#include "obj.h" #include "aliases.h" #include "img.h" #include "mem_arena.h" #include "pam.h" #include "typed_list.h" #include "utils.h" #include #include #include #include #include #define TRIANGLE_VERTICES 3 #define CAMERA_DISTANCE 5.0f #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 normalise_v3(V) \ do { \ f32 magnitude = sqrtf(dot_v3(V, 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}) 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, Render *render, Colour colour, RenderType type, ProjectionType projection, M4x4f mv); internal void fill_triangle(Render *render, V3f vertices[TRIANGLE_VERTICES], V3f normals[TRIANGLE_VERTICES], V2f coordinates[TRIANGLE_VERTICES], Colour colour, Image *texture, RenderType type); internal M4x4f lookat(V3f eye, V3f target, V3f up); 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 void get_image_coordinates(f32 norm_x, f32 norm_y, const Image *img, u64 *x, u64 *y); internal u64 ndc_to_image_coordinate(f32 value, u64 max); V3f g_light_dir = {0.0f, 0.0f, 1.0f}; // clang-format off M4x4f g_cam_matrix = { .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, -1.0f / CAMERA_DISTANCE, 1.0f}, }; // clang-format on V3f g_eye = {0.2f, 0.1f, 0.7f}; V3f g_target = {0}; V3f g_up = {0.0f, 1.0f, 0.0f}; 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, Colour colour, RenderType type, ColourType colour_type, ProjectionType projection) { Triangle triangle; M4x4f model_view = lookat(g_eye, g_target, g_up); for (u64 i = 0; i < model->triangles->count; ++i) { triangle = list_get(model->triangles, i); if (colour_type == COLOUR_TYPE_RANDOM) { colour = (Colour){.r = rand() % UINT8_MAX, .g = rand() % UINT8_MAX, .b = rand() % UINT8_MAX, .a = 255}; } render_triangle(&triangle, model, render, colour, type, projection, model_view); } } internal void render_triangle(const Triangle *triangle, const Model *model, Render *render, Colour colour, RenderType type, ProjectionType projection, M4x4f mv) { 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), }; // Camera for (u64 i = 0; i < TRIANGLE_VERTICES; ++i) { V4f vertex; vertex = (V4f){ .x = vertices[i].x, .y = vertices[i].y, .z = vertices[i].z, .w = 1.0f, }; vertex = mat4x4_mul_vec4(mv, vertex); vertices[i] = project_vec4(vertex); } // Basic perspective projection if (projection == PROJECTION_TYPE_PERSPECTIVE) { V4f vertex; for (u64 i = 0; i < TRIANGLE_VERTICES; ++i) { vertex = (V4f){ .x = vertices[i].x, .y = vertices[i].y, .z = vertices[i].z, .w = 1.0f, }; vertex = mat4x4_mul_vec4(g_cam_matrix, vertex); vertices[i] = project_vec4(vertex); } } if (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]; get_image_coordinates(v0.x, v0.y, img, &x0, &y0); get_image_coordinates(v1.x, v1.y, img, &x1, &y1); draw_line(img, x0, y0, x1, y1, colour); } } else if (type == RENDER_TYPE_FILLED || type == RENDER_TYPE_SHADED) { fill_triangle(render, vertices, normals, coordinates, colour, model->texture, type); } } internal void fill_triangle(Render *render, 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); V2u v0, v1, v2; get_image_coordinates(vertices[0].x, vertices[0].y, img, &(v0.x), &(v0.y)); get_image_coordinates(vertices[1].x, vertices[1].y, img, &(v1.x), &(v1.y)); get_image_coordinates(vertices[2].x, vertices[2].y, img, &(v2.x), &(v2.y)); 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; 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 += vertices[0].z * coords.x + vertices[1].z * coords.y + vertices[2].z * coords.z; zbuf = get_pixel(f32, &(render->depth), x, y); if (z > zbuf) { if (type == RENDER_TYPE_SHADED) { 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}; intensity = dot_v3(normal, g_light_dir); } if (intensity < 0.0f) { intensity = 0.01f; } if (texture) { 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; tx_x = tx_u * texture->width; tx_y = (1.0f - tx_v) * texture->height; colour = get_pixel(Colour, texture, tx_x, tx_y); } colour.r *= intensity; colour.g *= intensity; colour.b *= intensity; set_pixel(depth, x, y, &z); set_pixel(img, x, y, &colour); } } } } internal 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); } 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)); // NOTE (Abdelrahman): Because y is flipped, we use max for the minimum and // min for the maximum f32 y0 = max(vertices[0].y, max(vertices[1].y, vertices[2].y)); f32 y1 = min(vertices[0].y, min(vertices[1].y, vertices[2].y)); TriangleBBox bbox = {0}; get_image_coordinates(x0, y0, img, &(bbox.x0), &(bbox.y0)); get_image_coordinates(x1, y1, img, &(bbox.x1), &(bbox.y1)); return bbox; } 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 void get_image_coordinates(f32 norm_x, f32 norm_y, const Image *img, u64 *x, u64 *y) { *x = ndc_to_image_coordinate(norm_x, img->width); *y = ndc_to_image_coordinate(0.0f - norm_y, img->height); if (*x >= img->width) { *x = img->width - 1; } if (*y >= img->height) { *y = img->height - 1; } } internal u64 ndc_to_image_coordinate(f32 value, u64 max) { f32 result = (value + 1.0f) * max * 0.5f; return clamp((u64)result, 0, max); }