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main
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2
.gitignore
vendored
2
.gitignore
vendored
@@ -1,6 +1,6 @@
|
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.cache
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compile_commands.json
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tiny
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/tiny
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*.pam
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resources/*.png
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.venv
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|
BIN
output.png
BIN
output.png
Binary file not shown.
Before Width: | Height: | Size: 564 KiB After Width: | Height: | Size: 652 KiB |
31134
resources/head.obj
31134
resources/head.obj
File diff suppressed because it is too large
Load Diff
115
src/main.c
115
src/main.c
@@ -1,113 +1,6 @@
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#include "img.h"
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#include "mem_arena.h"
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#include "misc_utils.h"
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#include "obj.h"
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#include "render.h"
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#include "shaders.h"
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#include "str.h"
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#include "vec.h"
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#include <stdbool.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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#include <sys/stat.h>
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#include <time.h>
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#include "aliases.h"
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#include "tiny.h"
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#define IMAGE_DIMENSION 1200
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enum {
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TINY_EXIT_SUCCESS,
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TINY_EXIT_MISSING_ARGS,
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TINY_EXIT_OBJ_NOT_EXIST,
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TINY_EXIT_ARENA_INIT_FAILED,
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TINY_EXIT_RENDER_INIT_FAILED,
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TINY_EXIT_MODEL_LOAD_FAILED,
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};
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typedef struct tiny_args TinyArgs;
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struct tiny_args {
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Str8 obj;
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Str8 diffuse;
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Str8 tangent;
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};
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internal TinyArgs parse_args(Arena *arena, int argc, char *argv[]);
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internal i32 tinyrenderer(Arena *arena, TinyArgs args);
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internal bool file_exists(const Str8 *path);
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i32 main(int argc, char *argv[]) {
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Arena *arena = NULL;
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if (!wapp_mem_arena_init(&arena, GB(10))) {
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return TINY_EXIT_ARENA_INIT_FAILED;
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}
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TinyArgs args = parse_args(arena, argc, argv);
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i32 output = tinyrenderer(arena, args);
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wapp_mem_arena_destroy(&arena);
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return output;
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}
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internal TinyArgs parse_args(Arena *arena, int argc, char *argv[]) {
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if (argc < 2) {
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exit(TINY_EXIT_MISSING_ARGS);
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}
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TinyArgs args = {
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.obj = str8_lit(argv[1]),
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};
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if (!file_exists(&args.obj)) {
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exit(TINY_EXIT_OBJ_NOT_EXIST);
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}
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u64 substr_end = args.obj.length - 4;
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args.diffuse = str8_substr(arena, &args.obj, 0, substr_end);
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str8_concat(arena, &args.diffuse, "_diffuse.pnm");
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if (!file_exists(&args.diffuse)) {
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args.diffuse = (Str8){0};
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}
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args.tangent = str8_substr(arena, &args.obj, 0, substr_end);
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str8_concat(arena, &args.tangent, "_tangent.pnm");
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if (!file_exists(&args.tangent)) {
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args.tangent = (Str8){0};
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}
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return args;
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}
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internal i32 tinyrenderer(Arena *arena, TinyArgs args) {
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Colour bg = {.r = 42, .g = 45, .b = 52, .a = 255};
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Colour main_colour = {.r = 14, .g = 156, .b = 208, .a = 255};
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Render render;
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if (!init_render(arena, &render, IMAGE_DIMENSION, IMAGE_DIMENSION)) {
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return TINY_EXIT_RENDER_INIT_FAILED;
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}
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const char *diffuse = args.diffuse.length > 0 ? args.diffuse.str : NULL;
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const char *tangent = args.tangent.length > 0 ? args.tangent.str : NULL;
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Model obj = load_obj_file(arena, args.obj.str, diffuse, tangent);
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if (IS_INVALID_MODEL(obj)) {
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return TINY_EXIT_MODEL_LOAD_FAILED;
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}
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load_shaders(viewport(0, 0, IMAGE_DIMENSION, IMAGE_DIMENSION));
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clear_buffer(&(render.img), &bg);
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// render_model(&obj, &render, depth, RENDER_TYPE_SHADED, main_colour);
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render_model(&obj, &render, perspective_diffuse, RENDER_TYPE_SHADED, main_colour);
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save_image(&(render.img), "result.pam");
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return TINY_EXIT_SUCCESS;
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}
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internal bool file_exists(const Str8 *path) {
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struct stat st;
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return stat(path->str, &st) == 0;
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i32 main(i32 argc, char *argv[]) {
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return tiny_main(argc, argv);
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}
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@@ -9,6 +9,8 @@
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#include <stdint.h>
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#include <math.h>
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Render g_render_passes[COUNT_RENDER_PASS] = {0};
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typedef struct triangle_bbox TriangleBBox;
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struct triangle_bbox {
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u64 x0;
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@@ -42,8 +44,7 @@ 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, ShaderID shader,
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RenderType render_type, Colour colour) {
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void render_model(const Model *model, Render *render, ShaderID shader, RenderType render_type, Colour colour) {
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Triangle triangle;
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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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@@ -5,14 +5,13 @@
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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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COUNT_RENDER_TYPE,
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} RenderType;
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typedef enum {
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@@ -28,8 +27,16 @@ struct render {
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Depth depth;
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};
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enum render_pass {
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RENDER_PASS_SHADOW,
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RENDER_PASS_MAIN,
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COUNT_RENDER_PASS,
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};
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extern Render g_render_passes[COUNT_RENDER_PASS];
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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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void render_model(const Model *model, Render *render, ShaderID shader, RenderType render_type, Colour colour);
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#endif // RENDER_H
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@@ -1,26 +0,0 @@
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#include "depth_shader.h"
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#include "shader.h"
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VertexData depth_shader_vertex(void *shader, const VertexData *vert, u8 index, const Model *model) {
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DepthShader *shdr = (DepthShader *)shader;
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V4f vh = V3_to_V4(vert->position);
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vh.y = 0.0 - vh.y;
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vh = mat4x4_mul_vec4(shdr->final, vh);
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shdr->vertices[index].position = project_vec4(vh);
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return shdr->vertices[index];
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}
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FragmentResult depth_shader_fragment(void *shader, const V3f *barycentric, const V4f *colour,
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const Model *model) {
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DepthShader *shdr = (DepthShader *)shader;
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M3x3f pos_mat = {.rows = {shdr->vertices[0].position, shdr->vertices[1].position, shdr->vertices[2].position}};
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pos_mat = mat3x3_transpose(pos_mat);
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V3f position = mat3x3_mul_vec3(pos_mat, (*barycentric));
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V4f output = {.r = position.z, .g = position.z, .b = position.z, .a = 255};
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return (FragmentResult){.colour = output};
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}
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@@ -1,17 +0,0 @@
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#ifndef DEPTH_SHADER_H
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#define DEPTH_SHADER_H
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#include "constants.h"
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#include "shader.h"
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#include "vec.h"
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typedef struct depth_shader DepthShader;
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struct depth_shader {
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#include "shader_base.inc"
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};
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VertexData depth_shader_vertex(void *shader, const VertexData *vert, u8 index, const Model *model);
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FragmentResult depth_shader_fragment(void *shader, const V3f *barycentric, const V4f *colour,
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const Model *model);
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#endif // !DEPTH_SHADER_H
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@@ -1,6 +1,7 @@
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#include "main_shader.h"
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#include "img.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 "utils.h"
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#include "vec.h"
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@@ -15,9 +16,8 @@ VertexData general_shader_vertex(void *shader, const VertexData *vert, u8 index,
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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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M4x4f inv_transpose = mat4x4_inv(mat4x4_transpose(shdr->proj_mv));
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V4f hnorm = V3_to_V4(vert->normal);
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hnorm = mat4x4_mul_vec4(inv_transpose, hnorm);
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hnorm = mat4x4_mul_vec4(shdr->proj_mv_inv_t, hnorm);
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shdr->vertices[index].normal = project_vec4(hnorm);
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normalise_v3(shdr->vertices[index].normal);
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@@ -39,6 +39,15 @@ FragmentResult diffuse_shader_fragment(void *shader, const V3f *barycentric, con
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V3f normal = mat3x3_mul_vec3(normal_mat, (*barycentric));
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V2f uv = mat2x3_mul_vec3(uv_mat, (*barycentric));
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V4f shadow_position_h = V3_to_V4(position);
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shadow_position_h = mat4x4_mul_vec4(shdr->shadow_matrix, shadow_position_h);
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V3f shadow_position = project_vec4(shadow_position_h);
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// Calculate shadow
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const Render *shadow_pass = &(g_render_passes[RENDER_PASS_SHADOW]);
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f32 shadow_z = get_pixel(f32, &(shadow_pass->depth), shadow_position.x, shadow_position.y);
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f32 shadow = 0.3f + 0.7f * (shadow_z < shadow_position.z + 10.0f);
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#pragma region darboux_frame_tangent_normals
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/**
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* Based on the following section of the tinyrenderer tutorial
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@@ -97,9 +106,9 @@ FragmentResult diffuse_shader_fragment(void *shader, const V3f *barycentric, con
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f32 g = clamp(intensity + shdr->ambient.g, 0.0f, 1.0f);
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f32 b = clamp(intensity + shdr->ambient.b, 0.0f, 1.0f);
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output.r *= r;
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output.g *= g;
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output.b *= b;
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output.r *= r * shadow;
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output.g *= g * shadow;
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output.b *= b * shadow;
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return (FragmentResult){.colour = output};
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}
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@@ -7,6 +7,7 @@
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typedef struct shader Shader;
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struct shader {
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#include "shader_base.inc"
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M4x4f shadow_matrix;
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};
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VertexData general_shader_vertex(void *shader, const VertexData *vert, u8 index, const Model *model);
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|
@@ -4,4 +4,5 @@ M4x4f proj_mv;
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M4x4f proj_mv_inv_t;
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M4x4f viewport;
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M4x4f final;
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M4x4f final_inv;
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VertexData vertices[TRIANGLE_VERTICES];
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@@ -1,20 +1,20 @@
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#include "shaders.h"
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#include "aliases.h"
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#include "depth_shader.h"
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#include "shadow_shader.h"
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#include "main_shader.h"
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#include "render.h"
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#include "shader.h"
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#include "vec.h"
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ShaderID depth = {0};
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ShaderID perspective_diffuse = {0};
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ShaderID perspective_albedo = {0};
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ShaderID orthographic_diffuse = {0};
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ShaderID orthographic_albedo = {0};
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ShaderID depth = {0};
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internal ShadowShader depth_shader = {0};
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internal Shader perspective = {0};
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internal Shader orthographic = {0};
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internal DepthShader depth_shader = {0};
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internal V3f g_ambient_light = {0.1f, 0.1f, 0.1f};
|
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internal V3f g_eye = {0.2f, -0.1f, 0.5f};
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@@ -25,6 +25,19 @@ internal V3f g_light_dir = {1.0f, -1.0f, 1.0f};
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internal M4x4f get_projection_matrix(ProjectionType projection_type);
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void load_shaders(M4x4f vp) {
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// Set up depth shader matrices
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M4x4f depth_model_view = lookat(g_light_dir, g_target, g_up);
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M4x4f depth_projection = projection(0.0f);
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// Set up depth shader
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depth_shader.proj_mv = mat4x4_mul(depth_projection, depth_model_view);
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depth_shader.proj_mv_inv_t = mat4x4_inv(mat4x4_transpose(depth_shader.proj_mv));
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depth_shader.viewport = vp;
|
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depth_shader.final = mat4x4_mul(depth_shader.viewport, depth_shader.proj_mv);
|
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depth_shader.light_dir = mat3x3_mul_vec3(depth_shader.proj_mv, g_light_dir);
|
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normalise_v3(depth_shader.light_dir);
|
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|
||||
// Set up main shader matrices
|
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M4x4f model_view = lookat(g_eye, g_target, g_up);
|
||||
M4x4f orthographic_projection = get_projection_matrix(PROJECTION_TYPE_ORTHOGRAPHIC);
|
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M4x4f perspective_projection = get_projection_matrix(PROJECTION_TYPE_PERSPECTIVE);
|
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@@ -34,36 +47,29 @@ void load_shaders(M4x4f vp) {
|
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perspective.proj_mv_inv_t = mat4x4_inv(mat4x4_transpose(perspective.proj_mv));
|
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perspective.viewport = vp;
|
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perspective.final = mat4x4_mul(perspective.viewport, perspective.proj_mv);
|
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perspective.final_inv = mat4x4_inv(perspective.final);
|
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perspective.ambient = g_ambient_light;
|
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perspective.light_dir = mat3x3_mul_vec3(perspective.proj_mv, g_light_dir);
|
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normalise_v3(perspective.light_dir);
|
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perspective.ambient = g_ambient_light;
|
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perspective.shadow_matrix = mat4x4_mul(depth_shader.final, perspective.final_inv);
|
||||
|
||||
// Set up orthographic shader
|
||||
orthographic.proj_mv = mat4x4_mul(orthographic_projection, model_view);
|
||||
orthographic.proj_mv_inv_t = mat4x4_inv(mat4x4_transpose(orthographic.proj_mv));
|
||||
orthographic.viewport = vp;
|
||||
orthographic.final = mat4x4_mul(orthographic.viewport, orthographic.proj_mv);
|
||||
orthographic.final_inv = mat4x4_inv(perspective.final);
|
||||
orthographic.shadow_matrix = mat4x4_mul(depth_shader.final, orthographic.final_inv);
|
||||
orthographic.light_dir = mat3x3_mul_vec3(orthographic.proj_mv, g_light_dir);
|
||||
normalise_v3(orthographic.light_dir);
|
||||
orthographic.ambient = g_ambient_light;
|
||||
|
||||
// Set up depth shader
|
||||
M4x4f depth_model_view = lookat(g_light_dir, g_target, g_up);
|
||||
M4x4f depth_projection = projection(0.0f);
|
||||
|
||||
depth_shader.proj_mv = mat4x4_mul(depth_projection, depth_model_view);
|
||||
depth_shader.proj_mv_inv_t = mat4x4_inv(mat4x4_transpose(depth_shader.proj_mv));
|
||||
depth_shader.viewport = vp;
|
||||
depth_shader.final = mat4x4_mul(depth_shader.viewport, depth_shader.proj_mv);
|
||||
depth_shader.light_dir = mat3x3_mul_vec3(depth_shader.proj_mv, g_light_dir);
|
||||
normalise_v3(depth_shader.light_dir);
|
||||
|
||||
// Register shaders
|
||||
depth = register_shader(&depth_shader, shadow_shader_vertex, shadow_shader_fragment);
|
||||
perspective_diffuse = register_shader(&perspective, general_shader_vertex, diffuse_shader_fragment);
|
||||
perspective_albedo = register_shader(&perspective, general_shader_vertex, albedo_shader_fragment);
|
||||
orthographic_diffuse = register_shader(&orthographic, general_shader_vertex, diffuse_shader_fragment);
|
||||
orthographic_albedo = register_shader(&orthographic, general_shader_vertex, albedo_shader_fragment);
|
||||
depth = register_shader(&depth_shader, depth_shader_vertex, depth_shader_fragment);
|
||||
}
|
||||
|
||||
internal M4x4f get_projection_matrix(ProjectionType projection_type) {
|
||||
|
@@ -3,11 +3,11 @@
|
||||
|
||||
#include "shader.h"
|
||||
|
||||
extern ShaderID depth;
|
||||
extern ShaderID perspective_diffuse;
|
||||
extern ShaderID perspective_albedo;
|
||||
extern ShaderID orthographic_diffuse;
|
||||
extern ShaderID orthographic_albedo;
|
||||
extern ShaderID depth;
|
||||
|
||||
void load_shaders(M4x4f vp);
|
||||
|
||||
|
30
src/shader/shadow_shader.c
Normal file
30
src/shader/shadow_shader.c
Normal file
@@ -0,0 +1,30 @@
|
||||
#include "shadow_shader.h"
|
||||
#include "constants.h"
|
||||
#include "shader.h"
|
||||
#include "utils.h"
|
||||
|
||||
VertexData shadow_shader_vertex(void *shader, const VertexData *vert, u8 index, const Model *model) {
|
||||
ShadowShader *shdr = (ShadowShader *)shader;
|
||||
|
||||
V4f vh = V3_to_V4(vert->position);
|
||||
vh.y = 0.0 - vh.y;
|
||||
vh = mat4x4_mul_vec4(shdr->final, vh);
|
||||
|
||||
shdr->vertices[index].position = project_vec4(vh);
|
||||
|
||||
return shdr->vertices[index];
|
||||
}
|
||||
|
||||
FragmentResult shadow_shader_fragment(void *shader, const V3f *barycentric, const V4f *colour,
|
||||
const Model *model) {
|
||||
ShadowShader *shdr = (ShadowShader *)shader;
|
||||
|
||||
M3x3f pos_mat = {.rows = {shdr->vertices[0].position, shdr->vertices[1].position, shdr->vertices[2].position}};
|
||||
pos_mat = mat3x3_transpose(pos_mat);
|
||||
V3f position = mat3x3_mul_vec3(pos_mat, (*barycentric));
|
||||
|
||||
f32 channel = clamp(position.z + DEPTH_MAX, 0.0f, DEPTH_MAX);
|
||||
V4f output = {.r = channel, .g = channel, .b = channel, .a = 255};
|
||||
|
||||
return (FragmentResult){.colour = output};
|
||||
}
|
17
src/shader/shadow_shader.h
Normal file
17
src/shader/shadow_shader.h
Normal file
@@ -0,0 +1,17 @@
|
||||
#ifndef SHADOW_SHADER_H
|
||||
#define SHADOW_SHADER_H
|
||||
|
||||
#include "constants.h"
|
||||
#include "shader.h"
|
||||
#include "vec.h"
|
||||
|
||||
typedef struct shadow_shader ShadowShader;
|
||||
struct shadow_shader {
|
||||
#include "shader_base.inc"
|
||||
};
|
||||
|
||||
VertexData shadow_shader_vertex(void *shader, const VertexData *vert, u8 index, const Model *model);
|
||||
FragmentResult shadow_shader_fragment(void *shader, const V3f *barycentric, const V4f *colour,
|
||||
const Model *model);
|
||||
|
||||
#endif // !SHADOW_SHADER_H
|
116
src/tiny/tiny.c
Normal file
116
src/tiny/tiny.c
Normal file
@@ -0,0 +1,116 @@
|
||||
#include "img.h"
|
||||
#include "mem_arena.h"
|
||||
#include "misc_utils.h"
|
||||
#include "obj.h"
|
||||
#include "render.h"
|
||||
#include "shaders.h"
|
||||
#include "str.h"
|
||||
#include "vec.h"
|
||||
#include <stdbool.h>
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
#include <sys/stat.h>
|
||||
#include <time.h>
|
||||
|
||||
#define IMAGE_DIMENSION 1200
|
||||
|
||||
enum {
|
||||
TINY_EXIT_SUCCESS,
|
||||
TINY_EXIT_MISSING_ARGS,
|
||||
TINY_EXIT_OBJ_NOT_EXIST,
|
||||
TINY_EXIT_ARENA_INIT_FAILED,
|
||||
TINY_EXIT_RENDER_INIT_FAILED,
|
||||
TINY_EXIT_MODEL_LOAD_FAILED,
|
||||
};
|
||||
|
||||
typedef struct tiny_args TinyArgs;
|
||||
struct tiny_args {
|
||||
Str8 obj;
|
||||
Str8 diffuse;
|
||||
Str8 tangent;
|
||||
};
|
||||
|
||||
internal TinyArgs parse_args(Arena *arena, int argc, char *argv[]);
|
||||
internal i32 tinyrenderer(Arena *arena, TinyArgs args);
|
||||
internal bool file_exists(const Str8 *path);
|
||||
|
||||
i32 tiny_main(i32 argc, char *argv[]) {
|
||||
Arena *arena = NULL;
|
||||
if (!wapp_mem_arena_init(&arena, GB(10))) {
|
||||
return TINY_EXIT_ARENA_INIT_FAILED;
|
||||
}
|
||||
|
||||
TinyArgs args = parse_args(arena, argc, argv);
|
||||
i32 output = tinyrenderer(arena, args);
|
||||
|
||||
wapp_mem_arena_destroy(&arena);
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
internal TinyArgs parse_args(Arena *arena, int argc, char *argv[]) {
|
||||
if (argc < 2) {
|
||||
exit(TINY_EXIT_MISSING_ARGS);
|
||||
}
|
||||
|
||||
TinyArgs args = {
|
||||
.obj = str8_lit(argv[1]),
|
||||
};
|
||||
|
||||
if (!file_exists(&args.obj)) {
|
||||
exit(TINY_EXIT_OBJ_NOT_EXIST);
|
||||
}
|
||||
|
||||
u64 substr_end = args.obj.length - 4;
|
||||
|
||||
args.diffuse = str8_substr(arena, &args.obj, 0, substr_end);
|
||||
str8_concat(arena, &args.diffuse, "_diffuse.pnm");
|
||||
if (!file_exists(&args.diffuse)) {
|
||||
args.diffuse = (Str8){0};
|
||||
}
|
||||
|
||||
args.tangent = str8_substr(arena, &args.obj, 0, substr_end);
|
||||
str8_concat(arena, &args.tangent, "_tangent.pnm");
|
||||
if (!file_exists(&args.tangent)) {
|
||||
args.tangent = (Str8){0};
|
||||
}
|
||||
|
||||
return args;
|
||||
}
|
||||
|
||||
internal i32 tinyrenderer(Arena *arena, TinyArgs args) {
|
||||
Colour bg = {.r = 42, .g = 45, .b = 52, .a = 255};
|
||||
Colour main_colour = {.r = 14, .g = 156, .b = 208, .a = 255};
|
||||
|
||||
Render *shadowbuffer = &(g_render_passes[RENDER_PASS_SHADOW]);
|
||||
Render *framebuffer = &(g_render_passes[RENDER_PASS_MAIN]);
|
||||
if (!init_render(arena, shadowbuffer, IMAGE_DIMENSION, IMAGE_DIMENSION) ||
|
||||
!init_render(arena, framebuffer, IMAGE_DIMENSION, IMAGE_DIMENSION)) {
|
||||
return TINY_EXIT_RENDER_INIT_FAILED;
|
||||
}
|
||||
|
||||
const char *diffuse = args.diffuse.length > 0 ? args.diffuse.str : NULL;
|
||||
const char *tangent = args.tangent.length > 0 ? args.tangent.str : NULL;
|
||||
|
||||
Model obj = load_obj_file(arena, args.obj.str, diffuse, tangent);
|
||||
if (IS_INVALID_MODEL(obj)) {
|
||||
return TINY_EXIT_MODEL_LOAD_FAILED;
|
||||
}
|
||||
|
||||
load_shaders(viewport(0, 0, IMAGE_DIMENSION, IMAGE_DIMENSION));
|
||||
|
||||
clear_buffer(&(framebuffer->img), &bg);
|
||||
|
||||
render_model(&obj, shadowbuffer, depth, RENDER_TYPE_SHADED, main_colour);
|
||||
render_model(&obj, framebuffer, perspective_diffuse, RENDER_TYPE_SHADED, main_colour);
|
||||
|
||||
save_image(&(framebuffer->img), "result.pam");
|
||||
|
||||
return TINY_EXIT_SUCCESS;
|
||||
}
|
||||
|
||||
internal bool file_exists(const Str8 *path) {
|
||||
struct stat st;
|
||||
return stat(path->str, &st) == 0;
|
||||
}
|
8
src/tiny/tiny.h
Normal file
8
src/tiny/tiny.h
Normal file
@@ -0,0 +1,8 @@
|
||||
#ifndef TINY_H
|
||||
#define TINY_H
|
||||
|
||||
#include "aliases.h"
|
||||
|
||||
i32 tiny_main(i32 argc, char *argv[]);
|
||||
|
||||
#endif // !TINY_H
|
@@ -135,6 +135,35 @@ MAKE_LIST_TYPE(V2f);
|
||||
|
||||
#define dot_v2(V1, V2) ((f32)V1.x * (f32)V2.x + (f32)V1.y * (f32)V2.y)
|
||||
|
||||
#define add_v2(V1, V2) \
|
||||
((V2f){ \
|
||||
.x = V1.x + V2.x, \
|
||||
.y = V1.y + V2.y, \
|
||||
})
|
||||
|
||||
#define sub_v2(V1, V2) \
|
||||
((V2f){ \
|
||||
.x = V1.x - V2.x, \
|
||||
.y = V1.y - V2.y, \
|
||||
})
|
||||
|
||||
#define mul_v2(V1, V2) \
|
||||
((V2f){ \
|
||||
.x = V1.x * V2.x, \
|
||||
.y = V1.y * V2.y, \
|
||||
})
|
||||
|
||||
#define num_mul_v2(V, N) ((V2f){.x = (N) * V.x, .y = (N) * V.y})
|
||||
|
||||
#define magnitude_v2(V) (sqrtf(dot_v2(V, V)))
|
||||
|
||||
#define normalise_v2(V) \
|
||||
do { \
|
||||
f32 magnitude = magnitude_v2(V); \
|
||||
V.x /= magnitude; \
|
||||
V.y /= magnitude; \
|
||||
} while (0)
|
||||
|
||||
#define dot_v3(V1, V2) \
|
||||
((f32)V1.x * (f32)V2.x + (f32)V1.y * (f32)V2.y + (f32)V1.z * (f32)V2.z)
|
||||
|
||||
|
Reference in New Issue
Block a user