||||
u64 x;
|
||||
u64 y;
|
||||
u64 z;
|
||||
};
|
||||
|
||||
typedef struct f32_3x3 M3x3f;
|
||||
struct f32_3x3 {
|
||||
V3f row0;
|
||||
V3f row1;
|
||||
V3f row2;
|
||||
};
|
||||
|
||||
typedef struct f32_4x4 M4x4f;
|
||||
struct f32_4x4 {
|
||||
V4f row0;
|
||||
V4f row1;
|
||||
V4f row2;
|
||||
V4f row3;
|
||||
};
|
||||
|
||||
typedef enum {
|
||||
RENDER_TYPE_WIREFRAME,
|
||||
RENDER_TYPE_FILLED,
|
||||
@ -91,13 +31,6 @@ typedef enum {
|
||||
COUNT_RENDER_TYPES,
|
||||
} RenderType;
|
||||
|
||||
typedef enum {
|
||||
COLOUR_TYPE_FIXED,
|
||||
COLOUR_TYPE_RANDOM,
|
||||
|
||||
COUNT_COLOUR_TYPE,
|
||||
} ColourType;
|
||||
|
||||
typedef enum {
|
||||
PROJECTION_TYPE_ORTHOGRAPHIC,
|
||||
PROJECTION_TYPE_PERSPECTIVE,
|
||||
@ -105,8 +38,6 @@ typedef enum {
|
||||
COUNT_PROJECTION_TYPE,
|
||||
} ProjectionType;
|
||||
|
||||
MAKE_LIST_TYPE(V3f);
|
||||
MAKE_LIST_TYPE(V2f);
|
||||
MAKE_LIST_TYPE(Triangle);
|
||||
|
||||
typedef struct model Model;
|
||||
@ -124,10 +55,21 @@ struct render {
|
||||
Depth depth;
|
||||
};
|
||||
|
||||
typedef V3f(VertexShader)(const V3f *vertex, M4x4f *model_view,
|
||||
M4x4f *projection, const Render *render);
|
||||
typedef bool(FragmentShader)(Colour colour);
|
||||
|
||||
typedef struct shader Shader;
|
||||
struct shader {
|
||||
VertexShader *vertex;
|
||||
FragmentShader *fragment;
|
||||
M4x4f *model_view;
|
||||
M4x4f *projection;
|
||||
};
|
||||
|
||||
Model load_obj_file(Arena *arena, const char *filename, const char *texture);
|
||||
bool init_render(Arena *arena, Render *render, u64 width, u64 height);
|
||||
void render_model(const Model *model, Render *render, Colour colour,
|
||||
RenderType type, ColourType colour_type,
|
||||
ProjectionType projection);
|
||||
void render_model(const Model *model, Render *render, const Shader *shader,
|
||||
RenderType render_type, Colour colour);
|
||||
|
||||
#endif // OBJ_H
|
||||
|
57
src/vec.c
Normal file
57
src/vec.c
Normal file
@ -0,0 +1,57 @@
|
||||
#include "vec.h"
|
||||
|
||||
#define DEPTH_MAX 255
|
||||
|
||||
M4x4f lookat(V3f eye, V3f target, V3f up) {
|
||||
V3f z = V3(V3f, f32, target.x, target.y, target.z, eye.x, eye.y, eye.z);
|
||||
normalise_v3(z);
|
||||
V3f x = cross_product(up, z);
|
||||
normalise_v3(x);
|
||||
V3f y = cross_product(z, x);
|
||||
normalise_v3(y);
|
||||
|
||||
M4x4f rotation = mat4x4_identity;
|
||||
rotation.row0.x = x.x;
|
||||
rotation.row0.y = x.y;
|
||||
rotation.row0.z = x.z;
|
||||
rotation.row1.x = y.x;
|
||||
rotation.row1.y = y.y;
|
||||
rotation.row1.z = y.z;
|
||||
rotation.row2.x = z.x;
|
||||
rotation.row2.y = z.y;
|
||||
rotation.row2.z = z.z;
|
||||
|
||||
M4x4f translation = mat4x4_identity;
|
||||
translation.row0.w = -(eye.x);
|
||||
translation.row1.w = -(eye.y);
|
||||
translation.row2.w = -(eye.z);
|
||||
|
||||
return mat4x4_mul(rotation, translation);
|
||||
}
|
||||
|
||||
M4x4f projection(f32 coeff) {
|
||||
// clang-format off
|
||||
return (M4x4f){
|
||||
.row0 = {1.0f, 0.0f, 0.0f, 0.0f},
|
||||
.row1 = {0.0f, 1.0f, 0.0f, 0.0f},
|
||||
.row2 = {0.0f, 0.0f, 1.0f, 0.0f},
|
||||
.row3 = {0.0f, 0.0f, coeff, 1.0f},
|
||||
};
|
||||
// clang-format on
|
||||
}
|
||||
|
||||
M4x4f viewport(f32 x, f32 y, u64 w, u64 h) {
|
||||
M4x4f output = mat4x4_identity;
|
||||
|
||||
f32 half_width = (f32)w * 0.5f;
|
||||
f32 half_height = (f32)h * 0.5f;
|
||||
f32 half_depth = (f32)DEPTH_MAX * 0.5f;
|
||||
|
||||
output.row0.x = half_width;
|
||||
output.row0.w = x + half_width;
|
||||
output.row1.y = half_height;
|
||||
output.row1.w = y + half_height;
|
||||
output.row2.z = output.row2.w = half_depth;
|
||||
|
||||
return output;
|
||||
}
|
163
src/vec.h
Normal file
163
src/vec.h
Normal file
@ -0,0 +1,163 @@
|
||||
#ifndef VEC_H
|
||||
#define VEC_H
|
||||
|
||||
#include "aliases.h"
|
||||
#include "typed_list.h"
|
||||
#include <math.h>
|
||||
|
||||
typedef struct i64x2 V2i;
|
||||
struct i64x2 {
|
||||
i64 x;
|
||||
i64 y;
|
||||
};
|
||||
|
||||
typedef struct u64x2 V2u;
|
||||
struct u64x2 {
|
||||
u64 x;
|
||||
u64 y;
|
||||
};
|
||||
|
||||
typedef struct f32x2 V2f;
|
||||
struct f32x2 {
|
||||
union {
|
||||
f32 x;
|
||||
f32 u;
|
||||
};
|
||||
union {
|
||||
f32 y;
|
||||
f32 v;
|
||||
};
|
||||
};
|
||||
|
||||
typedef struct f32x3 V3f;
|
||||
struct f32x3 {
|
||||
f32 x;
|
||||
f32 y;
|
||||
f32 z;
|
||||
};
|
||||
|
||||
typedef struct f32x4 V4f;
|
||||
struct f32x4 {
|
||||
f32 x;
|
||||
f32 y;
|
||||
f32 z;
|
||||
f32 w;
|
||||
};
|
||||
|
||||
typedef struct u64x3 V3u;
|
||||
struct u64x3 {
|
||||
u64 x;
|
||||
u64 y;
|
||||
u64 z;
|
||||
};
|
||||
|
||||
typedef struct f32_3x3 M3x3f;
|
||||
struct f32_3x3 {
|
||||
V3f row0;
|
||||
V3f row1;
|
||||
V3f row2;
|
||||
};
|
||||
|
||||
typedef struct f32_4x4 M4x4f;
|
||||
struct f32_4x4 {
|
||||
V4f row0;
|
||||
V4f row1;
|
||||
V4f row2;
|
||||
V4f row3;
|
||||
};
|
||||
|
||||
MAKE_LIST_TYPE(V3f);
|
||||
MAKE_LIST_TYPE(V2f);
|
||||
|
||||
#define V2(T, ELEM_T, X0, Y0, X1, Y1) \
|
||||
((T){(ELEM_T)X1 - (ELEM_T)X0, (ELEM_T)Y1 - (ELEM_T)Y0})
|
||||
|
||||
#define V3(T, ELEM_T, X0, Y0, Z0, X1, Y1, Z1) \
|
||||
((T){(ELEM_T)X1 - (ELEM_T)X0, (ELEM_T)Y1 - (ELEM_T)Y0, \
|
||||
(ELEM_T)Z1 - (ELEM_T)Z0})
|
||||
|
||||
#define dot_v2(V1, V2) ((f32)V1.x * (f32)V2.x + (f32)V1.y * (f32)V2.y)
|
||||
|
||||
#define dot_v3(V1, V2) \
|
||||
((f32)V1.x * (f32)V2.x + (f32)V1.y * (f32)V2.y + (f32)V1.z * (f32)V2.z)
|
||||
|
||||
#define magnitude_v3(V) (sqrtf(dot_v3(V, V)))
|
||||
|
||||
#define normalise_v3(V) \
|
||||
do { \
|
||||
f32 magnitude = magnitude_v3(V); \
|
||||
V.x /= magnitude; \
|
||||
V.y /= magnitude; \
|
||||
V.z /= magnitude; \
|
||||
} while (0)
|
||||
|
||||
#define cross_product(V1, V2) \
|
||||
((V3f){ \
|
||||
.x = V1.y * V2.z - V1.z * V2.y, \
|
||||
.y = V1.z * V2.x - V1.x * V2.z, \
|
||||
.z = V1.x * V2.y - V1.y * V2.x, \
|
||||
})
|
||||
|
||||
#define mat4x4_identity \
|
||||
((M4x4f){ \
|
||||
.row0 = {1.0f, 0.0f, 0.0f, 0.0f}, \
|
||||
.row1 = {0.0f, 1.0f, 0.0f, 0.0f}, \
|
||||
.row2 = {0.0f, 0.0f, 1.0f, 0.0f}, \
|
||||
.row3 = {0.0f, 0.0f, 0.0f, 1.0f}, \
|
||||
})
|
||||
|
||||
#define mat4x4_mul(MAT1, MAT2) \
|
||||
((M4x4f){ \
|
||||
.row0.x = MAT1.row0.x * MAT2.row0.x + MAT1.row0.y * MAT2.row1.x + \
|
||||
MAT1.row0.z * MAT2.row2.x + MAT1.row0.w * MAT2.row3.x, \
|
||||
.row0.y = MAT1.row0.x * MAT2.row0.y + MAT1.row0.y * MAT2.row1.y + \
|
||||
MAT1.row0.z * MAT2.row2.y + MAT1.row0.w * MAT2.row3.y, \
|
||||
.row0.z = MAT1.row0.x * MAT2.row0.z + MAT1.row0.y * MAT2.row1.z + \
|
||||
MAT1.row0.z * MAT2.row2.z + MAT1.row0.w * MAT2.row3.z, \
|
||||
.row0.w = MAT1.row0.x * MAT2.row0.w + MAT1.row0.y * MAT2.row1.w + \
|
||||
MAT1.row0.z * MAT2.row2.w + MAT1.row0.w * MAT2.row3.w, \
|
||||
.row1.x = MAT1.row1.x * MAT2.row0.x + MAT1.row1.y * MAT2.row1.x + \
|
||||
MAT1.row1.z * MAT2.row2.x + MAT1.row1.w * MAT2.row3.x, \
|
||||
.row1.y = MAT1.row1.x * MAT2.row0.y + MAT1.row1.y * MAT2.row1.y + \
|
||||
MAT1.row1.z * MAT2.row2.y + MAT1.row1.w * MAT2.row3.y, \
|
||||
.row1.z = MAT1.row1.x * MAT2.row0.z + MAT1.row1.y * MAT2.row1.z + \
|
||||
MAT1.row1.z * MAT2.row2.z + MAT1.row1.w * MAT2.row3.z, \
|
||||
.row1.w = MAT1.row1.x * MAT2.row0.w + MAT1.row1.y * MAT2.row1.w + \
|
||||
MAT1.row1.z * MAT2.row2.w + MAT1.row1.w * MAT2.row3.w, \
|
||||
.row2.x = MAT1.row2.x * MAT2.row0.x + MAT1.row2.y * MAT2.row1.x + \
|
||||
MAT1.row2.z * MAT2.row2.x + MAT1.row2.w * MAT2.row3.x, \
|
||||
.row2.y = MAT1.row2.x * MAT2.row0.y + MAT1.row2.y * MAT2.row1.y + \
|
||||
MAT1.row2.z * MAT2.row2.y + MAT1.row2.w * MAT2.row3.y, \
|
||||
.row2.z = MAT1.row2.x * MAT2.row0.z + MAT1.row2.y * MAT2.row1.z + \
|
||||
MAT1.row2.z * MAT2.row2.z + MAT1.row2.w * MAT2.row3.z, \
|
||||
.row2.w = MAT1.row2.x * MAT2.row0.w + MAT1.row2.y * MAT2.row1.w + \
|
||||
MAT1.row2.z * MAT2.row2.w + MAT1.row2.w * MAT2.row3.w, \
|
||||
.row3.x = MAT1.row3.x * MAT2.row0.x + MAT1.row3.y * MAT2.row1.x + \
|
||||
MAT1.row3.z * MAT2.row2.x + MAT1.row3.w * MAT2.row3.x, \
|
||||
.row3.y = MAT1.row3.x * MAT2.row0.y + MAT1.row3.y * MAT2.row1.y + \
|
||||
MAT1.row3.z * MAT2.row2.y + MAT1.row3.w * MAT2.row3.y, \
|
||||
.row3.z = MAT1.row3.x * MAT2.row0.z + MAT1.row3.y * MAT2.row1.z + \
|
||||
MAT1.row3.z * MAT2.row2.z + MAT1.row3.w * MAT2.row3.z, \
|
||||
.row3.w = MAT1.row3.x * MAT2.row0.w + MAT1.row3.y * MAT2.row1.w + \
|
||||
MAT1.row3.z * MAT2.row2.w + MAT1.row3.w * MAT2.row3.w, \
|
||||
})
|
||||
|
||||
#define mat4x4_mul_vec4(MAT, V) \
|
||||
((V4f){ \
|
||||
.x = MAT.row0.x * V.x + MAT.row0.y * V.y + MAT.row0.z * V.z + \
|
||||
MAT.row0.w * V.w, \
|
||||
.y = MAT.row1.x * V.x + MAT.row1.y * V.y + MAT.row1.z * V.z + \
|
||||
MAT.row1.w * V.w, \
|
||||
.z = MAT.row2.x * V.x + MAT.row2.y * V.y + MAT.row2.z * V.z + \
|
||||
MAT.row2.w * V.w, \
|
||||
.w = MAT.row3.x * V.x + MAT.row3.y * V.y + MAT.row3.z * V.z + \
|
||||
MAT.row3.w * V.w, \
|
||||
})
|
||||
|
||||
#define project_vec4(V) ((V3f){.x = V.x / V.w, .y = V.y / V.w, .z = V.z / V.w})
|
||||
|
||||
M4x4f lookat(V3f eye, V3f target, V3f up);
|
||||
M4x4f projection(f32 coeff);
|
||||
M4x4f viewport(f32 x, f32 y, u64 w, u64 h);
|
||||
|
||||
#endif // VEC_H
|
Loading…
Reference in New Issue
Block a user