diff options
author | rodri <rgl@antares-labs.eu> | 2024-03-06 12:45:48 +0000 |
---|---|---|
committer | rodri <rgl@antares-labs.eu> | 2024-03-06 12:45:48 +0000 |
commit | aa16a1b67c240833e1ef29a10ddedd28882bc6c1 (patch) | |
tree | b9e9fa2b34b21539d1e550ce102772000a943528 | |
parent | e76a8e48037367ac29369d3220cef357383866ed (diff) | |
download | 3dee-aa16a1b67c240833e1ef29a10ddedd28882bc6c1.tar.gz 3dee-aa16a1b67c240833e1ef29a10ddedd28882bc6c1.tar.bz2 3dee-aa16a1b67c240833e1ef29a10ddedd28882bc6c1.zip |
use the new texture sampler and vertex material definitions.
add an mmb menu for texture sampling selection and point
light position randomization.
-rw-r--r-- | main.c | 106 |
1 files changed, 96 insertions, 10 deletions
@@ -77,6 +77,7 @@ LightSource light; /* global point light */ static int doprof; static int inception; static int showhud; +Color (*tsampler)(Memimage*,Point2); static int min(int a, int b) @@ -124,11 +125,19 @@ Memimage * gouraudshader(FSparams *sp) { Vertexattr *va; + Color c; va = getvattr(&sp->v, "intensity"); - sp->cbuf[1] *= va->n; - sp->cbuf[2] *= va->n; - sp->cbuf[3] *= va->n; + 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); + + c = mulpt3(c, va->n); + sp->cbuf[0] *= c.a; + sp->cbuf[1] *= c.b; + sp->cbuf[2] *= c.g; + sp->cbuf[3] *= c.r; memfillcolor(sp->frag, *(ulong*)sp->cbuf); return sp->frag; @@ -138,11 +147,23 @@ Point3 phongvshader(VSparams *sp) { Point3 pos; + Color a, d, s; + double ss; sp->v->n = qrotate(sp->v->n, Vec3(0,1,0), θ+fmod(ω*sp->su->uni_time/1e9, 2*PI)); sp->v->p = qrotate(sp->v->p, Vec3(0,1,0), θ+fmod(ω*sp->su->uni_time/1e9, 2*PI)); pos = model2world(sp->su->entity, sp->v->p); addvattr(sp->v, "pos", VAPoint, &pos); + if(sp->v->mtl != nil){ + a.r = sp->v->mtl->Ka.r; a.g = sp->v->mtl->Ka.g; a.b = sp->v->mtl->Ka.b; a.a = 1; + d.r = sp->v->mtl->Kd.r; d.g = sp->v->mtl->Kd.g; d.b = sp->v->mtl->Kd.b; d.a = 1; + s.r = sp->v->mtl->Ks.r; s.g = sp->v->mtl->Ks.g; s.b = sp->v->mtl->Ks.b; s.a = 1; + ss = sp->v->mtl->Ns; + addvattr(sp->v, "ambient", VAPoint, &a); + addvattr(sp->v, "diffuse", VAPoint, &d); + addvattr(sp->v, "specular", VAPoint, &s); + addvattr(sp->v, "shininess", VANumber, &ss); + } return world2clip(maincam, model2world(sp->su->entity, sp->v->p)); } @@ -153,27 +174,47 @@ phongshader(FSparams *sp) static double Ks = 0.5; /* specular factor */ double Kd; /* diffuse factor */ double spec; - Color ambient, diffuse, specular; + Color ambient, diffuse, specular, tc, c; Point3 pos, lookdir, lightdir; + Material m; Vertexattr *va; va = getvattr(&sp->v, "pos"); pos = va->p; + + va = getvattr(&sp->v, "ambient"); + m.ambient = va != nil? va->p: Pt3(1,1,1,1); + va = getvattr(&sp->v, "diffuse"); + m.diffuse = va != nil? va->p: Pt3(1,1,1,1); + va = getvattr(&sp->v, "specular"); + m.specular = va != nil? va->p: Pt3(1,1,1,1); + va = getvattr(&sp->v, "shininess"); + 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; 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)), 64); + spec = pow(fmax(0, dotvec3(lookdir, lightdir)), m.shininess); specular = mulpt3(light.c, spec*Ks); - - sp->cbuf[1] *= fclamp(ambient.b + diffuse.b + specular.b, 0, 1); - sp->cbuf[2] *= fclamp(ambient.g + diffuse.g + specular.g, 0, 1); - sp->cbuf[3] *= fclamp(ambient.r + diffuse.r + specular.r, 0, 1); + 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) + tc = texture(sp->su->entity->mdl->tex, sp->v.uv, tsampler); + else + tc = Pt3(1,1,1,1); + + c = addpt3(ambient, addpt3(diffuse, specular)); + sp->cbuf[0] *= fclamp(c.a*tc.a, 0, 1); + sp->cbuf[1] *= fclamp(c.b*tc.b, 0, 1); + sp->cbuf[2] *= fclamp(c.g*tc.g, 0, 1); + sp->cbuf[3] *= fclamp(c.r*tc.r, 0, 1); memfillcolor(sp->frag, *(ulong*)sp->cbuf); return sp->frag; @@ -320,6 +361,17 @@ ivshader(VSparams *sp) Memimage * identshader(FSparams *sp) { + Color c; + + 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); + + sp->cbuf[0] *= c.a; + sp->cbuf[1] *= c.b; + sp->cbuf[2] *= c.g; + sp->cbuf[3] *= c.r; memfillcolor(sp->frag, *(ulong*)sp->cbuf); return sp->frag; } @@ -416,6 +468,37 @@ drawproc(void *) } } +void +mmb(void) +{ + enum { + MOVELIGHT, + TSNEAREST, + TSBILINEAR, + }; + static char *items[] = { + [MOVELIGHT] "move light", + [TSNEAREST] "use nearest sampler", + [TSBILINEAR] "use bilinear sampler", + nil, + }; + static Menu menu = { .item = items }; + + switch(menuhit(2, mctl, &menu, _screen)){ + case MOVELIGHT: + srand(time(0)); + light.p = Pt3((frand()-0.5)*2000,(frand()-0.5)*2000,(frand()-0.5)*2000,1); + break; + case TSNEAREST: + tsampler = neartexsampler; + break; + case TSBILINEAR: + tsampler = bilitexsampler; + break; + } + nbsend(drawc, nil); +} + static char * genrmbmenuitem(int idx) { @@ -434,12 +517,14 @@ rmb(void) if(idx < 0) return; shader = &shadertab[idx]; - nbsendp(drawc, nil); + nbsend(drawc, nil); } void mouse(void) { + if((mctl->buttons & 2) != 0) + mmb(); if((mctl->buttons & 4) != 0) rmb(); if((mctl->buttons & 8) != 0){ @@ -665,6 +750,7 @@ threadmain(int argc, char *argv[]) light.p = Pt3(0,100,100,1); light.c = Pt3(1,1,1,1); light.type = LIGHT_POINT; + tsampler = neartexsampler; keyc = chancreate(sizeof(void*), 1); drawc = chancreate(sizeof(void*), 1); |