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50 changed files with 99564 additions and 39819 deletions

5
.gitignore vendored
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.cache .cache
compile_commands.json compile_commands.json
/tiny tiny
*.pam *.pam
resources/*.png
.venv
*.py

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CC=clang CC=clang
WAPP_INCLUDE="$(find intern/wapp/src -type d | xargs -I{} echo -n "-I{} ")" WAPP_INCLUDE="$(find intern/wapp/src -type d | xargs -I{} echo -n "-I{} ")"
WAPP_SRC="$(find intern/wapp/src -type f -name "*.c" | xargs -I{} echo -n "{} ")" WAPP_SRC="$(find intern/wapp/src -type f -name "*.c" | xargs -I{} echo -n "{} ")"
TINYRENDER_INCLUDE="$(find src -type d | xargs -I{} echo -n "-I{} ")" CFLAGS="-g -Isrc $WAPP_INCLUDE"
TINYRENDER_SRC="$(find src -type f -name "*.c" | xargs -I{} echo -n "{} ")"
CFLAGS="-g $TINYRENDER_INCLUDE $WAPP_INCLUDE"
LIBS="-lm" LIBS="-lm"
SRC="$TINYRENDER_SRC $WAPP_SRC" SRC="src/*.c $WAPP_SRC"
OUT=tiny OUT=tiny
(set -x ; $CC $CFLAGS $LIBS $SRC -o $OUT) (set -x ; $CC $CFLAGS $LIBS $SRC -o $OUT)

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# Blender 4.2.0
# www.blender.org
o Cube
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s 0
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# Blender 4.2.0
# www.blender.org
o Sphere
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vn 0.1945 -0.9776 0.0805
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# Blender 4.2.0
# www.blender.org
o Icosphere
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# Blender 4.2.0
# www.blender.org
o Sphere
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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

View File

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

View File

@@ -12,8 +12,6 @@
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;
@@ -26,10 +24,14 @@ 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) (_init_buffer(ARENA, (Buffer *)BUF, BUF_SIZE(BUF))) #define init_buffer(ARENA, BUF) \
#define get_pixel(TYPE, BUF, X, Y) (*((TYPE *)(_get_pixel((Buffer *)BUF, X, Y, BUF_SIZE(BUF))))) _init_buffer(ARENA, (Buffer *)BUF, sizeof(*((BUF)->buf)))
#define set_pixel(BUF, X, Y, VAL_PTR) (_set_pixel((Buffer *)BUF, X, Y, VAL_PTR, BUF_SIZE(BUF))) #define get_pixel(TYPE, BUF, X, Y) \
#define clear_buffer(BUF, VAL_PTR) (_clear_buffer((Buffer *)BUF, VAL_PTR, BUF_SIZE(BUF))) (*((TYPE *)(_get_pixel((Buffer *)BUF, X, Y, sizeof(*((BUF)->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

@@ -1,6 +1,92 @@
#include "aliases.h" #include "aliases.h"
#include "tiny.h" #include "img.h"
#include "mem_arena.h"
#include "mem_utils.h"
#include "obj.h"
#include "vec.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
i32 main(i32 argc, char *argv[]) { #define SIZE 1200
return tiny_main(argc, argv); #define RESOURCE(NAME) "resources/" NAME
V3f g_eye = {0.2f, 0.1f, 0.75f};
V3f g_target = {0};
V3f g_up = {0.0f, 1.0f, 0.0f};
M4x4f g_cam_matrix = mat4x4_identity;
enum {
TINY_EXIT_SUCCESS,
TINY_EXIT_ARENA_INIT_FAILED,
TINY_EXIT_RENDER_INIT_FAILED,
TINY_EXIT_MODEL_LOAD_FAILED,
};
internal M4x4f get_projection_matrix(ProjectionType projection_type);
internal V3f main_shader_vertex(const V3f *vertex, M4x4f *model_view,
M4x4f *projection, const Image *img);
int main(void) {
Arena *arena = NULL;
if (!wapp_mem_arena_init(&arena, 10ul * 1024ul * 1024ul * 1024ul,
WAPP_MEM_ALLOC_RESERVE, false)) {
return TINY_EXIT_ARENA_INIT_FAILED;
}
srand(time(NULL));
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"));
if (IS_INVALID_MODEL(obj)) {
return TINY_EXIT_MODEL_LOAD_FAILED;
}
M4x4f model_view = lookat(g_eye, g_target, g_up);
M4x4f perspective_projection =
get_projection_matrix(PROJECTION_TYPE_PERSPECTIVE);
Shader main_shader = {
.vertex = main_shader_vertex,
.model_view = &model_view,
.projection = &perspective_projection,
};
clear_buffer(&(render.img), &bg);
render_model(&obj, &render, &main_shader, RENDER_TYPE_SHADED, teal);
save_image(&(render.img), "result.pam");
wapp_mem_arena_destroy(&arena);
return TINY_EXIT_SUCCESS;
}
internal M4x4f get_projection_matrix(ProjectionType projection_type) {
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);
normalise_v3(cam);
f32 coeff = -1.0f / magnitude_v3(cam) * 0.5f;
return projection(coeff);
}
return mat4x4_identity;
}
internal V3f main_shader_vertex(const V3f *vertex, M4x4f *model_view,
M4x4f *projection, const Image *img) {
V4f vh = {.x = vertex->x, .y = vertex->y, .z = vertex->z, .w = 1.0f};
vh = mat4x4_mul_vec4((*projection), mat4x4_mul_vec4((*model_view), vh));
vh.y = 0.0 - vh.y;
vh = mat4x4_mul_vec4(viewport(vh.x, vh.y, img->width, img->height), vh);
return project_vec4(vh);
} }

View File

@@ -1,87 +0,0 @@
#include "obj.h"
#include "mem_arena.h"
#include "pam.h"
#include "typed_list.h"
#include "vec.h"
#include <stdio.h>
Model load_obj_file(Arena *arena, const char *filename, const char *diffuse, const char *tangent) {
if (!arena) {
return INVALID_MODEL;
}
FILE *fp = fopen(filename, "r");
if (!fp) {
return INVALID_MODEL;
}
Model model = (Model){
.vertices = list_create(V3f, arena),
.normals = list_create(V3f, arena),
.texture_coordinates = list_create(V2f, arena),
.triangles = list_create(Triangle, arena),
};
if (!(model.vertices) || !(model.normals) || !(model.texture_coordinates) || !(model.triangles)) {
return INVALID_MODEL;
}
char line[8192];
char identifier[8];
V3f vertex;
V3f normal;
V2f coord;
Triangle triangle;
f32 vx, vy, vz;
f32 nx, ny, nz;
f32 u, v;
u64 fp0, fp1, fp2;
u64 vn0, vn1, vn2;
u64 tx0, tx1, tx2;
while (fgets(line, 8191, fp) != NULL) {
sscanf(line, "%s", identifier);
if (strncmp(identifier, "v", 8) == 0) {
sscanf(line + 2, "%f %f %f", &vx, &vy, &vz);
vertex.x = vx;
vertex.y = vy;
vertex.z = vz;
list_append(V3f, arena, model.vertices, vertex);
} else if (strncmp(identifier, "vn", 8) == 0) {
sscanf(line + 2, "%f %f %f", &nx, &ny, &nz);
normal.x = nx;
normal.y = ny;
normal.z = nz;
list_append(V3f, arena, model.normals, normal);
} else if (strncmp(identifier, "vt", 8) == 0) {
sscanf(line + 2, "%f %f", &u, &v);
coord.u = u;
coord.v = 1.0f - v;
list_append(V2f, arena, model.texture_coordinates, coord);
} else if (strncmp(identifier, "f", 8) == 0) {
sscanf(line + 2, "%lu/%lu/%lu %lu/%lu/%lu %lu/%lu/%lu",
&fp0, &tx0, &vn0,
&fp1, &tx1, &vn1,
&fp2, &tx2, &vn2);
// OBJ indices start from 1
triangle.p0 = fp0 - 1;
triangle.p1 = fp1 - 1;
triangle.p2 = fp2 - 1;
triangle.tx0 = tx0 - 1;
triangle.tx1 = tx1 - 1;
triangle.tx2 = tx2 - 1;
triangle.n0 = vn0 - 1;
triangle.n1 = vn1 - 1;
triangle.n2 = vn2 - 1;
list_append(Triangle, arena, model.triangles, triangle);
}
}
if (diffuse) {
model.texture = load_p6_image(arena, diffuse);
}
if (tangent) {
model.normal = load_p6_image(arena, tangent);
}
return model;
}

View File

@@ -1,63 +0,0 @@
#ifndef OBJ_H
#define OBJ_H
#include "aliases.h"
#include "constants.h"
#include "img.h"
#include "mem_arena.h"
#include "typed_list.h"
#include "vec.h"
#define INVALID_MODEL ((Model){0})
#define IS_INVALID_MODEL(m) (m.vertices == NULL || m.triangles == NULL)
typedef struct triangle Triangle;
struct triangle {
union {
u64 positions[TRIANGLE_VERTICES];
struct {
u64 p0;
u64 p1;
u64 p2;
};
};
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);
typedef struct point_light PointLight;
struct point_light {
V3f diffuse_intensity;
V3f specular_intensity;
V3f position;
};
typedef struct model Model;
struct model {
LIST_TYPE(V3f) *vertices;
LIST_TYPE(V3f) *normals;
LIST_TYPE(V2f) *texture_coordinates;
LIST_TYPE(Triangle) *triangles;
Image *texture;
Image *normal;
};
Model load_obj_file(Arena *arena, const char *filename, const char *diffuse, const char *tangent);
#endif // OBJ_H

View File

@@ -1,172 +0,0 @@
#include "render.h"
#include "aliases.h"
#include "constants.h"
#include "img.h"
#include "shader.h"
#include "typed_list.h"
#include "utils.h"
#include "vec.h"
#include <stdint.h>
#include <math.h>
Render g_render_passes[COUNT_RENDER_PASS] = {0};
typedef struct triangle_bbox TriangleBBox;
struct triangle_bbox {
u64 x0;
u64 y0;
u64 x1;
u64 y1;
};
internal void render_triangle(const Triangle *triangle, const Model *model, ShaderID shader,
Render *render, RenderType render_type, Colour colour);
internal void fill_triangle(Render *render, ShaderID shader, VertexData vertices[TRIANGLE_VERTICES],
Colour colour, const Model *model, RenderType type);
internal TriangleBBox get_triangle_bbox(const Image *img, V2f vertices[TRIANGLE_VERTICES]);
internal V3f get_barycentric_coords(V2f a, V2f b, V2f c, V2f p);
internal V2f get_viewport_vertex(const V3f *vertex, const Image *img);
bool init_render(Arena *arena, Render *render, u64 width, u64 height) {
render->img = (Image){.width = width, .height = height};
if (!init_buffer(arena, &(render->img))) {
return false;
}
render->depth = (Depth){.width = width, .height = height};
if (!init_buffer(arena, &(render->depth))) {
return false;
}
f32 inf = -INFINITY;
clear_buffer(&(render->depth), &inf);
return true;
}
void render_model(const Model *model, Render *render, ShaderID shader, RenderType render_type, Colour colour) {
Triangle triangle;
for (u64 i = 0; i < model->triangles->count; ++i) {
triangle = list_get(model->triangles, i);
render_triangle(&triangle, model, shader, render, render_type, colour);
}
}
internal void render_triangle(const Triangle *triangle, const Model *model, ShaderID shader,
Render *render, RenderType render_type, Colour colour) {
Image *img = &(render->img);
VertexData vertices[TRIANGLE_VERTICES];
for (u64 i = 0; i < TRIANGLE_VERTICES; ++i) {
vertices[i].position = list_get(model->vertices, triangle->positions[i]);
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) {
// V3f v0, v1;
// u64 x0, y0, x1, y1;
// for (u64 i = 0; i < TRIANGLE_VERTICES; ++i) {
// v0 = vertices[i];
// v1 = vertices[(i + 1) % TRIANGLE_VERTICES];
//
// draw_line(img, (u64)v0.x, (u64)v0.y, (u64)v1.x, (u64)v1.y, colour);
// }
} else if (render_type == RENDER_TYPE_FILLED || render_type == RENDER_TYPE_SHADED) {
fill_triangle(render, shader, vertices, colour, model, render_type);
}
}
internal void fill_triangle(Render *render, ShaderID shader, VertexData vertices[TRIANGLE_VERTICES],
Colour colour, const Model *model, RenderType type) {
Image *img = &(render->img);
Depth *depth = &(render->depth);
V2f vp_verts[TRIANGLE_VERTICES] = {0};
for (u64 i = 0; i < TRIANGLE_VERTICES; ++i) {
vp_verts[i] = get_viewport_vertex(&vertices[i].position, img);
}
TriangleBBox bbox = get_triangle_bbox(img, vp_verts);
V2f point;
V3f coords;
f32 z;
f32 zbuf;
V4f shader_colour;
Colour output_colour;
FragmentResult result;
f32 intensity = 1.0f;
for (u64 y = bbox.y0; y <= bbox.y1; ++y) {
for (u64 x = bbox.x0; x <= bbox.x1; ++x) {
point = (V2f){x, y};
coords = get_barycentric_coords(vp_verts[0], vp_verts[1], vp_verts[2], point);
if (coords.x < 0.0f || coords.y < 0.0f || coords.z < 0.0f) {
continue;
}
z = 0.0f;
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);
if (z <= zbuf) {
continue;
}
shader_colour = (V4f){.r = colour.r, .g = colour.g, .b = colour.b, .a = colour.a};
result = run_fragment_shader(shader, &coords, &shader_colour, model);
if (DISCARD_FRAGMENT(result)) {
continue;
}
output_colour = (Colour){
.r = clamp(result.colour.r, 0, UINT8_MAX),
.g = clamp(result.colour.g, 0, UINT8_MAX),
.b = clamp(result.colour.b, 0, UINT8_MAX),
.a = clamp(result.colour.a, 0, UINT8_MAX),
};
set_pixel(depth, x, y, &z);
set_pixel(img, x, y, &output_colour);
}
}
}
internal TriangleBBox get_triangle_bbox(const Image *img, V2f vertices[TRIANGLE_VERTICES]) {
f32 x0 = min(vertices[0].x, min(vertices[1].x, vertices[2].x));
f32 x1 = max(vertices[0].x, max(vertices[1].x, vertices[2].x));
f32 y0 = min(vertices[0].y, min(vertices[1].y, vertices[2].y));
f32 y1 = max(vertices[0].y, max(vertices[1].y, vertices[2].y));
return (TriangleBBox){
.x0 = x0,
.y0 = y0,
.x1 = x1,
.y1 = y1,
};
}
internal V3f get_barycentric_coords(V2f a, V2f b, V2f c, V2f p) {
V3f x_vec = V3(V3f, f32, c.x, b.x, a.x, a.x, a.x, p.x);
V3f y_vec = V3(V3f, f32, c.y, b.y, a.y, a.y, a.y, p.y);
V3f u = cross_product(x_vec, y_vec);
if (fabsf(u.z) < 1e-2) {
return (V3f){-1.0f, 1.0f, 1.0f};
}
return (V3f){1.0f - (u.x + u.y) / u.z, u.y / u.z, u.x / u.z};
}
internal V2f get_viewport_vertex(const V3f *vertex, const Image *img) {
V3f output = *vertex;
output.x = clamp(output.x, 0.0f, img->width);
output.y = clamp(output.y, 0.0f, img->height);
return (V2f){output.x, output.y};
}

View File

@@ -1,42 +0,0 @@
#ifndef RENDER_H
#define RENDER_H
#include "aliases.h"
#include "mem_arena.h"
#include "obj.h"
#include "shader.h"
typedef enum {
RENDER_TYPE_WIREFRAME,
RENDER_TYPE_FILLED,
RENDER_TYPE_SHADED,
COUNT_RENDER_TYPE,
} RenderType;
typedef enum {
PROJECTION_TYPE_ORTHOGRAPHIC,
PROJECTION_TYPE_PERSPECTIVE,
COUNT_PROJECTION_TYPE,
} ProjectionType;
typedef struct render Render;
struct render {
Image img;
Depth depth;
};
enum render_pass {
RENDER_PASS_SHADOW,
RENDER_PASS_MAIN,
COUNT_RENDER_PASS,
};
extern Render g_render_passes[COUNT_RENDER_PASS];
bool init_render(Arena *arena, Render *render, u64 width, u64 height);
void render_model(const Model *model, Render *render, ShaderID shader, RenderType render_type, Colour colour);
#endif // RENDER_H

294
src/obj.c Normal file
View File

@@ -0,0 +1,294 @@
#include "obj.h"
#include "aliases.h"
#include "img.h"
#include "mem_arena.h"
#include "pam.h"
#include "shader.h"
#include "typed_list.h"
#include "utils.h"
#include "vec.h"
#include <limits.h>
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#define TRIANGLE_VERTICES 3
typedef struct triangle_bbox TriangleBBox;
struct triangle_bbox {
u64 x0;
u64 y0;
u64 x1;
u64 y1;
};
internal void render_triangle(const Triangle *triangle, const Model *model,
ShaderID shader, Render *render,
RenderType render_type, Colour colour);
internal void fill_triangle(Render *render, ShaderID shader,
V3f vertices[TRIANGLE_VERTICES],
V3f normals[TRIANGLE_VERTICES],
V2f coordinates[TRIANGLE_VERTICES], Colour colour,
Image *texture, 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);
Model load_obj_file(Arena *arena, const char *filename, const char *texture) {
if (!arena) {
return INVALID_MODEL;
}
FILE *fp = fopen(filename, "r");
if (!fp) {
return INVALID_MODEL;
}
Model model = (Model){
.vertices = list_create(V3f, arena),
.normals = list_create(V3f, arena),
.texture_coordinates = list_create(V2f, arena),
.triangles = list_create(Triangle, arena),
};
if (!(model.vertices) || !(model.normals) || !(model.texture_coordinates) ||
!(model.triangles)) {
return INVALID_MODEL;
}
char line[8192];
char identifier[8];
V3f vertex;
V3f normal;
V2f coord;
Triangle triangle;
f32 vx, vy, vz;
f32 nx, ny, nz;
f32 u, v;
u64 fp0, fp1, fp2;
u64 vn0, vn1, vn2;
u64 tx0, tx1, tx2;
while (fgets(line, 8191, fp) != NULL) {
sscanf(line, "%s", identifier);
if (strncmp(identifier, "v", 8) == 0) {
sscanf(line + 2, "%f %f %f", &vx, &vy, &vz);
vertex.x = vx;
vertex.y = vy;
vertex.z = vz;
list_append(V3f, arena, model.vertices, vertex);
} else if (strncmp(identifier, "vn", 8) == 0) {
sscanf(line + 2, "%f %f %f", &nx, &ny, &nz);
normal.x = nx;
normal.y = ny;
normal.z = nz;
list_append(V3f, arena, model.normals, normal);
} else if (strncmp(identifier, "vt", 8) == 0) {
sscanf(line + 2, "%f %f", &u, &v);
coord.u = u;
coord.v = v;
list_append(V2f, arena, model.texture_coordinates, coord);
} else if (strncmp(identifier, "f", 8) == 0) {
sscanf(line + 2, "%lu/%lu/%lu %lu/%lu/%lu %lu/%lu/%lu", &fp0, &tx0, &vn0,
&fp1, &tx1, &vn1, &fp2, &tx2, &vn2);
// OBJ indices start from 1
triangle.p0 = fp0 - 1;
triangle.p1 = fp1 - 1;
triangle.p2 = fp2 - 1;
triangle.n0 = vn0 - 1;
triangle.n1 = vn1 - 1;
triangle.n2 = vn2 - 1;
triangle.tx0 = tx0 - 1;
triangle.tx1 = tx1 - 1;
triangle.tx2 = tx2 - 1;
list_append(Triangle, arena, model.triangles, triangle);
}
}
if (texture) {
model.texture = load_p6_image(arena, texture);
}
return model;
}
bool init_render(Arena *arena, Render *render, u64 width, u64 height) {
render->img = (Image){.width = width, .height = height};
if (!init_buffer(arena, &(render->img))) {
return false;
}
render->depth = (Depth){.width = width, .height = height};
if (!init_buffer(arena, &(render->depth))) {
return false;
}
f32 inf = -INFINITY;
clear_buffer(&(render->depth), &inf);
return true;
}
void render_model(const Model *model, Render *render, ShaderID shader,
RenderType render_type, Colour colour) {
Triangle triangle;
for (u64 i = 0; i < model->triangles->count; ++i) {
triangle = list_get(model->triangles, i);
render_triangle(&triangle, model, shader, render, render_type, colour);
}
}
internal void render_triangle(const Triangle *triangle, const Model *model,
ShaderID shader, Render *render,
RenderType render_type, Colour colour) {
Image *img = &(render->img);
V3f 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) {
vertices[i] =
run_vertex_shader(shader, &vertices[i], (Buffer *)&render->img);
}
if (render_type == RENDER_TYPE_WIREFRAME) {
V3f v0, v1;
u64 x0, y0, x1, y1;
for (u64 i = 0; i < TRIANGLE_VERTICES; ++i) {
v0 = vertices[i];
v1 = vertices[(i + 1) % TRIANGLE_VERTICES];
draw_line(img, (u64)v0.x, (u64)v0.y, (u64)v1.x, (u64)v1.y, colour);
}
} else if (render_type == RENDER_TYPE_FILLED ||
render_type == RENDER_TYPE_SHADED) {
fill_triangle(render, shader, vertices, normals, coordinates, colour,
model->texture, render_type);
}
}
internal void fill_triangle(Render *render, ShaderID shader,
V3f vertices[TRIANGLE_VERTICES],
V3f normals[TRIANGLE_VERTICES],
V2f coordinates[TRIANGLE_VERTICES], Colour colour,
Image *texture, RenderType type) {
Image *img = &(render->img);
Depth *depth = &(render->depth);
TriangleBBox bbox = get_triangle_bbox(img, vertices);
V3f v0 = vertices[0];
V3f v1 = vertices[1];
V3f v2 = vertices[2];
V2i ab = V2(V2i, i64, v0.x, v0.y, v1.x, v1.y);
V2i ac = V2(V2i, i64, v0.x, v0.y, v2.x, v2.y);
f32 d00 = dot_v2(ab, ab);
f32 d01 = dot_v2(ab, ac);
f32 d11 = dot_v2(ac, ac);
f32 denom = d00 * d11 - d01 * d01;
V2i ap;
V3f coords;
f32 z;
f32 zbuf;
f32 nx, ny, nz;
V3f normal;
f32 tx_u, tx_v;
u64 tx_x, tx_y;
V2f tex_coords;
FragmentResult result;
f32 intensity = 1.0f;
for (u64 y = bbox.y0; y <= bbox.y1; ++y) {
for (u64 x = bbox.x0; x <= bbox.x1; ++x) {
ap = V2(V2i, i64, v0.x, v0.y, x, y);
coords = get_barycentric_coords(d00, d01, d11, denom, &ab, &ac, &ap);
if (coords.x < 0.0f || coords.y < 0.0f || coords.x + coords.y > 1.0f) {
continue;
}
z = 0.0f;
z += v0.z * coords.x + v1.z * coords.y + v2.z * coords.z;
zbuf = get_pixel(f32, &(render->depth), x, y);
if (z <= zbuf) {
continue;
}
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};
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};
result =
run_fragment_shader(shader, normal, tex_coords, &colour, texture);
if (DISCARD_FRAGMENT(result)) {
continue;
}
set_pixel(depth, x, y, &z);
set_pixel(img, x, y, &result.colour);
}
}
}
internal TriangleBBox get_triangle_bbox(const Image *img,
V3f vertices[TRIANGLE_VERTICES]) {
f32 x0 = min(vertices[0].x, min(vertices[1].x, vertices[2].x));
f32 x1 = max(vertices[0].x, max(vertices[1].x, vertices[2].x));
f32 y0 = min(vertices[0].y, min(vertices[1].y, vertices[2].y));
f32 y1 = max(vertices[0].y, max(vertices[1].y, vertices[2].y));
return (TriangleBBox){
.x0 = x0,
.y0 = y0,
.x1 = x1,
.y1 = y1,
};
}
internal V3f get_barycentric_coords(f32 d00, f32 d01, f32 d11, f32 denom,
const V2i *ab, const V2i *ac,
const V2i *ap) {
if (denom == 0.0f) {
return (V3f){-INFINITY, -INFINITY, -INFINITY};
}
f32 d20 = dot_v2((*ap), (*ab));
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) {
V4f vh = {.x = vertex->x, .y = 0.0f - vertex->y, .z = vertex->z, .w = 1.0f};
vh = mat4x4_mul_vec4(viewport(vh.x, vh.y, img->width, img->height), vh);
return project_vec4(vh);
}

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#ifndef OBJ_H
#define OBJ_H
#include "aliases.h"
#include "img.h"
#include "mem_arena.h"
#include "shader.h"
#include "typed_list.h"
#define INVALID_MODEL ((Model){0})
#define IS_INVALID_MODEL(m) (m.vertices == NULL || m.triangles == NULL)
typedef struct triangle Triangle;
struct triangle {
u64 p0;
u64 p1;
u64 p2;
u64 n0;
u64 n1;
u64 n2;
u64 tx0;
u64 tx1;
u64 tx2;
};
typedef enum {
RENDER_TYPE_WIREFRAME,
RENDER_TYPE_FILLED,
RENDER_TYPE_SHADED,
COUNT_RENDER_TYPES,
} RenderType;
typedef enum {
PROJECTION_TYPE_ORTHOGRAPHIC,
PROJECTION_TYPE_PERSPECTIVE,
COUNT_PROJECTION_TYPE,
} ProjectionType;
MAKE_LIST_TYPE(Triangle);
typedef struct model Model;
struct model {
LIST_TYPE(V3f) * vertices;
LIST_TYPE(V3f) * normals;
LIST_TYPE(V2f) * texture_coordinates;
LIST_TYPE(Triangle) * triangles;
Image *texture;
};
typedef struct render Render;
struct render {
Image img;
Depth depth;
};
Model load_obj_file(Arena *arena, const char *filename, const char *texture);
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);
#endif // OBJ_H

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#include "shader.h"
#include "aliases.h"
#include "vec.h"
#define MAX_SHADER_COUNT 2048
typedef struct shader_repo ShaderRepo;
struct shader_repo {
void *shaders[MAX_SHADER_COUNT];
VertexShader *vertex_funcs[MAX_SHADER_COUNT];
FragmentShader *fragment_funcs[MAX_SHADER_COUNT];
u64 count;
};
internal ShaderRepo g_repository = {0};
ShaderID create_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.fragment_funcs[g_repository.count] = fragment;
return (ShaderID){g_repository.count};
}
V3f run_vertex_shader(ShaderID shader, const V3f *vertex,
const Buffer *out_buf) {
if (IS_INVALID_SHADER(shader) || shader.id > g_repository.count || !vertex ||
!out_buf) {
return (V3f){0};
}
void *shader_obj = g_repository.shaders[shader.id];
VertexShader *vertex_func = g_repository.vertex_funcs[shader.id];
if (!shader_obj || !vertex_func) {
return (V3f){0};
}
return vertex_func(shader_obj, vertex, out_buf);
}
FragmentResult run_fragment_shader(ShaderID shader, V3f normal, V2f tex_coords,
const Colour *colour, const Image *texture) {
if (IS_INVALID_SHADER(shader) || shader.id > g_repository.count || !colour) {
return DISCARDED_FRAGMENT;
}
void *shader_obj = g_repository.shaders[shader.id];
FragmentShader *fragment_func = g_repository.fragment_funcs[shader.id];
if (!shader_obj || !fragment_func) {
return DISCARDED_FRAGMENT;
}
return fragment_func(shader_obj, normal, tex_coords, colour, texture);
}

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#ifndef SHADER_H
#define SHADER_H
#include "aliases.h"
#include "img.h"
#include "vec.h"
typedef struct shader_id ShaderID;
struct shader_id {
u64 id;
};
typedef struct fragment_result FragmentResult;
struct fragment_result {
Colour colour;
bool discard;
};
#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 V3f(VertexShader)(void *shader, const V3f *vertex,
const Buffer *out_buf);
typedef FragmentResult(FragmentShader)(void *shader, V3f normal, V2f tex_coords,
const Colour *colour,
const Image *texture);
ShaderID create_shader(void *shader, VertexShader *vertex,
FragmentShader *fragment);
V3f run_vertex_shader(ShaderID shader, const V3f *vertex,
const Buffer *out_buf);
FragmentResult run_fragment_shader(ShaderID shader, V3f normal, V2f tex_coords,
const Colour *colour, const Image *texture);
#endif // SHADER_H

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@@ -1,135 +0,0 @@
#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};
}

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#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

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@@ -1,58 +0,0 @@
#include "shader.h"
#include "aliases.h"
#define MAX_SHADER_COUNT 2048
typedef struct shader_repo ShaderRepo;
struct shader_repo {
void *shaders[MAX_SHADER_COUNT];
VertexShader *vertex_funcs[MAX_SHADER_COUNT];
FragmentShader *fragment_funcs[MAX_SHADER_COUNT];
u64 count;
};
internal ShaderRepo g_repository = {0};
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.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) {
return (VertexData){0};
}
void *shader_obj = g_repository.shaders[shader.id];
VertexShader *vertex_func = g_repository.vertex_funcs[shader.id];
if (!shader_obj || !vertex_func) {
return (VertexData){0};
}
return vertex_func(shader_obj, vert, index, 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];
FragmentShader *fragment_func = g_repository.fragment_funcs[shader.id];
if (!shader_obj || !fragment_func) {
return DISCARDED_FRAGMENT;
}
return fragment_func(shader_obj, barycentric, colour, model);
}

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@@ -1,39 +0,0 @@
#ifndef SHADER_H
#define SHADER_H
#include "aliases.h"
#include "obj.h"
#include "vec.h"
typedef struct shader_id ShaderID;
struct shader_id {
u64 id;
};
typedef struct vertex_data VertexData;
struct vertex_data {
V3f position;
V3f normal;
V2f uv;
};
typedef struct fragment_result FragmentResult;
struct fragment_result {
V4f colour;
bool discard;
};
#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 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 V4f *colour, const Model *model);
#endif // SHADER_H

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V3f light_dir;
V3f ambient;
M4x4f proj_mv;
M4x4f proj_mv_inv_t;
M4x4f viewport;
M4x4f final;
M4x4f final_inv;
VertexData vertices[TRIANGLE_VERTICES];

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#include "shaders.h"
#include "aliases.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};
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};
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 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);
// Set up perspective shader
perspective.proj_mv = mat4x4_mul(perspective_projection, model_view);
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);
// 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;
// Register shaders
depth = register_shader(&depth_shader, shadow_shader_vertex, shadow_shader_fragment);
perspective_diffuse = register_shader(&perspective, general_shader_vertex, diffuse_shader_fragment);
perspective_albedo = register_shader(&perspective, general_shader_vertex, albedo_shader_fragment);
orthographic_diffuse = register_shader(&orthographic, general_shader_vertex, diffuse_shader_fragment);
orthographic_albedo = register_shader(&orthographic, general_shader_vertex, albedo_shader_fragment);
}
internal M4x4f get_projection_matrix(ProjectionType projection_type) {
if (projection_type == PROJECTION_TYPE_PERSPECTIVE) {
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);
f32 coeff = -1.0f / magnitude_v3(cam) * 0.5f;
return projection(coeff);
}
return mat4x4_identity;
}

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@@ -1,14 +0,0 @@
#ifndef SHADERS_H
#define SHADERS_H
#include "shader.h"
extern ShaderID depth;
extern ShaderID perspective_diffuse;
extern ShaderID perspective_albedo;
extern ShaderID orthographic_diffuse;
extern ShaderID orthographic_albedo;
void load_shaders(M4x4f vp);
#endif // SHADERS_H

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@@ -1,30 +0,0 @@
#include "shadow_shader.h"
#include "constants.h"
#include "shader.h"
#include "utils.h"
VertexData shadow_shader_vertex(void *shader, const VertexData *vert, u8 index, const Model *model) {
ShadowShader *shdr = (ShadowShader *)shader;
V4f vh = V3_to_V4(vert->position);
vh.y = 0.0 - vh.y;
vh = mat4x4_mul_vec4(shdr->final, vh);
shdr->vertices[index].position = project_vec4(vh);
return shdr->vertices[index];
}
FragmentResult shadow_shader_fragment(void *shader, const V3f *barycentric, const V4f *colour,
const Model *model) {
ShadowShader *shdr = (ShadowShader *)shader;
M3x3f pos_mat = {.rows = {shdr->vertices[0].position, shdr->vertices[1].position, shdr->vertices[2].position}};
pos_mat = mat3x3_transpose(pos_mat);
V3f position = mat3x3_mul_vec3(pos_mat, (*barycentric));
f32 channel = clamp(position.z + DEPTH_MAX, 0.0f, DEPTH_MAX);
V4f output = {.r = channel, .g = channel, .b = channel, .a = 255};
return (FragmentResult){.colour = output};
}

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@@ -1,17 +0,0 @@
#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

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@@ -1,97 +0,0 @@
#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);
}

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@@ -1,26 +0,0 @@
#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

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@@ -1,116 +0,0 @@
#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;
}

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

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@@ -2,7 +2,6 @@
#define UTILS_H #define UTILS_H
#include "aliases.h" #include "aliases.h"
#define swap(T, v0, v1) \ #define swap(T, v0, v1) \
do { \ do { \
T tmp = v0; \ T tmp = v0; \

57
src/vec.c Normal file
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@@ -0,0 +1,57 @@
#include "vec.h"
#define DEPTH_MAX 255
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);
normalise_v3(z);
V3f x = cross_product(up, z);
normalise_v3(x);
V3f y = cross_product(z, x);
normalise_v3(y);
M4x4f rotation = mat4x4_identity;
rotation.row0.x = x.x;
rotation.row0.y = x.y;
rotation.row0.z = x.z;
rotation.row1.x = y.x;
rotation.row1.y = y.y;
rotation.row1.z = y.z;
rotation.row2.x = z.x;
rotation.row2.y = z.y;
rotation.row2.z = z.z;
M4x4f translation = mat4x4_identity;
translation.row0.w = -(eye.x);
translation.row1.w = -(eye.y);
translation.row2.w = -(eye.z);
return mat4x4_mul(rotation, translation);
}
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) {
M4x4f output = mat4x4_identity;
f32 half_width = (f32)w * 0.5f;
f32 half_height = (f32)h * 0.5f;
f32 half_depth = (f32)DEPTH_MAX * 0.5f;
output.row0.x = half_width;
output.row0.w = x + half_width;
output.row1.y = half_height;
output.row1.w = y + half_height;
output.row2.z = output.row2.w = half_depth;
return output;
}

163
src/vec.h Normal file
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@@ -0,0 +1,163 @@
#ifndef VEC_H
#define VEC_H
#include "aliases.h"
#include "typed_list.h"
#include <math.h>
typedef struct i64x2 V2i;
struct i64x2 {
i64 x;
i64 y;
};
typedef struct u64x2 V2u;
struct u64x2 {
u64 x;
u64 y;
};
typedef struct f32x2 V2f;
struct f32x2 {
union {
f32 x;
f32 u;
};
union {
f32 y;
f32 v;
};
};
typedef struct f32x3 V3f;
struct f32x3 {
f32 x;
f32 y;
f32 z;
};
typedef struct f32x4 V4f;
struct f32x4 {
f32 x;
f32 y;
f32 z;
f32 w;
};
typedef struct u64x3 V3u;
struct u64x3 {
u64 x;
u64 y;
u64 z;
};
typedef struct f32_3x3 M3x3f;
struct f32_3x3 {
V3f row0;
V3f row1;
V3f row2;
};
typedef struct f32_4x4 M4x4f;
struct f32_4x4 {
V4f row0;
V4f row1;
V4f row2;
V4f row3;
};
MAKE_LIST_TYPE(V3f);
MAKE_LIST_TYPE(V2f);
#define V2(T, ELEM_T, X0, Y0, X1, Y1) \
((T){(ELEM_T)X1 - (ELEM_T)X0, (ELEM_T)Y1 - (ELEM_T)Y0})
#define V3(T, ELEM_T, X0, Y0, Z0, X1, Y1, Z1) \
((T){(ELEM_T)X1 - (ELEM_T)X0, (ELEM_T)Y1 - (ELEM_T)Y0, \
(ELEM_T)Z1 - (ELEM_T)Z0})
#define dot_v2(V1, V2) ((f32)V1.x * (f32)V2.x + (f32)V1.y * (f32)V2.y)
#define dot_v3(V1, V2) \
((f32)V1.x * (f32)V2.x + (f32)V1.y * (f32)V2.y + (f32)V1.z * (f32)V2.z)
#define magnitude_v3(V) (sqrtf(dot_v3(V, V)))
#define normalise_v3(V) \
do { \
f32 magnitude = magnitude_v3(V); \
V.x /= magnitude; \
V.y /= magnitude; \
V.z /= magnitude; \
} while (0)
#define cross_product(V1, V2) \
((V3f){ \
.x = V1.y * V2.z - V1.z * V2.y, \
.y = V1.z * V2.x - V1.x * V2.z, \
.z = V1.x * V2.y - V1.y * V2.x, \
})
#define mat4x4_identity \
((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, 0.0f, 1.0f}, \
})
#define mat4x4_mul(MAT1, MAT2) \
((M4x4f){ \
.row0.x = MAT1.row0.x * MAT2.row0.x + MAT1.row0.y * MAT2.row1.x + \
MAT1.row0.z * MAT2.row2.x + MAT1.row0.w * MAT2.row3.x, \
.row0.y = MAT1.row0.x * MAT2.row0.y + MAT1.row0.y * MAT2.row1.y + \
MAT1.row0.z * MAT2.row2.y + MAT1.row0.w * MAT2.row3.y, \
.row0.z = MAT1.row0.x * MAT2.row0.z + MAT1.row0.y * MAT2.row1.z + \
MAT1.row0.z * MAT2.row2.z + MAT1.row0.w * MAT2.row3.z, \
.row0.w = MAT1.row0.x * MAT2.row0.w + MAT1.row0.y * MAT2.row1.w + \
MAT1.row0.z * MAT2.row2.w + MAT1.row0.w * MAT2.row3.w, \
.row1.x = MAT1.row1.x * MAT2.row0.x + MAT1.row1.y * MAT2.row1.x + \
MAT1.row1.z * MAT2.row2.x + MAT1.row1.w * MAT2.row3.x, \
.row1.y = MAT1.row1.x * MAT2.row0.y + MAT1.row1.y * MAT2.row1.y + \
MAT1.row1.z * MAT2.row2.y + MAT1.row1.w * MAT2.row3.y, \
.row1.z = MAT1.row1.x * MAT2.row0.z + MAT1.row1.y * MAT2.row1.z + \
MAT1.row1.z * MAT2.row2.z + MAT1.row1.w * MAT2.row3.z, \
.row1.w = MAT1.row1.x * MAT2.row0.w + MAT1.row1.y * MAT2.row1.w + \
MAT1.row1.z * MAT2.row2.w + MAT1.row1.w * MAT2.row3.w, \
.row2.x = MAT1.row2.x * MAT2.row0.x + MAT1.row2.y * MAT2.row1.x + \
MAT1.row2.z * MAT2.row2.x + MAT1.row2.w * MAT2.row3.x, \
.row2.y = MAT1.row2.x * MAT2.row0.y + MAT1.row2.y * MAT2.row1.y + \
MAT1.row2.z * MAT2.row2.y + MAT1.row2.w * MAT2.row3.y, \
.row2.z = MAT1.row2.x * MAT2.row0.z + MAT1.row2.y * MAT2.row1.z + \
MAT1.row2.z * MAT2.row2.z + MAT1.row2.w * MAT2.row3.z, \
.row2.w = MAT1.row2.x * MAT2.row0.w + MAT1.row2.y * MAT2.row1.w + \
MAT1.row2.z * MAT2.row2.w + MAT1.row2.w * MAT2.row3.w, \
.row3.x = MAT1.row3.x * MAT2.row0.x + MAT1.row3.y * MAT2.row1.x + \
MAT1.row3.z * MAT2.row2.x + MAT1.row3.w * MAT2.row3.x, \
.row3.y = MAT1.row3.x * MAT2.row0.y + MAT1.row3.y * MAT2.row1.y + \
MAT1.row3.z * MAT2.row2.y + MAT1.row3.w * MAT2.row3.y, \
.row3.z = MAT1.row3.x * MAT2.row0.z + MAT1.row3.y * MAT2.row1.z + \
MAT1.row3.z * MAT2.row2.z + MAT1.row3.w * MAT2.row3.z, \
.row3.w = MAT1.row3.x * MAT2.row0.w + MAT1.row3.y * MAT2.row1.w + \
MAT1.row3.z * MAT2.row2.w + MAT1.row3.w * MAT2.row3.w, \
})
#define mat4x4_mul_vec4(MAT, V) \
((V4f){ \
.x = MAT.row0.x * V.x + MAT.row0.y * V.y + MAT.row0.z * V.z + \
MAT.row0.w * V.w, \
.y = MAT.row1.x * V.x + MAT.row1.y * V.y + MAT.row1.z * V.z + \
MAT.row1.w * V.w, \
.z = MAT.row2.x * V.x + MAT.row2.y * V.y + MAT.row2.z * V.z + \
MAT.row2.w * V.w, \
.w = MAT.row3.x * V.x + MAT.row3.y * V.y + MAT.row3.z * V.z + \
MAT.row3.w * V.w, \
})
#define project_vec4(V) ((V3f){.x = V.x / V.w, .y = V.y / V.w, .z = V.z / V.w})
M4x4f lookat(V3f eye, V3f target, V3f up);
M4x4f projection(f32 coeff);
M4x4f viewport(f32 x, f32 y, u64 w, u64 h);
#endif // VEC_H

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@@ -1,165 +0,0 @@
#include "vec.h"
#include "constants.h"
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);
normalise_v3(z);
V3f x = cross_product(up, z);
normalise_v3(x);
V3f y = cross_product(z, x);
normalise_v3(y);
M4x4f rotation = mat4x4_identity;
rotation.row0.x = x.x;
rotation.row0.y = x.y;
rotation.row0.z = x.z;
rotation.row1.x = y.x;
rotation.row1.y = y.y;
rotation.row1.z = y.z;
rotation.row2.x = z.x;
rotation.row2.y = z.y;
rotation.row2.z = z.z;
M4x4f translation = mat4x4_identity;
translation.row0.w = -(eye.x);
translation.row1.w = -(eye.y);
translation.row2.w = -(eye.z);
return mat4x4_mul(rotation, translation);
}
M4x4f projection(f32 coeff) {
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},
};
}
M4x4f viewport(f32 x, f32 y, u64 w, u64 h) {
M4x4f output = mat4x4_identity;
f32 half_width = (f32)w * 0.5f;
f32 half_height = (f32)h * 0.5f;
f32 half_depth = (f32)DEPTH_MAX * 0.5f;
output.row0.x = half_width;
output.row0.w = x + half_width;
output.row1.y = half_height;
output.row1.w = y + half_height;
output.row2.z = output.row2.w = half_depth;
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

@@ -1,340 +0,0 @@
#ifndef VEC_H
#define VEC_H
#include "aliases.h"
#include "typed_list.h"
#include <math.h>
typedef struct i64x2 V2i;
struct i64x2 {
i64 x;
i64 y;
};
typedef struct u64x2 V2u;
struct u64x2 {
u64 x;
u64 y;
};
typedef union f32x2 V2f;
union f32x2 {
f32 elements[2];
struct {
union {
f32 x;
f32 u;
};
union {
f32 y;
f32 v;
};
};
};
typedef union f32x3 V3f;
union f32x3 {
f32 elements[3];
struct {
union {
f32 x;
f32 r;
};
union {
f32 y;
f32 g;
};
union {
f32 z;
f32 b;
};
};
};
typedef union f32x4 V4f;
union f32x4 {
f32 elements[4];
struct {
union {
f32 x;
f32 r;
};
union {
f32 y;
f32 g;
};
union {
f32 z;
f32 b;
};
union {
f32 w;
f32 a;
};
};
};
typedef struct u64x3 V3u;
struct u64x3 {
u64 x;
u64 y;
u64 z;
};
typedef union f32_3x2 M3x2f;
union f32_3x2 {
V2f rows[3];
struct {
V2f row0;
V2f row1;
V2f row2;
};
};
typedef union f32_2x3 M2x3f;
union f32_2x3 {
V3f rows[2];
struct {
V3f row0;
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(V2f);
#define V2(T, ELEM_T, X0, Y0, X1, Y1) \
((T){(ELEM_T)X1 - (ELEM_T)X0, (ELEM_T)Y1 - (ELEM_T)Y0})
#define V3(T, ELEM_T, X0, Y0, Z0, X1, Y1, Z1) \
((T){(ELEM_T)X1 - (ELEM_T)X0, (ELEM_T)Y1 - (ELEM_T)Y0, \
(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 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)
#define add_v3(V1, V2) \
((V3f){ \
.x = V1.x + V2.x, \
.y = V1.y + V2.y, \
.z = V1.z + V2.z, \
})
#define sub_v3(V1, V2) \
((V3f){ \
.x = V1.x - V2.x, \
.y = V1.y - V2.y, \
.z = V1.z - V2.z, \
})
#define mul_v3(V1, V2) \
((V3f){ \
.x = V1.x * V2.x, \
.y = V1.y * V2.y, \
.z = V1.z * V2.z, \
})
#define num_mul_v3(V, N) ((V3f){.x = (N) * V.x, .y = (N) * V.y, .z = (N) * V.z})
#define num_div_v3(V, N) ((V3f){.x = V.x / (N), .y = V.y / (N), .z = V.z / (N)})
#define magnitude_v3(V) (sqrtf(dot_v3(V, V)))
#define normalise_v3(V) \
do { \
f32 magnitude = magnitude_v3(V); \
V.x /= magnitude; \
V.y /= magnitude; \
V.z /= magnitude; \
} while (0)
#define cross_product(V1, V2) \
((V3f){ \
.x = V1.y * V2.z - V1.z * V2.y, \
.y = V1.z * V2.x - V1.x * V2.z, \
.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 \
((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, 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) \
((M4x4f){ \
.row0.x = MAT1.row0.x * MAT2.row0.x + MAT1.row0.y * MAT2.row1.x + \
MAT1.row0.z * MAT2.row2.x + MAT1.row0.w * MAT2.row3.x, \
.row0.y = MAT1.row0.x * MAT2.row0.y + MAT1.row0.y * MAT2.row1.y + \
MAT1.row0.z * MAT2.row2.y + MAT1.row0.w * MAT2.row3.y, \
.row0.z = MAT1.row0.x * MAT2.row0.z + MAT1.row0.y * MAT2.row1.z + \
MAT1.row0.z * MAT2.row2.z + MAT1.row0.w * MAT2.row3.z, \
.row0.w = MAT1.row0.x * MAT2.row0.w + MAT1.row0.y * MAT2.row1.w + \
MAT1.row0.z * MAT2.row2.w + MAT1.row0.w * MAT2.row3.w, \
.row1.x = MAT1.row1.x * MAT2.row0.x + MAT1.row1.y * MAT2.row1.x + \
MAT1.row1.z * MAT2.row2.x + MAT1.row1.w * MAT2.row3.x, \
.row1.y = MAT1.row1.x * MAT2.row0.y + MAT1.row1.y * MAT2.row1.y + \
MAT1.row1.z * MAT2.row2.y + MAT1.row1.w * MAT2.row3.y, \
.row1.z = MAT1.row1.x * MAT2.row0.z + MAT1.row1.y * MAT2.row1.z + \
MAT1.row1.z * MAT2.row2.z + MAT1.row1.w * MAT2.row3.z, \
.row1.w = MAT1.row1.x * MAT2.row0.w + MAT1.row1.y * MAT2.row1.w + \
MAT1.row1.z * MAT2.row2.w + MAT1.row1.w * MAT2.row3.w, \
.row2.x = MAT1.row2.x * MAT2.row0.x + MAT1.row2.y * MAT2.row1.x + \
MAT1.row2.z * MAT2.row2.x + MAT1.row2.w * MAT2.row3.x, \
.row2.y = MAT1.row2.x * MAT2.row0.y + MAT1.row2.y * MAT2.row1.y + \
MAT1.row2.z * MAT2.row2.y + MAT1.row2.w * MAT2.row3.y, \
.row2.z = MAT1.row2.x * MAT2.row0.z + MAT1.row2.y * MAT2.row1.z + \
MAT1.row2.z * MAT2.row2.z + MAT1.row2.w * MAT2.row3.z, \
.row2.w = MAT1.row2.x * MAT2.row0.w + MAT1.row2.y * MAT2.row1.w + \
MAT1.row2.z * MAT2.row2.w + MAT1.row2.w * MAT2.row3.w, \
.row3.x = MAT1.row3.x * MAT2.row0.x + MAT1.row3.y * MAT2.row1.x + \
MAT1.row3.z * MAT2.row2.x + MAT1.row3.w * MAT2.row3.x, \
.row3.y = MAT1.row3.x * MAT2.row0.y + MAT1.row3.y * MAT2.row1.y + \
MAT1.row3.z * MAT2.row2.y + MAT1.row3.w * MAT2.row3.y, \
.row3.z = MAT1.row3.x * MAT2.row0.z + MAT1.row3.y * MAT2.row1.z + \
MAT1.row3.z * MAT2.row2.z + MAT1.row3.w * MAT2.row3.z, \
.row3.w = MAT1.row3.x * MAT2.row0.w + MAT1.row3.y * MAT2.row1.w + \
MAT1.row3.z * MAT2.row2.w + MAT1.row3.w * MAT2.row3.w, \
})
#define mat4x4_mul_vec4(MAT, V) \
((V4f){ \
.x = MAT.row0.x * V.x + MAT.row0.y * V.y + MAT.row0.z * V.z + \
MAT.row0.w * V.w, \
.y = MAT.row1.x * V.x + MAT.row1.y * V.y + MAT.row1.z * V.z + \
MAT.row1.w * V.w, \
.z = MAT.row2.x * V.x + MAT.row2.y * V.y + MAT.row2.z * V.z + \
MAT.row2.w * V.w, \
.w = MAT.row3.x * V.x + MAT.row3.y * V.y + MAT.row3.z * V.z + \
MAT.row3.w * 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 projection(f32 coeff);
M4x4f viewport(f32 x, f32 y, u64 w, u64 h);
M3x3f mat3x3_inv(M3x3f matrix);
M4x4f mat4x4_inv(M4x4f matrix);
#endif // VEC_H