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72 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
95895750e8 Split shaders code to separate files 2024-09-13 23:55:11 +01:00
98323da649 Reformat and reorganise before writing shadow code 2024-09-13 23:54:46 +01:00
c739864489 Update variable names 2024-09-13 12:57:15 +01:00
f45e30620f Reorganise resources 2024-09-13 12:56:26 +01:00
dcbda91730 str8_substr returns copy of the string 2024-09-13 02:57:06 +01:00
80f20a06cd Reformat 2024-09-13 02:48:45 +01:00
c12c212843 Update resources 2024-09-13 02:34:18 +01:00
1223e55db1 Pass model as a CLI arg 2024-09-13 02:33:41 +01:00
351b7e9d42 Rename variable 2024-09-06 19:00:17 +01:00
b57ec11598 Ensure intensity is clamped 2024-09-01 23:02:05 +01:00
d750c49f71 Update result screenshot 2024-09-01 22:31:00 +01:00
cf8c681474 Implement tangent normals and switch to using basic diffuse shader 2024-09-01 22:30:04 +01:00
84fbb711e1 Add function to invert 3x3 matrix 2024-09-01 22:28:11 +01:00
8c74706fdc Update head model 2024-09-01 22:26:04 +01:00
d851509321 Update result screenshot 2024-09-01 02:16:18 +01:00
e87f780dae Move vertex and fragment calculations to the shaders 2024-09-01 02:15:32 +01:00
8726c833d4 Add extra vector and matrix types and operations 2024-09-01 02:14:25 +01:00
da495d9e43 Add array access to Triangle struct 2024-09-01 02:13:53 +01:00
18e9964d33 Move TRIANGLE_VERTICES constant to constants.h 2024-09-01 02:13:02 +01:00
95d474c956 Save viewport matrix in a variable 2024-08-31 22:24:04 +01:00
41c30256b7 Remove unused variable 2024-08-31 22:23:46 +01:00
4b178de784 Update vector and matrix types 2024-08-31 22:23:18 +01:00
bb6b0e3e5d Change f32x3 to union 2024-08-31 13:46:12 +01:00
97622d0bf7 Move viewport matrix multiplication out of vertex shader 2024-08-26 22:30:05 +01:00
319bad9659 Fix barycentric coordinates calculation (#2)
Reviewed-on: #2

	* Set up for debugging
	* Replace get_barycentric_coords with different calculation
	* Update commented lines
	* Add V3_ELEM_COUNT macro
	* Change loop in barycentric coordinates calculation function
	* Update debug values
	* Simplify barycentric coordinates function
	* Remove debug lines
Co-authored-by: Abdelrahman <said.abdelrahman89@gmail.com>
Co-committed-by: Abdelrahman <said.abdelrahman89@gmail.com>
2024-08-26 17:12:44 +00:00
57dcf6457c Update includes and reorder variables 2024-08-25 02:47:13 +01:00
7671f688a3 Extra resources for debugging 2024-08-25 02:45:20 +01:00
f9851967d8 Ignore python related files 2024-08-25 02:43:54 +01:00
5dac82ffb7 Pass float vectors when calculating barycentric coordinates 2024-08-25 01:33:39 +01:00
185f44252f Flip the Y texture coordinate when loading the OBJ model 2024-08-25 01:32:54 +01:00
cee57282cb Ignore png images in resources dir 2024-08-25 00:45:46 +01:00
cdf521f184 Switch back to using object level normals 2024-08-24 23:39:19 +01:00
cab1b538e6 Update result screenshot 2024-08-24 23:18:51 +01:00
afa9bc7468 Update phong weights 2024-08-24 23:16:35 +01:00
8ccc424b06 Calculate light direction from position 2024-08-24 23:16:11 +01:00
62aa2fbc3b Change directional light to point light 2024-08-24 23:15:38 +01:00
22edc89593 Update wapp submodule 2024-08-24 19:08:02 +01:00
1f5f01d73f Switch to using tangent normals 2024-08-24 00:48:46 +01:00
798100f138 Fix Phong specular term 2024-08-24 00:39:40 +01:00
aa9c443997 Update result screenshot 2024-08-24 00:29:20 +01:00
535ead0337 Change light direction 2024-08-24 00:28:31 +01:00
6f5c094f49 Use matrices to transform light and normals 2024-08-24 00:25:41 +01:00
996597684b Add transpose and inverse matrix utilities 2024-08-24 00:25:18 +01:00
4f58fc4803 Rename create_shader to register_shader 2024-08-23 22:43:52 +01:00
c91f1b9e9b Use correct default arena init function 2024-08-23 22:31:14 +01:00
3ceafe5899 Update wapp submodule 2024-08-23 22:30:32 +01:00
5eeb7d6819 Switch to using wapp_mem_arena_init_default 2024-08-23 21:58:55 +01:00
37 changed files with 39716 additions and 112792 deletions

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vt 0.772727 0.236191
vt 0.590909 0.236191
vt 0.409092 0.236191
vt 0.181819 0.314921
vt 0.272728 0.314921
vt 0.227273 0.393651
vt 0.000000 0.314921
vt 0.090910 0.314921
vt 0.045455 0.393651
vt 0.727273 0.314921
vt 0.818182 0.314921
vt 0.772727 0.393651
vt 0.545455 0.314921
vt 0.636364 0.314921
vt 0.590909 0.393651
vt 0.363637 0.314921
vt 0.454546 0.314921
vt 0.409092 0.393651
vt 0.500000 0.393651
vt 0.454546 0.472382
vt 0.681818 0.393651
vt 0.636364 0.472382
vt 0.863636 0.393651
vt 0.818182 0.472382
vt 0.909091 0.314921
vt 0.136365 0.393651
vt 0.090910 0.472382
vt 0.318182 0.393651
vt 0.272728 0.472382
vt 0.954545 0.236191
vt 1.000000 0.157461
vt 0.409092 0.078731
vt 0.363637 0.000000
s 0
f 1/1/1 14/2/1 13/3/1
f 2/4/2 14/5/2 16/6/2
f 1/7/3 13/8/3 18/9/3
f 1/10/4 18/11/4 20/12/4
f 1/13/5 20/14/5 17/15/5
f 2/4/6 16/6/6 23/16/6
f 3/17/7 15/18/7 25/19/7
f 4/20/8 19/21/8 27/22/8
f 5/23/9 21/24/9 29/25/9
f 6/26/10 22/27/10 31/28/10
f 2/4/11 23/16/11 26/29/11
f 3/17/12 25/19/12 28/30/12
f 4/20/13 27/22/13 30/31/13
f 5/23/14 29/25/14 32/32/14
f 6/26/15 31/28/15 24/33/15
f 7/34/16 33/35/16 38/36/16
f 8/37/17 34/38/17 40/39/17
f 9/40/18 35/41/18 41/42/18
f 10/43/19 36/44/19 42/45/19
f 11/46/20 37/47/20 39/48/20
f 39/48/21 42/49/21 12/50/21
f 39/48/22 37/47/22 42/49/22
f 37/47/23 10/43/23 42/49/23
f 42/45/24 41/51/24 12/52/24
f 42/45/25 36/44/25 41/51/25
f 36/44/26 9/40/26 41/51/26
f 41/42/27 40/53/27 12/54/27
f 41/42/28 35/41/28 40/53/28
f 35/41/29 8/55/29 40/53/29
f 40/39/30 38/56/30 12/57/30
f 40/39/31 34/38/31 38/56/31
f 34/38/32 7/34/32 38/56/32
f 38/36/33 39/58/33 12/59/33
f 38/36/34 33/35/34 39/58/34
f 33/35/35 11/46/35 39/58/35
f 24/33/36 37/47/36 11/46/36
f 24/33/37 31/28/37 37/47/37
f 31/28/38 10/43/38 37/47/38
f 32/32/39 36/44/39 10/43/39
f 32/32/40 29/25/40 36/44/40
f 29/25/41 9/40/41 36/44/41
f 30/31/42 35/41/42 9/40/42
f 30/31/43 27/22/43 35/41/43
f 27/22/44 8/55/44 35/41/44
f 28/30/45 34/38/45 8/37/45
f 28/30/46 25/19/46 34/38/46
f 25/19/47 7/34/47 34/38/47
f 26/29/48 33/35/48 7/34/48
f 26/29/49 23/16/49 33/35/49
f 23/16/50 11/46/50 33/35/50
f 31/28/51 32/32/51 10/43/51
f 31/28/52 22/27/52 32/32/52
f 22/27/53 5/23/53 32/32/53
f 29/25/54 30/31/54 9/40/54
f 29/25/55 21/24/55 30/31/55
f 21/24/56 4/20/56 30/31/56
f 27/22/57 28/60/57 8/55/57
f 27/22/58 19/21/58 28/60/58
f 19/21/59 3/61/59 28/60/59
f 25/19/60 26/29/60 7/34/60
f 25/19/61 15/18/61 26/29/61
f 15/18/62 2/4/62 26/29/62
f 23/16/63 24/33/63 11/46/63
f 23/16/64 16/6/64 24/33/64
f 16/6/65 6/26/65 24/33/65
f 17/15/66 22/27/66 6/26/66
f 17/15/67 20/14/67 22/27/67
f 20/14/68 5/23/68 22/27/68
f 20/12/69 21/24/69 5/23/69
f 20/12/70 18/11/70 21/24/70
f 18/11/71 4/20/71 21/24/71
f 18/9/72 19/21/72 4/20/72
f 18/9/73 13/8/73 19/21/73
f 13/8/74 3/61/74 19/21/74
f 16/6/75 17/62/75 6/26/75
f 16/6/76 14/5/76 17/62/76
f 14/5/77 1/63/77 17/62/77
f 13/3/78 15/18/78 3/17/78
f 13/3/79 14/2/79 15/18/79
f 14/2/80 2/4/80 15/18/80

15
resources/polygon.obj Normal file
View File

@@ -0,0 +1,15 @@
# Blender 4.2.0
# www.blender.org
o Sphere
v 0.707107 0.000000 0.707107
v 0.653281 -0.382683 0.653281
v 0.000000 0.000000 1.000000
v 0.000000 -0.382683 0.923879
vn 0.3764 -0.1807 0.9087
vt 0.375000 0.375000
vt 0.250000 0.500000
vt 0.250000 0.375000
vt 0.375000 0.500000
s 0
f 2/1/1 3/2/1 4/3/1
f 2/1/1 1/4/1 3/2/1

7
src/constants.h Normal file
View File

@@ -0,0 +1,7 @@
#ifndef CONSTANTS_H
#define CONSTANTS_H
#define DEPTH_MAX 255
#define TRIANGLE_VERTICES 3
#endif // CONSTANTS_H

View File

@@ -12,6 +12,8 @@
TYPE *buf; \ TYPE *buf; \
} NAME } NAME
#define BUF_SIZE(BUF) sizeof(*((BUF)->buf))
typedef struct colour Colour; typedef struct colour Colour;
struct colour { struct colour {
u8 r; u8 r;
@@ -24,14 +26,10 @@ BUF_TYPE(void, Buffer);
BUF_TYPE(Colour, Image); BUF_TYPE(Colour, Image);
BUF_TYPE(f32, Depth); BUF_TYPE(f32, Depth);
#define init_buffer(ARENA, BUF) \ #define init_buffer(ARENA, BUF) (_init_buffer(ARENA, (Buffer *)BUF, BUF_SIZE(BUF)))
_init_buffer(ARENA, (Buffer *)BUF, sizeof(*((BUF)->buf))) #define get_pixel(TYPE, BUF, X, Y) (*((TYPE *)(_get_pixel((Buffer *)BUF, X, Y, BUF_SIZE(BUF)))))
#define get_pixel(TYPE, BUF, X, Y) \ #define set_pixel(BUF, X, Y, VAL_PTR) (_set_pixel((Buffer *)BUF, X, Y, VAL_PTR, BUF_SIZE(BUF)))
(*((TYPE *)(_get_pixel((Buffer *)BUF, X, Y, sizeof(*((BUF)->buf)))))) #define clear_buffer(BUF, VAL_PTR) (_clear_buffer((Buffer *)BUF, VAL_PTR, BUF_SIZE(BUF)))
#define set_pixel(BUF, X, Y, VAL_PTR) \
_set_pixel((Buffer *)BUF, X, Y, VAL_PTR, sizeof(*((BUF)->buf)))
#define clear_buffer(BUF, VAL_PTR) \
_clear_buffer((Buffer *)BUF, VAL_PTR, sizeof(*((BUF)->buf)))
bool _init_buffer(Arena *arena, Buffer *buffer, u64 base_size); bool _init_buffer(Arena *arena, Buffer *buffer, u64 base_size);
u8 *_get_pixel(Buffer *buffer, u64 x, u64 y, u64 base_size); u8 *_get_pixel(Buffer *buffer, u64 x, u64 y, u64 base_size);

View File

@@ -1,59 +1,6 @@
#include "img.h" #include "aliases.h"
#include "mem_arena.h" #include "tiny.h"
#include "mem_utils.h"
#include "misc_utils.h"
#include "obj.h"
#include "render.h"
#include "shaders.h"
#include <stdbool.h>
#include <stdio.h>
#include <string.h>
#include <time.h>
#define SIZE 1200 i32 main(i32 argc, char *argv[]) {
#define RESOURCE(NAME) "resources/" NAME return tiny_main(argc, argv);
enum {
TINY_EXIT_SUCCESS,
TINY_EXIT_ARENA_INIT_FAILED,
TINY_EXIT_RENDER_INIT_FAILED,
TINY_EXIT_MODEL_LOAD_FAILED,
};
int main(void) {
Arena *arena = NULL;
if (!wapp_mem_arena_init(&arena, GB(10), WAPP_MEM_ALLOC_RESERVE, false)) {
return TINY_EXIT_ARENA_INIT_FAILED;
}
Colour bg = {.r = 42, .g = 45, .b = 52, .a = 255};
Colour teal = {.r = 14, .g = 156, .b = 208, .a = 255};
Render render;
if (!init_render(arena, &render, SIZE, SIZE)) {
return TINY_EXIT_RENDER_INIT_FAILED;
}
Model obj = load_obj_file(arena, RESOURCE("head.obj"), RESOURCE("head.pnm"),
RESOURCE("head_nm.pnm"));
if (IS_INVALID_MODEL(obj)) {
return TINY_EXIT_MODEL_LOAD_FAILED;
}
PhongMaterial material = {
.ambient = 0.1f,
.diffuse = 1.2f,
.specular = 0.1f,
.shininess = 0.8f,
};
obj.material = material;
load_shaders();
clear_buffer(&(render.img), &bg);
render_model(&obj, &render, perspective_phong, RENDER_TYPE_SHADED, teal);
save_image(&(render.img), "result.pam");
wapp_mem_arena_destroy(&arena);
return TINY_EXIT_SUCCESS;
} }

View File

@@ -5,8 +5,7 @@
#include "vec.h" #include "vec.h"
#include <stdio.h> #include <stdio.h>
Model load_obj_file(Arena *arena, const char *filename, const char *texture, Model load_obj_file(Arena *arena, const char *filename, const char *diffuse, const char *tangent) {
const char *normal_map) {
if (!arena) { if (!arena) {
return INVALID_MODEL; return INVALID_MODEL;
} }
@@ -17,13 +16,12 @@ Model load_obj_file(Arena *arena, const char *filename, const char *texture,
} }
Model model = (Model){ Model model = (Model){
.vertices = list_create(V3f, arena), .vertices = list_create(V3f, arena),
.normals = list_create(V3f, arena), .normals = list_create(V3f, arena),
.texture_coordinates = list_create(V2f, arena), .texture_coordinates = list_create(V2f, arena),
.triangles = list_create(Triangle, arena), .triangles = list_create(Triangle, arena),
}; };
if (!(model.vertices) || !(model.normals) || !(model.texture_coordinates) || if (!(model.vertices) || !(model.normals) || !(model.texture_coordinates) || !(model.triangles)) {
!(model.triangles)) {
return INVALID_MODEL; return INVALID_MODEL;
} }
@@ -56,31 +54,33 @@ Model load_obj_file(Arena *arena, const char *filename, const char *texture,
} else if (strncmp(identifier, "vt", 8) == 0) { } else if (strncmp(identifier, "vt", 8) == 0) {
sscanf(line + 2, "%f %f", &u, &v); sscanf(line + 2, "%f %f", &u, &v);
coord.u = u; coord.u = u;
coord.v = v; coord.v = 1.0f - v;
list_append(V2f, arena, model.texture_coordinates, coord); list_append(V2f, arena, model.texture_coordinates, coord);
} else if (strncmp(identifier, "f", 8) == 0) { } else if (strncmp(identifier, "f", 8) == 0) {
sscanf(line + 2, "%lu/%lu/%lu %lu/%lu/%lu %lu/%lu/%lu", &fp0, &tx0, &vn0, sscanf(line + 2, "%lu/%lu/%lu %lu/%lu/%lu %lu/%lu/%lu",
&fp1, &tx1, &vn1, &fp2, &tx2, &vn2); &fp0, &tx0, &vn0,
&fp1, &tx1, &vn1,
&fp2, &tx2, &vn2);
// OBJ indices start from 1 // OBJ indices start from 1
triangle.p0 = fp0 - 1; triangle.p0 = fp0 - 1;
triangle.p1 = fp1 - 1; triangle.p1 = fp1 - 1;
triangle.p2 = fp2 - 1; triangle.p2 = fp2 - 1;
triangle.n0 = vn0 - 1;
triangle.n1 = vn1 - 1;
triangle.n2 = vn2 - 1;
triangle.tx0 = tx0 - 1; triangle.tx0 = tx0 - 1;
triangle.tx1 = tx1 - 1; triangle.tx1 = tx1 - 1;
triangle.tx2 = tx2 - 1; triangle.tx2 = tx2 - 1;
triangle.n0 = vn0 - 1;
triangle.n1 = vn1 - 1;
triangle.n2 = vn2 - 1;
list_append(Triangle, arena, model.triangles, triangle); list_append(Triangle, arena, model.triangles, triangle);
} }
} }
if (texture) { if (diffuse) {
model.texture = load_p6_image(arena, texture); model.texture = load_p6_image(arena, diffuse);
} }
if (normal_map) { if (tangent) {
model.normal = load_p6_image(arena, normal_map); model.normal = load_p6_image(arena, tangent);
} }
return model; return model;

View File

@@ -2,6 +2,7 @@
#define OBJ_H #define OBJ_H
#include "aliases.h" #include "aliases.h"
#include "constants.h"
#include "img.h" #include "img.h"
#include "mem_arena.h" #include "mem_arena.h"
#include "typed_list.h" #include "typed_list.h"
@@ -12,46 +13,51 @@
typedef struct triangle Triangle; typedef struct triangle Triangle;
struct triangle { struct triangle {
u64 p0; union {
u64 p1; u64 positions[TRIANGLE_VERTICES];
u64 p2; struct {
u64 n0; u64 p0;
u64 n1; u64 p1;
u64 n2; u64 p2;
u64 tx0; };
u64 tx1; };
u64 tx2; union {
u64 normals[TRIANGLE_VERTICES];
struct {
u64 n0;
u64 n1;
u64 n2;
};
};
union {
u64 coordinates[TRIANGLE_VERTICES];
struct {
u64 tx0;
u64 tx1;
u64 tx2;
};
};
}; };
MAKE_LIST_TYPE(Triangle); MAKE_LIST_TYPE(Triangle);
typedef struct phong_material PhongMaterial; typedef struct point_light PointLight;
struct phong_material { struct point_light {
f32 specular;
f32 diffuse;
f32 ambient;
f32 shininess;
};
typedef struct directional_light DirectionalLight;
struct directional_light {
V3f diffuse_intensity; V3f diffuse_intensity;
V3f specular_intensity; V3f specular_intensity;
V3f direction; V3f position;
}; };
typedef struct model Model; typedef struct model Model;
struct model { struct model {
LIST_TYPE(V3f) * vertices; LIST_TYPE(V3f) *vertices;
LIST_TYPE(V3f) * normals; LIST_TYPE(V3f) *normals;
LIST_TYPE(V2f) * texture_coordinates; LIST_TYPE(V2f) *texture_coordinates;
LIST_TYPE(Triangle) * triangles; LIST_TYPE(Triangle) *triangles;
Image *texture; Image *texture;
Image *normal; Image *normal;
PhongMaterial material;
}; };
Model load_obj_file(Arena *arena, const char *filename, const char *texture, Model load_obj_file(Arena *arena, const char *filename, const char *diffuse, const char *tangent);
const char *normal_map);
#endif // OBJ_H #endif // OBJ_H

View File

@@ -1,10 +1,15 @@
#include "render.h" #include "render.h"
#include "aliases.h"
#include "constants.h"
#include "img.h"
#include "shader.h" #include "shader.h"
#include "typed_list.h"
#include "utils.h" #include "utils.h"
#include "vec.h" #include "vec.h"
#include <stdint.h>
#include <math.h> #include <math.h>
#define TRIANGLE_VERTICES 3 Render g_render_passes[COUNT_RENDER_PASS] = {0};
typedef struct triangle_bbox TriangleBBox; typedef struct triangle_bbox TriangleBBox;
struct triangle_bbox { struct triangle_bbox {
@@ -14,20 +19,13 @@ struct triangle_bbox {
u64 y1; u64 y1;
}; };
internal void render_triangle(const Triangle *triangle, const Model *model, internal void render_triangle(const Triangle *triangle, const Model *model, ShaderID shader,
ShaderID shader, Render *render, Render *render, RenderType render_type, Colour colour);
RenderType render_type, Colour colour); internal void fill_triangle(Render *render, ShaderID shader, VertexData vertices[TRIANGLE_VERTICES],
internal void fill_triangle(Render *render, ShaderID shader, Colour colour, const Model *model, RenderType type);
V3f vertices[TRIANGLE_VERTICES], internal TriangleBBox get_triangle_bbox(const Image *img, V2f vertices[TRIANGLE_VERTICES]);
V3f normals[TRIANGLE_VERTICES], internal V3f get_barycentric_coords(V2f a, V2f b, V2f c, V2f p);
V2f coordinates[TRIANGLE_VERTICES], Colour colour, internal V2f get_viewport_vertex(const V3f *vertex, const Image *img);
const Model *model, RenderType type);
internal TriangleBBox get_triangle_bbox(const Image *img,
V3f vertices[TRIANGLE_VERTICES]);
internal V3f get_barycentric_coords(f32 d00, f32 d01, f32 d11, f32 denom,
const V2i *ab, const V2i *ac,
const V2i *ap);
internal V3f get_viewport_vertex(const V3f *vertex, const Image *img);
bool init_render(Arena *arena, Render *render, u64 width, u64 height) { bool init_render(Arena *arena, Render *render, u64 width, u64 height) {
render->img = (Image){.width = width, .height = height}; render->img = (Image){.width = width, .height = height};
@@ -46,8 +44,7 @@ bool init_render(Arena *arena, Render *render, u64 width, u64 height) {
return true; return true;
} }
void render_model(const Model *model, Render *render, ShaderID shader, void render_model(const Model *model, Render *render, ShaderID shader, RenderType render_type, Colour colour) {
RenderType render_type, Colour colour) {
Triangle triangle; Triangle triangle;
for (u64 i = 0; i < model->triangles->count; ++i) { for (u64 i = 0; i < model->triangles->count; ++i) {
triangle = list_get(model->triangles, i); triangle = list_get(model->triangles, i);
@@ -55,137 +52,92 @@ void render_model(const Model *model, Render *render, ShaderID shader,
} }
} }
internal void render_triangle(const Triangle *triangle, const Model *model, internal void render_triangle(const Triangle *triangle, const Model *model, ShaderID shader,
ShaderID shader, Render *render, Render *render, RenderType render_type, Colour colour) {
RenderType render_type, Colour colour) {
Image *img = &(render->img); Image *img = &(render->img);
V3f vertices[TRIANGLE_VERTICES] = { VertexData vertices[TRIANGLE_VERTICES];
list_get(model->vertices, triangle->p0),
list_get(model->vertices, triangle->p1),
list_get(model->vertices, triangle->p2),
};
V3f normals[TRIANGLE_VERTICES] = {
list_get(model->normals, triangle->n0),
list_get(model->normals, triangle->n1),
list_get(model->normals, triangle->n2),
};
V2f coordinates[TRIANGLE_VERTICES] = {
list_get(model->texture_coordinates, triangle->tx0),
list_get(model->texture_coordinates, triangle->tx1),
list_get(model->texture_coordinates, triangle->tx2),
};
for (u64 i = 0; i < TRIANGLE_VERTICES; ++i) { for (u64 i = 0; i < TRIANGLE_VERTICES; ++i) {
vertices[i] = vertices[i].position = list_get(model->vertices, triangle->positions[i]);
run_vertex_shader(shader, &vertices[i], (Buffer *)&render->img); vertices[i].normal = list_get(model->normals, triangle->normals[i]);
vertices[i].uv = list_get(model->texture_coordinates, triangle->coordinates[i]);
vertices[i] = run_vertex_shader(shader, &vertices[i], i, model);
} }
if (render_type == RENDER_TYPE_WIREFRAME) { if (render_type == RENDER_TYPE_WIREFRAME) {
V3f v0, v1; // V3f v0, v1;
u64 x0, y0, x1, y1; // u64 x0, y0, x1, y1;
for (u64 i = 0; i < TRIANGLE_VERTICES; ++i) { // for (u64 i = 0; i < TRIANGLE_VERTICES; ++i) {
v0 = vertices[i]; // v0 = vertices[i];
v1 = vertices[(i + 1) % TRIANGLE_VERTICES]; // v1 = vertices[(i + 1) % TRIANGLE_VERTICES];
//
draw_line(img, (u64)v0.x, (u64)v0.y, (u64)v1.x, (u64)v1.y, colour); // draw_line(img, (u64)v0.x, (u64)v0.y, (u64)v1.x, (u64)v1.y, colour);
} // }
} else if (render_type == RENDER_TYPE_FILLED || } else if (render_type == RENDER_TYPE_FILLED || render_type == RENDER_TYPE_SHADED) {
render_type == RENDER_TYPE_SHADED) { fill_triangle(render, shader, vertices, colour, model, render_type);
fill_triangle(render, shader, vertices, normals, coordinates, colour, model,
render_type);
} }
} }
internal void fill_triangle(Render *render, ShaderID shader, internal void fill_triangle(Render *render, ShaderID shader, VertexData vertices[TRIANGLE_VERTICES],
V3f vertices[TRIANGLE_VERTICES], Colour colour, const Model *model, RenderType type) {
V3f normals[TRIANGLE_VERTICES], Image *img = &(render->img);
V2f coordinates[TRIANGLE_VERTICES], Colour colour, Depth *depth = &(render->depth);
const Model *model, RenderType type) {
Image *img = &(render->img);
Depth *depth = &(render->depth);
TriangleBBox bbox = get_triangle_bbox(img, vertices);
V3f v0 = vertices[0]; V2f vp_verts[TRIANGLE_VERTICES] = {0};
V3f v1 = vertices[1]; for (u64 i = 0; i < TRIANGLE_VERTICES; ++i) {
V3f v2 = vertices[2]; vp_verts[i] = get_viewport_vertex(&vertices[i].position, img);
}
V2i ab = V2(V2i, i64, v0.x, v0.y, v1.x, v1.y); TriangleBBox bbox = get_triangle_bbox(img, vp_verts);
V2i ac = V2(V2i, i64, v0.x, v0.y, v2.x, v2.y);
f32 d00 = dot_v2(ab, ab); V2f point;
f32 d01 = dot_v2(ab, ac); V3f coords;
f32 d11 = dot_v2(ac, ac); f32 z;
f32 denom = d00 * d11 - d01 * d01; f32 zbuf;
V2i ap; V4f shader_colour;
V3f coords; Colour output_colour;
f32 z;
f32 zbuf;
f32 px, py, pz;
V3f position;
f32 nx, ny, nz;
V3f normal;
f32 tx_u, tx_v;
u64 tx_x, tx_y;
V2f tex_coords;
FragmentData data = {0};
FragmentResult result; FragmentResult result;
f32 intensity = 1.0f; f32 intensity = 1.0f;
for (u64 y = bbox.y0; y <= bbox.y1; ++y) { for (u64 y = bbox.y0; y <= bbox.y1; ++y) {
for (u64 x = bbox.x0; x <= bbox.x1; ++x) { for (u64 x = bbox.x0; x <= bbox.x1; ++x) {
ap = V2(V2i, i64, v0.x, v0.y, x, y); point = (V2f){x, y};
coords = get_barycentric_coords(d00, d01, d11, denom, &ab, &ac, &ap); coords = get_barycentric_coords(vp_verts[0], vp_verts[1], vp_verts[2], point);
if (coords.x < 0.0f || coords.y < 0.0f || coords.x + coords.y > 1.0f) { if (coords.x < 0.0f || coords.y < 0.0f || coords.z < 0.0f) {
continue; continue;
} }
z = 0.0f; z = 0.0f;
z += v0.z * coords.x + v1.z * coords.y + v2.z * coords.z; z += vertices[0].position.z * coords.x +
vertices[1].position.z * coords.y +
vertices[2].position.z * coords.z;
zbuf = get_pixel(f32, &(render->depth), x, y); zbuf = get_pixel(f32, &(render->depth), x, y);
if (z <= zbuf) { if (z <= zbuf) {
continue; continue;
} }
px = vertices[0].x * coords.x + vertices[1].x * coords.y + shader_colour = (V4f){.r = colour.r, .g = colour.g, .b = colour.b, .a = colour.a};
vertices[2].x * coords.z; result = run_fragment_shader(shader, &coords, &shader_colour, model);
py = vertices[0].y * coords.x + vertices[1].y * coords.y +
vertices[2].y * coords.z;
pz = vertices[0].z * coords.x + vertices[1].z * coords.y +
vertices[2].z * coords.z;
position = (V3f){px, py, pz};
normalise_v3(position);
data.position = position;
nx = normals[0].x * coords.x + normals[1].x * coords.y +
normals[2].x * coords.z;
ny = normals[0].y * coords.x + normals[1].y * coords.y +
normals[2].y * coords.z;
nz = normals[0].z * coords.x + normals[1].z * coords.y +
normals[2].z * coords.z;
normal = (V3f){nx, ny, nz};
data.normal = normal;
tx_u = coordinates[0].u * coords.x + coordinates[1].u * coords.y +
coordinates[2].u * coords.z;
tx_v = coordinates[0].v * coords.x + coordinates[1].v * coords.y +
coordinates[2].v * coords.z;
tex_coords = (V2f){tx_u, tx_v};
data.tex_coords = tex_coords;
result = run_fragment_shader(shader, &data, &colour, model);
if (DISCARD_FRAGMENT(result)) { if (DISCARD_FRAGMENT(result)) {
continue; 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(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, internal TriangleBBox get_triangle_bbox(const Image *img, V2f vertices[TRIANGLE_VERTICES]) {
V3f vertices[TRIANGLE_VERTICES]) {
f32 x0 = min(vertices[0].x, min(vertices[1].x, vertices[2].x)); 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 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)); f32 y0 = min(vertices[0].y, min(vertices[1].y, vertices[2].y));
@@ -199,25 +151,22 @@ internal TriangleBBox get_triangle_bbox(const Image *img,
}; };
} }
internal V3f get_barycentric_coords(f32 d00, f32 d01, f32 d11, f32 denom, internal V3f get_barycentric_coords(V2f a, V2f b, V2f c, V2f p) {
const V2i *ab, const V2i *ac, V3f x_vec = V3(V3f, f32, c.x, b.x, a.x, a.x, a.x, p.x);
const V2i *ap) { V3f y_vec = V3(V3f, f32, c.y, b.y, a.y, a.y, a.y, p.y);
if (denom == 0.0f) {
return (V3f){-INFINITY, -INFINITY, -INFINITY}; V3f u = cross_product(x_vec, y_vec);
if (fabsf(u.z) < 1e-2) {
return (V3f){-1.0f, 1.0f, 1.0f};
} }
f32 d20 = dot_v2((*ap), (*ab)); return (V3f){1.0f - (u.x + u.y) / u.z, u.y / u.z, u.x / u.z};
f32 d21 = dot_v2((*ap), (*ac));
f32 v = (d11 * d20 - d01 * d21) / denom;
f32 w = (d00 * d21 - d01 * d20) / denom;
f32 u = 1.0f - v - w;
return (V3f){v, w, u};
} }
internal V3f get_viewport_vertex(const V3f *vertex, const Image *img) { internal V2f get_viewport_vertex(const V3f *vertex, const Image *img) {
V4f vh = {.x = vertex->x, .y = 0.0f - vertex->y, .z = vertex->z, .w = 1.0f}; V3f output = *vertex;
vh = mat4x4_mul_vec4(viewport(vh.x, vh.y, img->width, img->height), vh); output.x = clamp(output.x, 0.0f, img->width);
return project_vec4(vh); output.y = clamp(output.y, 0.0f, img->height);
return (V2f){output.x, output.y};
} }

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

135
src/shader/main_shader.c Normal file
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@@ -0,0 +1,135 @@
#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) {
Shader *shdr = (Shader *)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);
shdr->vertices[index].uv = vert->uv;
V4f hnorm = V3_to_V4(vert->normal);
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 V4f *colour,
const Model *model) {
Shader *shdr = (Shader *)shader;
M3x3f pos_mat = {.rows = {shdr->vertices[0].position, shdr->vertices[1].position, shdr->vertices[2].position}};
pos_mat = mat3x3_transpose(pos_mat);
M3x3f normal_mat = {.rows = {shdr->vertices[0].normal, shdr->vertices[1].normal, shdr->vertices[2].normal}};
normal_mat = mat3x3_transpose(normal_mat);
M3x2f uvs = {shdr->vertices[0].uv, shdr->vertices[1].uv, shdr->vertices[2].uv};
M2x3f uv_mat = mat3x2_transpose(uvs);
V3f position = mat3x3_mul_vec3(pos_mat, (*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
* https://github.com/ssloy/tinyrenderer/wiki/Lesson-6bis:-tangent-space-normal-mapping#starting-point-phong-shading
*/
if (model->normal) {
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){
.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,
};
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_inv = mat3x3_inv(A);
V2f uv0 = shdr->vertices[0].uv;
V2f uv1 = shdr->vertices[1].uv;
V2f uv2 = shdr->vertices[2].uv;
V3f u_vec = {uv1.u - uv0.u, uv2.u - uv0.u, 0};
V3f v_vec = {uv1.v - uv0.v, uv2.v - uv0.v, 0};
V3f i = mat3x3_mul_vec3(A_inv, u_vec);
normalise_v3(i);
V3f j = mat3x3_mul_vec3(A_inv, v_vec);
normalise_v3(j);
M3x3f B = {.rows = {i, j, normal}};
B = mat3x3_transpose(B);
normal = mat3x3_mul_vec3(B, tangent);
normalise_v3(normal);
}
#pragma endregion darboux_frame_tangent_normals
V4f output;
if (model->texture) {
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;
}
f32 intensity = max(0.001f, dot_v3(normal, shdr->light_dir));
f32 r = clamp(intensity + shdr->ambient.r, 0.0f, 1.0f);
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 * shadow;
output.g *= g * shadow;
output.b *= b * shadow;
return (FragmentResult){.colour = output};
}
FragmentResult albedo_shader_fragment(void *shader, const V3f *barycentric, const V4f *colour,
const Model *model) {
Shader *shdr = (Shader *)shader;
M3x2f uvs = {shdr->vertices[0].uv, shdr->vertices[1].uv, shdr->vertices[2].uv};
M2x3f uv_mat = mat3x2_transpose(uvs);
V2f uv = mat2x3_mul_vec3(uv_mat, (*barycentric));
V4f output;
if (model->texture) {
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;
}
return (FragmentResult){.colour = output};
}

18
src/shader/main_shader.h Normal file
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@@ -0,0 +1,18 @@
#ifndef MAIN_SHADER_H
#define MAIN_SHADER_H
#include "shader.h"
#include "vec.h"
typedef struct shader Shader;
struct shader {
#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 V4f *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

@@ -1,62 +1,58 @@
#include "shader.h" #include "shader.h"
#include "aliases.h" #include "aliases.h"
#include "vec.h"
#define MAX_SHADER_COUNT 2048 #define MAX_SHADER_COUNT 2048
typedef struct shader_repo ShaderRepo; typedef struct shader_repo ShaderRepo;
struct shader_repo { struct shader_repo {
void *shaders[MAX_SHADER_COUNT]; void *shaders[MAX_SHADER_COUNT];
VertexShader *vertex_funcs[MAX_SHADER_COUNT]; VertexShader *vertex_funcs[MAX_SHADER_COUNT];
FragmentShader *fragment_funcs[MAX_SHADER_COUNT]; FragmentShader *fragment_funcs[MAX_SHADER_COUNT];
u64 count; u64 count;
}; };
internal ShaderRepo g_repository = {0}; internal ShaderRepo g_repository = {0};
ShaderID create_shader(void *shader, VertexShader *vertex, ShaderID register_shader(void *shader, VertexShader *vertex, FragmentShader *fragment) {
FragmentShader *fragment) {
if (g_repository.count + 1 >= MAX_SHADER_COUNT) { if (g_repository.count + 1 >= MAX_SHADER_COUNT) {
return INVALID_SHADER; return INVALID_SHADER;
} }
++(g_repository.count); ++(g_repository.count);
g_repository.shaders[g_repository.count] = shader; g_repository.shaders[g_repository.count] = shader;
g_repository.vertex_funcs[g_repository.count] = vertex; g_repository.vertex_funcs[g_repository.count] = vertex;
g_repository.fragment_funcs[g_repository.count] = fragment; g_repository.fragment_funcs[g_repository.count] = fragment;
return (ShaderID){g_repository.count}; return (ShaderID){g_repository.count};
} }
V3f run_vertex_shader(ShaderID shader, const V3f *vertex, VertexData run_vertex_shader(ShaderID shader, const VertexData *vert, u8 index, const Model *model) {
const Buffer *out_buf) { if (IS_INVALID_SHADER(shader) || shader.id > g_repository.count || !vert || !model) {
if (IS_INVALID_SHADER(shader) || shader.id > g_repository.count || !vertex || return (VertexData){0};
!out_buf) {
return (V3f){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]; VertexShader *vertex_func = g_repository.vertex_funcs[shader.id];
if (!shader_obj || !vertex_func) { if (!shader_obj || !vertex_func) {
return (V3f){0}; return (VertexData){0};
} }
return vertex_func(shader_obj, vertex, out_buf); return vertex_func(shader_obj, vert, index, model);
} }
FragmentResult run_fragment_shader(ShaderID shader, const FragmentData *data, FragmentResult run_fragment_shader(ShaderID shader, const V3f *barycentric, const V4f *colour,
const Colour *colour, const Model *model) { const Model *model) {
if (IS_INVALID_SHADER(shader) || shader.id > g_repository.count || !colour) { if (IS_INVALID_SHADER(shader) || shader.id > g_repository.count || !colour) {
return DISCARDED_FRAGMENT; 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]; FragmentShader *fragment_func = g_repository.fragment_funcs[shader.id];
if (!shader_obj || !fragment_func) { if (!shader_obj || !fragment_func) {
return DISCARDED_FRAGMENT; return DISCARDED_FRAGMENT;
} }
return fragment_func(shader_obj, data, colour, model); return fragment_func(shader_obj, barycentric, colour, model);
} }

View File

@@ -2,7 +2,6 @@
#define SHADER_H #define SHADER_H
#include "aliases.h" #include "aliases.h"
#include "img.h"
#include "obj.h" #include "obj.h"
#include "vec.h" #include "vec.h"
@@ -11,35 +10,30 @@ struct shader_id {
u64 id; u64 id;
}; };
typedef struct vertex_data VertexData;
struct vertex_data {
V3f position;
V3f normal;
V2f uv;
};
typedef struct fragment_result FragmentResult; typedef struct fragment_result FragmentResult;
struct fragment_result { struct fragment_result {
Colour colour; V4f colour;
bool discard; bool discard;
}; };
typedef struct fragment_data FragmentData; #define INVALID_SHADER ((ShaderID){0})
struct fragment_data { #define IS_INVALID_SHADER(ID) (ID.id == 0)
V3f position; #define DISCARDED_FRAGMENT ((FragmentResult){.discard = true})
V3f normal;
V2f tex_coords;
};
#define INVALID_SHADER ((ShaderID){0})
#define IS_INVALID_SHADER(ID) (ID.id == 0)
#define DISCARDED_FRAGMENT ((FragmentResult){.discard = true})
#define DISCARD_FRAGMENT(RESULT) (RESULT.discard) #define DISCARD_FRAGMENT(RESULT) (RESULT.discard)
typedef V3f(VertexShader)(void *shader, const V3f *vertex, typedef VertexData(VertexShader)(void *shader, const VertexData *vert, u8 index, const Model *model);
const Buffer *out_buf); typedef FragmentResult(FragmentShader)(void *shader, const V3f *barycentric, const V4f *colour,
typedef FragmentResult(FragmentShader)(void *shader, const FragmentData *data,
const Colour *colour,
const Model *model); const Model *model);
ShaderID create_shader(void *shader, VertexShader *vertex, ShaderID register_shader(void *shader, VertexShader *vertex, FragmentShader *fragment);
FragmentShader *fragment); VertexData run_vertex_shader(ShaderID shader, const VertexData *vert, u8 index, const Model *model);
V3f run_vertex_shader(ShaderID shader, const V3f *vertex, FragmentResult run_fragment_shader(ShaderID shader, const V3f *barycentric, const V4f *colour, const Model *model);
const Buffer *out_buf);
FragmentResult run_fragment_shader(ShaderID shader, const FragmentData *data,
const Colour *colour, const Model *model);
#endif // SHADER_H #endif // SHADER_H

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@@ -0,0 +1,8 @@
V3f light_dir;
V3f ambient;
M4x4f proj_mv;
M4x4f proj_mv_inv_t;
M4x4f viewport;
M4x4f final;
M4x4f final_inv;
VertexData vertices[TRIANGLE_VERTICES];

View File

@@ -1,185 +1,86 @@
#include "shaders.h"
#include "aliases.h" #include "aliases.h"
#include "img.h" #include "shadow_shader.h"
#include "obj.h" #include "main_shader.h"
#include "render.h" #include "render.h"
#include "shader.h" #include "shader.h"
#include "utils.h"
#include "vec.h" #include "vec.h"
#include <math.h>
typedef struct shader Shader; ShaderID depth = {0};
struct shader { ShaderID perspective_diffuse = {0};
M4x4f model_view; ShaderID perspective_albedo = {0};
M4x4f projection; ShaderID orthographic_diffuse = {0};
}; ShaderID orthographic_albedo = {0};
ShaderID perspective_phong = {0}; internal ShadowShader depth_shader = {0};
ShaderID perspective_albedo = {0}; internal Shader perspective = {0};
ShaderID orthographic_phong = {0}; internal Shader orthographic = {0};
ShaderID orthographic_albedo = {0};
internal Shader perspective = {0}; internal V3f g_ambient_light = {0.1f, 0.1f, 0.1f};
internal Shader orthographic = {0}; internal V3f g_eye = {0.2f, -0.1f, 0.5f};
internal V3f g_target = {0};
internal V3f g_up = {0.0f, 1.0f, 0.0f};
internal V3f g_light_dir = {1.0f, -1.0f, 1.0f};
internal V3f g_ambient_light = {0.3f, 0.75f, 0.15f};
internal DirectionalLight g_directional_light = {
.diffuse_intensity = {0.9f, 0.8f, 0.6f},
.specular_intensity = {0.5f, 0.8f, 2.0f},
.direction = {0.0f, 0.0f, 1.0f},
};
internal V3f g_eye = {0.2f, 0.1f, 0.75f};
internal V3f g_target = {0};
internal V3f g_up = {0.0f, 1.0f, 0.0f};
internal M4x4f g_cam_matrix = mat4x4_identity;
internal V3f general_shader_vertex(void *shader, const V3f *vertex,
const Buffer *out_buf);
internal FragmentResult phong_shader_fragment(void *shader,
const FragmentData *data,
const Colour *colour,
const Model *model);
internal FragmentResult albedo_shader_fragment(void *shader,
const FragmentData *data,
const Colour *colour,
const Model *model);
internal M4x4f get_projection_matrix(ProjectionType projection_type); internal M4x4f get_projection_matrix(ProjectionType projection_type);
internal f32 get_intensity(const V3f *normal);
void load_shaders(void) { void load_shaders(M4x4f vp) {
M4x4f model_view = lookat(g_eye, g_target, g_up); // Set up depth shader matrices
M4x4f orthographic_projection = M4x4f depth_model_view = lookat(g_light_dir, g_target, g_up);
get_projection_matrix(PROJECTION_TYPE_ORTHOGRAPHIC); M4x4f depth_projection = projection(0.0f);
M4x4f perspective_projection =
get_projection_matrix(PROJECTION_TYPE_PERSPECTIVE);
perspective.model_view = orthographic.model_view = model_view; // Set up depth shader
perspective.projection = perspective_projection; depth_shader.proj_mv = mat4x4_mul(depth_projection, depth_model_view);
orthographic.projection = orthographic_projection; 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);
perspective_phong = // Set up main shader matrices
create_shader(&perspective, general_shader_vertex, phong_shader_fragment); M4x4f model_view = lookat(g_eye, g_target, g_up);
perspective_albedo = create_shader(&perspective, general_shader_vertex, M4x4f orthographic_projection = get_projection_matrix(PROJECTION_TYPE_ORTHOGRAPHIC);
albedo_shader_fragment); M4x4f perspective_projection = get_projection_matrix(PROJECTION_TYPE_PERSPECTIVE);
orthographic_phong = create_shader(&orthographic, general_shader_vertex,
phong_shader_fragment);
orthographic_albedo = create_shader(&orthographic, general_shader_vertex,
albedo_shader_fragment);
}
internal V3f general_shader_vertex(void *shader, const V3f *vertex, // Set up perspective shader
const Buffer *out_buf) { perspective.proj_mv = mat4x4_mul(perspective_projection, model_view);
Shader *shader_ptr = (Shader *)shader; 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.shadow_matrix = mat4x4_mul(depth_shader.final, perspective.final_inv);
V4f vh = {.x = vertex->x, .y = vertex->y, .z = vertex->z, .w = 1.0f}; // Set up orthographic shader
vh = mat4x4_mul_vec4(shader_ptr->projection, orthographic.proj_mv = mat4x4_mul(orthographic_projection, model_view);
mat4x4_mul_vec4(shader_ptr->model_view, vh)); orthographic.proj_mv_inv_t = mat4x4_inv(mat4x4_transpose(orthographic.proj_mv));
vh.y = 0.0 - vh.y; orthographic.viewport = vp;
vh = mat4x4_mul_vec4(viewport(vh.x, vh.y, out_buf->width, out_buf->height), orthographic.final = mat4x4_mul(orthographic.viewport, orthographic.proj_mv);
vh); 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;
V3f output = project_vec4(vh); // Register shaders
output.x = clamp(output.x, 0.0f, out_buf->width); depth = register_shader(&depth_shader, shadow_shader_vertex, shadow_shader_fragment);
output.y = clamp(output.y, 0.0f, out_buf->height); perspective_diffuse = register_shader(&perspective, general_shader_vertex, diffuse_shader_fragment);
perspective_albedo = register_shader(&perspective, general_shader_vertex, albedo_shader_fragment);
return output; orthographic_diffuse = register_shader(&orthographic, general_shader_vertex, diffuse_shader_fragment);
} orthographic_albedo = register_shader(&orthographic, general_shader_vertex, albedo_shader_fragment);
internal FragmentResult phong_shader_fragment(void *shader,
const FragmentData *data,
const Colour *colour,
const Model *model) {
V3f norm;
if (model->normal) {
u64 nm_x = data->tex_coords.u * model->normal->width;
u64 nm_y = (1.0f - data->tex_coords.v) * model->normal->height;
Colour pixel = get_pixel(Colour, model->normal, nm_x, nm_y);
norm = (V3f){.x = pixel.r, .y = pixel.g, .z = pixel.b};
normalise_v3(norm);
} else {
norm = data->normal;
}
Colour output;
if (model->texture) {
u64 tx_x = data->tex_coords.u * model->texture->width;
u64 tx_y = (1.0f - data->tex_coords.v) * model->texture->height;
output = get_pixel(Colour, model->texture, tx_x, tx_y);
} else {
output = *colour;
}
V3f local_colour = {.r = output.r, .g = output.g, .b = output.b};
local_colour = num_div_v3(local_colour, 255.0f);
// Ambient term
V3f intensity = num_mul_v3(g_ambient_light, model->material.ambient);
// Diffuse term
f32 l_dot_n = dot_v3(norm, g_directional_light.direction);
if (l_dot_n <= 0.0f) {
goto RETURN_OUTPUT_COLOUR;
}
V3f diffuse = num_mul_v3(g_directional_light.diffuse_intensity,
model->material.diffuse * l_dot_n);
intensity = add_v3(intensity, diffuse);
// Specular term
V3f _2_l_dot_n_norm = num_mul_v3(norm, 2.0f * l_dot_n);
V3f reflected = sub_v3(_2_l_dot_n_norm, g_directional_light.direction);
f32 r_dot_v = dot_v3(reflected, data->position);
if (r_dot_v <= 0.0f) {
goto RETURN_OUTPUT_COLOUR;
}
V3f specular = num_mul_v3(
g_directional_light.specular_intensity,
powf(model->material.specular * r_dot_v, model->material.shininess));
intensity = add_v3(intensity, specular);
RETURN_OUTPUT_COLOUR:
intensity.r = clamp(intensity.r, 0.0f, 1.0f);
intensity.g = clamp(intensity.g, 0.0f, 1.0f);
intensity.b = clamp(intensity.b, 0.0f, 1.0f);
local_colour = mul_v3(local_colour, intensity);
output.r = 255.0f * local_colour.r;
output.g = 255.0f * local_colour.g;
output.b = 255.0f * local_colour.b;
return (FragmentResult){.colour = output};
}
internal FragmentResult albedo_shader_fragment(void *shader,
const FragmentData *data,
const Colour *colour,
const Model *model) {
return (FragmentResult){.colour = *colour};
} }
internal M4x4f get_projection_matrix(ProjectionType projection_type) { internal M4x4f get_projection_matrix(ProjectionType projection_type) {
if (projection_type == PROJECTION_TYPE_PERSPECTIVE) { if (projection_type == PROJECTION_TYPE_PERSPECTIVE) {
// Calculate projection matrix V3f cam = V3(V3f, f32, g_target.x, g_target.y, g_target.z, g_eye.x, g_eye.y, g_eye.z);
V3f cam = V3(V3f, f32, g_target.x, g_target.y, g_target.z, g_eye.x, g_eye.y,
g_eye.z);
normalise_v3(cam); normalise_v3(cam);
f32 coeff = -1.0f / magnitude_v3(cam) * 0.5f; f32 coeff = -1.0f / magnitude_v3(cam) * 0.5f;
return projection(coeff); return projection(coeff);
} }
return mat4x4_identity; return mat4x4_identity;
} }
internal f32 get_intensity(const V3f *normal) {
V3f light = g_directional_light.direction;
normalise_v3(light);
f32 intensity = dot_v3((*normal), light);
if (intensity < 0.0f) {
intensity = 0.001f;
}
return intensity;
}

View File

@@ -3,11 +3,12 @@
#include "shader.h" #include "shader.h"
extern ShaderID perspective_phong; extern ShaderID depth;
extern ShaderID perspective_diffuse;
extern ShaderID perspective_albedo; extern ShaderID perspective_albedo;
extern ShaderID orthographic_phong; extern ShaderID orthographic_diffuse;
extern ShaderID orthographic_albedo; extern ShaderID orthographic_albedo;
void load_shaders(void); void load_shaders(M4x4f vp);
#endif // SHADERS_H #endif // SHADERS_H

View 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};
}

View 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

97
src/str/str.c Normal file
View File

@@ -0,0 +1,97 @@
#include "str.h"
#include "aliases.h"
#include "mem_arena.h"
#include <stddef.h>
#include <string.h>
#define CAPACITY_SCALAR 4
Str8 str8(Arena *arena, char *str) {
if (!str) {
return (Str8){0};
}
u64 length = strlen(str);
Str8 output = {
.str = str,
.length = length,
.capacity = length,
};
if (arena) {
output.capacity *= CAPACITY_SCALAR;
output.str = wapp_mem_arena_alloc(arena, output.capacity);
if (!output.str) {
return (Str8){0};
}
strncpy(output.str, str, output.length);
}
return output;
}
Str8 str8_copy(Arena *arena, const Str8 *str) {
if (!arena) {
return str8_lit(str->str);
}
char *tmp = wapp_mem_arena_alloc(arena, str->capacity);
if (!tmp) {
return str8_lit(str->str);
}
strncpy(tmp, str->str, str->length);
return (Str8){
.str = tmp,
.length = str->length,
.capacity = str->capacity,
};
}
i32 str8_concat(Arena *arena, Str8 *dst, char *src) {
if (!src || !dst) {
return STR_OP_FAILED;
}
u64 src_length = strlen(src);
if (src_length + dst->length > dst->capacity) {
if (!arena) {
return STR_OP_FAILED;
}
u64 capacity = dst->capacity * CAPACITY_SCALAR + src_length;
char *str = wapp_mem_arena_alloc(arena, capacity);
if (!str) {
return STR_OP_FAILED;
}
strncpy(str, dst->str, dst->length);
strncpy(str + dst->length, src, src_length);
dst->str = str;
dst->length = dst->length + src_length;
dst->capacity = capacity;
return STR_OP_SUCEEDED;
}
strncpy(dst->str + dst->length, src, src_length);
return STR_OP_SUCEEDED;
}
Str8 str8_substr(Arena *arena, const Str8 *str, u64 start, u64 count) {
if (start > str->length || start + count > str->length) {
return (Str8){0};
}
Str8 tmp = {
.str = str->str + start,
.length = count,
.capacity = count,
};
return str8_copy(arena, &tmp);
}

26
src/str/str.h Normal file
View File

@@ -0,0 +1,26 @@
#ifndef STR_H
#define STR_H
#include "aliases.h"
#include "mem_arena.h"
enum {
STR_OP_SUCEEDED,
STR_OP_FAILED,
};
typedef struct str8 Str8;
struct str8 {
char *str;
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);
Str8 str8_substr(Arena *arena, const Str8 *str, u64 start, u64 count);
#endif // !STR_H

116
src/tiny/tiny.c Normal file
View 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
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

@@ -1,6 +1,5 @@
#include "vec.h" #include "vec.h"
#include "constants.h"
#define DEPTH_MAX 255
M4x4f lookat(V3f eye, V3f target, V3f up) { M4x4f lookat(V3f eye, V3f target, V3f up) {
V3f z = V3(V3f, f32, target.x, target.y, target.z, eye.x, eye.y, eye.z); V3f z = V3(V3f, f32, target.x, target.y, target.z, eye.x, eye.y, eye.z);
@@ -30,14 +29,12 @@ M4x4f lookat(V3f eye, V3f target, V3f up) {
} }
M4x4f projection(f32 coeff) { M4x4f projection(f32 coeff) {
// clang-format off
return (M4x4f){ return (M4x4f){
.row0 = {1.0f, 0.0f, 0.0f, 0.0f}, .row0 = {1.0f, 0.0f, 0.0f, 0.0f},
.row1 = {0.0f, 1.0f, 0.0f, 0.0f}, .row1 = {0.0f, 1.0f, 0.0f, 0.0f},
.row2 = {0.0f, 0.0f, 1.0f, 0.0f}, .row2 = {0.0f, 0.0f, 1.0f, 0.0f},
.row3 = {0.0f, 0.0f, coeff, 1.0f}, .row3 = {0.0f, 0.0f, coeff, 1.0f},
}; };
// clang-format on
} }
M4x4f viewport(f32 x, f32 y, u64 w, u64 h) { M4x4f viewport(f32 x, f32 y, u64 w, u64 h) {
@@ -55,3 +52,114 @@ M4x4f viewport(f32 x, f32 y, u64 w, u64 h) {
return output; return output;
} }
M3x3f mat3x3_inv(M3x3f matrix) {
M3x3f dest = {0};
float det;
float a = matrix.rows[0].elements[0], b = matrix.rows[0].elements[1],
c = matrix.rows[0].elements[2], d = matrix.rows[1].elements[0],
e = matrix.rows[1].elements[1], f = matrix.rows[1].elements[2],
g = matrix.rows[2].elements[0], h = matrix.rows[2].elements[1],
i = matrix.rows[2].elements[2];
dest.rows[0].elements[0] = e * i - f * h;
dest.rows[0].elements[1] = -(b * i - h * c);
dest.rows[0].elements[2] = b * f - e * c;
dest.rows[1].elements[0] = -(d * i - g * f);
dest.rows[1].elements[1] = a * i - c * g;
dest.rows[1].elements[2] = -(a * f - d * c);
dest.rows[2].elements[0] = d * h - g * e;
dest.rows[2].elements[1] = -(a * h - g * b);
dest.rows[2].elements[2] = a * e - b * d;
det = 1.0f / (a * dest.rows[0].elements[0] + b * dest.rows[1].elements[0] +
c * dest.rows[2].elements[0]);
dest.rows[0].elements[0] *= det;
dest.rows[0].elements[1] *= det;
dest.rows[0].elements[2] *= det;
dest.rows[1].elements[0] *= det;
dest.rows[1].elements[1] *= det;
dest.rows[1].elements[2] *= det;
dest.rows[2].elements[0] *= det;
dest.rows[2].elements[1] *= det;
dest.rows[2].elements[2] *= det;
return dest;
}
M4x4f mat4x4_inv(M4x4f matrix) {
f32 mat[4][4] = mat4x4_to_array(matrix);
f32 dest[4][4] = {0};
f32 t[6];
f32 det;
f32 a = mat[0][0], b = mat[0][1], c = mat[0][2], d = mat[0][3], e = mat[1][0],
f = mat[1][1], g = mat[1][2], h = mat[1][3], i = mat[2][0], j = mat[2][1],
k = mat[2][2], l = mat[2][3], m = mat[3][0], n = mat[3][1], o = mat[3][2],
p = mat[3][3];
t[0] = k * p - o * l;
t[1] = j * p - n * l;
t[2] = j * o - n * k;
t[3] = i * p - m * l;
t[4] = i * o - m * k;
t[5] = i * n - m * j;
dest[0][0] = f * t[0] - g * t[1] + h * t[2];
dest[1][0] = -(e * t[0] - g * t[3] + h * t[4]);
dest[2][0] = e * t[1] - f * t[3] + h * t[5];
dest[3][0] = -(e * t[2] - f * t[4] + g * t[5]);
dest[0][1] = -(b * t[0] - c * t[1] + d * t[2]);
dest[1][1] = a * t[0] - c * t[3] + d * t[4];
dest[2][1] = -(a * t[1] - b * t[3] + d * t[5]);
dest[3][1] = a * t[2] - b * t[4] + c * t[5];
t[0] = g * p - o * h;
t[1] = f * p - n * h;
t[2] = f * o - n * g;
t[3] = e * p - m * h;
t[4] = e * o - m * g;
t[5] = e * n - m * f;
dest[0][2] = b * t[0] - c * t[1] + d * t[2];
dest[1][2] = -(a * t[0] - c * t[3] + d * t[4]);
dest[2][2] = a * t[1] - b * t[3] + d * t[5];
dest[3][2] = -(a * t[2] - b * t[4] + c * t[5]);
t[0] = g * l - k * h;
t[1] = f * l - j * h;
t[2] = f * k - j * g;
t[3] = e * l - i * h;
t[4] = e * k - i * g;
t[5] = e * j - i * f;
dest[0][3] = -(b * t[0] - c * t[1] + d * t[2]);
dest[1][3] = a * t[0] - c * t[3] + d * t[4];
dest[2][3] = -(a * t[1] - b * t[3] + d * t[5]);
dest[3][3] = a * t[2] - b * t[4] + c * t[5];
det = 1.0f /
(a * dest[0][0] + b * dest[1][0] + c * dest[2][0] + d * dest[3][0]);
dest[0][0] *= det;
dest[0][1] *= det;
dest[0][2] *= det;
dest[0][3] *= det;
dest[1][0] *= det;
dest[1][1] *= det;
dest[1][2] *= det;
dest[1][3] *= det;
dest[2][0] *= det;
dest[2][1] *= det;
dest[2][2] *= det;
dest[2][3] *= det;
dest[3][0] *= det;
dest[3][1] *= det;
dest[3][2] *= det;
dest[3][3] *= det;
return array_to_mat4x4(dest);
}

View File

@@ -17,40 +17,61 @@ struct u64x2 {
u64 y; u64 y;
}; };
typedef struct f32x2 V2f; typedef union f32x2 V2f;
struct f32x2 { union f32x2 {
union { f32 elements[2];
f32 x; struct {
f32 u; union {
}; f32 x;
union { f32 u;
f32 y; };
f32 v; union {
f32 y;
f32 v;
};
}; };
}; };
typedef struct f32x3 V3f; typedef union f32x3 V3f;
struct f32x3 { union f32x3 {
union { f32 elements[3];
f32 x; struct {
f32 r; union {
}; f32 x;
union { f32 r;
f32 y; };
f32 g; union {
}; f32 y;
union { f32 g;
f32 z; };
f32 b; union {
f32 z;
f32 b;
};
}; };
}; };
typedef struct f32x4 V4f; typedef union f32x4 V4f;
struct f32x4 { union f32x4 {
f32 x; f32 elements[4];
f32 y; struct {
f32 z; union {
f32 w; f32 x;
f32 r;
};
union {
f32 y;
f32 g;
};
union {
f32 z;
f32 b;
};
union {
f32 w;
f32 a;
};
};
}; };
typedef struct u64x3 V3u; typedef struct u64x3 V3u;
@@ -60,19 +81,44 @@ struct u64x3 {
u64 z; u64 z;
}; };
typedef struct f32_3x3 M3x3f; typedef union f32_3x2 M3x2f;
struct f32_3x3 { union f32_3x2 {
V3f row0; V2f rows[3];
V3f row1; struct {
V3f row2; V2f row0;
V2f row1;
V2f row2;
};
}; };
typedef struct f32_4x4 M4x4f; typedef union f32_2x3 M2x3f;
struct f32_4x4 { union f32_2x3 {
V4f row0; V3f rows[2];
V4f row1; struct {
V4f row2; V3f row0;
V4f row3; V3f row1;
};
};
typedef union f32_3x3 M3x3f;
union f32_3x3 {
V3f rows[3];
struct {
V3f row0;
V3f row1;
V3f row2;
};
};
typedef union f32_4x4 M4x4f;
union f32_4x4 {
V4f rows[4];
struct {
V4f row0;
V4f row1;
V4f row2;
V4f row3;
};
}; };
MAKE_LIST_TYPE(V3f); MAKE_LIST_TYPE(V3f);
@@ -85,8 +131,39 @@ MAKE_LIST_TYPE(V2f);
((T){(ELEM_T)X1 - (ELEM_T)X0, (ELEM_T)Y1 - (ELEM_T)Y0, \ ((T){(ELEM_T)X1 - (ELEM_T)X0, (ELEM_T)Y1 - (ELEM_T)Y0, \
(ELEM_T)Z1 - (ELEM_T)Z0}) (ELEM_T)Z1 - (ELEM_T)Z0})
#define V3_to_V4(V3) ((V4f){.x = V3.x, .y = V3.y, .z = V3.z, .w = 1.0f})
#define dot_v2(V1, V2) ((f32)V1.x * (f32)V2.x + (f32)V1.y * (f32)V2.y) #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) \ #define dot_v3(V1, V2) \
((f32)V1.x * (f32)V2.x + (f32)V1.y * (f32)V2.y + (f32)V1.z * (f32)V2.z) ((f32)V1.x * (f32)V2.x + (f32)V1.y * (f32)V2.y + (f32)V1.z * (f32)V2.z)
@@ -132,6 +209,32 @@ MAKE_LIST_TYPE(V2f);
.z = V1.x * V2.y - V1.y * V2.x, \ .z = V1.x * V2.y - V1.y * V2.x, \
}) })
#define mat3x2_transpose(MAT) \
((M2x3f){ \
.row0 = {.x = MAT.row0.x, .y = MAT.row1.x, .z = MAT.row2.x}, \
.row1 = {.x = MAT.row0.y, .y = MAT.row1.y, .z = MAT.row2.y}, \
})
#define mat2x3_mul_vec3(MAT, V) \
((V2f){ \
.elements[0] = dot_v3(MAT.rows[0], V), \
.elements[1] = dot_v3(MAT.rows[1], V), \
})
#define mat3x3_transpose(MAT) \
((M3x3f){ \
.row0 = {.x = MAT.row0.x, .y = MAT.row1.x, .z = MAT.row2.x}, \
.row1 = {.x = MAT.row0.y, .y = MAT.row1.y, .z = MAT.row2.y}, \
.row2 = {.x = MAT.row0.z, .y = MAT.row1.z, .z = MAT.row2.z}, \
})
#define mat3x3_mul_vec3(MAT, V) \
((V3f){ \
.elements[0] = dot_v3(MAT.rows[0], V), \
.elements[1] = dot_v3(MAT.rows[1], V), \
.elements[2] = dot_v3(MAT.rows[2], V), \
})
#define mat4x4_identity \ #define mat4x4_identity \
((M4x4f){ \ ((M4x4f){ \
.row0 = {1.0f, 0.0f, 0.0f, 0.0f}, \ .row0 = {1.0f, 0.0f, 0.0f, 0.0f}, \
@@ -140,6 +243,42 @@ MAKE_LIST_TYPE(V2f);
.row3 = {0.0f, 0.0f, 0.0f, 1.0f}, \ .row3 = {0.0f, 0.0f, 0.0f, 1.0f}, \
}) })
#define mat4x4_to_array(MAT) \
((f32[4][4]){ \
{MAT.row0.x, MAT.row0.y, MAT.row0.z, MAT.row0.w}, \
{MAT.row1.x, MAT.row1.y, MAT.row1.z, MAT.row1.w}, \
{MAT.row2.x, MAT.row2.y, MAT.row2.z, MAT.row2.w}, \
{MAT.row3.x, MAT.row3.y, MAT.row3.z, MAT.row3.w}, \
})
#define array_to_mat4x4(arr) \
((M4x4f){ \
.row0 = {arr[0][0], arr[0][1], arr[0][2], arr[0][3]}, \
.row1 = {arr[1][0], arr[1][1], arr[1][2], arr[1][3]}, \
.row2 = {arr[2][0], arr[2][1], arr[2][2], arr[2][3]}, \
.row3 = {arr[3][0], arr[3][1], arr[3][2], arr[3][3]}, \
})
#define mat4x4_transpose(MAT) \
((M4x4f){ \
.row0 = {.x = MAT.row0.x, \
.y = MAT.row1.x, \
.z = MAT.row2.x, \
.w = MAT.row3.x}, \
.row1 = {.x = MAT.row0.y, \
.y = MAT.row1.y, \
.z = MAT.row2.y, \
.w = MAT.row3.y}, \
.row2 = {.x = MAT.row0.z, \
.y = MAT.row1.z, \
.z = MAT.row2.z, \
.w = MAT.row3.z}, \
.row3 = {.x = MAT.row0.w, \
.y = MAT.row1.w, \
.z = MAT.row2.w, \
.w = MAT.row3.w}, \
})
#define mat4x4_mul(MAT1, MAT2) \ #define mat4x4_mul(MAT1, MAT2) \
((M4x4f){ \ ((M4x4f){ \
.row0.x = MAT1.row0.x * MAT2.row0.x + MAT1.row0.y * MAT2.row1.x + \ .row0.x = MAT1.row0.x * MAT2.row0.x + MAT1.row0.y * MAT2.row1.x + \
@@ -190,8 +329,12 @@ MAKE_LIST_TYPE(V2f);
#define project_vec4(V) ((V3f){.x = V.x / V.w, .y = V.y / V.w, .z = V.z / V.w}) #define project_vec4(V) ((V3f){.x = V.x / V.w, .y = V.y / V.w, .z = V.z / V.w})
#define mat_access(MAT, i, j) (MAT.rows[i].elements[j])
M4x4f lookat(V3f eye, V3f target, V3f up); M4x4f lookat(V3f eye, V3f target, V3f up);
M4x4f projection(f32 coeff); M4x4f projection(f32 coeff);
M4x4f viewport(f32 x, f32 y, u64 w, u64 h); M4x4f viewport(f32 x, f32 y, u64 w, u64 h);
M3x3f mat3x3_inv(M3x3f matrix);
M4x4f mat4x4_inv(M4x4f matrix);
#endif // VEC_H #endif // VEC_H