#include "render.h" #include "shader.h" #include "utils.h" #include "vec.h" #include #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, 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) { 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, render_type); } } internal void fill_triangle(Render *render, ShaderID shader, V3f vertices[TRIANGLE_VERTICES], V3f normals[TRIANGLE_VERTICES], V2f coordinates[TRIANGLE_VERTICES], Colour colour, const Model *model, 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 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; 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; } px = vertices[0].x * coords.x + vertices[1].x * coords.y + vertices[2].x * coords.z; 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)) { 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); }