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authorrodri <rgl@antares-labs.eu>2024-05-23 13:20:24 +0000
committerrodri <rgl@antares-labs.eu>2024-05-23 13:20:24 +0000
commit22edbd9f543509ab129ba03af92baed79139e07f (patch)
treec33366a11b2551c107f6d553c6e495c9ccedba6c
parentef7a0d43dea903cd8c2f52adcc263c437b5a0454 (diff)
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fix the gouraud shader. improve the cube generator in med.
gouraud wasn't being applied when the vertex had no material, now it just takes the defaults. also added a new primtest.obj to visualize all the primitives in a single model.
-rw-r--r--mdl/primtest.obj23
-rw-r--r--med.c76
-rw-r--r--vis.c60
3 files changed, 97 insertions, 62 deletions
diff --git a/mdl/primtest.obj b/mdl/primtest.obj
new file mode 100644
index 0000000..cfee8cb
--- /dev/null
+++ b/mdl/primtest.obj
@@ -0,0 +1,23 @@
+mtllib basis.mtl
+v 0 0 0
+v 1 0 0
+v 0 1 0
+v 0 0 1
+v 2 0 0
+v 0 2 0
+v 0 0 2
+v 2.1 0 0
+v 0 2.1 0
+v 0 0 2.1
+usemtl x
+f 1 2 3
+l 1 5
+p 8
+usemtl y
+f 1 3 4
+l 1 6
+p 9
+usemtl z
+f 1 4 2
+l 1 7
+p 10
diff --git a/med.c b/med.c
index 7fcdb94..670997a 100644
--- a/med.c
+++ b/med.c
@@ -182,19 +182,23 @@ addcube(void)
v1 = Vec3(1,0,0);
v2 = Vec3(0,1,0);
t[0].v[0].p = addpt3(center, p);
+ t[0].v[0].n = p;
t[0].v[1].p = addpt3(center, addpt3(p, v1));
+ t[0].v[1].n = addpt3(p, v1);
t[0].v[2].p = addpt3(center, addpt3(p, addpt3(v1, v2)));
- t[1].v[0].p = t[0].v[0].p;
- t[1].v[1].p = t[0].v[2].p;
+ t[0].v[2].n = addpt3(p, addpt3(v1, v2));
+ t[1].v[0] = t[0].v[0];
+ t[1].v[1] = t[0].v[2];
t[1].v[2].p = addpt3(center, addpt3(p, v2));
+ t[1].v[2].n = addpt3(p, v2);
for(i = 0; i < 6; i++){
for(j = 0; j < 2; j++)
- for(k = 0; k < 3; k++){
- if(i > 0)
+ for(k = 0; k < 3; k++)
+ if(i > 0){
t[j].v[k].p = qrotate(t[j].v[k].p, axis[i%3], PI/2);
- t[j].v[k].n = normvec3(subpt3(t[j].v[k].p, center));
- }
+ t[j].v[k].n = qrotate(t[j].v[k].n, axis[i%3], PI/2);
+ }
qlock(&scenelk);
model->prims = erealloc(model->prims, (model->nprims += 2)*sizeof(*model->prims));
@@ -212,40 +216,44 @@ gouraudvshader(VSparams *sp)
double Kd; /* diffuse factor */
double spec;
Point3 pos, lightdir, lookdir;
- Material m;
+ Material *m;
Color ambient, diffuse, specular;
sp->v->n = Vecquat(mulq(mulq(orient, Quatvec(0, sp->v->n)), invq(orient)));
sp->v->p = Ptquat(mulq(mulq(orient, Quatvec(0, sp->v->p)), invq(orient)), sp->v->p.w);
pos = model2world(sp->su->entity, sp->v->p);
- if(sp->v->mtl != nil){
- m = *sp->v->mtl;
-
- ambient = mulpt3(light.c, Ka);
- ambient.r *= m.ambient.r;
- ambient.g *= m.ambient.g;
- ambient.b *= m.ambient.b;
- ambient.a *= m.ambient.a;
-
- lightdir = normvec3(subpt3(light.p, pos));
- Kd = fmax(0, dotvec3(sp->v->n, lightdir));
- diffuse = mulpt3(light.c, Kd);
- diffuse.r *= m.diffuse.r;
- diffuse.g *= m.diffuse.g;
- diffuse.b *= m.diffuse.b;
- diffuse.a *= m.diffuse.a;
-
- lookdir = normvec3(subpt3(cam.p, pos));
- lightdir = qrotate(lightdir, sp->v->n, PI);
- spec = pow(fmax(0, dotvec3(lookdir, lightdir)), m.shininess);
- specular = mulpt3(light.c, spec*Ks);
- specular.r *= m.specular.r;
- specular.g *= m.specular.g;
- specular.b *= m.specular.b;
- specular.a *= m.specular.a;
-
- sp->v->c = addpt3(ambient, addpt3(diffuse, specular));
+ m = sp->v->mtl;
+
+ ambient = mulpt3(light.c, Ka);
+ if(m != nil){
+ ambient.r *= m->ambient.r;
+ ambient.g *= m->ambient.g;
+ ambient.b *= m->ambient.b;
+ ambient.a *= m->ambient.a;
+ }
+
+ lightdir = normvec3(subpt3(light.p, pos));
+ Kd = fmax(0, dotvec3(sp->v->n, lightdir));
+ diffuse = mulpt3(light.c, Kd);
+ if(m != nil){
+ diffuse.r *= m->diffuse.r;
+ diffuse.g *= m->diffuse.g;
+ diffuse.b *= m->diffuse.b;
+ diffuse.a *= m->diffuse.a;
}
+
+ lookdir = normvec3(subpt3(cam.p, pos));
+ lightdir = qrotate(lightdir, sp->v->n, PI);
+ spec = pow(fmax(0, dotvec3(lookdir, lightdir)), m? m->shininess: 1);
+ specular = mulpt3(light.c, spec*Ks);
+ if(m != nil){
+ specular.r *= m->specular.r;
+ specular.g *= m->specular.g;
+ specular.b *= m->specular.b;
+ specular.a *= m->specular.a;
+ }
+
+ sp->v->c = addpt3(ambient, addpt3(diffuse, specular));
return world2clip(&cam, pos);
}
diff --git a/vis.c b/vis.c
index 0ec12f2..12d5d6c 100644
--- a/vis.c
+++ b/vis.c
@@ -115,40 +115,44 @@ gouraudvshader(VSparams *sp)
double Kd; /* diffuse factor */
double spec;
Point3 pos, lightdir, lookdir;
- Material m;
+ Material *m;
Color ambient, diffuse, specular;
sp->v->n = Vecquat(mulq(mulq(orient, Quatvec(0, sp->v->n)), invq(orient)));
sp->v->p = Ptquat(mulq(mulq(orient, Quatvec(0, sp->v->p)), invq(orient)), sp->v->p.w);
pos = model2world(sp->su->entity, sp->v->p);
- if(sp->v->mtl != nil){
- m = *sp->v->mtl;
-
- ambient = mulpt3(light.c, Ka);
- ambient.r *= m.ambient.r;
- ambient.g *= m.ambient.g;
- ambient.b *= m.ambient.b;
- ambient.a *= m.ambient.a;
-
- lightdir = normvec3(subpt3(light.p, pos));
- Kd = fmax(0, dotvec3(sp->v->n, lightdir));
- diffuse = mulpt3(light.c, Kd);
- diffuse.r *= m.diffuse.r;
- diffuse.g *= m.diffuse.g;
- diffuse.b *= m.diffuse.b;
- diffuse.a *= m.diffuse.a;
-
- lookdir = normvec3(subpt3(maincam->p, pos));
- lightdir = qrotate(lightdir, sp->v->n, PI);
- spec = pow(fmax(0, dotvec3(lookdir, lightdir)), m.shininess);
- specular = mulpt3(light.c, spec*Ks);
- specular.r *= m.specular.r;
- specular.g *= m.specular.g;
- specular.b *= m.specular.b;
- specular.a *= m.specular.a;
-
- sp->v->c = addpt3(ambient, addpt3(diffuse, specular));
+ m = sp->v->mtl;
+
+ ambient = mulpt3(light.c, Ka);
+ if(m != nil){
+ ambient.r *= m->ambient.r;
+ ambient.g *= m->ambient.g;
+ ambient.b *= m->ambient.b;
+ ambient.a *= m->ambient.a;
}
+
+ lightdir = normvec3(subpt3(light.p, pos));
+ Kd = fmax(0, dotvec3(sp->v->n, lightdir));
+ diffuse = mulpt3(light.c, Kd);
+ if(m != nil){
+ diffuse.r *= m->diffuse.r;
+ diffuse.g *= m->diffuse.g;
+ diffuse.b *= m->diffuse.b;
+ diffuse.a *= m->diffuse.a;
+ }
+
+ lookdir = normvec3(subpt3(maincam->p, pos));
+ lightdir = qrotate(lightdir, sp->v->n, PI);
+ spec = pow(fmax(0, dotvec3(lookdir, lightdir)), m? m->shininess: 1);
+ specular = mulpt3(light.c, spec*Ks);
+ if(m != nil){
+ specular.r *= m->specular.r;
+ specular.g *= m->specular.g;
+ specular.b *= m->specular.b;
+ specular.a *= m->specular.a;
+ }
+
+ sp->v->c = addpt3(ambient, addpt3(diffuse, specular));
return world2clip(maincam, pos);
}