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mirror of https://git.coom.tech/drummyfish/small3dlib.git synced 2024-11-21 20:39:57 +01:00

Continue model viewer

This commit is contained in:
Miloslav Číž 2019-06-07 00:19:36 +02:00
parent 76d79ed8b0
commit 3cc7c20715

View file

@ -80,8 +80,9 @@ int16_t previousTriangle = -1;
S3L_Unit uv0[2], uv1[2], uv2[2];
uint16_t l0, l1, l2;
S3L_Vec4 toLight;
int8_t light = 1;
int8_t mode = 0;
S3L_Vec4 n0, n1, n2;
void drawPixel(S3L_PixelInfo *p)
{
@ -108,8 +109,6 @@ void drawPixel(S3L_PixelInfo *p)
uv2[0] = houseUVs[index];
uv2[1] = houseUVs[index + 1];
S3L_Vec4 n0, n1, n2;
index = scene.models[p->modelIndex].triangles[p->triangleIndex * 3] * 3;
n0.x = houseNormals[index];
@ -141,23 +140,57 @@ void drawPixel(S3L_PixelInfo *p)
previousTriangle = p->triangleIndex;
}
S3L_Unit uv[2];
uv[0] = S3L_interpolateBarycentric(
uv0[0],
uv1[0],
uv2[0],
p->barycentric[0], p->barycentric[1], p->barycentric[2]);
uv[1] = S3L_interpolateBarycentric(
uv0[1],
uv1[1],
uv2[1],
p->barycentric[0], p->barycentric[1], p->barycentric[2]);
uint8_t r,g,b;
sampleTexture(uv[0] / 4,uv[1] / 4,&r,&g,&b);
switch (mode)
{
case 0: // textured mode
{
S3L_Unit uv[2];
uv[0] = S3L_interpolateBarycentric(uv0[0],uv1[0],uv2[0],
p->barycentric[0], p->barycentric[1], p->barycentric[2]);
uv[1] = S3L_interpolateBarycentric(uv0[1],uv1[1],uv2[1],
p->barycentric[0], p->barycentric[1], p->barycentric[2]);
sampleTexture(uv[0] / 4,uv[1] / 4,&r,&g,&b);
break;
}
case 1: // single color mode
{
r = 128;
g = 128;
b = 128;
break;
}
case 2: // normal mode
{
S3L_Vec4 n;
n.x = S3L_interpolateBarycentric(n0.x,n1.x,n2.x,
p->barycentric[0], p->barycentric[1], p->barycentric[2]);
n.y = S3L_interpolateBarycentric(n0.y,n1.y,n2.y,
p->barycentric[0], p->barycentric[1], p->barycentric[2]);
n.z = S3L_interpolateBarycentric(n0.z,n1.z,n2.z,
p->barycentric[0], p->barycentric[1], p->barycentric[2]);
S3L_normalizeVec3(&n);
r = S3L_clamp(128 + n.x / 4,0,255);
g = S3L_clamp(128 + n.y / 4,0,255);
b = S3L_clamp(128 + n.z / 4,0,255);
}
default:
break;
}
if (light)
{
@ -291,6 +324,13 @@ int main()
scene.camera.transform.translation.z =
S3L_max(-S3L_FRACTIONS_PER_UNIT * 16, scene.camera.transform.translation.z - zoomStep);
}
if (state[SDL_SCANCODE_KP_0])
mode = 0;
else if (state[SDL_SCANCODE_KP_1])
mode = 1;
else if (state[SDL_SCANCODE_KP_2])
mode = 2;
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer,textureSDL,NULL,NULL);