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mirror of https://git.coom.tech/drummyfish/small3dlib.git synced 2024-11-21 20:39:57 +01:00
This commit is contained in:
Miloslav Číž 2019-06-14 06:41:25 +02:00
parent b6bc2e5818
commit eec705509a
2 changed files with 34 additions and 23 deletions

View file

@ -1,5 +1,5 @@
#define S3L_RESOLUTION_X 1280
#define S3L_RESOLUTION_Y 1024
#define S3L_RESOLUTION_X 800
#define S3L_RESOLUTION_Y 600
#define S3L_PIXEL_FUNCTION drawPixel
@ -102,7 +102,7 @@ void drawPixel(S3L_PixelInfo *p)
S3L_normalizeVec3(&normal);
uint8_t light = 127 - 127 * (S3L_dotProductVec3(lightDirection,normal) / ((float) S3L_FRACTIONS_PER_UNIT));
float light = 0.5 - (S3L_dotProductVec3(lightDirection,normal) / ((float) S3L_FRACTIONS_PER_UNIT)) * 0.5;
uint8_t color[3];
@ -112,7 +112,7 @@ void drawPixel(S3L_PixelInfo *p)
{
S3L_Unit waterDepth = p->previousZ - p->depth;
float transparency = waterDepth / ((float) (S3L_FRACTIONS_PER_UNIT / 2));
float transparency = waterDepth / ((float) (S3L_FRACTIONS_PER_UNIT / 3));
transparency = transparency > 1.0 ? 1.0 : transparency;
@ -124,15 +124,15 @@ void drawPixel(S3L_PixelInfo *p)
previousColor[1] = frameBuffer[index + 1];
previousColor[2] = frameBuffer[index + 2];
color[0] = transparency2 * previousColor[0];
color[1] = transparency2 * previousColor[1];
color[2] = transparency2 * previousColor[2] + transparency * 200;
color[0] = transparency2 * previousColor[0] + transparency * 100 * light;
color[1] = transparency2 * previousColor[1] + transparency * 100 * light;
color[2] = transparency2 * previousColor[2] + transparency * 255 * light;
}
else
{
color[0] = light;
color[1] = light;
color[2] = light / 2 + p->modelIndex * 127;
color[0] = 255 * light;
color[1] = 100 * light;
color[2] = 50 * light;
}
/*
@ -203,7 +203,7 @@ void clearFrameBuffer()
void saveImage(char *fileName)
{
printf("saving image file: %s",fileName);
printf("saving image file: %s\n",fileName);
FILE *f = fopen(fileName,"w");
@ -246,19 +246,33 @@ int main()
animateWater(0);
scene.camera.transform.translation.x = 4 * S3L_FRACTIONS_PER_UNIT;
scene.camera.transform.translation.y = 8 * S3L_FRACTIONS_PER_UNIT;
scene.camera.transform.translation.z = -10 * S3L_FRACTIONS_PER_UNIT;
scene.camera.transform.rotation.x = -S3L_FRACTIONS_PER_UNIT / 8;
scene.camera.transform.rotation.y = -S3L_FRACTIONS_PER_UNIT / 8;
char fileName[] = "test00.ppm";
for (int i = 0; i < 20; ++i)
{
scene.camera.transform.translation.x = i * S3L_FRACTIONS_PER_UNIT / 16;
scene.camera.transform.translation.y = 8 * S3L_FRACTIONS_PER_UNIT;
scene.camera.transform.translation.z = -10 * S3L_FRACTIONS_PER_UNIT;
clearFrameBuffer();
S3L_Vec4 target;
target.x = 0;
target.y = 0;
target.z = 0;
S3L_newFrame();
S3L_lookAt(scene.camera.transform.translation,target,&scene.camera.transform);
S3L_drawScene(scene);
clearFrameBuffer();
saveImage("test.ppm");
S3L_newFrame();
S3L_drawScene(scene);
fileName[4] = '0' + (i / 10);
fileName[5] = '0' + (i % 10);
saveImage(fileName);
}
return 0;
}

View file

@ -69,9 +69,6 @@ features:
bugs:
- Determining CW/CCW for a triangle is not 100% exact, sometimes leaves holes
in models (some very thin triangles)!
- Barycentric coodinates can get wrong in these ways:
- Any of them can exceed the range <0,511>
- b0 + b1 can be > 511, which causes b2 (= 511 - b0 - b1) to be negative!