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https://git.coom.tech/drummyfish/small3dlib.git
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Refactor hw program
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ccc704f5ad
commit
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1 changed files with 69 additions and 94 deletions
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@ -93,7 +93,9 @@ void sampleTexture(uint8_t *texture, int w, int h, float x, float y, uint8_t col
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void drawPixel(S3L_PixelInfo *p)
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{
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S3L_correctBarycentricCoords(p->barycentric);
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int16_t color[3];
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float u, v;
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S3L_Unit *normals = p->modelIndex == 0 ? terrainNormals : waterNormals;
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@ -133,52 +135,63 @@ void drawPixel(S3L_PixelInfo *p)
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v2.z = scene.models[p->modelIndex].vertices[index];
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}
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S3L_correctBarycentricCoords(p->barycentric);
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S3L_Vec4 position;
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S3L_Vec4 normal;
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S3L_Vec4 toCameraDirection;
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S3L_Vec4 reflected;
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S3L_Unit blend = 0;
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position.x = S3L_interpolateBarycentric(v0.x,v1.x,v2.x,p->barycentric[0],p->barycentric[1],p->barycentric[2]);
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position.y = S3L_interpolateBarycentric(v0.y,v1.y,v2.y,p->barycentric[0],p->barycentric[1],p->barycentric[2]);
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position.z = S3L_interpolateBarycentric(v0.z,v1.z,v2.z,p->barycentric[0],p->barycentric[1],p->barycentric[2]);
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S3L_Vec4 normal;
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normal.x = S3L_interpolateBarycentric(n0.x, n1.x, n2.x,
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p->barycentric[0], p->barycentric[1], p->barycentric[2]);
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normal.y = S3L_interpolateBarycentric(n0.y, n1.y, n2.y,
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p->barycentric[0], p->barycentric[1], p->barycentric[2]);
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normal.z = S3L_interpolateBarycentric(n0.z, n1.z, n2.z,
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p->barycentric[0], p->barycentric[1], p->barycentric[2]);
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if (p->modelIndex == MODELS - 1)
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{
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float dist, dx, dy;
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dist = position.x + position.z + frame * 5;
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normal.x += S3L_sin(dist / 2) / 8;
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normal.z += S3L_cos(dist / 2) / 8;
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dist = position.x - 2 * position.z + frame * 10;
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normal.x += S3L_sin(dist) / 64;
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normal.z += S3L_cos(dist) / 64;
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}
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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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normal.x = S3L_interpolateBarycentric(n0.x,n1.x,n2.x,p->barycentric[0],p->barycentric[1],p->barycentric[2]);
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normal.y = S3L_interpolateBarycentric(n0.y,n1.y,n2.y,p->barycentric[0],p->barycentric[1],p->barycentric[2]);
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normal.z = S3L_interpolateBarycentric(n0.z,n1.z,n2.z,p->barycentric[0],p->barycentric[1],p->barycentric[2]);
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toCameraDirection.x = scene.camera.transform.translation.x - position.x;
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toCameraDirection.y = scene.camera.transform.translation.y - position.y;
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toCameraDirection.z = scene.camera.transform.translation.z - position.z;
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S3L_normalizeVec3(&toCameraDirection);
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if (p->modelIndex == MODELS - 1)
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{
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float dist, dx, dy;
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// create wavy normal map for water
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dist = position.x + position.z + frame * 5;
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normal.x += S3L_sin(dist) / 8;
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normal.z += S3L_cos(dist) / 8;
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dist = position.x - 2 * position.z + frame * 10;
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normal.x += S3L_sin(dist) / 16;
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normal.z += S3L_cos(dist) / 16;
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}
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else
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{
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u = position.x / ((float) S3L_FRACTIONS_PER_UNIT * 2);
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v = position.z / ((float) S3L_FRACTIONS_PER_UNIT * 2);
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uint8_t textureNormal[3];
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uint8_t textureNormal2[3];
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sampleTexture(sandNormalTexture,SANDNORMAL_TEXTURE_WIDTH,SANDNORMAL_TEXTURE_HEIGHT,u,v,textureNormal);
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sampleTexture(grassNormalTexture,GRASSNORMAL_TEXTURE_WIDTH,GRASSNORMAL_TEXTURE_HEIGHT,u / 2,v / 2,textureNormal2);
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blend = S3L_clamp(position.y * 4 - S3L_FRACTIONS_PER_UNIT,0,S3L_FRACTIONS_PER_UNIT);
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textureNormal[0] = S3L_interpolateByUnit(textureNormal[0],textureNormal2[0],blend);
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textureNormal[1] = S3L_interpolateByUnit(textureNormal[1],textureNormal2[1],blend);
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textureNormal[2] = S3L_interpolateByUnit(textureNormal[2],textureNormal2[2],blend);
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normal.x += (((int16_t) textureNormal[0]) - 128);
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normal.z += (((int16_t) textureNormal[1]) - 128);
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}
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S3L_normalizeVec3(&normal);
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S3L_reflect(toLightDirection,normal,&reflected);
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float diffuse = 0.5 - (S3L_dotProductVec3(toLightDirection,normal) / ((float) S3L_FRACTIONS_PER_UNIT)) * 0.5;
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@ -190,7 +203,6 @@ normal.z += S3L_cos(dist) / 64;
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float light = 0.3 * fog + 0.6 * diffuse + 0.5 * pow(specular,20.0);
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uint8_t color[3];
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int index = (p->y * S3L_RESOLUTION_X + p->x) * 3;
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@ -218,67 +230,30 @@ color[0] = fresnel2 * 150 + fresnel * 0;
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color[1] = fresnel2 * 230 + fresnel * 10;
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color[2] = fresnel2 * 255 + fresnel * 100;
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color[0] = S3L_clamp(transparency2 * previousColor[0] + transparency * color[0] * light,0,255);
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color[1] = S3L_clamp(transparency2 * previousColor[1] + transparency * color[1] * light,0,255);
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color[2] = S3L_clamp(transparency2 * previousColor[2] + transparency * color[2] * light,0,255);
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color[0] = transparency2 * previousColor[0] + transparency * color[0] * light;
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color[1] = transparency2 * previousColor[1] + transparency * color[1] * light;
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color[2] = transparency2 * previousColor[2] + transparency * color[2] * light;
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}
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else
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{
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uint8_t textureColor[3];
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uint8_t textureNormal[3];
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uint8_t textureColor2[3];
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uint8_t textureNormal2[3];
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float x = position.x / ((float) S3L_FRACTIONS_PER_UNIT * 2);
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float y = position.z / ((float) S3L_FRACTIONS_PER_UNIT * 2);
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sampleTexture(sandTexture,SAND_TEXTURE_WIDTH,SAND_TEXTURE_HEIGHT,u,v,textureColor);
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sampleTexture(grassTexture,GRASS_TEXTURE_WIDTH,GRASS_TEXTURE_HEIGHT,u / 2,v / 2,textureColor2);
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sampleTexture(sandTexture,SAND_TEXTURE_WIDTH,SAND_TEXTURE_HEIGHT,x,y,textureColor);
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sampleTexture(sandNormalTexture,SANDNORMAL_TEXTURE_WIDTH,SANDNORMAL_TEXTURE_HEIGHT,x,y,textureNormal);
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textureColor[0] = S3L_interpolateByUnit(textureColor[0],textureColor2[0],blend);
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textureColor[1] = S3L_interpolateByUnit(textureColor[1],textureColor2[1],blend);
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textureColor[2] = S3L_interpolateByUnit(textureColor[2],textureColor2[2],blend);
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sampleTexture(grassTexture,GRASS_TEXTURE_WIDTH,GRASS_TEXTURE_HEIGHT,x / 2,y / 2,textureColor2);
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sampleTexture(grassNormalTexture,GRASSNORMAL_TEXTURE_WIDTH,GRASSNORMAL_TEXTURE_HEIGHT,x / 2,y / 2,textureNormal2);
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S3L_Unit t = S3L_clamp(position.y * 4 - S3L_FRACTIONS_PER_UNIT,0,S3L_FRACTIONS_PER_UNIT);
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textureColor[0] = S3L_interpolateByUnit(textureColor[0],textureColor2[0],t);
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textureColor[1] = S3L_interpolateByUnit(textureColor[1],textureColor2[1],t);
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textureColor[2] = S3L_interpolateByUnit(textureColor[2],textureColor2[2],t);
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textureNormal[0] = S3L_interpolateByUnit(textureNormal[0],textureNormal2[0],t);
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textureNormal[1] = S3L_interpolateByUnit(textureNormal[1],textureNormal2[1],t);
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textureNormal[2] = S3L_interpolateByUnit(textureNormal[2],textureNormal2[2],t);
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normal.x += (((int16_t) textureNormal[0]) - 128) * 4;
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normal.z += (((int16_t) textureNormal[1]) - 128) * 4;
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S3L_normalizeVec3(&normal);
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diffuse = 0.5 - (S3L_dotProductVec3(toLightDirection,normal) / ((float) S3L_FRACTIONS_PER_UNIT)) * 0.5;
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specular = 0.5 + (S3L_dotProductVec3(reflected,toCameraDirection) / ((float) S3L_FRACTIONS_PER_UNIT)) * 0.5;
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fog = (p->depth / ((float) S3L_FRACTIONS_PER_UNIT * 20));
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light = 0.3 * fog + 0.6 * diffuse + 0.5 * pow(specular,20.0);
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color[0] = S3L_clamp(((int16_t) textureColor[0]) * light,0,255);
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color[1] = S3L_clamp(((int16_t) textureColor[1]) * light,0,255);
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color[2] = S3L_clamp(((int16_t) textureColor[2]) * light,0,255);
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color[0] = textureColor[0] * light;
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color[1] = textureColor[1] * light;
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color[2] = textureColor[2] * light;
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}
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/*
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color[0] = S3L_clamp(127 + normal.x / 4,0,255);
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color[1] = S3L_clamp(127 + normal.y / 4,0,255);
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color[2] = S3L_clamp(127 + normal.z / 4,0,255);
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*/
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frameBuffer[index] = color[0];
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frameBuffer[index + 1] = color[1];
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frameBuffer[index + 2] = color[2];
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frameBuffer[index] = S3L_clamp(color[0],0,255);
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frameBuffer[index + 1] = S3L_clamp(color[1],0,255);
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frameBuffer[index + 2] = S3L_clamp(color[2],0,255);
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}
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void createGeometry()
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