diff --git a/programs/modelViewer.c b/programs/modelViewer.c index c3ac7b6..63e11a6 100644 --- a/programs/modelViewer.c +++ b/programs/modelViewer.c @@ -96,14 +96,35 @@ void drawPixel(S3L_PixelInfo *p) { if (p->triangleIndex != previousTriangle) { - int16_t index = p->triangleIndex * 3; + int16_t index; - int16_t i0 = uvIndices[index]; - int16_t i1 = uvIndices[index + 1]; - int16_t i2 = uvIndices[index + 2]; - - if (mode == 3) + if (mode == 0) { + index = p->triangleIndex * 3; + + int16_t i0 = uvIndices[index]; + int16_t i1 = uvIndices[index + 1]; + int16_t i2 = uvIndices[index + 2]; + + index = i0 * 2; + + uv0[0] = uvs[index]; + uv0[1] = uvs[index + 1]; + + index = i1 * 2; + + uv1[0] = uvs[index]; + uv1[1] = uvs[index + 1]; + + index = i2 * 2; + + uv2[0] = uvs[index]; + uv2[1] = uvs[index + 1]; + } + else if (mode == 3) + { + index = p->triangleIndex * 3; + S3L_Vec4 v0, v1, v2; S3L_Index v = model.triangles[index] * 3; @@ -137,48 +158,36 @@ void drawPixel(S3L_PixelInfo *p) nt.z = S3L_clamp(128 + nt.z / 4,0,255); } - index = i0 * 2; + if (light || mode == 2) + { + index = scene.models[p->modelIndex].triangles[p->triangleIndex * 3] * 3; - uv0[0] = uvs[index]; - uv0[1] = uvs[index + 1]; + n0.x = normals[index]; + index++; + n0.y = normals[index]; + index++; + n0.z = normals[index]; - index = i1 * 2; + index = scene.models[p->modelIndex].triangles[p->triangleIndex * 3 + 1] * 3; - uv1[0] = uvs[index]; - uv1[1] = uvs[index + 1]; + n1.x = normals[index]; + index++; + n1.y = normals[index]; + index++; + n1.z = normals[index]; + + index = scene.models[p->modelIndex].triangles[p->triangleIndex * 3 + 2] * 3; - index = i2 * 2; + n2.x = normals[index]; + index++; + n2.y = normals[index]; + index++; + n2.z = normals[index]; - uv2[0] = uvs[index]; - uv2[1] = uvs[index + 1]; - - index = scene.models[p->modelIndex].triangles[p->triangleIndex * 3] * 3; - - n0.x = normals[index]; - index++; - n0.y = normals[index]; - index++; - n0.z = normals[index]; - - index = scene.models[p->modelIndex].triangles[p->triangleIndex * 3 + 1] * 3; - - n1.x = normals[index]; - index++; - n1.y = normals[index]; - index++; - n1.z = normals[index]; - - index = scene.models[p->modelIndex].triangles[p->triangleIndex * 3 + 2] * 3; - - n2.x = normals[index]; - index++; - n2.y = normals[index]; - index++; - n2.z = normals[index]; - - l0 = 256 + S3L_clamp(S3L_dotProductVec3(n0,toLight),-511,511) / 2; - l1 = 256 + S3L_clamp(S3L_dotProductVec3(n1,toLight),-511,511) / 2; - l2 = 256 + S3L_clamp(S3L_dotProductVec3(n2,toLight),-511,511) / 2; + l0 = 256 + S3L_clamp(S3L_dotProductVec3(n0,toLight),-511,511) / 2; + l1 = 256 + S3L_clamp(S3L_dotProductVec3(n1,toLight),-511,511) / 2; + l2 = 256 + S3L_clamp(S3L_dotProductVec3(n2,toLight),-511,511) / 2; + } previousTriangle = p->triangleIndex; }