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Continue offline program

This commit is contained in:
Miloslav Číž 2019-06-15 15:59:10 +02:00
parent 8d65df9163
commit df54b24f78

View file

@ -126,31 +126,16 @@ if (p->modelIndex == MODELS - 1)
float dist, dx, dy;
#define wave(x0,y0,f,i)\
dx = position.x - x0 + frame * 20;\
dy = position.z - y0 + frame * 20;\
dist = sqrt(dx * dx + dy * dy);\
normal.x += S3L_sin(dist * f) * i;\
normal.y += S3L_cos(dist * f) * i;
dist = position.x + position.z + frame * 5;
normal.x += S3L_sin(dist / 2) / 8;
normal.y += S3L_cos(dist / 2) / 8;
wave(S3L_FRACTIONS_PER_UNIT * 50,S3L_FRACTIONS_PER_UNIT * 60,1,0.1)
wave(S3L_FRACTIONS_PER_UNIT * 20,-S3L_FRACTIONS_PER_UNIT * 30,2,0.05)
wave(-S3L_FRACTIONS_PER_UNIT * 30,S3L_FRACTIONS_PER_UNIT * 45,4,0.05)
dist = position.x - 2 * position.z + frame * 10;
normal.x += S3L_sin(dist) / 64;
normal.y += S3L_cos(dist) / 64;
#undef wave
/*
float dist = sqrt(position.x * position.x + position.z * position.z);
normal.x += S3L_sin(dist) / 4;
normal.y += S3L_cos(dist) / 4;
*/
/*
normal.x += S3L_sin((position.x + position.z) / 16) / 4 + S3L_sin((position.x + position.z / 2) / 3) / 8;
normal.z += S3L_sin(position.z / 16) / 4 + S3L_sin(position.z / 3) / 8;
*/
}
S3L_normalizeVec3(&normal);
@ -196,9 +181,13 @@ normal.y += S3L_cos(dist) / 4;
previousColor[1] = frameBuffer[index + 1];
previousColor[2] = frameBuffer[index + 2];
color[0] = 100;
color[1] = 100;
color[2] = 200;
float fresnel = 0.5 + (S3L_dotProductVec3(toCameraDirection,normal) / ((float) S3L_FRACTIONS_PER_UNIT)) * 0.5;
float fresnel2 = 1.0 - fresnel;
color[0] = fresnel2 * 150 + fresnel * 0;
color[1] = fresnel2 * 230 + fresnel * 10;
color[2] = fresnel2 * 255 + fresnel * 100;
color[0] = S3L_clamp(transparency2 * previousColor[0] + transparency * color[0] * light,0,255);
color[1] = S3L_clamp(transparency2 * previousColor[1] + transparency * color[1] * light,0,255);
@ -331,8 +320,8 @@ int main()
animateWater();
scene.camera.transform.translation.x = -i * S3L_FRACTIONS_PER_UNIT / 4;
scene.camera.transform.translation.y = 8 * S3L_FRACTIONS_PER_UNIT;
scene.camera.transform.translation.z = -10 * S3L_FRACTIONS_PER_UNIT + i * S3L_FRACTIONS_PER_UNIT / 4;
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;
S3L_Vec4 target;