Move vertex and fragment calculations to the shaders
This commit is contained in:
parent
8726c833d4
commit
e87f780dae
@ -1,12 +1,13 @@
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#include "render.h"
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#include "aliases.h"
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#include "constants.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 "vec.h"
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#include <math.h>
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#include <stdio.h>
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#define TRIANGLE_VERTICES 3
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internal M4x4f g_viewport;
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typedef struct triangle_bbox TriangleBBox;
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struct triangle_bbox {
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@ -20,14 +21,12 @@ internal void render_triangle(const Triangle *triangle, const Model *model,
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ShaderID shader, Render *render,
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RenderType render_type, Colour colour);
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internal void fill_triangle(Render *render, ShaderID shader,
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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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const Model *model, RenderType type);
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VertexData vertices[TRIANGLE_VERTICES],
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Colour colour, const Model *model, RenderType type);
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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(V3f a, V3f b, V3f c, V3f p);
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internal V3f get_viewport_vertex(const V3f *vertex, const Image *img);
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V2f vertices[TRIANGLE_VERTICES]);
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internal V3f get_barycentric_coords(V2f a, V2f b, V2f c, V2f p);
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internal V2f get_viewport_vertex(const V3f *vertex, const Image *img);
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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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@ -43,6 +42,8 @@ bool init_render(Arena *arena, Render *render, u64 width, u64 height) {
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f32 inf = -INFINITY;
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clear_buffer(&(render->depth), &inf);
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g_viewport = viewport(0, 0, width, height);
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return true;
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}
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@ -59,120 +60,74 @@ internal void render_triangle(const Triangle *triangle, const Model *model,
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ShaderID 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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list_get(model->vertices, triangle->p1),
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list_get(model->vertices, triangle->p2),
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};
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V3f normals[TRIANGLE_VERTICES] = {
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list_get(model->normals, triangle->n0),
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list_get(model->normals, triangle->n1),
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list_get(model->normals, triangle->n2),
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};
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V2f coordinates[TRIANGLE_VERTICES] = {
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list_get(model->texture_coordinates, triangle->tx0),
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list_get(model->texture_coordinates, triangle->tx1),
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list_get(model->texture_coordinates, triangle->tx2),
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};
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VertexData vertices[TRIANGLE_VERTICES];
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for (u64 i = 0; i < TRIANGLE_VERTICES; ++i) {
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vertices[i] = run_vertex_shader(shader, &vertices[i]);
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// clang-format off
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vertices[i].position = list_get(model->vertices, triangle->positions[i]);
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vertices[i].normal = list_get(model->normals, triangle->normals[i]);
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vertices[i].uv = list_get(model->texture_coordinates, triangle->coordinates[i]);
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// clang-format on
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vertices[i] = run_vertex_shader(shader, &vertices[i], i, model);
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}
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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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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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draw_line(img, (u64)v0.x, (u64)v0.y, (u64)v1.x, (u64)v1.y, colour);
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}
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// V3f v0, v1;
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// u64 x0, y0, x1, y1;
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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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//
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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 (render_type == RENDER_TYPE_FILLED ||
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render_type == RENDER_TYPE_SHADED) {
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fill_triangle(render, shader, vertices, normals, coordinates, colour, model,
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render_type);
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fill_triangle(render, shader, vertices, colour, model, render_type);
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}
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}
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internal void fill_triangle(Render *render, ShaderID shader,
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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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const Model *model, RenderType type) {
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VertexData vertices[TRIANGLE_VERTICES],
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Colour colour, const Model *model,
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RenderType type) {
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Image *img = &(render->img);
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Depth *depth = &(render->depth);
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V3f vp_verts[TRIANGLE_VERTICES] = {0};
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V2f vp_verts[TRIANGLE_VERTICES] = {0};
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for (u64 i = 0; i < TRIANGLE_VERTICES; ++i) {
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vp_verts[i] = get_viewport_vertex(&vertices[i], img);
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vp_verts[i] = get_viewport_vertex(&vertices[i].position, img);
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}
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TriangleBBox bbox = get_triangle_bbox(img, vp_verts);
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V3f vert0 = vp_verts[0];
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V3f vert1 = vp_verts[1];
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V3f vert2 = vp_verts[2];
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V3f point;
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V2f point;
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V3f coords;
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f32 z;
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f32 zbuf;
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f32 px, py, pz;
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V3f position;
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f32 nx, ny, nz;
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V3f normal;
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f32 tx_u, tx_v;
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u64 tx_x, tx_y;
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V2f tex_coords;
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FragmentData data = {0};
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FragmentResult result;
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f32 intensity = 1.0f;
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for (u64 y = bbox.y0; y <= bbox.y1; ++y) {
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for (u64 x = bbox.x0; x <= bbox.x1; ++x) {
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point = (V3f){x, y, 1.0f};
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coords = get_barycentric_coords(vert0, vert1, vert2, point);
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point = (V2f){x, y};
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coords =
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get_barycentric_coords(vp_verts[0], vp_verts[1], vp_verts[2], point);
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if (coords.x < 0.0f || coords.y < 0.0f || coords.z < 0.0f) {
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continue;
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}
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z = 0.0f;
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z += vert0.z * coords.x + vert1.z * coords.y + vert2.z * coords.z;
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z += vertices[0].position.z * coords.x +
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vertices[1].position.z * coords.y +
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vertices[2].position.z * coords.z;
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zbuf = get_pixel(f32, &(render->depth), x, y);
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if (z <= zbuf) {
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continue;
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}
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px = vp_verts[0].x * coords.x + vp_verts[1].x * coords.y +
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vp_verts[2].x * coords.z;
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py = vp_verts[0].y * coords.x + vp_verts[1].y * coords.y +
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vp_verts[2].y * coords.z;
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pz = vp_verts[0].z * coords.x + vp_verts[1].z * coords.y +
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vp_verts[2].z * coords.z;
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position = (V3f){px, py, pz};
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normalise_v3(position);
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data.position = position;
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nx = normals[0].x * coords.x + normals[1].x * coords.y +
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normals[2].x * coords.z;
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ny = normals[0].y * coords.x + normals[1].y * coords.y +
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normals[2].y * coords.z;
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nz = normals[0].z * coords.x + normals[1].z * coords.y +
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normals[2].z * coords.z;
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normal = (V3f){nx, ny, nz};
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data.normal = normal;
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tx_u = coordinates[0].u * coords.x + coordinates[1].u * coords.y +
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coordinates[2].u * coords.z;
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tx_v = coordinates[0].v * coords.x + coordinates[1].v * coords.y +
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coordinates[2].v * coords.z;
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tex_coords = (V2f){tx_u, tx_v};
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data.tex_coords = tex_coords;
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result = run_fragment_shader(shader, &data, &colour, model);
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result = run_fragment_shader(shader, &coords, &colour, model);
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if (DISCARD_FRAGMENT(result)) {
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continue;
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}
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@ -184,7 +139,7 @@ internal void fill_triangle(Render *render, ShaderID shader,
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}
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internal TriangleBBox get_triangle_bbox(const Image *img,
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V3f vertices[TRIANGLE_VERTICES]) {
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V2f vertices[TRIANGLE_VERTICES]) {
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f32 x0 = min(vertices[0].x, min(vertices[1].x, vertices[2].x));
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f32 x1 = max(vertices[0].x, max(vertices[1].x, vertices[2].x));
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f32 y0 = min(vertices[0].y, min(vertices[1].y, vertices[2].y));
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@ -198,7 +153,7 @@ internal TriangleBBox get_triangle_bbox(const Image *img,
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};
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}
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internal V3f get_barycentric_coords(V3f a, V3f b, V3f c, V3f p) {
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internal V3f get_barycentric_coords(V2f a, V2f b, V2f c, V2f p) {
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V3f x_vec = V3(V3f, f32, c.x, b.x, a.x, a.x, a.x, p.x);
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V3f y_vec = V3(V3f, f32, c.y, b.y, a.y, a.y, a.y, p.y);
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@ -210,14 +165,13 @@ internal V3f get_barycentric_coords(V3f a, V3f b, V3f c, V3f p) {
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return (V3f){1.0f - (u.x + u.y) / u.z, u.y / u.z, u.x / u.z};
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}
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internal V3f get_viewport_vertex(const V3f *vertex, const Image *img) {
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internal V2f get_viewport_vertex(const V3f *vertex, const Image *img) {
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V4f vh = {.x = vertex->x, .y = 0.0f - vertex->y, .z = vertex->z, .w = 1.0f};
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M4x4f vp = viewport(vh.x, vh.y, img->width, img->height);
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vh = mat4x4_mul_vec4(vp, vh);
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vh = mat4x4_mul_vec4(g_viewport, vh);
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V3f output = project_vec4(vh);
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output.x = clamp(output.x, 0.0f, img->width);
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output.y = clamp(output.y, 0.0f, img->height);
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return output;
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return (V2f){output.x, output.y};
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}
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@ -1,6 +1,5 @@
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#include "shader.h"
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#include "aliases.h"
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#include "vec.h"
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#define MAX_SHADER_COUNT 2048
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@ -28,22 +27,24 @@ ShaderID register_shader(void *shader, VertexShader *vertex,
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return (ShaderID){g_repository.count};
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}
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V3f run_vertex_shader(ShaderID shader, const V3f *vertex) {
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if (IS_INVALID_SHADER(shader) || shader.id > g_repository.count || !vertex) {
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return (V3f){0};
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VertexData run_vertex_shader(ShaderID shader, const VertexData *vert, u8 index,
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const Model *model) {
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if (IS_INVALID_SHADER(shader) || shader.id > g_repository.count || !vert ||
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!model) {
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return (VertexData){0};
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}
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void *shader_obj = g_repository.shaders[shader.id];
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VertexShader *vertex_func = g_repository.vertex_funcs[shader.id];
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if (!shader_obj || !vertex_func) {
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return (V3f){0};
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return (VertexData){0};
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}
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return vertex_func(shader_obj, vertex);
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return vertex_func(shader_obj, vert, index, model);
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}
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FragmentResult run_fragment_shader(ShaderID shader, const FragmentData *data,
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FragmentResult run_fragment_shader(ShaderID shader, const V3f *barycentric,
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const Colour *colour, const Model *model) {
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if (IS_INVALID_SHADER(shader) || shader.id > g_repository.count || !colour) {
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return DISCARDED_FRAGMENT;
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@ -56,5 +57,5 @@ FragmentResult run_fragment_shader(ShaderID shader, const FragmentData *data,
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return DISCARDED_FRAGMENT;
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}
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return fragment_func(shader_obj, data, colour, model);
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return fragment_func(shader_obj, barycentric, colour, model);
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}
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@ -11,33 +11,35 @@ struct shader_id {
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u64 id;
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};
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typedef struct vertex_data VertexData;
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struct vertex_data {
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V3f position;
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V3f normal;
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V2f uv;
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};
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typedef struct fragment_result FragmentResult;
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struct fragment_result {
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Colour colour;
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bool discard;
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};
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typedef struct fragment_data FragmentData;
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struct fragment_data {
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V3f position;
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V3f normal;
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V2f tex_coords;
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};
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#define INVALID_SHADER ((ShaderID){0})
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#define IS_INVALID_SHADER(ID) (ID.id == 0)
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#define DISCARDED_FRAGMENT ((FragmentResult){.discard = true})
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#define DISCARD_FRAGMENT(RESULT) (RESULT.discard)
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typedef V3f(VertexShader)(void *shader, const V3f *vertex);
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typedef FragmentResult(FragmentShader)(void *shader, const FragmentData *data,
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typedef VertexData(VertexShader)(void *shader, const VertexData *vert, u8 index,
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const Model *model);
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typedef FragmentResult(FragmentShader)(void *shader, const V3f *barycentric,
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const Colour *colour,
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const Model *model);
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ShaderID register_shader(void *shader, VertexShader *vertex,
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FragmentShader *fragment);
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V3f run_vertex_shader(ShaderID shader, const V3f *vertex);
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FragmentResult run_fragment_shader(ShaderID shader, const FragmentData *data,
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VertexData run_vertex_shader(ShaderID shader, const VertexData *vert, u8 index,
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const Model *model);
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FragmentResult run_fragment_shader(ShaderID shader, const V3f *barycentric,
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const Colour *colour, const Model *model);
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#endif // SHADER_H
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@ -9,8 +9,8 @@
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typedef struct shader Shader;
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struct shader {
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M4x4f model_view;
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M4x4f projection;
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M4x4f mv_proj;
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VertexData vertices[TRIANGLE_VERTICES];
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};
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ShaderID perspective_phong = {0};
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@ -31,13 +31,14 @@ internal V3f g_eye = {0.2f, 0.1f, 0.75f};
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internal V3f g_target = {0};
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internal V3f g_up = {0.0f, 1.0f, 0.0f};
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internal V3f general_shader_vertex(void *shader, const V3f *vertex);
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internal VertexData general_shader_vertex(void *shader, const VertexData *vert,
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u8 index, const Model *model);
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internal FragmentResult phong_shader_fragment(void *shader,
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const FragmentData *data,
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const V3f *barycentric,
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const Colour *colour,
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const Model *model);
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internal FragmentResult albedo_shader_fragment(void *shader,
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const FragmentData *data,
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const V3f *barycentric,
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const Colour *colour,
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const Model *model);
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internal M4x4f get_projection_matrix(ProjectionType projection_type);
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@ -50,9 +51,8 @@ void load_shaders(void) {
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M4x4f perspective_projection =
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get_projection_matrix(PROJECTION_TYPE_PERSPECTIVE);
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perspective.model_view = orthographic.model_view = model_view;
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perspective.projection = perspective_projection;
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orthographic.projection = orthographic_projection;
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perspective.mv_proj = mat4x4_mul(perspective_projection, model_view);
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orthographic.mv_proj = mat4x4_mul(orthographic_projection, model_view);
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perspective_phong = register_shader(&perspective, general_shader_vertex,
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phong_shader_fragment);
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@ -64,27 +64,21 @@ void load_shaders(void) {
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albedo_shader_fragment);
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}
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internal V3f general_shader_vertex(void *shader, const V3f *vertex) {
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Shader *shader_ptr = (Shader *)shader;
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internal VertexData general_shader_vertex(void *shader, const VertexData *vert,
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u8 index, const Model *model) {
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Shader *shdr = (Shader *)shader;
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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(shader_ptr->projection,
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mat4x4_mul_vec4(shader_ptr->model_view, vh));
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V4f vh = V3_to_V4(vert->position);
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vh = mat4x4_mul_vec4(shdr->mv_proj, vh);
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return project_vec4(vh);
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}
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internal FragmentResult phong_shader_fragment(void *shader,
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const FragmentData *data,
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const Colour *colour,
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const Model *model) {
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Shader *shader_ptr = (Shader *)shader;
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shdr->vertices[index].position = project_vec4(vh);
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shdr->vertices[index].uv = vert->uv;
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V4f hnorm;
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V3f norm;
|
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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};
|
||||
|
Loading…
Reference in New Issue
Block a user