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- #include <stdio.h>
- #include <CL/cl.h>
- #include <SDL2/SDL.h>
- #include "../headers/rasteriver.h"
- #define STB_IMAGE_IMPLEMENTATION
- #include "../headers/stb_image.h"
- #include "stdint.h"
- #include <math.h>
- #include <signal.h>
- RasterIver ri = {NULL};
- void debug(char *string, ...){
- va_list args;
- va_start(args, string);
- char message[500];
- strcpy(message, ri.prefix);
- strcat(message, string);
- vprintf(message, args);
- printf("\n");
- va_end(args);
- }
- RasterIver* RI_get_ri(){
- return &ri;
- }
- #define RI_realloc(__ptr, __size) written_RI_realloc(__ptr, __size, __func__, __LINE__)
- #define RI_malloc(__size) written_RI_malloc(__size, __func__, __LINE__)
- #define RI_calloc(__nmemb, __size) written_RI_calloc(__nmemb, __size, __func__, __LINE__)
- #define RI_free(__ptr) written_RI_free(__ptr, __func__, __LINE__)
- void* written_RI_realloc(void *__ptr, size_t __size, const char *caller, int line){
- void *pointer = realloc(__ptr, __size);
- if (ri.debug_memory) {
- int current_allocation_index = 0;
- int checking = 1;
- while (checking){
- if (!ri.allocation_table[current_allocation_index].reallocated_free && ri.allocation_table[current_allocation_index].pointer == __ptr){
- ri.allocation_table[current_allocation_index].reallocated_free = 1;
-
- checking = 0;
- }
- current_allocation_index++;
-
- if (current_allocation_index >= ri.allocation_search_limit){
- checking = 0;
- }
- }
- debug("[Memory Manager] Allocated (realloc) %zu bytes (func \"%s\":%d)", __size, caller, line);
- if (ri.current_allocation_index >= ri.allocation_table_length){
- ri.allocation_table_length += 50;
- ri.allocation_search_limit += 50;
-
- ri.allocation_table = RI_realloc(ri.allocation_table, sizeof(RI_memory_allocation) * ri.allocation_table_length);
- }
- ri.allocation_table[ri.current_allocation_index].allocated = 1;
- ri.allocation_table[ri.current_allocation_index].reallocated_alloc = 1;
- ri.allocation_table[ri.current_allocation_index].reallocated_free = 0;
- ri.allocation_table[ri.current_allocation_index].freed = 0;
- ri.allocation_table[ri.current_allocation_index].line = line;
- ri.allocation_table[ri.current_allocation_index].pointer = pointer;
- ri.allocation_table[ri.current_allocation_index].size = __size;
- ri.current_allocation_index++;
- }
- return pointer;
- }
- void* written_RI_malloc(size_t __size, const char *caller, int line){
- void *pointer = malloc(__size);
-
- if (ri.debug_memory) {
- debug("[Memory Manager] Allocated (malloc) %zu bytes (func \"%s\":%d)", __size, caller, line);
- if (ri.current_allocation_index >= ri.allocation_table_length){
- ri.allocation_table_length += 50;
- ri.allocation_search_limit += 50;
-
- ri.allocation_table = RI_realloc(ri.allocation_table, sizeof(RI_memory_allocation) * ri.allocation_table_length);
- }
- ri.allocation_table[ri.current_allocation_index].allocated = 1;
- ri.allocation_table[ri.current_allocation_index].reallocated_free = 0;
- ri.allocation_table[ri.current_allocation_index].reallocated_alloc = 0;
- ri.allocation_table[ri.current_allocation_index].freed = 0;
- ri.allocation_table[ri.current_allocation_index].line = line;
- ri.allocation_table[ri.current_allocation_index].pointer = pointer;
- ri.allocation_table[ri.current_allocation_index].size = __size;
- ri.current_allocation_index++;
- }
- return pointer;
- }
- void* written_RI_calloc(size_t __nmemb, size_t __size, const char *caller, int line){
- void *pointer = calloc(__nmemb, __size);
-
- if (ri.debug_memory) {
- debug("[Memory Manager] Allocated (calloc) %zu bytes (func \"%s\":%d)", __size * __nmemb, caller, line);
- if (ri.current_allocation_index >= ri.allocation_table_length){
- ri.allocation_table_length += 50;
- ri.allocation_search_limit += 50;
-
- ri.allocation_table = RI_realloc(ri.allocation_table, sizeof(RI_memory_allocation) * ri.allocation_table_length);
- }
- ri.allocation_table[ri.current_allocation_index].allocated = 1;
- ri.allocation_table[ri.current_allocation_index].reallocated_free = 0;
- ri.allocation_table[ri.current_allocation_index].reallocated_alloc = 0;
- ri.allocation_table[ri.current_allocation_index].freed = 0;
- ri.allocation_table[ri.current_allocation_index].line = line;
- ri.allocation_table[ri.current_allocation_index].pointer = pointer;
- ri.allocation_table[ri.current_allocation_index].size = __size * __nmemb;
-
- ri.current_allocation_index++;
- }
- return pointer;
- }
- void written_RI_free(void *__ptr, const char *caller, int line){
- if (ri.debug_memory) {
- size_t size = 0;
-
- int current_allocation_index = 0;
- int checking = 1;
-
- while (checking){
- if (!ri.allocation_table[current_allocation_index].reallocated_free && ri.allocation_table[current_allocation_index].pointer == __ptr){
- size = ri.allocation_table[current_allocation_index].size;
- ri.allocation_table[current_allocation_index].freed = 1;
-
- checking = 0;
- }
-
- current_allocation_index++;
-
- if (current_allocation_index >= ri.allocation_search_limit){
- checking = 0;
- }
- }
-
- debug("[Memory Manager] Freed %zu bytes (func \"%s\":%d)", size, caller, line);
- }
-
- free(__ptr);
- }
- RI_texture* RI_request_empty_texture(RI_vector_2 resolution){
- RI_texture *new_texture = RI_malloc(sizeof(RI_texture));
- new_texture->image_buffer = RI_malloc(sizeof(uint32_t) * resolution.x * resolution.y);
- new_texture->resolution = resolution;
- return new_texture;
- }
- void RI_clear_texture(RI_texture *target_texture){
- for (int i = 0; i < target_texture->resolution.x * target_texture->resolution.y; ++i){
- target_texture->image_buffer[i] = 0x00000000;
- }
- }
- void RI_draw_line(RI_texture *target_texture, RI_vector_2 point_a, RI_vector_2 point_b, uint32_t color){
- int num_pixels = distance_2(point_a, point_b);
-
- for (int i = 0; i < num_pixels; ++i){
- RI_vector_2 point_2_draw; vector_2_lerp(point_a, point_b, &point_2_draw, (double)i / (double)num_pixels);
- if (point_2_draw.x < 0 || point_2_draw.x >= target_texture->resolution.x || point_2_draw.y < 0 || point_2_draw.y >= target_texture->resolution.y) continue;
- target_texture->image_buffer[point_2_draw.y * target_texture->resolution.x + point_2_draw.x] = color;
- }
- }
- int ccw(RI_vector_2f a, RI_vector_2f b, RI_vector_2f c) {
- return (c.y - a.y) * (b.x - a.x) > (b.y - a.y) * (c.x - a.x);
- }
- int intersects_segments(RI_vector_2f a, RI_vector_2f b, RI_vector_2f c, RI_vector_2f d) {
- return (ccw(a, c, d) != ccw(b, c, d)) && (ccw(a, b, c) != ccw(a, b, d));
- }
- int intersects(RI_vector_2f a, RI_vector_2f b, RI_vector_2f c){
- RI_vector_2f d = {10000, c.y};
- return intersects_segments(a, b, c, d);
- }
- void render_glyph(RI_texture *target_texture, RI_vector_2f position, float size, uint32_t color, int bezier_resolution, float units_per_em, SP_glyph *glyph){
- // estimate
- int new_point_count = 0;
- int allocated_new_points = glyph->number_of_points * 3;
- RI_vector_2f *new_points = RI_malloc(sizeof(RI_vector_2f) * allocated_new_points);
-
- int *contour_ends = RI_malloc(sizeof(int) * glyph->number_of_contours);
-
- for (int contour = 0; contour < glyph->number_of_contours; ++contour){
- // if we are at contour 0, point_start is 0.
- // if contour is > 0 but != 0, point_start is equal to the previous index
- int point_start = contour > 0 ? (glyph->contour_end_indicies[contour - 1] + 1) : 0;
- int point_offset = point_start;
- // find first on-curve point because the first point isn't always on the curves
- // while (!(glyph->flags[point_offset] & 1)){
- // point_offset++;
- // }
- for (int point = 0; point <= glyph->contour_end_indicies[contour] + 1 - point_start; ++point){
- if (new_point_count + 1 >= allocated_new_points){
- allocated_new_points += 20;
- new_points = RI_realloc(new_points, sizeof(RI_vector_2f) * allocated_new_points);
- }
-
- int cur = (point % (glyph->contour_end_indicies[contour] + 1 - point_start) + point_offset);
- int next = ((point + 1) % (glyph->contour_end_indicies[contour] + 1 - point_start) + point_offset);
- new_points[new_point_count].x = (float)glyph->x_coords[cur] / units_per_em * size + position.x;
- new_points[new_point_count].y = (float)glyph->y_coords[cur] / units_per_em * size + position.y;
- new_point_count++;
- // if current and next glyph are both on or off the curve, add a point between them-
- if ((glyph->flags[cur] & 1) == (glyph->flags[next] & 1)){
- vector_2f_lerp((RI_vector_2f){(float)glyph->x_coords[cur] / units_per_em * size + position.x, (float)glyph->y_coords[cur] / units_per_em * size + position.y}, (RI_vector_2f){(float)glyph->x_coords[next] / units_per_em * size + position.x, (float)glyph->y_coords[next] / units_per_em * size + position.y}, &new_points[new_point_count], 0.5);
- new_point_count++;
- }
- }
- contour_ends[contour] = new_point_count;
- }
-
- allocated_new_points = new_point_count;
- // maybe make multiple arrays that are lists of lines in increments of y values so that we dont have to check every line even if its above the pixel (the ray only goes to the right)
- RI_vector_2f *lines = RI_malloc(sizeof(RI_vector_2f) * (new_point_count / 2) * (bezier_resolution <= 1 ? 2 : bezier_resolution) + 30);
- for (int contour = 0; contour < glyph->number_of_contours; ++contour){
- int p_start = (contour > 0 ? contour_ends[contour - 1] : 0);
- int p_end = contour_ends[contour];
- for (int point = p_start; point < p_end - 2; point += 2){
- RI_vector_2f point_a = new_points[point];
- RI_vector_2f point_b = new_points[(point + 1)];
- RI_vector_2f point_c = new_points[(point + 2)];
-
- RI_vector_2f prev_point = new_points[point];
- for (int i = 0; i < bezier_resolution; ++i){
- float w = (float)(i + 1) / (float)bezier_resolution;
-
- RI_vector_2f bez_point;
-
- if (bezier_resolution <= 1) bez_point = point_c;
- else vector_2f_bezier_interpolate(point_a, point_b, point_c, &bez_point, w);
- lines[point + i] = prev_point;
- lines[point + i + 1] = bez_point;
- prev_point = bez_point;
- }
- }
- }
- for (int y = fmax((int)((float)glyph->y_min / (float)units_per_em * size) + position.y, 0.0); y < fmin((int)((float)glyph->y_max / (float)units_per_em * size) + position.y, target_texture->resolution.y); ++y){
- for (int x = fmax((int)((float)glyph->x_min / (float)units_per_em * size) + position.x, 0.0); x < fmin((int)((float)glyph->x_max / (float)units_per_em * size) + position.x, target_texture->resolution.x); ++x){
- int intersections = 0;
-
- for (int contour = 0; contour < glyph->number_of_contours; ++contour){
- int p_start = (contour > 0 ? contour_ends[contour - 1] : 0);
- int p_end = contour_ends[contour];
-
- for (int point = p_start; point < p_end - 2; point += 2){
- for (int i = 0; i < bezier_resolution; ++i){
- if(intersects(lines[point + i], lines[point + i + 1], (RI_vector_2f){x, y})) intersections++;
- }
- }
- }
- if (intersections % 2 != 0) target_texture->image_buffer[y * target_texture->resolution.x + x] = color;
- }
- }
- RI_free(new_points);
- RI_free(contour_ends);
- }
- void RI_render_text(SP_font *font, RI_texture *target_texture, RI_vector_2f position, uint32_t color, int bezier_resolution, float size, char *text){
- int character_count = strlen(text);
-
- int current_advance_width = 0;
- RI_vector_2f glyph_position = position;
- for (int character_i = 0; character_i < character_count; ++character_i){
- int glyph = font->unicode_to_glyph_indicies[text[character_i]];
-
- if (glyph >= font->number_of_glyphs) glyph = 0;
-
- SP_glyph *current_glyph = &font->glyphs[glyph];
-
- glyph_position.x = position.x + font->h_metrics[glyph].left_side_bearing / font->units_per_em * size;
-
- if (current_glyph->number_of_contours > 0){
- render_glyph(target_texture, glyph_position, size, color, bezier_resolution, font->units_per_em, current_glyph);
- }
- else if (current_glyph->number_of_contours == 0){
- // do nothing, glyph is empty
- }
- else {
- for (int k = 0; k < current_glyph->number_of_components; k++){
- int c_glyph = current_glyph->components[k].glyph_index;
-
- float offset_x = (float)current_glyph->components[k].arg1;
- float offset_y = (float)current_glyph->components[k].arg2;
- glyph_position.x += offset_x / font->units_per_em * size;
- glyph_position.y += offset_y / font->units_per_em * size;
-
- render_glyph(target_texture, glyph_position, size, color, bezier_resolution, font->units_per_em, &font->glyphs[c_glyph]);
-
- glyph_position.x -= offset_x / font->units_per_em * size;
- glyph_position.y -= offset_y / font->units_per_em * size;
- }
- }
-
- position.x += (float)font->h_metrics[glyph].advance_width / font->units_per_em * size;
- }
- }
- int RI_add_actors_to_scene(int RI_number_of_actors_to_add_to_scene, RI_actor *actors, RI_scene *scene){
- int previous_actor_count = scene->actor_count;
- scene->actor_count += RI_number_of_actors_to_add_to_scene;
- scene->actors = RI_realloc(scene->actors, sizeof(RI_actor *) * scene->actor_count);
- for (int i = 0; i < RI_number_of_actors_to_add_to_scene; ++i){
- scene->actors[i + previous_actor_count] = &actors[i];
- }
- return 0;
- }
- RI_scene* RI_request_scenes(int RI_number_of_requested_scenes){
- int previous_scene_count = ri.scene_count;
- ri.scene_count += RI_number_of_requested_scenes;
-
- ri.scenes = RI_realloc(ri.scenes, sizeof(RI_scene) * ri.scene_count);
- for (int i = 0; i < RI_number_of_requested_scenes; ++i){
- RI_scene new_scene = {0};
- new_scene.actor_count = 0;
- new_scene.actors = NULL;
- new_scene.faces_to_render = NULL;
- new_scene.antialiasing_subsample_resolution = 4;
- ri.scenes[i + previous_scene_count] = new_scene;
- }
- return ri.scenes;
- }
- RI_actor* RI_request_actors(int RI_number_of_requested_actors){
- int previous_actor_count = ri.actor_count;
- ri.actor_count += RI_number_of_requested_actors;
-
- ri.actors = RI_realloc(ri.actors, sizeof(RI_actor) * ri.actor_count);
- for (int i = 0; i < RI_number_of_requested_actors; ++i){
- RI_actor new_actor = {0};
- new_actor.mesh_reference = NULL;
- new_actor.material_reference = NULL;
- ri.actors[i + previous_actor_count] = new_actor;
- }
- return ri.actors;
- }
- RI_material* RI_request_materials(int RI_number_of_requested_materials){
- ri.material_count += RI_number_of_requested_materials;
- ri.materials = RI_realloc(ri.materials, sizeof(RI_material) * ri.material_count);
- return ri.materials;
- }
- RI_texture* RI_request_textures(int RI_number_of_requested_textures, RI_texture_creation_data *texture_creation_data){
- int previous_loaded_texture_count = ri.loaded_texture_count;
- ri.loaded_texture_count += RI_number_of_requested_textures;
- ri.loaded_textures = RI_realloc(ri.loaded_textures, sizeof(RI_texture) * ri.loaded_texture_count);
-
- for (int i = 0; i < RI_number_of_requested_textures; i++){
- RI_texture new_texture = {0};
-
- char *current_texture_filename = texture_creation_data[i].filename;
- unsigned char* temp_texture = stbi_load(current_texture_filename, &new_texture.resolution.x, &new_texture.resolution.y, NULL, 4);
-
- if(stbi_failure_reason()){
- new_texture = ri.error_texture;
- }
- else {
- new_texture.image_buffer = RI_malloc(sizeof(uint32_t) * new_texture.resolution.x * new_texture.resolution.y);
- for (int i = 0; i < new_texture.resolution.x * new_texture.resolution.y; ++i){
- unsigned char r = temp_texture[i * 4];
- unsigned char g = temp_texture[i * 4 + 1];
- unsigned char b = temp_texture[i * 4 + 2];
- unsigned char a = temp_texture[i * 4 + 3];
-
- new_texture.image_buffer[i] = (a << 24 | r << 16 | g << 8 | b);
- }
- }
- ri.loaded_textures[previous_loaded_texture_count + i] = new_texture;
- stbi_image_free(temp_texture);
- }
- return ri.loaded_textures;
- }
- RI_mesh* RI_request_meshes(int RI_number_of_requested_meshes, char **filenames, int RI_return_just_mesh){
- int meshes_already_loaded_count = ri.loaded_mesh_count;
-
- RI_mesh* mesh;
-
- if (!RI_return_just_mesh) {
- ri.loaded_mesh_count += RI_number_of_requested_meshes;
- ri.loaded_meshes = RI_realloc(ri.loaded_meshes, sizeof(RI_mesh) * ri.loaded_mesh_count);
- }
- else {
- mesh = RI_malloc(sizeof(RI_mesh));
- }
- for (int i = 0; i < RI_number_of_requested_meshes; i++){
- RI_mesh new_mesh_data_struct = {0};
- FILE *file = fopen(filenames[i], "r");
- if (!file){
- debug("[Mesh Loader] Error! File \"%s\" not found", filenames[i]);
- RI_stop(1);
- }
-
- char line[512];
-
- while (fgets(line, sizeof(line), file)) {
- if (line[0] == 'f' && line[1] == ' ') { // face
- new_mesh_data_struct.face_count++;
- }
- else if (line[0] == 'v' && line[1] == ' ') { // vertex
- new_mesh_data_struct.vertex_count++;
- }
- else if (line[0] == 'v' && line[1] == 'n') { // normal
- new_mesh_data_struct.normal_count++;
- }
- else if (line[0] == 'v' && line[1] == 't') { // UV
- new_mesh_data_struct.uv_count++;
- }
- }
-
- fclose(file);
-
- new_mesh_data_struct.faces = RI_malloc(sizeof(RI_face) * new_mesh_data_struct.face_count);
- new_mesh_data_struct.vertex_positions = RI_malloc(sizeof(RI_vector_3f) * new_mesh_data_struct.vertex_count);
- new_mesh_data_struct.normals = RI_malloc(sizeof(RI_vector_3f) * new_mesh_data_struct.normal_count);
- new_mesh_data_struct.uvs = RI_malloc(sizeof(RI_vector_2f) * new_mesh_data_struct.uv_count);
- FILE *file_again = fopen(filenames[i], "r");
- int current_face_index = 0;
- int current_vertex_index = 0;
- int current_normal_index = 0;
- int current_uv_index = 0;
- int has_normals, has_uvs;
- has_normals = has_uvs = 0;
- while (fgets(line, sizeof(line), file_again)) {
- if (line[0] == 'f' && line[1] == ' ') {
- int vertex_0_index, vertex_1_index, vertex_2_index, normal_0_index, normal_1_index, normal_2_index, uv_0_index, uv_1_index, uv_2_index;
- int matches = sscanf(line, "f %d/%d/%d %d/%d/%d %d/%d/%d/",
- &vertex_0_index, &uv_0_index, &normal_0_index,
- &vertex_1_index, &uv_1_index, &normal_1_index,
- &vertex_2_index, &uv_2_index, &normal_2_index);
-
- if (matches != 9){
- vertex_0_index = -1;
- vertex_1_index = -1;
- vertex_2_index = -1;
-
- normal_0_index = -1;
- normal_1_index = -1;
- normal_2_index = -1;
-
- uv_0_index = -1;
- uv_1_index = -1;
- uv_2_index = -1;
-
- if (strchr(line, '/')){
- sscanf(line, "f %d//%d %d//%d %d//%d",
- &vertex_0_index, &normal_0_index,
- &vertex_1_index, &normal_1_index,
- &vertex_2_index, &normal_2_index);
-
- has_normals = 1;
- }
- else {
- sscanf(line, "f %d %d %d",
- &vertex_0_index,
- &vertex_1_index,
- &vertex_2_index);
- }
- }
- else {
- has_normals = has_uvs = 1;
- }
- new_mesh_data_struct.faces[current_face_index].position_0_index = vertex_0_index - 1;
- new_mesh_data_struct.faces[current_face_index].position_1_index = vertex_1_index - 1;
- new_mesh_data_struct.faces[current_face_index].position_2_index = vertex_2_index - 1;
- new_mesh_data_struct.faces[current_face_index].normal_0_index = normal_0_index - 1;
- new_mesh_data_struct.faces[current_face_index].normal_1_index = normal_1_index - 1;
- new_mesh_data_struct.faces[current_face_index].normal_2_index = normal_2_index - 1;
-
- new_mesh_data_struct.faces[current_face_index].uv_0_index = uv_0_index - 1;
- new_mesh_data_struct.faces[current_face_index].uv_1_index = uv_1_index - 1;
- new_mesh_data_struct.faces[current_face_index].uv_2_index = uv_2_index - 1;
- new_mesh_data_struct.faces[current_face_index].should_render = 1;
- ++current_face_index;
- }
- else if (line[0] == 'v' && line[1] == ' ') {
- double x, y, z;
-
- sscanf(line, "v %lf %lf %lf", &x, &y, &z);
- new_mesh_data_struct.vertex_positions[current_vertex_index].x = x;
- new_mesh_data_struct.vertex_positions[current_vertex_index].y = y;
- new_mesh_data_struct.vertex_positions[current_vertex_index].z = z;
- ++current_vertex_index;
- }
- else if (line[0] == 'v' && line[1] == 'n') {
- double x, y, z;
-
- sscanf(line, "vn %lf %lf %lf", &x, &y, &z);
- new_mesh_data_struct.normals[current_normal_index].x = x;
- new_mesh_data_struct.normals[current_normal_index].y = y;
- new_mesh_data_struct.normals[current_normal_index].z = z;
- ++current_normal_index;
- }
- else if (line[0] == 'v' && line[1] == 't') {
- double x, y, z;
- sscanf(line, "vt %lf %lf %lf", &x, &y, &z);
- new_mesh_data_struct.uvs[current_uv_index].x = x;
- new_mesh_data_struct.uvs[current_uv_index].y = y;
- // UVS are almost always 2D so we don't need Z (the type itself is a vector 2f, not 3f)
- ++current_uv_index;
- }
- }
- char* loading_mesh_notice_string;
- if (has_normals && !has_uvs) loading_mesh_notice_string = "normals";
- else if (!has_normals && has_uvs) loading_mesh_notice_string = "UVs";
- else if (!has_normals && !has_uvs) loading_mesh_notice_string = "normals and UVs";
-
- if (!has_normals || !has_uvs) debug("[Mesh Loader] Notice! Mesh \"%s\" is missing %s", filenames[i], loading_mesh_notice_string);
-
- new_mesh_data_struct.has_normals = has_normals;
- new_mesh_data_struct.has_uvs = has_uvs;
- // fclose(file_again);
- if (!RI_return_just_mesh) {
- ri.loaded_meshes[meshes_already_loaded_count + i] = new_mesh_data_struct;
- debug("[Mesh Loader] Loaded mesh \"%s\"! %d faces, %d verticies, %d normals, %d uvs", filenames[i], current_face_index, current_vertex_index, current_normal_index, current_uv_index);
- }
- else {
- *mesh = new_mesh_data_struct;
- }
- }
- if (!RI_return_just_mesh) return ri.loaded_meshes;
- else return mesh;
- }
- void quaternion_rotate(RI_vector_3f *position, RI_vector_4f rotation){
- RI_vector_4f pos_quat = {0, position->x, position->y, position->z};
- RI_vector_4f rotation_conjugation = rotation;
- quaternion_conjugate(&rotation_conjugation);
- quaternion_multiply(&rotation, pos_quat);
- quaternion_multiply(&rotation, rotation_conjugation);
- *position = (RI_vector_3f){rotation.x, rotation.y, rotation.z};
- }
- void RI_euler_rotation_to_quaternion(RI_vector_4f *quaternion, RI_vector_3f euler_rotation){
- double cx = cosf(euler_rotation.x * 0.5f);
- double sx = sinf(euler_rotation.x * 0.5f);
- double cy = cosf(euler_rotation.y * 0.5f);
- double sy = sinf(euler_rotation.y * 0.5f);
- double cz = cosf(euler_rotation.z * 0.5f);
- double sz = sinf(euler_rotation.z * 0.5f);
- quaternion->w = cx * cy * cz + sx * sy * sz;
- quaternion->x = sx * cy * cz - cx * sy * sz;
- quaternion->y = cx * sy * cz + sx * cy * sz;
- quaternion->z = cx * cy * sz - sx * sy * cz;
- }
- double mod(double a, double b){
- if(b < 0.0)
- return -mod(-a, -b);
- double ret = fmod(a, b);
- if(ret < 0.0)
- ret+=b;
- return ret;
- }
- uint32_t multiply_rgb(uint32_t color, float factor) {
- uint8_t a = (color >> 24) & 0xFF;
- uint8_t r = (color >> 16) & 0xFF;
- uint8_t g = (color >> 8) & 0xFF;
- uint8_t b = color & 0xFF;
- r = (uint8_t)fminf(fmaxf(r * factor, 0.0f), 255.0f);
- g = (uint8_t)fminf(fmaxf(g * factor, 0.0f), 255.0f);
- b = (uint8_t)fminf(fmaxf(b * factor, 0.0f), 255.0f);
- return (a << 24) | (r << 16) | (g << 8) | b;
- }
- int RI_render(RI_scene *scene, RI_texture *target_texture, int clear_texture){
- // do rendering stuff
- if (ri.running){
- double horizontal_fov_factor = target_texture->resolution.x / tanf(0.5 * scene->FOV);
- double vertical_fov_factor = target_texture->resolution.y / tanf(0.5 * scene->FOV);
- scene->min_clip = scene->minimum_clip_distance;
- if (!scene->faces_to_render){
- int total_faces = 0;
-
- for (int actor_index = 0; actor_index < scene->actor_count; ++actor_index){
- total_faces += scene->actors[actor_index]->mesh_reference->face_count;
- }
- scene->faces_to_render = RI_malloc(sizeof(RI_renderable_face) * total_faces * 2); // x2 because faces can be split
- scene->face_count = total_faces;
- }
- memset(scene->faces_to_render, 0, sizeof(RI_renderable_face) * scene->face_count * 2);
- int current_renderable_face_index = 0;
- int current_split_renderable_face_index = 0;
- for (int actor_index = 0; actor_index < scene->actor_count; ++actor_index){
- RI_actor *current_actor = scene->actors[actor_index];
- for (int face_index = 0; face_index < current_actor->mesh_reference->face_count; ++face_index){
- RI_face *cur_face = ¤t_actor->mesh_reference->faces[face_index];
-
- if (!cur_face->should_render){
- continue;
- }
- int vert_pos_0_index = cur_face->position_0_index;
- int vert_pos_1_index = cur_face->position_1_index;
- int vert_pos_2_index = cur_face->position_2_index;
-
- int normal_0_index = cur_face->normal_0_index;
- int normal_1_index = cur_face->normal_1_index;
- int normal_2_index = cur_face->normal_2_index;
- int uv_0_index = cur_face->uv_0_index;
- int uv_1_index = cur_face->uv_1_index;
- int uv_2_index = cur_face->uv_2_index;
- RI_renderable_face *cur_r_face = &scene->faces_to_render[current_renderable_face_index];
- cur_r_face->parent_actor = current_actor;
- cur_r_face->shrunk = 0;
- cur_r_face->split = 0;
- cur_r_face->material_reference = current_actor->material_reference;
- cur_r_face->position_0 = current_actor->mesh_reference->vertex_positions[vert_pos_0_index];
- cur_r_face->position_1 = current_actor->mesh_reference->vertex_positions[vert_pos_1_index];
- cur_r_face->position_2 = current_actor->mesh_reference->vertex_positions[vert_pos_2_index];
- if (current_actor->mesh_reference->has_uvs){
- cur_r_face->uv_0 = current_actor->mesh_reference->uvs[uv_0_index];
- cur_r_face->uv_1 = current_actor->mesh_reference->uvs[uv_1_index];
- cur_r_face->uv_2 = current_actor->mesh_reference->uvs[uv_2_index];
- }
- // scale
- vector_3f_hadamard(&cur_r_face->position_0, current_actor->transform.scale);
- vector_3f_hadamard(&cur_r_face->position_1, current_actor->transform.scale);
- vector_3f_hadamard(&cur_r_face->position_2, current_actor->transform.scale);
- // actor rotation
- quaternion_rotate(&cur_r_face->position_0, current_actor->transform.rotation);
- quaternion_rotate(&cur_r_face->position_1, current_actor->transform.rotation);
- quaternion_rotate(&cur_r_face->position_2, current_actor->transform.rotation);
-
- // object position
- vector_3f_element_wise_add(&cur_r_face->position_0, current_actor->transform.position);
- vector_3f_element_wise_add(&cur_r_face->position_1, current_actor->transform.position);
- vector_3f_element_wise_add(&cur_r_face->position_2, current_actor->transform.position);
-
- // camera rotation
- vector_3f_element_wise_subtract(&cur_r_face->position_0, scene->camera_position);
- vector_3f_element_wise_subtract(&cur_r_face->position_1, scene->camera_position);
- vector_3f_element_wise_subtract(&cur_r_face->position_2, scene->camera_position);
- quaternion_rotate(&cur_r_face->position_0, scene->camera_rotation);
- quaternion_rotate(&cur_r_face->position_1, scene->camera_rotation);
- quaternion_rotate(&cur_r_face->position_2, scene->camera_rotation);
-
- // camera position
- // vector_3f_element_wise_subtract(&cur_r_face->position_0, scene->camera_position);
- // vector_3f_element_wise_subtract(&cur_r_face->position_1, scene->camera_position);
- // vector_3f_element_wise_subtract(&cur_r_face->position_2, scene->camera_position);
- RI_vector_3f *pos_0 = &cur_r_face->position_0;
- RI_vector_3f *pos_1 = &cur_r_face->position_1;
- RI_vector_3f *pos_2 = &cur_r_face->position_2;
- int is_0_clipped = pos_0->z < scene->min_clip;
- int is_1_clipped = pos_1->z < scene->min_clip;
- int is_2_clipped = pos_2->z < scene->min_clip;
- int clip_count = is_0_clipped + is_1_clipped + is_2_clipped;
- cur_r_face->should_render = 1;
- switch(clip_count){
- case 3: // ignore polygon, it's behind the camera
- continue;
- break;
-
- case 2:{ // shrink poylgon
- RI_vector_3f *unclipped_point, *point_a, *point_b;
- RI_vector_3f *unclipped_normal, *normal_a, *normal_b;
- RI_vector_2f *unclipped_uv, *uv_a, *uv_b;
- if (!is_0_clipped){
- unclipped_point = &cur_r_face->position_0;
- point_a = &cur_r_face->position_1;
- point_b = &cur_r_face->position_2;
-
- unclipped_normal = &cur_r_face->normal_0;
- normal_a = &cur_r_face->normal_1;
- normal_b = &cur_r_face->normal_2;
-
- unclipped_uv = &cur_r_face->uv_0;
- uv_a = &cur_r_face->uv_1;
- uv_b = &cur_r_face->uv_2;
- }
- else if (!is_1_clipped){
- unclipped_point = &cur_r_face->position_1;
- point_a = &cur_r_face->position_2;
- point_b = &cur_r_face->position_0;
-
- unclipped_normal = &cur_r_face->normal_1;
- normal_a = &cur_r_face->normal_2;
- normal_b = &cur_r_face->normal_0;
-
- unclipped_uv = &cur_r_face->uv_1;
- uv_a = &cur_r_face->uv_2;
- uv_b = &cur_r_face->uv_0;
- }
- else if (!is_2_clipped){
- unclipped_point = &cur_r_face->position_2;
- point_a = &cur_r_face->position_0;
- point_b = &cur_r_face->position_1;
-
- unclipped_normal = &cur_r_face->normal_2;
- normal_a = &cur_r_face->normal_0;
- normal_b = &cur_r_face->normal_1;
-
- unclipped_uv = &cur_r_face->uv_2;
- uv_a = &cur_r_face->uv_0;
- uv_b = &cur_r_face->uv_1;
- }
-
- double fraction_a_to_unclip = (scene->min_clip - unclipped_point->z) / (point_a->z - unclipped_point->z);
- double fraction_b_to_unclip = (scene->min_clip - unclipped_point->z) / (point_b->z - unclipped_point->z);
- vector_3f_lerp(*unclipped_point, *point_a, point_a, fraction_a_to_unclip);
- vector_3f_lerp(*unclipped_point, *point_b, point_b, fraction_b_to_unclip);
- vector_3f_lerp(*unclipped_normal, *normal_a, normal_a, fraction_a_to_unclip);
- vector_3f_lerp(*unclipped_normal, *normal_b, normal_b, fraction_b_to_unclip);
- vector_2f_lerp(*unclipped_uv, *uv_a, uv_a, fraction_a_to_unclip);
- vector_2f_lerp(*unclipped_uv, *uv_b, uv_b, fraction_b_to_unclip);
- cur_r_face->shrunk = 1;
- break;}
- case 1: // split polygon
- RI_vector_3f clipped_point, point_a, point_b;
- RI_vector_3f clipped_normal, normal_a, normal_b;
- RI_vector_2f clipped_uv, uv_a, uv_b;
- cur_r_face->split = 1;
- if (is_0_clipped){
- clipped_point = cur_r_face->position_0;
- point_a = cur_r_face->position_1;
- point_b = cur_r_face->position_2;
-
- clipped_normal = cur_r_face->normal_0;
- normal_a = cur_r_face->normal_1;
- normal_b = cur_r_face->normal_2;
-
- clipped_uv = cur_r_face->uv_0;
- uv_a = cur_r_face->uv_1;
- uv_b = cur_r_face->uv_2;
- }
- else if (is_1_clipped){
- clipped_point = cur_r_face->position_1;
- point_a = cur_r_face->position_2;
- point_b = cur_r_face->position_0;
-
- clipped_normal = cur_r_face->normal_1;
- normal_a = cur_r_face->normal_2;
- normal_b = cur_r_face->normal_0;
-
- clipped_uv = cur_r_face->uv_1;
- uv_a = cur_r_face->uv_2;
- uv_b = cur_r_face->uv_0;
- }
- else if (is_2_clipped){
- clipped_point = cur_r_face->position_2;
- point_a = cur_r_face->position_0;
- point_b = cur_r_face->position_1;
-
- clipped_normal = cur_r_face->normal_2;
- normal_a = cur_r_face->normal_0;
- normal_b = cur_r_face->normal_1;
-
- clipped_uv = cur_r_face->uv_2;
- uv_a = cur_r_face->uv_0;
- uv_b = cur_r_face->uv_1;
- }
- double fraction_a_to_clip = (scene->min_clip - clipped_point.z) / (point_a.z - clipped_point.z);
- double fraction_b_to_clip = (scene->min_clip - clipped_point.z) / (point_b.z - clipped_point.z);
- RI_vector_3f new_point_a, new_point_b; // the new points that move along the polygon's edge to match the z value of min_clip.
- RI_vector_3f new_normal_a, new_normal_b; // they come from the clipped point which was originally only 1
- RI_vector_2f new_uv_a, new_uv_b;
-
- vector_3f_lerp(clipped_point, point_a, &new_point_a, fraction_a_to_clip);
- vector_3f_lerp(clipped_point, point_b, &new_point_b, fraction_b_to_clip);
-
- vector_3f_lerp(clipped_normal, normal_a, &new_normal_a, fraction_a_to_clip);
- vector_3f_lerp(clipped_normal, normal_b, &new_normal_b, fraction_b_to_clip);
-
- vector_2f_lerp(clipped_uv, uv_a, &new_uv_a, fraction_a_to_clip);
- vector_2f_lerp(clipped_uv, uv_b, &new_uv_b, fraction_b_to_clip);
- // okay, now we have a quad (in clockwise order, point a, point b, new point b, new point a)
- // quads are easy to turn into tris >w<
- RI_renderable_face *cur_r_split_face = &scene->faces_to_render[scene->face_count + current_split_renderable_face_index];
- cur_r_split_face->parent_actor = current_actor;
- cur_r_split_face->should_render = 1;
- cur_r_split_face->material_reference = cur_r_face->material_reference;
- cur_r_face->position_0 = point_a;
- cur_r_face->position_1 = point_b;
- cur_r_face->position_2 = new_point_a;
- cur_r_face->normal_0 = normal_a;
- cur_r_face->normal_1 = normal_b;
- cur_r_face->normal_2 = new_normal_a;
- cur_r_face->uv_0 = uv_a;
- cur_r_face->uv_1 = uv_b;
- cur_r_face->uv_2 = new_uv_a;
- cur_r_split_face->position_0 = point_b;
- cur_r_split_face->position_1 = new_point_b;
- cur_r_split_face->position_2 = new_point_a;
- cur_r_split_face->normal_0 = normal_b;
- cur_r_split_face->normal_1 = new_normal_b;
- cur_r_split_face->normal_2 = new_normal_a;
- cur_r_split_face->uv_0 = uv_b;
- cur_r_split_face->uv_1 = new_uv_b;
- cur_r_split_face->uv_2 = new_uv_a;
- cur_r_split_face->position_0.x = cur_r_split_face->position_0.x / cur_r_split_face->position_0.z * horizontal_fov_factor;
- cur_r_split_face->position_0.y = cur_r_split_face->position_0.y / cur_r_split_face->position_0.z * vertical_fov_factor;
-
- cur_r_split_face->position_1.x = cur_r_split_face->position_1.x / cur_r_split_face->position_1.z * horizontal_fov_factor;
- cur_r_split_face->position_1.y = cur_r_split_face->position_1.y / cur_r_split_face->position_1.z * vertical_fov_factor;
- cur_r_split_face->position_2.x = cur_r_split_face->position_2.x / cur_r_split_face->position_2.z * horizontal_fov_factor;
- cur_r_split_face->position_2.y = cur_r_split_face->position_2.y / cur_r_split_face->position_2.z * vertical_fov_factor;
- cur_r_split_face->min_screen_x = cur_r_split_face->position_0.x;
- if (cur_r_split_face->position_1.x < cur_r_split_face->min_screen_x) cur_r_split_face->min_screen_x = cur_r_split_face->position_1.x;
- if (cur_r_split_face->position_2.x < cur_r_split_face->min_screen_x) cur_r_split_face->min_screen_x = cur_r_split_face->position_2.x;
- cur_r_split_face->min_screen_x = fmax(cur_r_split_face->min_screen_x, -target_texture->resolution.x / 2);
- cur_r_split_face->max_screen_x = cur_r_split_face->position_0.x;
- if (cur_r_split_face->position_1.x > cur_r_split_face->max_screen_x) cur_r_split_face->max_screen_x = cur_r_split_face->position_1.x;
- if (cur_r_split_face->position_2.x > cur_r_split_face->max_screen_x) cur_r_split_face->max_screen_x = cur_r_split_face->position_2.x;
- cur_r_split_face->max_screen_x = fmin(cur_r_split_face->max_screen_x, target_texture->resolution.x / 2);
- cur_r_split_face->min_screen_y = cur_r_split_face->position_0.y;
- if (cur_r_split_face->position_1.y < cur_r_split_face->min_screen_y) cur_r_split_face->min_screen_y = cur_r_split_face->position_1.y;
- if (cur_r_split_face->position_2.y < cur_r_split_face->min_screen_y) cur_r_split_face->min_screen_y = cur_r_split_face->position_2.y;
- cur_r_split_face->min_screen_y = fmax(cur_r_split_face->min_screen_y, -target_texture->resolution.y / 2);
- cur_r_split_face->max_screen_y = cur_r_split_face->position_0.y;
- if (cur_r_split_face->position_1.y > cur_r_split_face->max_screen_y) cur_r_split_face->max_screen_y = cur_r_split_face->position_1.y;
- if (cur_r_split_face->position_2.y > cur_r_split_face->max_screen_y) cur_r_split_face->max_screen_y = cur_r_split_face->position_2.y;
- cur_r_split_face->max_screen_y = fmin(cur_r_split_face->max_screen_y, target_texture->resolution.y / 2);
- ++current_split_renderable_face_index;
-
- break;
-
- case 0: // no issues, ignore
- break;
- }
- cur_r_face->position_0.x = cur_r_face->position_0.x / cur_r_face->position_0.z * horizontal_fov_factor;
- cur_r_face->position_0.y = cur_r_face->position_0.y / cur_r_face->position_0.z * vertical_fov_factor;
-
- cur_r_face->position_1.x = cur_r_face->position_1.x / cur_r_face->position_1.z * horizontal_fov_factor;
- cur_r_face->position_1.y = cur_r_face->position_1.y / cur_r_face->position_1.z * vertical_fov_factor;
- cur_r_face->position_2.x = cur_r_face->position_2.x / cur_r_face->position_2.z * horizontal_fov_factor;
- cur_r_face->position_2.y = cur_r_face->position_2.y / cur_r_face->position_2.z * vertical_fov_factor;
- cur_r_face->min_screen_x = pos_0->x;
- if (pos_1->x < cur_r_face->min_screen_x) cur_r_face->min_screen_x = pos_1->x;
- if (pos_2->x < cur_r_face->min_screen_x) cur_r_face->min_screen_x = pos_2->x;
- cur_r_face->min_screen_x = fmax(cur_r_face->min_screen_x, -target_texture->resolution.x / 2);
- cur_r_face->max_screen_x = pos_0->x;
- if (pos_1->x > cur_r_face->max_screen_x) cur_r_face->max_screen_x = pos_1->x;
- if (pos_2->x > cur_r_face->max_screen_x) cur_r_face->max_screen_x = pos_2->x;
- cur_r_face->max_screen_x = fmin(cur_r_face->max_screen_x, target_texture->resolution.x / 2);
- cur_r_face->min_screen_y = pos_0->y;
- if (pos_1->y < cur_r_face->min_screen_y) cur_r_face->min_screen_y = pos_1->y;
- if (pos_2->y < cur_r_face->min_screen_y) cur_r_face->min_screen_y = pos_2->y;
- cur_r_face->min_screen_y = fmax(cur_r_face->min_screen_y, -target_texture->resolution.y / 2);
- cur_r_face->max_screen_y = pos_0->y;
- if (pos_1->y > cur_r_face->max_screen_y) cur_r_face->max_screen_y = pos_1->y;
- if (pos_2->y > cur_r_face->max_screen_y) cur_r_face->max_screen_y = pos_2->y;
- cur_r_face->max_screen_y = fmin(cur_r_face->max_screen_y, target_texture->resolution.y / 2);
- ++current_renderable_face_index;
- }
- }
- if (ri.z_buffer_resolution.x * ri.z_buffer_resolution.y < target_texture->resolution.x * target_texture->resolution.y){
- ri.z_buffer = RI_realloc(ri.z_buffer, sizeof(double) * target_texture->resolution.x * target_texture->resolution.y);
- }
- for (int pixel_index = 0; pixel_index < target_texture->resolution.x * target_texture->resolution.y; ++pixel_index){
- if (clear_texture)
- target_texture->image_buffer[pixel_index] = 0xFF333333;
- ri.z_buffer[pixel_index] = 999999999;
- }
- for (int face_index = 0; face_index < current_renderable_face_index * 2; ++face_index){
- RI_renderable_face *current_face = &scene->faces_to_render[face_index];
-
- if (!current_face->should_render) continue;
- RI_material *mat = current_face->material_reference;
-
- RI_vector_2f *uv_0 = ¤t_face->uv_0;
- RI_vector_2f *uv_1 = ¤t_face->uv_1;
- RI_vector_2f *uv_2 = ¤t_face->uv_2;
-
- RI_vector_3f *normal_0 = ¤t_face->normal_0;
- RI_vector_3f *normal_1 = ¤t_face->normal_1;
- RI_vector_3f *normal_2 = ¤t_face->normal_2;
- if (mat == NULL){
- mat = &ri.error_material;
- }
-
- if(mat->flags & RI_MATERIAL_HAS_TEXTURE && mat->texture_reference == NULL){
- mat->texture_reference = &ri.error_texture;
- }
-
- if(mat->flags & RI_MATERIAL_HAS_BUMP_MAP && mat->bump_map_reference == NULL){
- mat->bump_map_reference = &ri.error_bump_map;
- }
-
- if(mat->flags & RI_MATERIAL_HAS_NORMAL_MAP && mat->normal_map_reference == NULL){
- mat->normal_map_reference = &ri.error_normal_map;
- }
-
- RI_vector_3f *pos_0 = ¤t_face->position_0;
- RI_vector_3f *pos_1 = ¤t_face->position_1;
- RI_vector_3f *pos_2 = ¤t_face->position_2;
- for (int pixel_y_index = current_face->min_screen_y; pixel_y_index < current_face->max_screen_y; ++pixel_y_index){
- for (int pixel_x_index = current_face->min_screen_x; pixel_x_index < current_face->max_screen_x; ++pixel_x_index){
- int x = pixel_x_index + target_texture->resolution.x / 2;
- int y = pixel_y_index + target_texture->resolution.y / 2;
- if (x < 0 || x >= target_texture->resolution.x || y < 0 || y >= target_texture->resolution.y) continue;
- double denominator, w0, w1, w2;
-
- denominator = (pos_1->y - pos_2->y) * (pos_0->x - pos_2->x) + (pos_2->x - pos_1->x) * (pos_0->y - pos_2->y);
- w0 = ((pos_1->y - pos_2->y) * (pixel_x_index - pos_2->x) + (pos_2->x - pos_1->x) * (pixel_y_index - pos_2->y)) / denominator;
- w1 = ((pos_2->y - pos_0->y) * (pixel_x_index - pos_0->x) + (pos_0->x - pos_2->x) * (pixel_y_index - pos_0->y)) / denominator;
- w2 = 1.0 - w0 - w1;
-
- if (!(mat->flags & RI_MATERIAL_DOUBLE_SIDED || scene->flags & RI_SCENE_DOUBLE_SIDED) && denominator > 0){
- continue;
- }
- double w_over_z = (w0 / pos_0->z + w1 / pos_1->z + w2 / pos_2->z);
- double interpolated_z = 1.0 / w_over_z;
- if (scene->flags & RI_SCENE_DEBUG_AABB) {
- target_texture->image_buffer[y * target_texture->resolution.x + x] += 0x0F0F0707;
- continue;
- }
- if (!(w0 >= 0 && w1 >= 0 && w2 >= 0) || ((mat->flags & RI_MATERIAL_WIREFRAME || scene->flags & RI_SCENE_WIREFRAME) && (w0 >= mat->wireframe_width && w1 >= mat->wireframe_width && w2 >= mat->wireframe_width))){
- continue;
- }
-
- if (!(mat->flags & RI_MATERIAL_DONT_DEPTH_TEST) && interpolated_z >= ri.z_buffer[y * target_texture->resolution.x + x]){
- continue;
- }
- if (scene->flags & RI_SCENE_DEBUG_OVERDRAW) {
- target_texture->image_buffer[y * target_texture->resolution.x + x] += 0x0F070F07;
-
- continue;
- }
-
- double alpha = 1;
- if (!(scene->flags & RI_SCENE_DONT_USE_AA) || !(mat->flags & RI_MATERIAL_DONT_USE_AA)){
- float total_inside = 0;
-
- for (float sub_y = 1.0 / (-scene->antialiasing_subsample_resolution / 2.0) - 0.5; sub_y < 1.0 / (scene->antialiasing_subsample_resolution / 2.0) - 0.5; sub_y += 1.0 / (scene->antialiasing_subsample_resolution / 2.0)){
- for (float sub_x = 1.0 / (-scene->antialiasing_subsample_resolution / 2.0) - 0.5; sub_x < 1.0 / (scene->antialiasing_subsample_resolution / 2.0) - 0.5; sub_x += 1.0 / (scene->antialiasing_subsample_resolution / 2.0)){
- w0 = ((pos_1->y - pos_2->y) * (pixel_x_index + sub_x - pos_2->x) + (pos_2->x - pos_1->x) * (pixel_y_index + sub_y - pos_2->y)) / denominator;
- w1 = ((pos_2->y - pos_0->y) * (pixel_x_index + sub_x - pos_0->x) + (pos_0->x - pos_2->x) * (pixel_y_index + sub_y - pos_0->y)) / denominator;
- w2 = 1.0 - w0 - w1;
-
- if(!(w0 >= 0 && w1 >= 0 && w2 >= 0)) total_inside++;
- }
- }
-
- alpha = 1.0 - total_inside / (scene->antialiasing_subsample_resolution * scene->antialiasing_subsample_resolution);
- }
-
- uint32_t pixel_color = 0x00000000;
-
- double ux, uy;
- ux = uy = -1;
- RI_vector_3f normal = {0};
- if (normal_0){
- normal.x = (w0 * (normal_0->x / pos_0->z) + w1 * (normal_1->x / pos_1->z) + w2 * (normal_2->x / pos_2->z)) / w_over_z;
- normal.y = (w0 * (normal_0->y / pos_0->z) + w1 * (normal_1->y / pos_1->z) + w2 * (normal_2->y / pos_2->z)) / w_over_z;
- normal.z = (w0 * (normal_0->z / pos_0->z) + w1 * (normal_1->z / pos_1->z) + w2 * (normal_2->z / pos_2->z)) / w_over_z;
- }
- if (mat->flags & RI_MATERIAL_HAS_TEXTURE && uv_0 && uv_1 && uv_2){
- ux = (w0 * (uv_0->x / pos_0->z) + w1 * (uv_1->x / pos_1->z) + w2 * (uv_2->x / pos_2->z)) / w_over_z;
- uy = (w0 * (uv_0->y / pos_0->z) + w1 * (uv_1->y / pos_1->z) + w2 * (uv_2->y / pos_2->z)) / w_over_z;
-
- if (mat->flags & RI_MATERIAL_USE_UV_LOOP_MULTIPLIER){
- ux *= mat->uv_loop_multiplier.x;
- uy *= mat->uv_loop_multiplier.y;
- }
- if (mat->flags & RI_MATERIAL_USE_UV_RENDER_RESOLUTION){
- ux *= (current_face->parent_actor->transform.scale.x / mat->texture_render_size.x);
- uy *= (current_face->parent_actor->transform.scale.y / mat->texture_render_size.y);
- }
- if (mat->flags & RI_MATERIAL_USE_UV_LOOP_MULTIPLIER || mat->flags & RI_MATERIAL_USE_UV_RENDER_RESOLUTION){
- ux = mod(ux, 1.0);
- uy = mod(-uy, 1.0);
- } else{
- ux = fmax(fmin(ux, 1.0), 0.0);
- uy = fmax(fmin(1.0 - uy, 1.0), 0.0);
- }
-
- RI_vector_2 texel_position = {mat->texture_reference->resolution.x * ux, mat->texture_reference->resolution.y * uy};
-
- if (texel_position.y * mat->texture_reference->resolution.x + texel_position.x < 0 || texel_position.y * mat->texture_reference->resolution.x + texel_position.x >= mat->texture_reference->resolution.x * mat->texture_reference->resolution.y)
- pixel_color = 0xFFFF00FF;
- else
- pixel_color = mat->texture_reference->image_buffer[texel_position.y * mat->texture_reference->resolution.x + texel_position.x];
- }
- else { // must be only an albedo
- if (mat->albedo) pixel_color = mat->albedo;
- else pixel_color = 0xFFFF77FF;
- }
- // tri culling debug
- // if (face_index >= current_renderable_face_index) pixel_color = 0xFF7777FF;
- // if (face_index < scene->face_count) pixel_color = 0xFF77FF77;
-
- // flip the texture
- // x = target_texture->resolution.x - 1 - x;
- // y = target_texture->resolution.y - 1 - y;
- if (scene->flags & RI_SCENE_DEBUG_CULLS){ // show unchanged tris in grey, shrunk tris in blue, split triangles in green (old tri) and red (new tri)
- if (current_face->shrunk) pixel_color = 0xFF7777FF;
- else if (current_face->split) pixel_color = 0xFF77FF77;
- else if (face_index >= current_renderable_face_index) pixel_color = 0xFFFF7777;
- else pixel_color = 0xFF777777;
- }
-
- double shader_result = 1;
-
- if (current_face->material_reference->shader_function_pointer != NULL) shader_result = current_face->material_reference->shader_function_pointer(x, y, *pos_0, *pos_1, *pos_2, normal, (RI_vector_2f){ux, uy}, pixel_color);
- // set alpha after checking shader result becuase things with alpha 0 should still depth write
- if (shader_result <= 0) continue;
-
- alpha = shader_result;
- if (!(mat->flags & RI_MATERIAL_DONT_DEPTH_WRITE)){
- ri.z_buffer[y * target_texture->resolution.x + x] = interpolated_z;
- }
- if (x >= 0 && y >= 0 && x < target_texture->resolution.x && y < target_texture->resolution.y){
- target_texture->image_buffer[y * target_texture->resolution.x + x] = pixel_color;
- }
- }
- }
- }
- }
- else{
- RI_stop(0);
- }
- return 0;
- }
- void RI_tick(int clear_window_texture_after_rendering){
- SDL_UpdateTexture(ri.texture, NULL, ri.frame_buffer->image_buffer, ri.window_width * sizeof(uint32_t));
- SDL_RenderClear(ri.renderer);
- SDL_RenderCopyEx(ri.renderer, ri.texture, NULL, NULL, 0, NULL, SDL_FLIP_VERTICAL);
- SDL_RenderPresent(ri.renderer);
- // handle SDL events
- while (SDL_PollEvent(&ri.event)){
- switch (ri.event.type){
- case SDL_QUIT:
- ri.running = 0;
- }
- }
- if (clear_window_texture_after_rendering){
- RI_clear_texture(ri.frame_buffer);
- }
- ++ri.frame;
- }
- int opencl_init(){
- cl_int cl_result;
- cl_result = clGetPlatformIDs(1, &ri.cl_platform, &ri.cl_number_of_platforms);
- if (cl_result != CL_SUCCESS || ri.cl_number_of_platforms == 0) {
- debug("[OpenCL Init] Error! No OpenCL platforms");
- RI_stop(1);
- }
-
- cl_result = clGetDeviceIDs(ri.cl_platform, CL_DEVICE_TYPE_GPU, 1, &ri.cl_device, &ri.cl_number_of_devices);
- if (cl_result != CL_SUCCESS || ri.cl_number_of_devices == 0) {
- debug("[OpenCL Init] Error! No OpenCL devices");
- RI_stop(1);
- }
-
- ri.cl_context = clCreateContext(NULL, 1, &ri.cl_device, NULL, NULL, &cl_result);
- ri.cl_command_queue = clCreateCommandQueue(ri.cl_context, ri.cl_device, 0, &cl_result);
- return 0;
- }
- int sdl_init(int RI_window_width, int RI_window_height, char *RI_window_title){
- ri.window_width = RI_window_width;
- ri.window_height = RI_window_height;
- ri.window_title = RI_window_title;
- ri.frame_buffer = RI_malloc(sizeof(RI_texture));
- ri.frame_buffer->image_buffer = RI_malloc(sizeof(uint32_t) * ri.window_width * ri.window_height);
- ri.frame_buffer->resolution = (RI_vector_2){ri.window_width, ri.window_height};
-
- ri.z_buffer = RI_malloc(sizeof(double) * ri.window_width * ri.window_height);
- ri.z_buffer_resolution = (RI_vector_2){ri.window_width, ri.window_height};
- SDL_Init(SDL_INIT_VIDEO);
- ri.window = SDL_CreateWindow(RI_window_title, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, ri.window_width, ri.window_height, SDL_WINDOW_OPENGL);
- ri.renderer = SDL_CreateRenderer(ri.window, -1, SDL_RENDERER_ACCELERATED);
- ri.texture = SDL_CreateTexture(ri.renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, ri.window_width, ri.window_height);
- return 0;
- }
- int RI_stop(int result){
- debug("[Notice] Stopping...");
-
- for (int scene_index = 0; scene_index < ri.scene_count; ++scene_index){
- RI_free(ri.scenes[scene_index].faces_to_render);
- RI_free(ri.scenes[scene_index].actors);
- }
- for (int mesh_index = 0; mesh_index < ri.loaded_mesh_count; ++mesh_index){
- RI_free(ri.loaded_meshes[mesh_index].faces);
- RI_free(ri.loaded_meshes[mesh_index].vertex_positions);
- RI_free(ri.loaded_meshes[mesh_index].normals);
- RI_free(ri.loaded_meshes[mesh_index].uvs);
- }
- for (int texture_index = 0; texture_index < ri.loaded_texture_count; ++texture_index){
- RI_free(ri.loaded_textures[texture_index].image_buffer);
- }
- RI_free(ri.loaded_meshes);
- RI_free(ri.loaded_textures);
- RI_free(ri.materials);
- RI_free(ri.actors);
- RI_free(ri.scenes);
- RI_free(ri.error_texture.image_buffer);
- RI_free(ri.frame_buffer->image_buffer);
- RI_free(ri.frame_buffer);
- RI_free(ri.z_buffer);
- RI_free(ri.error_mesh.faces);
- RI_free(ri.error_mesh.vertex_positions);
- RI_free(ri.error_mesh.normals);
- RI_free(ri.error_mesh.uvs);
- if (ri.debug_memory){
- size_t total_allocated = 0;
- size_t allocated = 0;
- size_t alloc_realloc = 0;
- size_t total_freed = 0;
- size_t freed = 0;
- size_t reallocated = 0;
- for (int i = 1; i < ri.allocation_table_length; ++i) {
- if (ri.allocation_table[i].allocated != 1) continue;
- else if (ri.allocation_table[i].freed)
- freed += ri.allocation_table[i].size;
- else debug("[Memory Manager] Memory allocated at line %d wasn't freed (%zu bytes)", ri.allocation_table[i].line, ri.allocation_table[i].size);
-
- if (!ri.allocation_table[i].reallocated_free && !ri.allocation_table[i].reallocated_alloc)
- allocated += ri.allocation_table[i].size;
- else if (ri.allocation_table[i].reallocated_alloc)
- alloc_realloc += ri.allocation_table[i].size;
- else if (ri.allocation_table[i].reallocated_free)
- reallocated += ri.allocation_table[i].size;
- }
- total_allocated = allocated + alloc_realloc;
- total_freed = freed + reallocated;
- debug("[Memory Manager] [Total Bytes Allocated] M(c)alloc & Realloc(): %zu -- M(c)alloc(): %zu -- Realloc(): %zu", total_allocated, allocated, alloc_realloc);
- debug("[Memory Manager] [Total Bytes Freed] Free() & Realloc(): %zu -- Free(): %zu -- Realloc(): %zu", total_freed, freed, reallocated);
- if (total_allocated != total_freed){
- debug("[Memory Manager] %zu bytes not freed", total_allocated - total_freed);
- }
-
- debug("[Memory Manager] Freeing allocation table...");
-
- RI_free(ri.allocation_table);
- }
- return 0;
- }
- void signal_interupt_handler(int signal) {
- debug("Recieved SIGINT");
-
- RI_stop(1);
- }
- int RI_init(int RI_window_width, int RI_window_height, char *RI_window_title){
- signal(SIGINT, signal_interupt_handler);
-
- ri.running = 1;
- ri.prefix = "[RasterIver] ";
- if (ri.debug_memory){
- ri.current_allocation_index = 0;
- ri.allocation_search_limit = 100;
- ri.allocation_table_length = 100;
-
- size_t __size = sizeof(RI_memory_allocation) * ri.allocation_table_length;
- ri.allocation_table = malloc(__size);
-
- debug("[Memory Manager] Allocated (malloc) %zu bytes", __size);
- ri.allocation_table[ri.current_allocation_index].allocated = 1;
- ri.allocation_table[ri.current_allocation_index].freed = 0;
- ri.allocation_table[ri.current_allocation_index].reallocated_alloc = 0;
- ri.allocation_table[ri.current_allocation_index].reallocated_free = 0;
- ri.allocation_table[ri.current_allocation_index].pointer = ri.allocation_table;
- ri.allocation_table[ri.current_allocation_index].size = __size;
- ri.current_allocation_index++;
- }
- // opencl_init();
- sdl_init(RI_window_width, RI_window_height, RI_window_title);
- ri.loaded_mesh_count = 0;
- ri.loaded_texture_count = 0;
- ri.actor_count = 0;
- char **error_cube_file = RI_malloc(sizeof(char *));
- error_cube_file[0] = "objects/unit_cube.obj";
- RI_mesh* error_mesh = RI_request_meshes(1, error_cube_file, 1);
- ri.error_mesh = *error_mesh;
- RI_free(error_mesh);
- RI_free(error_cube_file);
- ri.error_texture.image_buffer = RI_malloc(sizeof(uint32_t));
- ri.error_texture.image_buffer[0] = 0xFFFF00FF;
- ri.error_texture.resolution = (RI_vector_2){1, 1};
- ri.error_material.texture_reference = &ri.error_texture;
- ri.error_material.albedo = 0xFF5522CC;
- ri.error_material.flags = RI_MATERIAL_UNLIT | RI_MATERIAL_DONT_DEPTH_TEST | RI_MATERIAL_DONT_RECEIVE_SHADOW | RI_MATERIAL_HAS_TEXTURE | RI_MATERIAL_DOUBLE_SIDED;
- return 0;
- }
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