improve sw renderer
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415d424057
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39ee0fefb7
89 changed files with 9380 additions and 2307 deletions
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@ -1,53 +1,31 @@
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#pragma once
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#include "pxl8_3d_camera.h"
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#include "pxl8_lights.h"
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#include "pxl8_math.h"
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#include "pxl8_mesh.h"
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#include "pxl8_types.h"
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typedef struct pxl8_gfx pxl8_gfx;
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#define PXL8_MAX_LIGHTS 16
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typedef struct pxl8_light {
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pxl8_vec3 position;
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u8 r, g, b;
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u8 intensity;
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f32 radius;
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f32 radius_sq;
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f32 inv_radius_sq;
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} pxl8_light;
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static inline pxl8_light pxl8_light_create(pxl8_vec3 pos, u8 r, u8 g, u8 b, u8 intensity, f32 radius) {
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f32 radius_sq = radius * radius;
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return (pxl8_light){
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.position = pos,
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.r = r, .g = g, .b = b,
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.intensity = intensity,
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.radius = radius,
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.radius_sq = radius_sq,
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.inv_radius_sq = radius_sq > 0.0f ? 1.0f / radius_sq : 0.0f,
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};
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}
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typedef struct pxl8_3d_uniforms {
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u8 ambient;
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pxl8_vec3 celestial_dir;
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f32 celestial_intensity;
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u8 fog_color;
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f32 fog_density;
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pxl8_light lights[PXL8_MAX_LIGHTS];
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u32 num_lights;
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f32 time;
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} pxl8_3d_uniforms;
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typedef struct pxl8_3d_frame {
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pxl8_3d_uniforms uniforms;
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pxl8_vec3 camera_dir;
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pxl8_vec3 camera_pos;
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f32 far_clip;
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const pxl8_light* lights;
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u32 lights_count;
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f32 near_clip;
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pxl8_mat4 projection;
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pxl8_3d_uniforms uniforms;
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pxl8_mat4 view;
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} pxl8_3d_frame;
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@ -55,15 +33,16 @@ typedef struct pxl8_3d_frame {
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extern "C" {
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#endif
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void pxl8_3d_begin_frame(pxl8_gfx* gfx, const pxl8_3d_camera* camera, const pxl8_3d_uniforms* uniforms);
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void pxl8_3d_begin_frame(pxl8_gfx* gfx, const pxl8_3d_camera* camera, const pxl8_lights* lights, const pxl8_3d_uniforms* uniforms);
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void pxl8_3d_clear(pxl8_gfx* gfx, u8 color);
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void pxl8_3d_clear_depth(pxl8_gfx* gfx);
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void pxl8_3d_draw_line(pxl8_gfx* gfx, pxl8_vec3 v0, pxl8_vec3 v1, u8 color);
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void pxl8_3d_draw_mesh(pxl8_gfx* gfx, const pxl8_mesh* mesh, const pxl8_mat4* model, const pxl8_material* material);
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void pxl8_3d_draw_mesh_wireframe(pxl8_gfx* gfx, const pxl8_mesh* mesh, pxl8_mat4 model, u8 color);
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void pxl8_3d_draw_mesh(pxl8_gfx* gfx, const pxl8_mesh* mesh, const pxl8_mat4* model, const pxl8_gfx_material* material);
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void pxl8_3d_end_frame(pxl8_gfx* gfx);
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u8* pxl8_3d_get_framebuffer(pxl8_gfx* gfx);
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const pxl8_frustum* pxl8_3d_get_frustum(pxl8_gfx* gfx);
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const pxl8_mat4* pxl8_3d_get_view_proj(pxl8_gfx* gfx);
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u32 pxl8_3d_project_points(pxl8_gfx* gfx, const pxl8_vec3* in, pxl8_vec3* out, u32 count, const pxl8_mat4* transform);
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pxl8_3d_frame pxl8_3d_frame_from_camera(const pxl8_3d_camera* camera, const pxl8_3d_uniforms* uniforms);
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