#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 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; 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; } result = run_fragment_shader(shader, &coords, &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, 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}; }