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Refactor hq program

This commit is contained in:
Miloslav Číž 2019-06-16 23:59:15 +02:00
parent 89a3172378
commit 20c66f36d7

View file

@ -48,6 +48,15 @@ int8_t heightMap[GRID_W * GRID_H] =
#undef e
};
float interpolate(float a, float b, float t)
{
return a * (1.0 - t) + b * t;
}
#define ISLAND_MODEL_INDEX 0
#define WATER_MODEL_INDEX 1 // must be last, for transparency
#define MODELS_TOTAL (WATER_MODEL_INDEX + 1)
#define GRID_TRIANGLES ((GRID_W - 1) * (GRID_H - 1) * 2)
S3L_Unit terrainVertices[GRID_W * GRID_H * 3];
@ -58,9 +67,7 @@ S3L_Unit waterNormals[GRID_W * GRID_H * 3];
S3L_Index gridTriangles[GRID_TRIANGLES * 3];
#define MODELS 2
S3L_Model3D models[MODELS];
S3L_Model3D models[MODELS_TOTAL];
S3L_Scene scene;
int previousTriangle = -1;
@ -156,7 +163,7 @@ void drawPixel(S3L_PixelInfo *p)
toCameraDirection.z = scene.camera.transform.translation.z - position.z;
S3L_normalizeVec3(&toCameraDirection);
if (p->modelIndex == MODELS - 1)
if (p->modelIndex == WATER_MODEL_INDEX)
{
float dist, dx, dy;
@ -170,7 +177,7 @@ void drawPixel(S3L_PixelInfo *p)
normal.x += S3L_sin(dist) / 16;
normal.z += S3L_cos(dist) / 16;
}
else
else // island
{
u = position.x / ((float) S3L_FRACTIONS_PER_UNIT * 2);
v = position.z / ((float) S3L_FRACTIONS_PER_UNIT * 2);
@ -206,7 +213,7 @@ void drawPixel(S3L_PixelInfo *p)
int index = (p->y * S3L_RESOLUTION_X + p->x) * 3;
if (p->modelIndex == MODELS - 1)
if (p->modelIndex == WATER_MODEL_INDEX)
{
S3L_Unit waterDepth = (p->previousZ - p->depth) / 2;
@ -214,7 +221,8 @@ void drawPixel(S3L_PixelInfo *p)
transparency = transparency > 1.0 ? 1.0 : transparency;
float transparency2 = 1.0 - transparency;
if (transparency < 0.2)
transparency = transparency + 1.0 - transparency / 0.2;
uint8_t previousColor[3];
@ -222,19 +230,17 @@ void drawPixel(S3L_PixelInfo *p)
previousColor[1] = frameBuffer[index + 1];
previousColor[2] = frameBuffer[index + 2];
float fresnel = 0.5 + (S3L_dotProductVec3(toCameraDirection,normal) / ((float) S3L_FRACTIONS_PER_UNIT)) * 0.5;
float fresnel2 = 1.0 - fresnel;
color[0] = fresnel2 * 150 + fresnel * 0;
color[1] = fresnel2 * 230 + fresnel * 10;
color[2] = fresnel2 * 255 + fresnel * 100;
color[0] = interpolate(150,0,fresnel);
color[1] = interpolate(230,10,fresnel);
color[2] = interpolate(255,100,fresnel);
color[0] = transparency2 * previousColor[0] + transparency * color[0] * light;
color[1] = transparency2 * previousColor[1] + transparency * color[1] * light;
color[2] = transparency2 * previousColor[2] + transparency * color[2] * light;
color[0] = interpolate(previousColor[0],color[0] * light,transparency);
color[1] = interpolate(previousColor[1],color[1] * light,transparency);
color[2] = interpolate(previousColor[2],color[2] * light,transparency);
}
else
else // island
{
uint8_t textureColor[3];
uint8_t textureColor2[3];
@ -303,7 +309,7 @@ void animateWater()
for (int i = 1; i < GRID_W * GRID_H * 3; i += 3)
waterVertices[i] = S3L_FRACTIONS_PER_UNIT / 4 + sin(frame * 0.2) * S3L_FRACTIONS_PER_UNIT / 4;
S3L_computeModelNormals(models[MODELS - 1],waterNormals,0);
S3L_computeModelNormals(models[MODELS_TOTAL - 1],waterNormals,0);
}
void clearFrameBuffer()
@ -341,7 +347,7 @@ int main()
GRID_W * GRID_H,
gridTriangles,
GRID_TRIANGLES,
&(models[0]));
&(models[ISLAND_MODEL_INDEX]));
S3L_computeModelNormals(models[0],terrainNormals,0);
@ -350,9 +356,9 @@ int main()
GRID_W * GRID_H,
gridTriangles,
GRID_TRIANGLES,
&(models[MODELS - 1]));
&(models[WATER_MODEL_INDEX]));
S3L_initScene(models,MODELS,&scene);
S3L_initScene(models,MODELS_TOTAL,&scene);
char fileName[] = "test00.ppm";