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2 changed files with 34 additions and 23 deletions
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@ -1,5 +1,5 @@
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#define S3L_RESOLUTION_X 1280
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#define S3L_RESOLUTION_Y 1024
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#define S3L_RESOLUTION_X 800
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#define S3L_RESOLUTION_Y 600
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#define S3L_PIXEL_FUNCTION drawPixel
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@ -102,7 +102,7 @@ void drawPixel(S3L_PixelInfo *p)
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S3L_normalizeVec3(&normal);
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uint8_t light = 127 - 127 * (S3L_dotProductVec3(lightDirection,normal) / ((float) S3L_FRACTIONS_PER_UNIT));
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float light = 0.5 - (S3L_dotProductVec3(lightDirection,normal) / ((float) S3L_FRACTIONS_PER_UNIT)) * 0.5;
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uint8_t color[3];
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@ -112,7 +112,7 @@ void drawPixel(S3L_PixelInfo *p)
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{
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S3L_Unit waterDepth = p->previousZ - p->depth;
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float transparency = waterDepth / ((float) (S3L_FRACTIONS_PER_UNIT / 2));
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float transparency = waterDepth / ((float) (S3L_FRACTIONS_PER_UNIT / 3));
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transparency = transparency > 1.0 ? 1.0 : transparency;
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@ -124,15 +124,15 @@ void drawPixel(S3L_PixelInfo *p)
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previousColor[1] = frameBuffer[index + 1];
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previousColor[2] = frameBuffer[index + 2];
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color[0] = transparency2 * previousColor[0];
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color[1] = transparency2 * previousColor[1];
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color[2] = transparency2 * previousColor[2] + transparency * 200;
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color[0] = transparency2 * previousColor[0] + transparency * 100 * light;
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color[1] = transparency2 * previousColor[1] + transparency * 100 * light;
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color[2] = transparency2 * previousColor[2] + transparency * 255 * light;
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}
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else
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{
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color[0] = light;
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color[1] = light;
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color[2] = light / 2 + p->modelIndex * 127;
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color[0] = 255 * light;
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color[1] = 100 * light;
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color[2] = 50 * light;
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}
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/*
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@ -203,7 +203,7 @@ void clearFrameBuffer()
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void saveImage(char *fileName)
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{
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printf("saving image file: %s",fileName);
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printf("saving image file: %s\n",fileName);
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FILE *f = fopen(fileName,"w");
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@ -246,19 +246,33 @@ int main()
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animateWater(0);
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scene.camera.transform.translation.x = 4 * S3L_FRACTIONS_PER_UNIT;
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scene.camera.transform.translation.y = 8 * S3L_FRACTIONS_PER_UNIT;
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scene.camera.transform.translation.z = -10 * S3L_FRACTIONS_PER_UNIT;
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scene.camera.transform.rotation.x = -S3L_FRACTIONS_PER_UNIT / 8;
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scene.camera.transform.rotation.y = -S3L_FRACTIONS_PER_UNIT / 8;
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char fileName[] = "test00.ppm";
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clearFrameBuffer();
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for (int i = 0; i < 20; ++i)
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{
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scene.camera.transform.translation.x = i * S3L_FRACTIONS_PER_UNIT / 16;
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scene.camera.transform.translation.y = 8 * S3L_FRACTIONS_PER_UNIT;
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scene.camera.transform.translation.z = -10 * S3L_FRACTIONS_PER_UNIT;
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S3L_newFrame();
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S3L_Vec4 target;
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S3L_drawScene(scene);
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target.x = 0;
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target.y = 0;
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target.z = 0;
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saveImage("test.ppm");
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S3L_lookAt(scene.camera.transform.translation,target,&scene.camera.transform);
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clearFrameBuffer();
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S3L_newFrame();
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S3L_drawScene(scene);
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fileName[4] = '0' + (i / 10);
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fileName[5] = '0' + (i % 10);
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saveImage(fileName);
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}
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return 0;
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}
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3
todo.txt
3
todo.txt
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@ -69,9 +69,6 @@ features:
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bugs:
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- Determining CW/CCW for a triangle is not 100% exact, sometimes leaves holes
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in models (some very thin triangles)!
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- Barycentric coodinates can get wrong in these ways:
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- Any of them can exceed the range <0,511>
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- b0 + b1 can be > 511, which causes b2 (= 511 - b0 - b1) to be negative!
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