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Continue offline program
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1 changed files with 18 additions and 9 deletions
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@ -104,6 +104,8 @@ void drawPixel(S3L_PixelInfo *p)
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float u, v;
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float diffuseIntensity, specularIntensity, specularPower;
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S3L_Unit *normals = p->modelIndex == 0 ? terrainNormals : waterNormals;
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if (p->triangleIndex != previousTriangle)
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@ -165,6 +167,10 @@ void drawPixel(S3L_PixelInfo *p)
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if (p->modelIndex == WATER_MODEL_INDEX)
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{
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diffuseIntensity = 0.6;
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specularIntensity = 0.8;
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specularPower = 40.0;
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float dist, dx, dy;
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// create wavy normal map for water
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@ -179,6 +185,10 @@ void drawPixel(S3L_PixelInfo *p)
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}
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else // island
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{
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diffuseIntensity = 0.5;
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specularIntensity = 0.3;
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specularPower = 2.0;
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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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@ -208,8 +218,7 @@ void drawPixel(S3L_PixelInfo *p)
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if (fog > 1.0)
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fog = 1.0;
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float light = 0.3 * fog + 0.6 * diffuse + 0.5 * pow(specular,20.0);
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float light = 0.9 * fog + diffuseIntensity * diffuse + specularIntensity * pow(specular,specularPower);
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int index = (p->y * S3L_RESOLUTION_X + p->x) * 3;
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@ -273,9 +282,9 @@ void createGeometry()
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terrainVertices[i + 1] = (heightMap[i / 3] - 1) * S3L_FRACTIONS_PER_UNIT / 4;
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terrainVertices[i + 2] = (y - GRID_H / 2) * S3L_FRACTIONS_PER_UNIT;
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waterVertices[i] = terrainVertices[i] * 8;
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waterVertices[i] = terrainVertices[i];
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waterVertices[i + 1] = 0;
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waterVertices[i + 2] = terrainVertices[i + 2] * 8;
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waterVertices[i + 2] = terrainVertices[i + 2];
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i += 3;
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}
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@ -362,13 +371,13 @@ int main()
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char fileName[] = "test00.ppm";
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for (int i = 0; i < 10; ++i)
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for (int i = 0; i < 50; ++i)
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{
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animateWater();
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scene.camera.transform.translation.x = i * S3L_FRACTIONS_PER_UNIT / 4;
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scene.camera.transform.translation.y = 5 * S3L_FRACTIONS_PER_UNIT;
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scene.camera.transform.translation.z = -9 * S3L_FRACTIONS_PER_UNIT;
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scene.camera.transform.translation.x = S3L_sin(i * 5) * 3; // i * S3L_FRACTIONS_PER_UNIT / 2;
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scene.camera.transform.translation.y = 5 * S3L_FRACTIONS_PER_UNIT + S3L_sin(i * 5) * 3;
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scene.camera.transform.translation.z = S3L_cos(i * 4) * 10; //-9 * S3L_FRACTIONS_PER_UNIT + i * S3L_FRACTIONS_PER_UNIT / 2;
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S3L_Vec4 target;
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