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25 Commits

Author SHA1 Message Date
4526c514e9 Reformat 2024-09-15 04:57:28 +01:00
bf3a3ea02b Reformat 2024-09-15 04:57:10 +01:00
669064e4a7 Rename depth shader to shadow shader 2024-09-15 04:55:40 +01:00
2ffd44f1a5 Reformat 2024-09-15 04:55:04 +01:00
11dee52090 Add V2 utilities 2024-09-15 04:53:42 +01:00
53e535774d Update screenshot 2024-09-14 18:48:29 +01:00
2f086fe548 Implement hard shadows 2024-09-14 18:48:07 +01:00
db42dd3d9e Use stored inverted transposed projection model view matrix 2024-09-14 18:33:39 +01:00
b0cebb67f8 Store inverted final matrix in the shader 2024-09-14 18:33:04 +01:00
bca5dafabf Fragment shader for depth returns valid u8 values 2024-09-14 18:32:00 +01:00
0aacccdf67 Add render passes 2024-09-14 18:05:09 +01:00
7a17d129a1 Clean main.c 2024-09-14 17:37:51 +01:00
7f2c4cdd0a Update .gitignore 2024-09-14 17:37:41 +01:00
56fbde696f Remove U8Image and start implementing shadow render pass 2024-09-14 02:58:48 +01:00
88e9d3550a Image type uses V4f and add U8Image type 2024-09-14 02:46:07 +01:00
66ca20ee5b Reformat 2024-09-14 02:45:34 +01:00
ef0c29de02 Update head model 2024-09-14 02:43:56 +01:00
87f6b2b87a Tweak fragment shader to take and return V4f instead of Colour 2024-09-14 01:22:43 +01:00
390ab7c3b4 Reformatting and cleanup 2024-09-14 00:59:49 +01:00
72ab9f6aa2 Reformat main 2024-09-14 00:54:32 +01:00
15a471f911 Reformat main 2024-09-14 00:51:24 +01:00
ab8343e749 More reformatting 2024-09-14 00:22:36 +01:00
09e9f611f8 Reformat 2024-09-14 00:04:31 +01:00
fb1b8457d6 Reformat 2024-09-13 23:58:31 +01:00
ab71bbc438 Add testing depth shader 2024-09-13 23:55:47 +01:00
23 changed files with 25328 additions and 6432 deletions

2
.gitignore vendored
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@@ -1,6 +1,6 @@
.cache
compile_commands.json
tiny
/tiny
*.pam
resources/*.png
.venv

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@@ -1,113 +1,6 @@
#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>
#include "aliases.h"
#include "tiny.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 main(int 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 render;
if (!init_render(arena, &render, 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(&(render.img), &bg);
// render_model(&obj, &render, depth, RENDER_TYPE_SHADED, main_colour);
render_model(&obj, &render, perspective_diffuse, RENDER_TYPE_SHADED, main_colour);
save_image(&(render.img), "result.pam");
return TINY_EXIT_SUCCESS;
}
internal bool file_exists(const Str8 *path) {
struct stat st;
return stat(path->str, &st) == 0;
i32 main(i32 argc, char *argv[]) {
return tiny_main(argc, argv);
}

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@@ -5,8 +5,7 @@
#include "vec.h"
#include <stdio.h>
Model load_obj_file(Arena *arena, const char *filename, const char *diffuse,
const char *tangent) {
Model load_obj_file(Arena *arena, const char *filename, const char *diffuse, const char *tangent) {
if (!arena) {
return INVALID_MODEL;
}
@@ -22,8 +21,7 @@ Model load_obj_file(Arena *arena, const char *filename, const char *diffuse,
.texture_coordinates = list_create(V2f, arena),
.triangles = list_create(Triangle, arena),
};
if (!(model.vertices) || !(model.normals) || !(model.texture_coordinates) ||
!(model.triangles)) {
if (!(model.vertices) || !(model.normals) || !(model.texture_coordinates) || !(model.triangles)) {
return INVALID_MODEL;
}

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@@ -50,15 +50,14 @@ struct point_light {
typedef struct model Model;
struct model {
LIST_TYPE(V3f) * vertices;
LIST_TYPE(V3f) * normals;
LIST_TYPE(V2f) * texture_coordinates;
LIST_TYPE(Triangle) * triangles;
Image *texture;
Image *normal;
LIST_TYPE(V3f) *vertices;
LIST_TYPE(V3f) *normals;
LIST_TYPE(V2f) *texture_coordinates;
LIST_TYPE(Triangle) *triangles;
Image *texture;
Image *normal;
};
Model load_obj_file(Arena *arena, const char *filename, const char *diffuse,
const char *tangent);
Model load_obj_file(Arena *arena, const char *filename, const char *diffuse, const char *tangent);
#endif // OBJ_H

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@@ -6,8 +6,11 @@
#include "typed_list.h"
#include "utils.h"
#include "vec.h"
#include <stdint.h>
#include <math.h>
Render g_render_passes[COUNT_RENDER_PASS] = {0};
typedef struct triangle_bbox TriangleBBox;
struct triangle_bbox {
u64 x0;
@@ -16,16 +19,13 @@ struct triangle_bbox {
u64 y1;
};
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,
VertexData vertices[TRIANGLE_VERTICES],
Colour colour, const Model *model, RenderType type);
internal TriangleBBox get_triangle_bbox(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);
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, VertexData vertices[TRIANGLE_VERTICES],
Colour colour, const Model *model, RenderType type);
internal TriangleBBox get_triangle_bbox(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};
@@ -44,8 +44,7 @@ bool init_render(Arena *arena, Render *render, u64 width, u64 height) {
return true;
}
void render_model(const Model *model, Render *render, ShaderID shader,
RenderType render_type, Colour colour) {
void render_model(const Model *model, Render *render, ShaderID shader, RenderType render_type, Colour colour) {
Triangle triangle;
for (u64 i = 0; i < model->triangles->count; ++i) {
triangle = list_get(model->triangles, i);
@@ -53,9 +52,8 @@ void render_model(const Model *model, Render *render, ShaderID shader,
}
}
internal void render_triangle(const Triangle *triangle, const Model *model,
ShaderID shader, Render *render,
RenderType render_type, Colour colour) {
internal void render_triangle(const Triangle *triangle, const Model *model, ShaderID shader,
Render *render, RenderType render_type, Colour colour) {
Image *img = &(render->img);
VertexData vertices[TRIANGLE_VERTICES];
for (u64 i = 0; i < TRIANGLE_VERTICES; ++i) {
@@ -80,12 +78,10 @@ internal void render_triangle(const Triangle *triangle, const Model *model,
}
}
internal void fill_triangle(Render *render, ShaderID shader,
VertexData vertices[TRIANGLE_VERTICES],
Colour colour, const Model *model,
RenderType type) {
Image *img = &(render->img);
Depth *depth = &(render->depth);
internal void fill_triangle(Render *render, ShaderID shader, VertexData vertices[TRIANGLE_VERTICES],
Colour colour, const Model *model, RenderType type) {
Image *img = &(render->img);
Depth *depth = &(render->depth);
V2f vp_verts[TRIANGLE_VERTICES] = {0};
for (u64 i = 0; i < TRIANGLE_VERTICES; ++i) {
@@ -94,10 +90,12 @@ internal void fill_triangle(Render *render, ShaderID shader,
TriangleBBox bbox = get_triangle_bbox(img, vp_verts);
V2f point;
V3f coords;
f32 z;
f32 zbuf;
V2f point;
V3f coords;
f32 z;
f32 zbuf;
V4f shader_colour;
Colour output_colour;
FragmentResult result;
f32 intensity = 1.0f;
@@ -110,29 +108,36 @@ internal void fill_triangle(Render *render, ShaderID shader,
continue;
}
z = 0.0f;
z = 0.0f;
z += vertices[0].position.z * coords.x +
vertices[1].position.z * coords.y +
vertices[2].position.z * coords.z;
vertices[1].position.z * coords.y +
vertices[2].position.z * coords.z;
zbuf = get_pixel(f32, &(render->depth), x, y);
if (z <= zbuf) {
continue;
}
result = run_fragment_shader(shader, &coords, &colour, model);
shader_colour = (V4f){.r = colour.r, .g = colour.g, .b = colour.b, .a = colour.a};
result = run_fragment_shader(shader, &coords, &shader_colour, model);
if (DISCARD_FRAGMENT(result)) {
continue;
}
output_colour = (Colour){
.r = clamp(result.colour.r, 0, UINT8_MAX),
.g = clamp(result.colour.g, 0, UINT8_MAX),
.b = clamp(result.colour.b, 0, UINT8_MAX),
.a = clamp(result.colour.a, 0, UINT8_MAX),
};
set_pixel(depth, x, y, &z);
set_pixel(img, x, y, &result.colour);
set_pixel(img, x, y, &output_colour);
}
}
}
internal TriangleBBox get_triangle_bbox(const Image *img,
V2f vertices[TRIANGLE_VERTICES]) {
internal TriangleBBox get_triangle_bbox(const Image *img, 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));

View File

@@ -5,14 +5,13 @@
#include "mem_arena.h"
#include "obj.h"
#include "shader.h"
#include <stdbool.h>
typedef enum {
RENDER_TYPE_WIREFRAME,
RENDER_TYPE_FILLED,
RENDER_TYPE_SHADED,
COUNT_RENDER_TYPES,
COUNT_RENDER_TYPE,
} RenderType;
typedef enum {
@@ -28,8 +27,16 @@ struct render {
Depth depth;
};
enum render_pass {
RENDER_PASS_SHADOW,
RENDER_PASS_MAIN,
COUNT_RENDER_PASS,
};
extern Render g_render_passes[COUNT_RENDER_PASS];
bool init_render(Arena *arena, Render *render, u64 width, u64 height);
void render_model(const Model *model, Render *render, ShaderID shader,
RenderType render_type, Colour colour);
void render_model(const Model *model, Render *render, ShaderID shader, RenderType render_type, Colour colour);
#endif // RENDER_H

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@@ -1,11 +1,12 @@
#include "main_shader.h"
#include "img.h"
#include "obj.h"
#include "render.h"
#include "shader.h"
#include "utils.h"
#include "vec.h"
VertexData general_shader_vertex(void *shader, const VertexData *vert, u8 index,
const Model *model) {
VertexData general_shader_vertex(void *shader, const VertexData *vert, u8 index, const Model *model) {
Shader *shdr = (Shader *)shader;
V4f vh = V3_to_V4(vert->position);
@@ -15,17 +16,15 @@ VertexData general_shader_vertex(void *shader, const VertexData *vert, u8 index,
shdr->vertices[index].position = project_vec4(vh);
shdr->vertices[index].uv = vert->uv;
M4x4f inv_transpose = mat4x4_inv(mat4x4_transpose(shdr->proj_mv));
V4f hnorm = V3_to_V4(vert->normal);
hnorm = mat4x4_mul_vec4(inv_transpose, hnorm);
hnorm = mat4x4_mul_vec4(shdr->proj_mv_inv_t, hnorm);
shdr->vertices[index].normal = project_vec4(hnorm);
normalise_v3(shdr->vertices[index].normal);
return shdr->vertices[index];
}
FragmentResult diffuse_shader_fragment(void *shader, const V3f *barycentric,
const Colour *colour,
FragmentResult diffuse_shader_fragment(void *shader, const V3f *barycentric, const V4f *colour,
const Model *model) {
Shader *shdr = (Shader *)shader;
@@ -40,6 +39,15 @@ FragmentResult diffuse_shader_fragment(void *shader, const V3f *barycentric,
V3f normal = mat3x3_mul_vec3(normal_mat, (*barycentric));
V2f uv = mat2x3_mul_vec3(uv_mat, (*barycentric));
V4f shadow_position_h = V3_to_V4(position);
shadow_position_h = mat4x4_mul_vec4(shdr->shadow_matrix, shadow_position_h);
V3f shadow_position = project_vec4(shadow_position_h);
// Calculate shadow
const Render *shadow_pass = &(g_render_passes[RENDER_PASS_SHADOW]);
f32 shadow_z = get_pixel(f32, &(shadow_pass->depth), shadow_position.x, shadow_position.y);
f32 shadow = 0.3f + 0.7f * (shadow_z < shadow_position.z + 10.0f);
#pragma region darboux_frame_tangent_normals
/**
* Based on the following section of the tinyrenderer tutorial
@@ -50,8 +58,8 @@ FragmentResult diffuse_shader_fragment(void *shader, const V3f *barycentric,
u64 nm_x = uv.u * model->normal->width;
u64 nm_y = uv.v * model->normal->height;
Colour pixel = get_pixel(Colour, model->normal, nm_x, nm_y);
V3f tangent = (V3f){
Colour pixel = get_pixel(Colour, model->normal, nm_x, nm_y);
V3f tangent = (V3f){
.x = pixel.r / 255.f * 2.f - 1.f,
.y = pixel.g / 255.f * 2.f - 1.f,
.z = pixel.b / 255.f * 2.f - 1.f,
@@ -60,7 +68,7 @@ FragmentResult diffuse_shader_fragment(void *shader, const V3f *barycentric,
V3f p0p1 = sub_v3(shdr->vertices[1].position, shdr->vertices[0].position);
V3f p0p2 = sub_v3(shdr->vertices[2].position, shdr->vertices[0].position);
M3x3f A = {.rows = {p0p1, p0p2, normal}};
M3x3f A = {.rows = {p0p1, p0p2, normal}};
M3x3f A_inv = mat3x3_inv(A);
V2f uv0 = shdr->vertices[0].uv;
@@ -83,11 +91,12 @@ FragmentResult diffuse_shader_fragment(void *shader, const V3f *barycentric,
}
#pragma endregion darboux_frame_tangent_normals
Colour output;
V4f output;
if (model->texture) {
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);
u64 tx_x = uv.u * model->texture->width;
u64 tx_y = uv.v * model->texture->height;
Colour tx = get_pixel(Colour, model->texture, tx_x, tx_y);
output = (V4f){.r = tx.r, .g = tx.g, .b = tx.b, .a = tx.a};
} else {
output = *colour;
}
@@ -97,30 +106,27 @@ FragmentResult diffuse_shader_fragment(void *shader, const V3f *barycentric,
f32 g = clamp(intensity + shdr->ambient.g, 0.0f, 1.0f);
f32 b = clamp(intensity + shdr->ambient.b, 0.0f, 1.0f);
output.r *= r;
output.g *= g;
output.b *= b;
output.r *= r * shadow;
output.g *= g * shadow;
output.b *= b * shadow;
return (FragmentResult){.colour = output};
}
FragmentResult albedo_shader_fragment(void *shader, const V3f *barycentric,
const Colour *colour,
FragmentResult albedo_shader_fragment(void *shader, const V3f *barycentric, const V4f *colour,
const Model *model) {
Shader *shdr = (Shader *)shader;
// clang-format off
M3x2f uvs = {shdr->vertices[0].uv, shdr->vertices[1].uv, shdr->vertices[2].uv};
M3x2f uvs = {shdr->vertices[0].uv, shdr->vertices[1].uv, shdr->vertices[2].uv};
M2x3f uv_mat = mat3x2_transpose(uvs);
// clang-format on
V2f uv = mat2x3_mul_vec3(uv_mat, (*barycentric));
V2f uv = mat2x3_mul_vec3(uv_mat, (*barycentric));
Colour output;
V4f output;
if (model->texture) {
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);
u64 tx_x = uv.u * model->texture->width;
u64 tx_y = uv.v * model->texture->height;
Colour tx = get_pixel(Colour, model->texture, tx_x, tx_y);
output = (V4f){.r = tx.r, .g = tx.g, .b = tx.b, .a = tx.a};
} else {
output = *colour;
}

View File

@@ -6,14 +6,13 @@
typedef struct shader Shader;
struct shader {
#include "shader_base.inc"
#include "shader_base.inc"
M4x4f shadow_matrix;
};
VertexData general_shader_vertex(void *shader, const VertexData *vert, u8 index,
const Model *model);
FragmentResult diffuse_shader_fragment(void *shader, const V3f *barycentric,
const Colour *colour,
VertexData general_shader_vertex(void *shader, const VertexData *vert, u8 index, const Model *model);
FragmentResult diffuse_shader_fragment(void *shader, const V3f *barycentric, const V4f *colour,
const Model *model);
FragmentResult albedo_shader_fragment(void *shader, const V3f *barycentric,
const Colour *colour, const Model *model);
FragmentResult albedo_shader_fragment(void *shader, const V3f *barycentric, const V4f *colour,
const Model *model);
#endif // !MAIN_SHADER_H

View File

@@ -5,36 +5,33 @@
typedef struct shader_repo ShaderRepo;
struct shader_repo {
void *shaders[MAX_SHADER_COUNT];
VertexShader *vertex_funcs[MAX_SHADER_COUNT];
void *shaders[MAX_SHADER_COUNT];
VertexShader *vertex_funcs[MAX_SHADER_COUNT];
FragmentShader *fragment_funcs[MAX_SHADER_COUNT];
u64 count;
u64 count;
};
internal ShaderRepo g_repository = {0};
ShaderID register_shader(void *shader, VertexShader *vertex,
FragmentShader *fragment) {
ShaderID register_shader(void *shader, VertexShader *vertex, FragmentShader *fragment) {
if (g_repository.count + 1 >= MAX_SHADER_COUNT) {
return INVALID_SHADER;
}
++(g_repository.count);
g_repository.shaders[g_repository.count] = shader;
g_repository.vertex_funcs[g_repository.count] = vertex;
g_repository.shaders[g_repository.count] = shader;
g_repository.vertex_funcs[g_repository.count] = vertex;
g_repository.fragment_funcs[g_repository.count] = fragment;
return (ShaderID){g_repository.count};
}
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) {
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];
void *shader_obj = g_repository.shaders[shader.id];
VertexShader *vertex_func = g_repository.vertex_funcs[shader.id];
if (!shader_obj || !vertex_func) {
@@ -44,13 +41,13 @@ VertexData run_vertex_shader(ShaderID shader, const VertexData *vert, u8 index,
return vertex_func(shader_obj, vert, index, model);
}
FragmentResult run_fragment_shader(ShaderID shader, const V3f *barycentric,
const Colour *colour, const Model *model) {
FragmentResult run_fragment_shader(ShaderID shader, const V3f *barycentric, const V4f *colour,
const Model *model) {
if (IS_INVALID_SHADER(shader) || shader.id > g_repository.count || !colour) {
return DISCARDED_FRAGMENT;
}
void *shader_obj = g_repository.shaders[shader.id];
void *shader_obj = g_repository.shaders[shader.id];
FragmentShader *fragment_func = g_repository.fragment_funcs[shader.id];
if (!shader_obj || !fragment_func) {

View File

@@ -2,7 +2,6 @@
#define SHADER_H
#include "aliases.h"
#include "img.h"
#include "obj.h"
#include "vec.h"
@@ -20,26 +19,21 @@ struct vertex_data {
typedef struct fragment_result FragmentResult;
struct fragment_result {
Colour colour;
V4f colour;
bool discard;
};
#define INVALID_SHADER ((ShaderID){0})
#define IS_INVALID_SHADER(ID) (ID.id == 0)
#define DISCARDED_FRAGMENT ((FragmentResult){.discard = true})
#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 VertexData(VertexShader)(void *shader, const VertexData *vert, u8 index,
const Model *model);
typedef FragmentResult(FragmentShader)(void *shader, const V3f *barycentric,
const Colour *colour,
typedef VertexData(VertexShader)(void *shader, const VertexData *vert, u8 index, const Model *model);
typedef FragmentResult(FragmentShader)(void *shader, const V3f *barycentric, const V4f *colour,
const Model *model);
ShaderID register_shader(void *shader, VertexShader *vertex,
FragmentShader *fragment);
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);
ShaderID register_shader(void *shader, VertexShader *vertex, FragmentShader *fragment);
VertexData run_vertex_shader(ShaderID shader, const VertexData *vert, u8 index, const Model *model);
FragmentResult run_fragment_shader(ShaderID shader, const V3f *barycentric, const V4f *colour, const Model *model);
#endif // SHADER_H

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@@ -4,4 +4,5 @@ M4x4f proj_mv;
M4x4f proj_mv_inv_t;
M4x4f viewport;
M4x4f final;
M4x4f final_inv;
VertexData vertices[TRIANGLE_VERTICES];

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@@ -1,20 +1,20 @@
#include "shaders.h"
#include "aliases.h"
#include "depth_shader.h"
#include "shadow_shader.h"
#include "main_shader.h"
#include "render.h"
#include "shader.h"
#include "vec.h"
ShaderID depth = {0};
ShaderID perspective_diffuse = {0};
ShaderID perspective_albedo = {0};
ShaderID orthographic_diffuse = {0};
ShaderID orthographic_albedo = {0};
ShaderID depth = {0};
internal Shader perspective = {0};
internal Shader orthographic = {0};
internal DepthShader depth_shader = {0};
internal ShadowShader depth_shader = {0};
internal Shader perspective = {0};
internal Shader orthographic = {0};
internal V3f g_ambient_light = {0.1f, 0.1f, 0.1f};
internal V3f g_eye = {0.2f, -0.1f, 0.5f};
@@ -25,6 +25,19 @@ internal V3f g_light_dir = {1.0f, -1.0f, 1.0f};
internal M4x4f get_projection_matrix(ProjectionType projection_type);
void load_shaders(M4x4f vp) {
// Set up depth shader matrices
M4x4f depth_model_view = lookat(g_light_dir, g_target, g_up);
M4x4f depth_projection = projection(0.0f);
// Set up depth shader
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);
// Set up main shader matrices
M4x4f model_view = lookat(g_eye, g_target, g_up);
M4x4f orthographic_projection = get_projection_matrix(PROJECTION_TYPE_ORTHOGRAPHIC);
M4x4f perspective_projection = get_projection_matrix(PROJECTION_TYPE_PERSPECTIVE);
@@ -34,36 +47,29 @@ void load_shaders(M4x4f vp) {
perspective.proj_mv_inv_t = mat4x4_inv(mat4x4_transpose(perspective.proj_mv));
perspective.viewport = vp;
perspective.final = mat4x4_mul(perspective.viewport, perspective.proj_mv);
perspective.final_inv = mat4x4_inv(perspective.final);
perspective.ambient = g_ambient_light;
perspective.light_dir = mat3x3_mul_vec3(perspective.proj_mv, g_light_dir);
normalise_v3(perspective.light_dir);
perspective.ambient = g_ambient_light;
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
perspective_diffuse = register_shader(&perspective, general_shader_vertex, diffuse_shader_fragment);
perspective_albedo = register_shader(&perspective, general_shader_vertex, albedo_shader_fragment);
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) {

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@@ -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);

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@@ -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};
}

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@@ -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

View File

@@ -6,9 +6,6 @@
#define CAPACITY_SCALAR 4
internal Arena *get_temp_arena(void);
internal void destroy_temp_arena(Arena *arena);
Str8 str8(Arena *arena, char *str) {
if (!str) {
return (Str8){0};

View File

@@ -12,15 +12,15 @@ enum {
typedef struct str8 Str8;
struct str8 {
char *str;
u64 length;
u64 capacity;
u64 length;
u64 capacity;
};
#define str8_lit(STR) (str8(NULL, STR))
Str8 str8(Arena *arena, char *str);
Str8 str8_copy(Arena *arena, const Str8 *str);
i32 str8_concat(Arena *arena, Str8 *dst, char *src);
i32 str8_concat(Arena *arena, Str8 *dst, char *src);
Str8 str8_substr(Arena *arena, const Str8 *str, u64 start, u64 count);
#endif // !STR_H

116
src/tiny/tiny.c Normal file
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@@ -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
View File

@@ -0,0 +1,8 @@
#ifndef TINY_H
#define TINY_H
#include "aliases.h"
i32 tiny_main(i32 argc, char *argv[]);
#endif // !TINY_H

View File

@@ -29,14 +29,12 @@ M4x4f lookat(V3f eye, V3f target, V3f up) {
}
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) {

View File

@@ -55,10 +55,22 @@ typedef union f32x4 V4f;
union f32x4 {
f32 elements[4];
struct {
f32 x;
f32 y;
f32 z;
f32 w;
union {
f32 x;
f32 r;
};
union {
f32 y;
f32 g;
};
union {
f32 z;
f32 b;
};
union {
f32 w;
f32 a;
};
};
};
@@ -123,6 +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)