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Compute normals

This commit is contained in:
Miloslav Číž 2019-06-06 01:08:29 +02:00
parent c48d868007
commit c9bcb0ace5
2 changed files with 66 additions and 6 deletions

View file

@ -134,6 +134,62 @@ int previousTriangle = 255;
void drawPixel(S3L_PixelInfo *p) void drawPixel(S3L_PixelInfo *p)
{ {
S3L_Vec4 a,b,c,n,V;
int tmpI = scene.models[p->modelIndex].triangles[p->triangleIndex * 3] * 3;
a.x = scene.models[p->modelIndex].vertices[tmpI];
tmpI++;
a.y = scene.models[p->modelIndex].vertices[tmpI];
tmpI++;
a.z = scene.models[p->modelIndex].vertices[tmpI];
tmpI = scene.models[p->modelIndex].triangles[p->triangleIndex * 3 + 1] * 3;
b.x = scene.models[p->modelIndex].vertices[tmpI];
tmpI++;
b.y = scene.models[p->modelIndex].vertices[tmpI];
tmpI++;
b.z = scene.models[p->modelIndex].vertices[tmpI];
tmpI = scene.models[p->modelIndex].triangles[p->triangleIndex * 3 + 2] * 3;
c.x = scene.models[p->modelIndex].vertices[tmpI];
tmpI++;
c.y = scene.models[p->modelIndex].vertices[tmpI];
tmpI++;
c.z = scene.models[p->modelIndex].vertices[tmpI];
S3L_triangleNormal(a,b,c,&n);
/*
printf("--------\n");
S3L_logVec4(a);
S3L_logVec4(b);
S3L_logVec4(c);
S3L_logVec4(n);
*/
V.x = 10;
V.y = 10;
V.z = 10;
S3L_normalizeVec3(&V);
int16_t l = S3L_clamp(S3L_dotProductVec3(V,n) / 2,0,255);
l &= 192;
/*
setPixel(p->x,p->y,
S3L_clamp(128 + n.x / 4,0,255),
S3L_clamp(128 + n.y / 4,0,255),
S3L_clamp(128 + n.z / 4,0,255));
*/
setPixel(p->x,p->y,l,l,l);
return;
if (p->triangleIndex != previousTriangle) if (p->triangleIndex != previousTriangle)
{ {
l0 = houseVertexLighting[houseTriangleIndices[p->triangleIndex * 3]]; l0 = houseVertexLighting[houseTriangleIndices[p->triangleIndex * 3]];

View file

@ -774,13 +774,17 @@ void S3L_crossProduct(S3L_Vec4 a, S3L_Vec4 b, S3L_Vec4 *result)
void S3L_triangleNormal(S3L_Vec4 t0, S3L_Vec4 t1, S3L_Vec4 t2, void S3L_triangleNormal(S3L_Vec4 t0, S3L_Vec4 t1, S3L_Vec4 t2,
S3L_Vec4 *n) S3L_Vec4 *n)
{ {
t1.x = t1.x - t0.x; #define antiOverflow 32
t1.y = t1.y - t0.y;
t1.z = t1.z - t0.z;
t2.x = t2.x - t0.x; t1.x = (t1.x - t0.x) / antiOverflow;
t2.y = t2.y - t0.y; t1.y = (t1.y - t0.y) / antiOverflow;
t2.z = t2.z - t0.z; t1.z = (t1.z - t0.z) / antiOverflow;
t2.x = (t2.x - t0.x) / antiOverflow;
t2.y = (t2.y - t0.y) / antiOverflow;
t2.z = (t2.z - t0.z) / antiOverflow;
#undef antiOverflow
S3L_crossProduct(t1,t2,n); S3L_crossProduct(t1,t2,n);
S3L_normalizeVec3(n); S3L_normalizeVec3(n);