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author | rodri <rgl@antares-labs.eu> | 2024-08-13 19:31:37 +0000 |
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committer | rodri <rgl@antares-labs.eu> | 2024-08-13 19:31:37 +0000 |
commit | f8954cf69e723da397c9ddd3cedf6a2a039668eb (patch) | |
tree | 269bd87bd75bbeea7ceff6cfad4244f2801aff90 | |
parent | 02597db21d25fedde53513967cd979d38acbceec (diff) | |
download | 3dee-f8954cf69e723da397c9ddd3cedf6a2a039668eb.tar.gz 3dee-f8954cf69e723da397c9ddd3cedf6a2a039668eb.tar.bz2 3dee-f8954cf69e723da397c9ddd3cedf6a2a039668eb.zip |
vis: add options for the clr color, blending and z-buf and a-buf.
also stop setting alpha always to 1. it's not correct yet
but it allows for transparent objects to be blended properly.
-rw-r--r-- | dat.h | 1 | ||||
-rw-r--r-- | readme | 7 | ||||
-rw-r--r-- | vis.c | 106 |
3 files changed, 101 insertions, 13 deletions
@@ -31,5 +31,6 @@ enum { Sorient, Spixcol, Snorcol, + Sextra, Se }; @@ -29,6 +29,13 @@ USAGE The models supported by the program are OBJ files with material data (MTL files). You can find examples in the mdl/ folder. + NOTE: Now two visibility determination technologies are available: the + Z-buffer and the A-buffer. To get the best results out of them the + following configurations are recommended: + + - z-buffer: blend OFF | z-buf (depth testing) ON | a-buf OFF + - a-buffer: blend ON | z-buf (depth testing) OFF | a-buf ON + - move camera with ↑↓ ((for|back)ward), ←→ (horizontally), PgUp and PgDn (vertically). - rotate camera with AD (yaw), WS (pitch), QE (roll). - change cameras with F[1-4]. cameras 1 and 3 are orthographic, 2 and 4 perspective. @@ -92,6 +92,9 @@ static int doprof; static int inception; static int showhud; static int shownormals; +static int blendon; +static int depthon; +static int abuffon; Color (*tsampler)(Texture*,Point2); static int @@ -160,7 +163,7 @@ gouraudvshader(VSparams *sp) Color gouraudshader(FSparams *sp) { - Color tc, c; + Color tc; if(sp->v.mtl != nil && sp->v.mtl->diffusemap != nil && sp->v.uv.w != 0) tc = sampletexture(sp->v.mtl->diffusemap, sp->v.uv, tsampler); @@ -169,10 +172,7 @@ gouraudshader(FSparams *sp) else tc = Pt3(1,1,1,1); - c = modulapt3(sp->v.c, tc); - c.a = 1; - - return c; + return modulapt3(sp->v.c, tc); } Point3 @@ -271,7 +271,6 @@ phongshader(FSparams *sp) c = addpt3(ambient, addpt3(diffuse, specular)); c = modulapt3(c, tc); - c.a = 1; return c; } @@ -320,7 +319,7 @@ identvshader(VSparams *sp) Color identshader(FSparams *sp) { - Color tc, c; + Color tc; if(sp->v.mtl != nil && sp->v.mtl->diffusemap != nil && sp->v.uv.w != 0) tc = sampletexture(sp->v.mtl->diffusemap, sp->v.uv, tsampler); @@ -329,10 +328,7 @@ identshader(FSparams *sp) else tc = Pt3(1,1,1,1); - c = modulapt3(sp->v.c, tc); - c.a = 1; - - return c; + return modulapt3(sp->v.c, tc); } Point3 @@ -489,6 +485,10 @@ drawstats(void) !maincam->stats.v? 0: 1e9/maincam->stats.v); snprint(stats[Sframes], sizeof(stats[Sframes]), "frame %llud", maincam->stats.nframes); snprint(stats[Sorient], sizeof(stats[Sorient]), "ℍ %V", (Point3)orient); + snprint(stats[Sextra], sizeof(stats[Sextra]), "blend %s z-buf %s a-buf %s", + maincam->enableblend? "on": "off", + maincam->enabledepth? "on": "off", + maincam->enableAbuff? "on": "off"); for(i = 0; i < Se; i++) stringbg(screen, addpt(screen->r.min, Pt(10,10 + i*font->height)), display->black, ZP, font, stats[i], display->white, ZP); } @@ -625,9 +625,15 @@ mmb(void) SP1, SHOWNORMALS, SP2, + SETCLRCOL, + SP3, CULLFRONT, CULLBACK, CULLNO, + SP4, + TGLBLEND, + TGLDEPTH, + TGLABUFF, }; static char *items[] = { [MOVELIGHT] "move light", @@ -637,9 +643,15 @@ mmb(void) "", [SHOWNORMALS] "show normals", "", + [SETCLRCOL] "set clear color", + "", [CULLFRONT] "cull front faces", [CULLBACK] "cull back faces", [CULLNO] "no culling", + "", + [TGLBLEND] "toggle blending", + [TGLDEPTH] "toggle depth testing", + [TGLABUFF] "toggle the A-buffer", nil, }; static Menu menu = { .item = items }; @@ -668,6 +680,15 @@ mmb(void) case SHOWNORMALS: shownormals ^= 1; break; + case SETCLRCOL: + snprint(buf, sizeof buf, "0x%08lux", maincam->clearcolor); + if(enter("clear color", buf, sizeof buf, mctl, kctl, nil) <= 0) + break; + nf = tokenize(buf, f, 1); + if(nf != 1) + break; + maincam->clearcolor = strtoul(buf, nil, 0); + break; case CULLFRONT: maincam->cullmode = CullFront; break; @@ -677,6 +698,15 @@ mmb(void) case CULLNO: maincam->cullmode = CullNone; break; + case TGLBLEND: + maincam->enableblend ^= 1; + break; + case TGLDEPTH: + maincam->enabledepth ^= 1; + break; + case TGLABUFF: + maincam->enableAbuff ^= 1; + break; } unlockdisplay(display); nbsend(drawc, nil); @@ -829,6 +859,51 @@ handlekeys(void) okdown = kdown; } +static void +mkblendtestscene(void) +{ + static Color cols[] = {{1,0,0,0.5}, {0,1,0,0.5}, {0,0,1,0.5}}; + Entity *ent; + Model *mdl; + Primitive t[2]; + Point3 p, v1, v2; + int i, j, k; + + memset(t, 0, sizeof t); + t[0].type = t[1].type = PTriangle; + + /* build the first face/quad, facing the positive z axis */ + p = Vec3(-0.5,-0.5,0); + v1 = Vec3(1,0,0); + v2 = Vec3(0,1,0); + t[0].v[0].p = addpt3(center, p); + t[0].v[1].p = addpt3(center, addpt3(p, v1)); + t[0].v[2].p = addpt3(center, addpt3(p, addpt3(v1, v2))); + t[0].v[0].n = t[0].v[1].n = t[0].v[2].n = Vec3(0,0,1); + 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 = Vec3(0,0,1); + + for(i = 0; i < nelem(cols); i++){ + for(j = 0; j < 2; j++) + for(k = 0; k < 3; k++){ + if(i != 0){ + t[j].v[k].p = qrotate(t[j].v[k].p, Vec3(0,1,0), PI/nelem(cols)); + t[j].v[k].n = qrotate(t[j].v[k].n, Vec3(0,1,0), PI/nelem(cols)); + } + t[j].v[k].c = cols[i]; + } + + mdl = newmodel(); + mdl->prims = erealloc(mdl->prims, (mdl->nprims += 2)*sizeof(*mdl->prims)); + mdl->prims[mdl->nprims-2] = t[0]; + mdl->prims[mdl->nprims-1] = t[1]; + ent = newentity(nil, mdl); + scene->addent(scene, ent); + } +} + void resize(void) { @@ -874,6 +949,7 @@ threadmain(int argc, char *argv[]) Entity *subject; char *texpath, *mdlpath, *s; int i, fd, fbw, fbh, scale; + int blendtest = 0; GEOMfmtinstall(); texpath = nil; @@ -898,7 +974,7 @@ threadmain(int argc, char *argv[]) default: usage(); }ARGEND; if(argc < 1) - usage(); + blendtest++; confproc(); @@ -906,6 +982,9 @@ threadmain(int argc, char *argv[]) sysfatal("couldn't find gouraud shader"); scene = newscene(nil); + if(blendtest) + mkblendtestscene(); + else while(argc--){ mdlpath = argv[argc]; model = readobjmodel(mdlpath); @@ -936,6 +1015,7 @@ threadmain(int argc, char *argv[]) sysfatal("initmouse: %r"); screenb = eallocimage(display, rectsubpt(screen->r, screen->r.min), XRGB32, 0, 0x888888FF); +fprint(2, "screen %R\n", screenb->r); for(i = 0; i < nelem(cams); i++){ if(fbw == 0 || fbh == 0) cams[i] = Cam(screenb->r, rctl, @@ -953,7 +1033,7 @@ threadmain(int argc, char *argv[]) cams[i]->view->setscalefilter(cams[i]->view, UFScale3x); cams[i]->view->p.x = (Dx(screenb->r) - cams[i]->view->getwidth(cams[i]->view))/2; cams[i]->view->p.y = (Dy(screenb->r) - cams[i]->view->getheight(cams[i]->view))/2; -fprint(2, "off %v scalex %g scaley %g\n", cams[i]->view->p, cams[i]->view->bx.x, cams[i]->view->by.y); +fprint(2, "cam%d off %v scalex %g scaley %g\n", i+1, cams[i]->view->p, cams[i]->view->bx.x, cams[i]->view->by.y); } maincam = cams[3]; light.p = Pt3(0,100,100,1); |