168 lines
5.2 KiB
C

#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 <math.h>
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};
}