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Continue offline program

This commit is contained in:
Miloslav Číž 2019-06-17 00:47:28 +02:00
parent 47b672e259
commit 93cac76c87

View file

@ -104,6 +104,8 @@ void drawPixel(S3L_PixelInfo *p)
float u, v;
float diffuseIntensity, specularIntensity, specularPower;
S3L_Unit *normals = p->modelIndex == 0 ? terrainNormals : waterNormals;
if (p->triangleIndex != previousTriangle)
@ -165,6 +167,10 @@ void drawPixel(S3L_PixelInfo *p)
if (p->modelIndex == WATER_MODEL_INDEX)
{
diffuseIntensity = 0.6;
specularIntensity = 0.8;
specularPower = 40.0;
float dist, dx, dy;
// create wavy normal map for water
@ -179,6 +185,10 @@ void drawPixel(S3L_PixelInfo *p)
}
else // island
{
diffuseIntensity = 0.5;
specularIntensity = 0.3;
specularPower = 2.0;
u = position.x / ((float) S3L_FRACTIONS_PER_UNIT * 2);
v = position.z / ((float) S3L_FRACTIONS_PER_UNIT * 2);
@ -208,8 +218,7 @@ void drawPixel(S3L_PixelInfo *p)
if (fog > 1.0)
fog = 1.0;
float light = 0.3 * fog + 0.6 * diffuse + 0.5 * pow(specular,20.0);
float light = 0.9 * fog + diffuseIntensity * diffuse + specularIntensity * pow(specular,specularPower);
int index = (p->y * S3L_RESOLUTION_X + p->x) * 3;
@ -240,7 +249,7 @@ void drawPixel(S3L_PixelInfo *p)
color[1] = interpolate(previousColor[1],color[1] * light,transparency);
color[2] = interpolate(previousColor[2],color[2] * light,transparency);
}
else // island
else // island
{
uint8_t textureColor[3];
uint8_t textureColor2[3];
@ -273,9 +282,9 @@ void createGeometry()
terrainVertices[i + 1] = (heightMap[i / 3] - 1) * S3L_FRACTIONS_PER_UNIT / 4;
terrainVertices[i + 2] = (y - GRID_H / 2) * S3L_FRACTIONS_PER_UNIT;
waterVertices[i] = terrainVertices[i] * 8;
waterVertices[i] = terrainVertices[i];
waterVertices[i + 1] = 0;
waterVertices[i + 2] = terrainVertices[i + 2] * 8;
waterVertices[i + 2] = terrainVertices[i + 2];
i += 3;
}
@ -362,13 +371,13 @@ int main()
char fileName[] = "test00.ppm";
for (int i = 0; i < 10; ++i)
for (int i = 0; i < 50; ++i)
{
animateWater();
scene.camera.transform.translation.x = i * S3L_FRACTIONS_PER_UNIT / 4;
scene.camera.transform.translation.y = 5 * S3L_FRACTIONS_PER_UNIT;
scene.camera.transform.translation.z = -9 * S3L_FRACTIONS_PER_UNIT;
scene.camera.transform.translation.x = S3L_sin(i * 5) * 3; // i * S3L_FRACTIONS_PER_UNIT / 2;
scene.camera.transform.translation.y = 5 * S3L_FRACTIONS_PER_UNIT + S3L_sin(i * 5) * 3;
scene.camera.transform.translation.z = S3L_cos(i * 4) * 10; //-9 * S3L_FRACTIONS_PER_UNIT + i * S3L_FRACTIONS_PER_UNIT / 2;
S3L_Vec4 target;