Move vertex and fragment calculations to the shaders

This commit is contained in:
Abdelrahman Said 2024-09-01 02:15:32 +01:00
parent 8726c833d4
commit e87f780dae
4 changed files with 118 additions and 145 deletions

View File

@ -1,12 +1,13 @@
#include "render.h"
#include "aliases.h"
#include "constants.h"
#include "shader.h"
#include "typed_list.h"
#include "utils.h"
#include "vec.h"
#include <math.h>
#include <stdio.h>
#define TRIANGLE_VERTICES 3
internal M4x4f g_viewport;
typedef struct triangle_bbox TriangleBBox;
struct triangle_bbox {
@ -20,14 +21,12 @@ internal void render_triangle(const Triangle *triangle, const Model *model,
ShaderID shader, Render *render,
RenderType render_type, Colour colour);
internal void fill_triangle(Render *render, ShaderID shader,
V3f vertices[TRIANGLE_VERTICES],
V3f normals[TRIANGLE_VERTICES],
V2f coordinates[TRIANGLE_VERTICES], Colour colour,
const Model *model, RenderType type);
VertexData vertices[TRIANGLE_VERTICES],
Colour colour, const Model *model, RenderType type);
internal TriangleBBox get_triangle_bbox(const Image *img,
V3f vertices[TRIANGLE_VERTICES]);
internal V3f get_barycentric_coords(V3f a, V3f b, V3f c, V3f p);
internal V3f get_viewport_vertex(const V3f *vertex, const Image *img);
V2f vertices[TRIANGLE_VERTICES]);
internal V3f get_barycentric_coords(V2f a, V2f b, V2f c, V2f p);
internal V2f get_viewport_vertex(const V3f *vertex, const Image *img);
bool init_render(Arena *arena, Render *render, u64 width, u64 height) {
render->img = (Image){.width = width, .height = height};
@ -43,6 +42,8 @@ bool init_render(Arena *arena, Render *render, u64 width, u64 height) {
f32 inf = -INFINITY;
clear_buffer(&(render->depth), &inf);
g_viewport = viewport(0, 0, width, height);
return true;
}
@ -59,120 +60,74 @@ internal void render_triangle(const Triangle *triangle, const Model *model,
ShaderID shader, Render *render,
RenderType render_type, Colour colour) {
Image *img = &(render->img);
V3f vertices[TRIANGLE_VERTICES] = {
list_get(model->vertices, triangle->p0),
list_get(model->vertices, triangle->p1),
list_get(model->vertices, triangle->p2),
};
V3f normals[TRIANGLE_VERTICES] = {
list_get(model->normals, triangle->n0),
list_get(model->normals, triangle->n1),
list_get(model->normals, triangle->n2),
};
V2f coordinates[TRIANGLE_VERTICES] = {
list_get(model->texture_coordinates, triangle->tx0),
list_get(model->texture_coordinates, triangle->tx1),
list_get(model->texture_coordinates, triangle->tx2),
};
VertexData vertices[TRIANGLE_VERTICES];
for (u64 i = 0; i < TRIANGLE_VERTICES; ++i) {
vertices[i] = run_vertex_shader(shader, &vertices[i]);
// clang-format off
vertices[i].position = list_get(model->vertices, triangle->positions[i]);
vertices[i].normal = list_get(model->normals, triangle->normals[i]);
vertices[i].uv = list_get(model->texture_coordinates, triangle->coordinates[i]);
// clang-format on
vertices[i] = run_vertex_shader(shader, &vertices[i], i, model);
}
if (render_type == RENDER_TYPE_WIREFRAME) {
V3f v0, v1;
u64 x0, y0, x1, y1;
for (u64 i = 0; i < TRIANGLE_VERTICES; ++i) {
v0 = vertices[i];
v1 = vertices[(i + 1) % TRIANGLE_VERTICES];
draw_line(img, (u64)v0.x, (u64)v0.y, (u64)v1.x, (u64)v1.y, colour);
}
// V3f v0, v1;
// u64 x0, y0, x1, y1;
// for (u64 i = 0; i < TRIANGLE_VERTICES; ++i) {
// v0 = vertices[i];
// v1 = vertices[(i + 1) % TRIANGLE_VERTICES];
//
// draw_line(img, (u64)v0.x, (u64)v0.y, (u64)v1.x, (u64)v1.y, colour);
// }
} else if (render_type == RENDER_TYPE_FILLED ||
render_type == RENDER_TYPE_SHADED) {
fill_triangle(render, shader, vertices, normals, coordinates, colour, model,
render_type);
fill_triangle(render, shader, vertices, colour, model, render_type);
}
}
internal void fill_triangle(Render *render, ShaderID shader,
V3f vertices[TRIANGLE_VERTICES],
V3f normals[TRIANGLE_VERTICES],
V2f coordinates[TRIANGLE_VERTICES], Colour colour,
const Model *model, RenderType type) {
VertexData vertices[TRIANGLE_VERTICES],
Colour colour, const Model *model,
RenderType type) {
Image *img = &(render->img);
Depth *depth = &(render->depth);
V3f vp_verts[TRIANGLE_VERTICES] = {0};
V2f vp_verts[TRIANGLE_VERTICES] = {0};
for (u64 i = 0; i < TRIANGLE_VERTICES; ++i) {
vp_verts[i] = get_viewport_vertex(&vertices[i], img);
vp_verts[i] = get_viewport_vertex(&vertices[i].position, img);
}
TriangleBBox bbox = get_triangle_bbox(img, vp_verts);
V3f vert0 = vp_verts[0];
V3f vert1 = vp_verts[1];
V3f vert2 = vp_verts[2];
V3f point;
V2f point;
V3f coords;
f32 z;
f32 zbuf;
f32 px, py, pz;
V3f position;
f32 nx, ny, nz;
V3f normal;
f32 tx_u, tx_v;
u64 tx_x, tx_y;
V2f tex_coords;
FragmentData data = {0};
FragmentResult result;
f32 intensity = 1.0f;
for (u64 y = bbox.y0; y <= bbox.y1; ++y) {
for (u64 x = bbox.x0; x <= bbox.x1; ++x) {
point = (V3f){x, y, 1.0f};
coords = get_barycentric_coords(vert0, vert1, vert2, point);
point = (V2f){x, y};
coords =
get_barycentric_coords(vp_verts[0], vp_verts[1], vp_verts[2], point);
if (coords.x < 0.0f || coords.y < 0.0f || coords.z < 0.0f) {
continue;
}
z = 0.0f;
z += vert0.z * coords.x + vert1.z * coords.y + vert2.z * coords.z;
z += vertices[0].position.z * coords.x +
vertices[1].position.z * coords.y +
vertices[2].position.z * coords.z;
zbuf = get_pixel(f32, &(render->depth), x, y);
if (z <= zbuf) {
continue;
}
px = vp_verts[0].x * coords.x + vp_verts[1].x * coords.y +
vp_verts[2].x * coords.z;
py = vp_verts[0].y * coords.x + vp_verts[1].y * coords.y +
vp_verts[2].y * coords.z;
pz = vp_verts[0].z * coords.x + vp_verts[1].z * coords.y +
vp_verts[2].z * coords.z;
position = (V3f){px, py, pz};
normalise_v3(position);
data.position = position;
nx = normals[0].x * coords.x + normals[1].x * coords.y +
normals[2].x * coords.z;
ny = normals[0].y * coords.x + normals[1].y * coords.y +
normals[2].y * coords.z;
nz = normals[0].z * coords.x + normals[1].z * coords.y +
normals[2].z * coords.z;
normal = (V3f){nx, ny, nz};
data.normal = normal;
tx_u = coordinates[0].u * coords.x + coordinates[1].u * coords.y +
coordinates[2].u * coords.z;
tx_v = coordinates[0].v * coords.x + coordinates[1].v * coords.y +
coordinates[2].v * coords.z;
tex_coords = (V2f){tx_u, tx_v};
data.tex_coords = tex_coords;
result = run_fragment_shader(shader, &data, &colour, model);
result = run_fragment_shader(shader, &coords, &colour, model);
if (DISCARD_FRAGMENT(result)) {
continue;
}
@ -184,7 +139,7 @@ internal void fill_triangle(Render *render, ShaderID shader,
}
internal TriangleBBox get_triangle_bbox(const Image *img,
V3f vertices[TRIANGLE_VERTICES]) {
V2f 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));
f32 y0 = min(vertices[0].y, min(vertices[1].y, vertices[2].y));
@ -198,7 +153,7 @@ internal TriangleBBox get_triangle_bbox(const Image *img,
};
}
internal V3f get_barycentric_coords(V3f a, V3f b, V3f c, V3f p) {
internal V3f get_barycentric_coords(V2f a, V2f b, V2f c, V2f p) {
V3f x_vec = V3(V3f, f32, c.x, b.x, a.x, a.x, a.x, p.x);
V3f y_vec = V3(V3f, f32, c.y, b.y, a.y, a.y, a.y, p.y);
@ -210,14 +165,13 @@ internal V3f get_barycentric_coords(V3f a, V3f b, V3f c, V3f p) {
return (V3f){1.0f - (u.x + u.y) / u.z, u.y / u.z, u.x / u.z};
}
internal V3f get_viewport_vertex(const V3f *vertex, const Image *img) {
internal V2f get_viewport_vertex(const V3f *vertex, const Image *img) {
V4f vh = {.x = vertex->x, .y = 0.0f - vertex->y, .z = vertex->z, .w = 1.0f};
M4x4f vp = viewport(vh.x, vh.y, img->width, img->height);
vh = mat4x4_mul_vec4(vp, vh);
vh = mat4x4_mul_vec4(g_viewport, vh);
V3f output = project_vec4(vh);
output.x = clamp(output.x, 0.0f, img->width);
output.y = clamp(output.y, 0.0f, img->height);
return output;
return (V2f){output.x, output.y};
}

View File

@ -1,6 +1,5 @@
#include "shader.h"
#include "aliases.h"
#include "vec.h"
#define MAX_SHADER_COUNT 2048
@ -28,22 +27,24 @@ ShaderID register_shader(void *shader, VertexShader *vertex,
return (ShaderID){g_repository.count};
}
V3f run_vertex_shader(ShaderID shader, const V3f *vertex) {
if (IS_INVALID_SHADER(shader) || shader.id > g_repository.count || !vertex) {
return (V3f){0};
VertexData run_vertex_shader(ShaderID shader, const VertexData *vert, u8 index,
const Model *model) {
if (IS_INVALID_SHADER(shader) || shader.id > g_repository.count || !vert ||
!model) {
return (VertexData){0};
}
void *shader_obj = g_repository.shaders[shader.id];
VertexShader *vertex_func = g_repository.vertex_funcs[shader.id];
if (!shader_obj || !vertex_func) {
return (V3f){0};
return (VertexData){0};
}
return vertex_func(shader_obj, vertex);
return vertex_func(shader_obj, vert, index, model);
}
FragmentResult run_fragment_shader(ShaderID shader, const FragmentData *data,
FragmentResult run_fragment_shader(ShaderID shader, const V3f *barycentric,
const Colour *colour, const Model *model) {
if (IS_INVALID_SHADER(shader) || shader.id > g_repository.count || !colour) {
return DISCARDED_FRAGMENT;
@ -56,5 +57,5 @@ FragmentResult run_fragment_shader(ShaderID shader, const FragmentData *data,
return DISCARDED_FRAGMENT;
}
return fragment_func(shader_obj, data, colour, model);
return fragment_func(shader_obj, barycentric, colour, model);
}

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@ -11,33 +11,35 @@ struct shader_id {
u64 id;
};
typedef struct vertex_data VertexData;
struct vertex_data {
V3f position;
V3f normal;
V2f uv;
};
typedef struct fragment_result FragmentResult;
struct fragment_result {
Colour colour;
bool discard;
};
typedef struct fragment_data FragmentData;
struct fragment_data {
V3f position;
V3f normal;
V2f tex_coords;
};
#define INVALID_SHADER ((ShaderID){0})
#define IS_INVALID_SHADER(ID) (ID.id == 0)
#define DISCARDED_FRAGMENT ((FragmentResult){.discard = true})
#define DISCARD_FRAGMENT(RESULT) (RESULT.discard)
typedef V3f(VertexShader)(void *shader, const V3f *vertex);
typedef FragmentResult(FragmentShader)(void *shader, const FragmentData *data,
typedef VertexData(VertexShader)(void *shader, const VertexData *vert, u8 index,
const Model *model);
typedef FragmentResult(FragmentShader)(void *shader, const V3f *barycentric,
const Colour *colour,
const Model *model);
ShaderID register_shader(void *shader, VertexShader *vertex,
FragmentShader *fragment);
V3f run_vertex_shader(ShaderID shader, const V3f *vertex);
FragmentResult run_fragment_shader(ShaderID shader, const FragmentData *data,
VertexData run_vertex_shader(ShaderID shader, const VertexData *vert, u8 index,
const Model *model);
FragmentResult run_fragment_shader(ShaderID shader, const V3f *barycentric,
const Colour *colour, const Model *model);
#endif // SHADER_H

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@ -9,8 +9,8 @@
typedef struct shader Shader;
struct shader {
M4x4f model_view;
M4x4f projection;
M4x4f mv_proj;
VertexData vertices[TRIANGLE_VERTICES];
};
ShaderID perspective_phong = {0};
@ -31,13 +31,14 @@ internal V3f g_eye = {0.2f, 0.1f, 0.75f};
internal V3f g_target = {0};
internal V3f g_up = {0.0f, 1.0f, 0.0f};
internal V3f general_shader_vertex(void *shader, const V3f *vertex);
internal VertexData general_shader_vertex(void *shader, const VertexData *vert,
u8 index, const Model *model);
internal FragmentResult phong_shader_fragment(void *shader,
const FragmentData *data,
const V3f *barycentric,
const Colour *colour,
const Model *model);
internal FragmentResult albedo_shader_fragment(void *shader,
const FragmentData *data,
const V3f *barycentric,
const Colour *colour,
const Model *model);
internal M4x4f get_projection_matrix(ProjectionType projection_type);
@ -50,9 +51,8 @@ void load_shaders(void) {
M4x4f perspective_projection =
get_projection_matrix(PROJECTION_TYPE_PERSPECTIVE);
perspective.model_view = orthographic.model_view = model_view;
perspective.projection = perspective_projection;
orthographic.projection = orthographic_projection;
perspective.mv_proj = mat4x4_mul(perspective_projection, model_view);
orthographic.mv_proj = mat4x4_mul(orthographic_projection, model_view);
perspective_phong = register_shader(&perspective, general_shader_vertex,
phong_shader_fragment);
@ -64,27 +64,21 @@ void load_shaders(void) {
albedo_shader_fragment);
}
internal V3f general_shader_vertex(void *shader, const V3f *vertex) {
Shader *shader_ptr = (Shader *)shader;
internal VertexData general_shader_vertex(void *shader, const VertexData *vert,
u8 index, const Model *model) {
Shader *shdr = (Shader *)shader;
V4f vh = {.x = vertex->x, .y = vertex->y, .z = vertex->z, .w = 1.0f};
vh = mat4x4_mul_vec4(shader_ptr->projection,
mat4x4_mul_vec4(shader_ptr->model_view, vh));
V4f vh = V3_to_V4(vert->position);
vh = mat4x4_mul_vec4(shdr->mv_proj, vh);
return project_vec4(vh);
}
internal FragmentResult phong_shader_fragment(void *shader,
const FragmentData *data,
const Colour *colour,
const Model *model) {
Shader *shader_ptr = (Shader *)shader;
shdr->vertices[index].position = project_vec4(vh);
shdr->vertices[index].uv = vert->uv;
V4f hnorm;
V3f norm;
if (model->normal) {
u64 nm_x = data->tex_coords.u * model->normal->width;
u64 nm_y = data->tex_coords.v * model->normal->height;
u64 nm_x = vert->uv.u * model->normal->width;
u64 nm_y = vert->uv.v * model->normal->height;
Colour pixel = get_pixel(Colour, model->normal, nm_x, nm_y);
hnorm = (V4f){
@ -94,21 +88,43 @@ internal FragmentResult phong_shader_fragment(void *shader,
.w = 1.0f,
};
} else {
hnorm = V3_to_V4(data->normal);
hnorm = V3_to_V4(vert->normal);
}
M4x4f matrix = mat4x4_mul(shader_ptr->projection, shader_ptr->model_view);
M4x4f transposed = mat4x4_transpose(matrix);
M4x4f inv_transpose = mat4x4_inv(transposed);
M4x4f inv_transpose = mat4x4_inv(mat4x4_transpose(shdr->mv_proj));
hnorm = mat4x4_mul_vec4(inv_transpose, hnorm);
norm = project_vec4(hnorm);
normalise_v3(norm);
shdr->vertices[index].normal = norm;
return shdr->vertices[index];
}
internal FragmentResult phong_shader_fragment(void *shader,
const V3f *barycentric,
const Colour *colour,
const Model *model) {
Shader *shdr = (Shader *)shader;
// clang-format off
M3x3f pos_mat = {.rows = {shdr->vertices[0].position, shdr->vertices[1].position, shdr->vertices[2].position}};
pos_mat = mat3x3_transpose(pos_mat);
M3x3f normal_mat = {.rows = {shdr->vertices[0].normal, shdr->vertices[1].normal, shdr->vertices[2].normal}};
normal_mat = mat3x3_transpose(normal_mat);
M3x2f uvs = {shdr->vertices[0].uv, shdr->vertices[1].uv, shdr->vertices[2].uv};
M2x3f uv_mat = mat3x2_transpose(uvs);
// clang-format on
V3f position = mat3x3_mul_vec3(pos_mat, (*barycentric));
V3f normal = mat3x3_mul_vec3(normal_mat, (*barycentric));
V2f uv = mat2x3_mul_vec3(uv_mat, (*barycentric));
Colour output;
if (model->texture) {
u64 tx_x = data->tex_coords.u * model->texture->width;
u64 tx_y = data->tex_coords.v * model->texture->height;
u64 tx_x = uv.u * model->texture->width;
u64 tx_y = uv.v * model->texture->height;
output = get_pixel(Colour, model->texture, tx_x, tx_y);
} else {
output = *colour;
@ -121,13 +137,13 @@ internal FragmentResult phong_shader_fragment(void *shader,
V3f intensity = num_mul_v3(g_ambient_light, model->material.ambient);
V4f hdir = V3_to_V4(g_directional_light.position);
hdir = mat4x4_mul_vec4(matrix, hdir);
hdir = mat4x4_mul_vec4(shdr->mv_proj, hdir);
V3f light_pos = project_vec4(hdir);
normalise_v3(light_pos);
V3f light_dir = sub_v3(light_pos, data->position);
V3f light_dir = sub_v3(light_pos, position);
// Diffuse term
f32 l_dot_n = dot_v3(norm, light_dir);
f32 l_dot_n = dot_v3(normal, light_dir);
if (l_dot_n <= 0.0f) {
goto RETURN_OUTPUT_COLOUR;
}
@ -137,10 +153,10 @@ internal FragmentResult phong_shader_fragment(void *shader,
intensity = add_v3(intensity, diffuse);
// Specular term
V3f _2_l_dot_n_norm = num_mul_v3(norm, 2.0f * l_dot_n);
V3f _2_l_dot_n_norm = num_mul_v3(normal, 2.0f * l_dot_n);
V3f reflected = sub_v3(_2_l_dot_n_norm, light_dir);
normalise_v3(reflected);
V3f v = sub_v3(g_eye, data->position);
V3f v = sub_v3(g_eye, position);
normalise_v3(v);
f32 r_dot_v = dot_v3(reflected, v);
if (r_dot_v <= 0.0f) {
@ -167,7 +183,7 @@ RETURN_OUTPUT_COLOUR:
}
internal FragmentResult albedo_shader_fragment(void *shader,
const FragmentData *data,
const V3f *barycentric,
const Colour *colour,
const Model *model) {
return (FragmentResult){.colour = *colour};