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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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|
@@ -5,8 +5,7 @@
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#include "vec.h"
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#include <stdio.h>
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Model load_obj_file(Arena *arena, const char *filename, const char *diffuse,
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const char *tangent) {
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Model load_obj_file(Arena *arena, const char *filename, const char *diffuse, const char *tangent) {
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if (!arena) {
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return INVALID_MODEL;
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}
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@@ -22,8 +21,7 @@ Model load_obj_file(Arena *arena, const char *filename, const char *diffuse,
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.texture_coordinates = list_create(V2f, arena),
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.triangles = list_create(Triangle, arena),
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};
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if (!(model.vertices) || !(model.normals) || !(model.texture_coordinates) ||
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!(model.triangles)) {
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if (!(model.vertices) || !(model.normals) || !(model.texture_coordinates) || !(model.triangles)) {
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return INVALID_MODEL;
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}
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@@ -50,15 +50,14 @@ struct point_light {
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typedef struct model Model;
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struct model {
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LIST_TYPE(V3f) * vertices;
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LIST_TYPE(V3f) * normals;
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LIST_TYPE(V2f) * texture_coordinates;
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LIST_TYPE(Triangle) * triangles;
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Image *texture;
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Image *normal;
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LIST_TYPE(V3f) *vertices;
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LIST_TYPE(V3f) *normals;
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LIST_TYPE(V2f) *texture_coordinates;
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LIST_TYPE(Triangle) *triangles;
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Image *texture;
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Image *normal;
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};
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Model load_obj_file(Arena *arena, const char *filename, const char *diffuse,
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const char *tangent);
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Model load_obj_file(Arena *arena, const char *filename, const char *diffuse, const char *tangent);
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#endif // OBJ_H
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@@ -6,8 +6,11 @@
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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 <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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@@ -16,16 +19,13 @@ struct triangle_bbox {
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u64 y1;
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};
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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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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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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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internal void render_triangle(const Triangle *triangle, const Model *model, ShaderID shader,
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Render *render, RenderType render_type, Colour colour);
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internal void fill_triangle(Render *render, ShaderID shader, 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, 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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@@ -44,8 +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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@@ -53,9 +52,8 @@ void render_model(const Model *model, Render *render, ShaderID shader,
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}
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}
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internal void render_triangle(const Triangle *triangle, const Model *model,
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ShaderID shader, Render *render,
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RenderType render_type, Colour colour) {
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internal void render_triangle(const Triangle *triangle, const Model *model, ShaderID shader,
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Render *render, RenderType render_type, Colour colour) {
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Image *img = &(render->img);
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VertexData vertices[TRIANGLE_VERTICES];
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for (u64 i = 0; i < TRIANGLE_VERTICES; ++i) {
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@@ -80,12 +78,10 @@ internal void render_triangle(const Triangle *triangle, const Model *model,
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}
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}
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internal void fill_triangle(Render *render, ShaderID shader,
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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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internal void fill_triangle(Render *render, ShaderID shader, VertexData vertices[TRIANGLE_VERTICES],
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Colour colour, const Model *model, RenderType type) {
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Image *img = &(render->img);
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Depth *depth = &(render->depth);
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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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@@ -94,10 +90,12 @@ internal void fill_triangle(Render *render, ShaderID shader,
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TriangleBBox bbox = get_triangle_bbox(img, vp_verts);
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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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V2f point;
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V3f coords;
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f32 z;
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f32 zbuf;
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V4f shader_colour;
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Colour output_colour;
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FragmentResult result;
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f32 intensity = 1.0f;
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@@ -110,29 +108,36 @@ internal void fill_triangle(Render *render, ShaderID shader,
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continue;
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}
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z = 0.0f;
|
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z = 0.0f;
|
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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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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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|
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if (z <= zbuf) {
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continue;
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}
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result = run_fragment_shader(shader, &coords, &colour, model);
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shader_colour = (V4f){.r = colour.r, .g = colour.g, .b = colour.b, .a = colour.a};
|
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result = run_fragment_shader(shader, &coords, &shader_colour, model);
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if (DISCARD_FRAGMENT(result)) {
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continue;
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}
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|
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output_colour = (Colour){
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.r = clamp(result.colour.r, 0, UINT8_MAX),
|
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.g = clamp(result.colour.g, 0, UINT8_MAX),
|
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.b = clamp(result.colour.b, 0, UINT8_MAX),
|
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.a = clamp(result.colour.a, 0, UINT8_MAX),
|
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};
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set_pixel(depth, x, y, &z);
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set_pixel(img, x, y, &result.colour);
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set_pixel(img, x, y, &output_colour);
|
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}
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}
|
||||
}
|
||||
|
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internal TriangleBBox get_triangle_bbox(const Image *img,
|
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V2f vertices[TRIANGLE_VERTICES]) {
|
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internal TriangleBBox get_triangle_bbox(const Image *img, 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));
|
||||
|
@@ -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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|
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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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|
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COUNT_RENDER_TYPES,
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COUNT_RENDER_TYPE,
|
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} RenderType;
|
||||
|
||||
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,
|
||||
|
||||
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
|
||||
|
@@ -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;
|
||||
}
|
||||
|
@@ -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
|
||||
|
@@ -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) {
|
||||
|
@@ -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
|
||||
|
@@ -4,4 +4,5 @@ M4x4f proj_mv;
|
||||
M4x4f proj_mv_inv_t;
|
||||
M4x4f viewport;
|
||||
M4x4f final;
|
||||
M4x4f final_inv;
|
||||
VertexData vertices[TRIANGLE_VERTICES];
|
||||
|
@@ -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) {
|
||||
|
@@ -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
|
@@ -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};
|
||||
|
@@ -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
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
|
@@ -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) {
|
||||
|
@@ -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)
|
||||
|
||||
|
Reference in New Issue
Block a user