tinyrenderer/src/model/render.c

224 lines
7.2 KiB
C

#include "render.h"
#include "shader.h"
#include "utils.h"
#include "vec.h"
#include <math.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,
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);
}