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authorrodri <rgl@antares-labs.eu>2024-03-06 22:20:53 +0000
committerrodri <rgl@antares-labs.eu>2024-03-06 22:20:53 +0000
commit4aca8f7a843e66454ba1f62e63bd91d7da6b315c (patch)
tree68b5652468d0d5cbece8759b8ad1446ceef61bda
parent2f6efcecc3fb03a4c1a2ea6ed009bb286a2244d9 (diff)
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use the diffuse color map texture from the OBJMaterial for shading.
-rw-r--r--main.c29
1 files changed, 22 insertions, 7 deletions
diff --git a/main.c b/main.c
index f8e58d3..91a2fc5 100644
--- a/main.c
+++ b/main.c
@@ -128,7 +128,9 @@ gouraudshader(FSparams *sp)
Color c;
va = getvattr(&sp->v, "intensity");
- if(sp->su->entity->mdl->tex != nil && sp->v.uv.w != 0)
+ if(sp->v.mtl != nil && sp->v.mtl->map_Kd != nil && sp->v.uv.w != 0)
+ c = texture(sp->v.mtl->map_Kd, sp->v.uv, tsampler);
+ else if(sp->su->entity->mdl->tex != nil && sp->v.uv.w != 0)
c = texture(sp->su->entity->mdl->tex, sp->v.uv, tsampler);
else
c = Pt3(1,1,1,1);
@@ -186,20 +188,31 @@ phongshader(FSparams *sp)
m.shininess = va != nil? va->n: 1;
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;
+ 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;
+ 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;
-
- if(sp->su->entity->mdl->tex != nil && sp->v.uv.w != 0)
+ specular.r *= m.specular.r;
+ specular.g *= m.specular.g;
+ specular.b *= m.specular.b;
+ specular.a *= m.specular.a;
+
+ if(sp->v.mtl != nil && sp->v.mtl->map_Kd != nil && sp->v.uv.w != 0)
+ tc = texture(sp->v.mtl->map_Kd, sp->v.uv, tsampler);
+ else if(sp->su->entity->mdl->tex != nil && sp->v.uv.w != 0)
tc = texture(sp->su->entity->mdl->tex, sp->v.uv, tsampler);
else
tc = Pt3(1,1,1,1);
@@ -325,7 +338,9 @@ identshader(FSparams *sp)
{
Color c;
- if(sp->su->entity->mdl->tex != nil && sp->v.uv.w != 0)
+ if(sp->v.mtl != nil && sp->v.mtl->map_Kd != nil && sp->v.uv.w != 0)
+ c = texture(sp->v.mtl->map_Kd, sp->v.uv, tsampler);
+ else if(sp->su->entity->mdl->tex != nil && sp->v.uv.w != 0)
c = texture(sp->su->entity->mdl->tex, sp->v.uv, tsampler);
else
c = Pt3(1,1,1,1);