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mirror of https://git.coom.tech/drummyfish/small3dlib.git synced 2024-11-21 20:39:57 +01:00

Update hq offline

This commit is contained in:
Miloslav Číž 2019-06-16 21:40:06 +02:00
parent 4c00cdffe7
commit ccc704f5ad
3 changed files with 4909 additions and 9 deletions

View file

@ -15,6 +15,9 @@
#include <math.h> #include <math.h>
#include "grassTexture.h" #include "grassTexture.h"
#include "grassNormalTexture.h"
#include "sandTexture.h"
#include "sandNormalTexture.h"
uint8_t frameBuffer[S3L_RESOLUTION_X * S3L_RESOLUTION_Y * 3]; uint8_t frameBuffer[S3L_RESOLUTION_X * S3L_RESOLUTION_Y * 3];
@ -154,11 +157,11 @@ float dist, dx, dy;
dist = position.x + position.z + frame * 5; dist = position.x + position.z + frame * 5;
normal.x += S3L_sin(dist / 2) / 8; normal.x += S3L_sin(dist / 2) / 8;
normal.y += S3L_cos(dist / 2) / 8; normal.z += S3L_cos(dist / 2) / 8;
dist = position.x - 2 * position.z + frame * 10; dist = position.x - 2 * position.z + frame * 10;
normal.x += S3L_sin(dist) / 64; normal.x += S3L_sin(dist) / 64;
normal.y += S3L_cos(dist) / 64; normal.z += S3L_cos(dist) / 64;
@ -193,7 +196,7 @@ normal.y += S3L_cos(dist) / 64;
if (p->modelIndex == MODELS - 1) if (p->modelIndex == MODELS - 1)
{ {
S3L_Unit waterDepth = (p->previousZ - p->depth); S3L_Unit waterDepth = (p->previousZ - p->depth) / 2;
float transparency = waterDepth / ((float) (S3L_FRACTIONS_PER_UNIT / 3)); float transparency = waterDepth / ((float) (S3L_FRACTIONS_PER_UNIT / 3));
@ -227,10 +230,40 @@ color[2] = fresnel2 * 255 + fresnel * 100;
{ {
uint8_t textureColor[3]; uint8_t textureColor[3];
uint8_t textureNormal[3];
sampleTexture(grassTexture,GRASS_TEXTURE_WIDTH,GRASS_TEXTURE_HEIGHT, uint8_t textureColor2[3];
position.x / ((float) S3L_FRACTIONS_PER_UNIT * 4), uint8_t textureNormal2[3];
position.z / ((float) S3L_FRACTIONS_PER_UNIT * 4),textureColor);
float x = position.x / ((float) S3L_FRACTIONS_PER_UNIT * 2);
float y = position.z / ((float) S3L_FRACTIONS_PER_UNIT * 2);
sampleTexture(sandTexture,SAND_TEXTURE_WIDTH,SAND_TEXTURE_HEIGHT,x,y,textureColor);
sampleTexture(sandNormalTexture,SANDNORMAL_TEXTURE_WIDTH,SANDNORMAL_TEXTURE_HEIGHT,x,y,textureNormal);
sampleTexture(grassTexture,GRASS_TEXTURE_WIDTH,GRASS_TEXTURE_HEIGHT,x / 2,y / 2,textureColor2);
sampleTexture(grassNormalTexture,GRASSNORMAL_TEXTURE_WIDTH,GRASSNORMAL_TEXTURE_HEIGHT,x / 2,y / 2,textureNormal2);
S3L_Unit t = S3L_clamp(position.y * 4 - S3L_FRACTIONS_PER_UNIT,0,S3L_FRACTIONS_PER_UNIT);
textureColor[0] = S3L_interpolateByUnit(textureColor[0],textureColor2[0],t);
textureColor[1] = S3L_interpolateByUnit(textureColor[1],textureColor2[1],t);
textureColor[2] = S3L_interpolateByUnit(textureColor[2],textureColor2[2],t);
textureNormal[0] = S3L_interpolateByUnit(textureNormal[0],textureNormal2[0],t);
textureNormal[1] = S3L_interpolateByUnit(textureNormal[1],textureNormal2[1],t);
textureNormal[2] = S3L_interpolateByUnit(textureNormal[2],textureNormal2[2],t);
normal.x += (((int16_t) textureNormal[0]) - 128) * 4;
normal.z += (((int16_t) textureNormal[1]) - 128) * 4;
S3L_normalizeVec3(&normal);
diffuse = 0.5 - (S3L_dotProductVec3(toLightDirection,normal) / ((float) S3L_FRACTIONS_PER_UNIT)) * 0.5;
specular = 0.5 + (S3L_dotProductVec3(reflected,toCameraDirection) / ((float) S3L_FRACTIONS_PER_UNIT)) * 0.5;
fog = (p->depth / ((float) S3L_FRACTIONS_PER_UNIT * 20));
light = 0.3 * fog + 0.6 * diffuse + 0.5 * pow(specular,20.0);
color[0] = S3L_clamp(((int16_t) textureColor[0]) * light,0,255); color[0] = S3L_clamp(((int16_t) textureColor[0]) * light,0,255);
color[1] = S3L_clamp(((int16_t) textureColor[1]) * light,0,255); color[1] = S3L_clamp(((int16_t) textureColor[1]) * light,0,255);
@ -348,13 +381,13 @@ int main()
char fileName[] = "test00.ppm"; char fileName[] = "test00.ppm";
for (int i = 0; i < 40; ++i) for (int i = 0; i < 10; ++i)
{ {
animateWater(); animateWater();
scene.camera.transform.translation.x = -i * S3L_FRACTIONS_PER_UNIT / 4; 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.y = 5 * S3L_FRACTIONS_PER_UNIT;
scene.camera.transform.translation.z = -8 * S3L_FRACTIONS_PER_UNIT + i * S3L_FRACTIONS_PER_UNIT / 4; scene.camera.transform.translation.z = -9 * S3L_FRACTIONS_PER_UNIT;
S3L_Vec4 target; S3L_Vec4 target;

2413
programs/sandNormalTexture.h Normal file

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programs/sandTexture.h Normal file

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