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render.h
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#ifndef RENDER_H
#define RENDER_H
#include "cvec_float.h"
#include "cvec_vec2.h"
#include "cvec_vec3.h"
#include "cvec_vec4.h"
#include "types.h"
#include <stdint.h>
#define VW 1.0
#define VH 1.0
#define VD 1.0
/*
Scene:
Instance list
Camera position (cam)
Instance:
Vertex list (vl)
Vertex texture (vt)
Triangle list (tl)
Transform
Transform:
Scale (s)
Rotate (r)
Translate (tr)
Triangle:
Vertex index 0,1,2
Color
Vertex:
3D coordinate
Vertex texture:
2D coordinate with valid bit
Light:
Type:
0.0 Ambient
1.0 Direct (xyz = vector)
2.0 Point (xyz = point)
The internal representation concat all the instances into a list.
To mimic hardware behavior, the input of every stage will be discarded.
*/
/*
scene_t is the input of the rendering pipeline
*/
typedef struct {
/* Vertex list */
cvec_vec3 *vl;
/* Triangle list */
cvec_vec4 *tl;
cvec_vec4 *tt;
cvec_vec2 *txl;
/* Vertex transform info */
cvec_float *tr_s;
cvec_vec3 *tr_r;
cvec_vec3 *tr_tr;
/* Camera */
vec3 cam_r;
vec3 cam_tr;
/* Plane */
cvec_vec4 *pl;
/* Light */
cvec_float *lt;
cvec_vec4 *ll;
/* Texture */
uint32_t **tx;
vec2 *tx_dim;
} scene_t;
typedef struct {
/* Vertex list */
cvec_vec3 *vl;
/* Triangle list */
cvec_vec4 *tl;
cvec_vec4 *tt;
cvec_vec2 *txl;
/* Plane list */
cvec_vec4 *pl;
/* Light */
cvec_float *lt;
cvec_vec4 *ll;
/* Texture */
uint32_t **tx;
vec2 *tx_dim;
} transformed_t;
typedef struct {
/* Vertex list */
cvec_vec3 *vl;
/* Triangle list */
cvec_vec4 *tl;
cvec_float *t_valid;
cvec_vec4 *tt;
cvec_vec2 *txl;
/* Light */
cvec_float *lt;
cvec_vec4 *ll;
/* Texture */
uint32_t **tx;
vec2 *tx_dim;
} clipped_t;
typedef struct {
/* Vertex list */
cvec_vec3 *vl;
/* Triangle list */
cvec_vec4 *tl;
cvec_float *t_valid;
cvec_vec3 *tn;
cvec_vec4 *tt;
cvec_vec2 *txl;
/* Light */
cvec_float *lt;
cvec_vec4 *ll;
/* Texture */
uint32_t **tx;
vec2 *tx_dim;
} back_culled_t;
typedef struct {
/* Vertex list */
cvec_vec2 *vl;
/* Triangle list */
cvec_vec4 *tl;
cvec_vec3 *tn;
cvec_vec4 *tt;
cvec_vec2 *txl;
/* T Valid list*/
cvec_float *tv;
/* Z list */
cvec_float *zl;
/* Light */
cvec_float *lt;
cvec_vec4 *ll;
/* Texture */
uint32_t **tx;
vec2 *tx_dim;
} projected_t;
typedef struct {
/* Pixel list */
cvec_vec4 *pl; // {x, y, z, c}
} rastered_t;
void render(scene_t *s);
/* Debug */
void draw_triangle(vec2 p0, vec2 p1, vec2 p2, uint32_t color);
void draw_filled_triangle(vec2 p0, vec2 p1, vec2 p2, uint32_t color);
#endif