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Add reflect()
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eec705509a
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2 changed files with 59 additions and 19 deletions
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@ -5,6 +5,8 @@
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#define S3L_PERSPECTIVE_CORRECTION 1
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#define S3L_STRICT_NEAR_CULLING 0
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#define S3L_SORT 0
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#define S3L_Z_BUFFER 1
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@ -54,9 +56,9 @@ S3L_Scene scene;
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int previousTriangle = -1;
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S3L_Vec4 lightDirection;
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S3L_Vec4 toLightDirection;
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S3L_Vec4 n0, n1, n2;
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S3L_Vec4 n0, n1, n2, v0, v1, v2;
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void drawPixel(S3L_PixelInfo *p)
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{
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@ -67,26 +69,35 @@ void drawPixel(S3L_PixelInfo *p)
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int index = scene.models[p->modelIndex].triangles[p->triangleIndex * 3] * 3;
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n0.x = normals[index];
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v0.x = scene.models[p->modelIndex].vertices[index];
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index++;
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n0.y = normals[index];
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v0.y = scene.models[p->modelIndex].vertices[index];
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index++;
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n0.z = normals[index];
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v0.z = scene.models[p->modelIndex].vertices[index];
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index = scene.models[p->modelIndex].triangles[p->triangleIndex * 3 + 1] * 3;
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n1.x = normals[index];
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v1.x = scene.models[p->modelIndex].vertices[index];
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index++;
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n1.y = normals[index];
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v1.y = scene.models[p->modelIndex].vertices[index];
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index++;
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n1.z = normals[index];
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v1.z = scene.models[p->modelIndex].vertices[index];
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index = scene.models[p->modelIndex].triangles[p->triangleIndex * 3 + 2] * 3;
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n2.x = normals[index];
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v2.x = scene.models[p->modelIndex].vertices[index];
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index++;
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n2.y = normals[index];
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v2.y = scene.models[p->modelIndex].vertices[index];
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index++;
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n2.z = normals[index];
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v2.z = scene.models[p->modelIndex].vertices[index];
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}
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S3L_Vec4 normal;
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@ -101,8 +112,23 @@ void drawPixel(S3L_PixelInfo *p)
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p->barycentric[0], p->barycentric[1], p->barycentric[2]);
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S3L_normalizeVec3(&normal);
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S3L_Vec4 reflected;
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S3L_Vec4 toCameraDirection;
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toCameraDirection.x = scene.camera.transform.translation.x - S3L_interpolateBarycentric(v0.x,v1.x,v2.x,p->barycentric[0],p->barycentric[1],p->barycentric[2]);
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toCameraDirection.y = scene.camera.transform.translation.y - S3L_interpolateBarycentric(v0.y,v1.y,v2.y,p->barycentric[0],p->barycentric[1],p->barycentric[2]);
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toCameraDirection.z = scene.camera.transform.translation.z - S3L_interpolateBarycentric(v0.z,v1.z,v2.z,p->barycentric[0],p->barycentric[1],p->barycentric[2]);
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S3L_normalizeVec3(&toCameraDirection);
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S3L_reflect(toLightDirection,normal,&reflected);
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float light = 0.5 - (S3L_dotProductVec3(lightDirection,normal) / ((float) S3L_FRACTIONS_PER_UNIT)) * 0.5;
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float diffuse = 0.5 - (S3L_dotProductVec3(toLightDirection,normal) / ((float) S3L_FRACTIONS_PER_UNIT)) * 0.5;
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float specular = 0.5 + (S3L_dotProductVec3(reflected,toCameraDirection) / ((float) S3L_FRACTIONS_PER_UNIT)) * 0.5;
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float light = diffuse + pow(specular,15.0);
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uint8_t color[3];
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@ -124,15 +150,15 @@ void drawPixel(S3L_PixelInfo *p)
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previousColor[1] = frameBuffer[index + 1];
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previousColor[2] = frameBuffer[index + 2];
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color[0] = transparency2 * previousColor[0] + transparency * 100 * light;
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color[1] = transparency2 * previousColor[1] + transparency * 100 * light;
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color[2] = transparency2 * previousColor[2] + transparency * 255 * light;
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color[0] = S3L_clamp(transparency2 * previousColor[0] + transparency * 100 * light,0,255);
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color[1] = S3L_clamp(transparency2 * previousColor[1] + transparency * 100 * light,0,255);
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color[2] = S3L_clamp(transparency2 * previousColor[2] + transparency * 255 * light,0,255);
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}
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else
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{
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color[0] = 255 * light;
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color[1] = 100 * light;
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color[2] = 50 * light;
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color[0] = S3L_clamp(255 * light,0,255);
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color[1] = S3L_clamp(100 * light,0,255);
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color[2] = S3L_clamp(50 * light,0,255);
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}
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/*
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@ -157,9 +183,9 @@ void createGeometry()
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terrainVertices[i + 1] = heightMap[i / 3] * S3L_FRACTIONS_PER_UNIT / 4;
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terrainVertices[i + 2] = (y - GRID_H / 2) * S3L_FRACTIONS_PER_UNIT;
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waterVertices[i] = terrainVertices[i] * 2;
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waterVertices[i] = terrainVertices[i] * 8;
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waterVertices[i + 1] = 0;
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waterVertices[i + 2] = terrainVertices[i + 2] * 2;
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waterVertices[i + 2] = terrainVertices[i + 2] * 8;
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i += 3;
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}
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@ -191,7 +217,7 @@ void createGeometry()
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void animateWater(int t)
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{
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for (int i = 1; i < GRID_W * GRID_H * 3; i += 3)
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waterVertices[i] = S3L_FRACTIONS_PER_UNIT / 2 + sin(i) * S3L_FRACTIONS_PER_UNIT / 4;
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waterVertices[i] = S3L_FRACTIONS_PER_UNIT / 2 + sin(i) * S3L_FRACTIONS_PER_UNIT / 2;
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S3L_computeModelNormals(models[MODELS - 1],waterNormals,0);
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}
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@ -219,12 +245,12 @@ int main()
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{
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createGeometry();
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lightDirection.x = 10;
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lightDirection.y = 10;
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lightDirection.z = 10;
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lightDirection.w = 0;
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toLightDirection.x = 10;
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toLightDirection.y = 10;
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toLightDirection.z = 10;
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toLightDirection.w = 0;
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S3L_normalizeVec3(&lightDirection);
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S3L_normalizeVec3(&toLightDirection);
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S3L_initModel3D(
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terrainVertices,
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@ -250,9 +276,9 @@ int main()
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for (int i = 0; i < 20; ++i)
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{
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scene.camera.transform.translation.x = i * S3L_FRACTIONS_PER_UNIT / 16;
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scene.camera.transform.translation.x = i * S3L_FRACTIONS_PER_UNIT / 4;
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scene.camera.transform.translation.y = 8 * S3L_FRACTIONS_PER_UNIT;
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scene.camera.transform.translation.z = -10 * S3L_FRACTIONS_PER_UNIT;
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scene.camera.transform.translation.z = -10 * S3L_FRACTIONS_PER_UNIT + i * S3L_FRACTIONS_PER_UNIT / 4;
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S3L_Vec4 target;
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14
small3dlib.h
14
small3dlib.h
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@ -290,6 +290,11 @@ void S3L_normalizeVec2(S3L_Vec4 *v);
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void S3L_crossProduct(S3L_Vec4 a, S3L_Vec4 b, S3L_Vec4 *result);
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static inline S3L_Unit S3L_dotProductVec3(S3L_Vec4 a, S3L_Vec4 b);
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/** Computes a reflection direction (typically used e.g. for specular component
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in Phong illumination). The input vectors must be normalized. The result will
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be normalized as well. */
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void S3L_reflect(S3L_Vec4 toLight, S3L_Vec4 normal, S3L_Vec4 *result);
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/** Determines the winding of triangle, returns 1 (CW, clockwise), -1 (CCW,
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counterclockwise) or 0 (points lie on a single line). */
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static inline int8_t S3L_triangleWinding(
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@ -843,6 +848,15 @@ S3L_Unit S3L_dotProductVec3(S3L_Vec4 a, S3L_Vec4 b)
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return (a.x * b.x + a.y * b.y + a.z * b.z) / S3L_FRACTIONS_PER_UNIT;
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}
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void S3L_reflect(S3L_Vec4 toLight, S3L_Vec4 normal, S3L_Vec4 *result)
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{
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S3L_Unit d = 2 * S3L_dotProductVec3(toLight,normal);
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result->x = (normal.x * d) / S3L_FRACTIONS_PER_UNIT - toLight.x;
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result->y = (normal.y * d) / S3L_FRACTIONS_PER_UNIT - toLight.y;
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result->z = (normal.z * d) / S3L_FRACTIONS_PER_UNIT - toLight.z;
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}
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void S3L_crossProduct(S3L_Vec4 a, S3L_Vec4 b, S3L_Vec4 *result)
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{
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result->x = a.y * b.z - a.z * b.y;
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