168 lines
5.2 KiB
C
168 lines
5.2 KiB
C
#include "render.h"
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#include "aliases.h"
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#include "constants.h"
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#include "img.h"
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#include "shader.h"
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#include "typed_list.h"
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#include "utils.h"
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#include "vec.h"
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#include <math.h>
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typedef struct triangle_bbox TriangleBBox;
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struct triangle_bbox {
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u64 x0;
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u64 y0;
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u64 x1;
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u64 y1;
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};
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internal void render_triangle(const Triangle *triangle, const Model *model,
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ShaderID shader, Render *render,
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RenderType render_type, Colour colour);
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internal void fill_triangle(Render *render, ShaderID shader,
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VertexData vertices[TRIANGLE_VERTICES],
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Colour colour, const Model *model, RenderType type);
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internal TriangleBBox get_triangle_bbox(const Image *img,
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V2f vertices[TRIANGLE_VERTICES]);
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internal V3f get_barycentric_coords(V2f a, V2f b, V2f c, V2f p);
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internal V2f get_viewport_vertex(const V3f *vertex, const Image *img);
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bool init_render(Arena *arena, Render *render, u64 width, u64 height) {
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render->img = (Image){.width = width, .height = height};
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if (!init_buffer(arena, &(render->img))) {
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return false;
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}
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render->depth = (Depth){.width = width, .height = height};
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if (!init_buffer(arena, &(render->depth))) {
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return false;
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}
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f32 inf = -INFINITY;
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clear_buffer(&(render->depth), &inf);
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return true;
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}
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void render_model(const Model *model, Render *render, ShaderID shader,
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RenderType render_type, Colour colour) {
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Triangle triangle;
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for (u64 i = 0; i < model->triangles->count; ++i) {
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triangle = list_get(model->triangles, i);
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render_triangle(&triangle, model, shader, render, render_type, colour);
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}
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}
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internal void render_triangle(const Triangle *triangle, const Model *model,
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ShaderID shader, Render *render,
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RenderType render_type, Colour colour) {
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Image *img = &(render->img);
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VertexData vertices[TRIANGLE_VERTICES];
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for (u64 i = 0; i < TRIANGLE_VERTICES; ++i) {
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vertices[i].position = list_get(model->vertices, triangle->positions[i]);
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vertices[i].normal = list_get(model->normals, triangle->normals[i]);
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vertices[i].uv = list_get(model->texture_coordinates, triangle->coordinates[i]);
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vertices[i] = run_vertex_shader(shader, &vertices[i], i, model);
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}
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if (render_type == RENDER_TYPE_WIREFRAME) {
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// V3f v0, v1;
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// u64 x0, y0, x1, y1;
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// for (u64 i = 0; i < TRIANGLE_VERTICES; ++i) {
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// v0 = vertices[i];
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// v1 = vertices[(i + 1) % TRIANGLE_VERTICES];
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//
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// draw_line(img, (u64)v0.x, (u64)v0.y, (u64)v1.x, (u64)v1.y, colour);
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// }
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} else if (render_type == RENDER_TYPE_FILLED || render_type == RENDER_TYPE_SHADED) {
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fill_triangle(render, shader, vertices, colour, model, render_type);
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}
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}
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internal void fill_triangle(Render *render, ShaderID shader,
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VertexData vertices[TRIANGLE_VERTICES],
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Colour colour, const Model *model,
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RenderType type) {
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Image *img = &(render->img);
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Depth *depth = &(render->depth);
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V2f vp_verts[TRIANGLE_VERTICES] = {0};
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for (u64 i = 0; i < TRIANGLE_VERTICES; ++i) {
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vp_verts[i] = get_viewport_vertex(&vertices[i].position, img);
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}
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TriangleBBox bbox = get_triangle_bbox(img, vp_verts);
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V2f point;
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V3f coords;
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f32 z;
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f32 zbuf;
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FragmentResult result;
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f32 intensity = 1.0f;
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for (u64 y = bbox.y0; y <= bbox.y1; ++y) {
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for (u64 x = bbox.x0; x <= bbox.x1; ++x) {
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point = (V2f){x, y};
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coords = get_barycentric_coords(vp_verts[0], vp_verts[1], vp_verts[2], point);
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if (coords.x < 0.0f || coords.y < 0.0f || coords.z < 0.0f) {
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continue;
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}
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z = 0.0f;
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z += vertices[0].position.z * coords.x +
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vertices[1].position.z * coords.y +
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vertices[2].position.z * coords.z;
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zbuf = get_pixel(f32, &(render->depth), x, y);
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if (z <= zbuf) {
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continue;
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}
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result = run_fragment_shader(shader, &coords, &colour, model);
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if (DISCARD_FRAGMENT(result)) {
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continue;
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}
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set_pixel(depth, x, y, &z);
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set_pixel(img, x, y, &result.colour);
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}
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}
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}
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internal TriangleBBox get_triangle_bbox(const Image *img,
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V2f vertices[TRIANGLE_VERTICES]) {
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f32 x0 = min(vertices[0].x, min(vertices[1].x, vertices[2].x));
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f32 x1 = max(vertices[0].x, max(vertices[1].x, vertices[2].x));
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f32 y0 = min(vertices[0].y, min(vertices[1].y, vertices[2].y));
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f32 y1 = max(vertices[0].y, max(vertices[1].y, vertices[2].y));
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return (TriangleBBox){
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.x0 = x0,
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.y0 = y0,
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.x1 = x1,
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.y1 = y1,
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};
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}
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internal V3f get_barycentric_coords(V2f a, V2f b, V2f c, V2f p) {
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V3f x_vec = V3(V3f, f32, c.x, b.x, a.x, a.x, a.x, p.x);
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V3f y_vec = V3(V3f, f32, c.y, b.y, a.y, a.y, a.y, p.y);
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V3f u = cross_product(x_vec, y_vec);
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if (fabsf(u.z) < 1e-2) {
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return (V3f){-1.0f, 1.0f, 1.0f};
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}
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return (V3f){1.0f - (u.x + u.y) / u.z, u.y / u.z, u.x / u.z};
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}
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internal V2f get_viewport_vertex(const V3f *vertex, const Image *img) {
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V3f output = *vertex;
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output.x = clamp(output.x, 0.0f, img->width);
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output.y = clamp(output.y, 0.0f, img->height);
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return (V2f){output.x, output.y};
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}
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