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-rw-r--r--med.c80
-rw-r--r--procgen.c4
-rw-r--r--solar.c10
-rw-r--r--vis.c160
4 files changed, 128 insertions, 126 deletions
diff --git a/med.c b/med.c
index 9119db3..8d01511 100644
--- a/med.c
+++ b/med.c
@@ -250,7 +250,7 @@ setupcompass(Compass *c, Rectangle r, Renderer *rctl)
}
Point3
-gouraudvshader(VSparams *sp)
+gouraudvshader(Shaderparams *sp)
{
static double Ka = 0.1; /* ambient factor */
static double Ks = 0.5; /* specular factor */
@@ -295,22 +295,22 @@ gouraudvshader(VSparams *sp)
}
Color
-gouraudshader(FSparams *sp)
+gouraudshader(Shaderparams *sp)
{
Color tc;
- if(sp->su->entity->mdl->tex != nil && sp->v.uv.w != 0)
- tc = sampletexture(sp->su->entity->mdl->tex, sp->v.uv, tsampler);
- else 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);
+ if(sp->su->entity->mdl->tex != nil && sp->v->uv.w != 0)
+ tc = sampletexture(sp->su->entity->mdl->tex, sp->v->uv, tsampler);
+ else 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);
else
tc = Pt3(1,1,1,1);
- return modulapt3(sp->v.c, tc);
+ return modulapt3(sp->v->c, tc);
}
Point3
-phongvshader(VSparams *sp)
+phongvshader(Shaderparams *sp)
{
Point3 pos;
Color a, d, s;
@@ -319,26 +319,26 @@ phongvshader(VSparams *sp)
sp->v->n = model2world(sp->su->entity, sp->v->n);
sp->v->p = model2world(sp->su->entity, sp->v->p);
pos = sp->v->p;
- addvattr(sp->v, "pos", VAPoint, &pos);
+ sp->setattr(sp, "pos", VAPoint, &pos);
if(sp->v->mtl != nil && sp->v->mtl->normalmap != nil && sp->v->uv.w != 0){
sp->v->tangent = model2world(sp->su->entity, sp->v->tangent);
- addvattr(sp->v, "tangent", VAPoint, &sp->v->tangent);
+ sp->setattr(sp, "tangent", VAPoint, &sp->v->tangent);
}
if(sp->v->mtl != nil){
a = sp->v->mtl->ambient;
d = sp->v->mtl->diffuse;
s = sp->v->mtl->specular;
ss = sp->v->mtl->shininess;
- addvattr(sp->v, "ambient", VAPoint, &a);
- addvattr(sp->v, "diffuse", VAPoint, &d);
- addvattr(sp->v, "specular", VAPoint, &s);
- addvattr(sp->v, "shininess", VANumber, &ss);
+ sp->setattr(sp, "ambient", VAPoint, &a);
+ sp->setattr(sp, "diffuse", VAPoint, &d);
+ sp->setattr(sp, "specular", VAPoint, &s);
+ sp->setattr(sp, "shininess", VANumber, &ss);
}
return world2clip(sp->su->camera, pos);
}
Color
-phongshader(FSparams *sp)
+phongshader(Shaderparams *sp)
{
static double Ka = 0.1; /* ambient factor */
static double Ks = 0.5; /* specular factor */
@@ -350,43 +350,43 @@ phongshader(FSparams *sp)
RFrame3 TBN;
Vertexattr *va;
- va = getvattr(&sp->v, "pos");
+ va = sp->getattr(sp, "pos");
pos = va->p;
-
- va = getvattr(&sp->v, "ambient");
+
+ va = sp->getattr(sp, "ambient");
m.ambient = va != nil? va->p: Pt3(1,1,1,1);
- va = getvattr(&sp->v, "diffuse");
- m.diffuse = va != nil? va->p: sp->v.c;
- va = getvattr(&sp->v, "specular");
+ va = sp->getattr(sp, "diffuse");
+ m.diffuse = va != nil? va->p: sp->v->c;
+ va = sp->getattr(sp, "specular");
m.specular = va != nil? va->p: Pt3(1,1,1,1);
- va = getvattr(&sp->v, "shininess");
+ va = sp->getattr(sp, "shininess");
m.shininess = va != nil? va->n: 1;
lightdir = normvec3(subpt3(light.p, pos));
lightc = getlightcolor(&light, lightdir);
/* normal mapping */
- va = getvattr(&sp->v, "tangent");
+ va = sp->getattr(sp, "tangent");
if(va == nil)
- n = sp->v.n;
+ n = sp->v->n;
else{
/* TODO implement this on the VS instead and apply Gram-Schmidt here */
- n = sampletexture(sp->v.mtl->normalmap, sp->v.uv, neartexsampler);
+ n = sampletexture(sp->v->mtl->normalmap, sp->v->uv, neartexsampler);
n = normvec3(subpt3(mulpt3(n, 2), Vec3(1,1,1)));
TBN.p = Pt3(0,0,0,1);
TBN.bx = va->p; /* T */
- TBN.bz = sp->v.n; /* N */
+ TBN.bz = sp->v->n; /* N */
TBN.by = crossvec3(TBN.bz, TBN.bx); /* B */
n = normvec3(invrframexform3(n, TBN));
- sp->v.n = n;
+ sp->v->n = n;
}
- if(sp->su->entity->mdl->tex != nil && sp->v.uv.w != 0)
- m.diffuse = sampletexture(sp->su->entity->mdl->tex, sp->v.uv, tsampler);
- else if(sp->v.mtl != nil && sp->v.mtl->diffusemap != nil && sp->v.uv.w != 0)
- m.diffuse = sampletexture(sp->v.mtl->diffusemap, sp->v.uv, tsampler);
+ if(sp->su->entity->mdl->tex != nil && sp->v->uv.w != 0)
+ m.diffuse = sampletexture(sp->su->entity->mdl->tex, sp->v->uv, tsampler);
+ else if(sp->v->mtl != nil && sp->v->mtl->diffusemap != nil && sp->v->uv.w != 0)
+ m.diffuse = sampletexture(sp->v->mtl->diffusemap, sp->v->uv, tsampler);
ambient = mulpt3(lightc, Ka);
ambient = modulapt3(ambient, m.diffuse);
@@ -395,8 +395,8 @@ phongshader(FSparams *sp)
diffuse = mulpt3(lightc, Kd);
diffuse = modulapt3(diffuse, m.diffuse);
- if(sp->v.mtl != nil && sp->v.mtl->specularmap != nil && sp->v.uv.w != 0)
- m.specular = sampletexture(sp->v.mtl->specularmap, sp->v.uv, tsampler);
+ if(sp->v->mtl != nil && sp->v->mtl->specularmap != nil && sp->v->uv.w != 0)
+ m.specular = sampletexture(sp->v->mtl->specularmap, sp->v->uv, tsampler);
lookdir = normvec3(subpt3(sp->su->camera->p, pos));
lightdir = qrotate(lightdir, n, PI);
@@ -410,7 +410,7 @@ phongshader(FSparams *sp)
}
Point3
-identvshader(VSparams *sp)
+identvshader(Shaderparams *sp)
{
if(sp->v->mtl != nil)
sp->v->c = sp->v->mtl->diffuse;
@@ -418,18 +418,18 @@ identvshader(VSparams *sp)
}
Color
-identshader(FSparams *sp)
+identshader(Shaderparams *sp)
{
Color tc;
- if(sp->su->entity->mdl->tex != nil && sp->v.uv.w != 0)
- tc = sampletexture(sp->su->entity->mdl->tex, sp->v.uv, tsampler);
- else 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);
+ if(sp->su->entity->mdl->tex != nil && sp->v->uv.w != 0)
+ tc = sampletexture(sp->su->entity->mdl->tex, sp->v->uv, tsampler);
+ else 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);
else
tc = Pt3(1,1,1,1);
- return modulapt3(sp->v.c, tc);
+ return modulapt3(sp->v->c, tc);
}
Shadertab shadertab[] = {
diff --git a/procgen.c b/procgen.c
index 7ce33e1..e34b82d 100644
--- a/procgen.c
+++ b/procgen.c
@@ -98,13 +98,13 @@ tree(double x, double h)
}
static Point3
-vs(VSparams *sp)
+vs(Shaderparams *sp)
{
return sp->v->p;
}
static Color
-fs(FSparams *sp)
+fs(Shaderparams *sp)
{
Point2 uv;
double dt, shift, h;
diff --git a/solar.c b/solar.c
index 470c954..5d35329 100644
--- a/solar.c
+++ b/solar.c
@@ -468,7 +468,7 @@ gotoplanet(Planet *p)
}
Point3
-identvshader(VSparams *sp)
+identvshader(Shaderparams *sp)
{
Planet *p;
Point3 pos;
@@ -492,11 +492,11 @@ identvshader(VSparams *sp)
}
Color
-identshader(FSparams *sp)
+identshader(Shaderparams *sp)
{
- if(sp->v.mtl != nil && sp->v.mtl->diffusemap != nil && sp->v.uv.w != 0)
- return sampletexture(sp->v.mtl->diffusemap, sp->v.uv, neartexsampler);
- return sp->v.c;
+ if(sp->v->mtl != nil && sp->v->mtl->diffusemap != nil && sp->v->uv.w != 0)
+ return sampletexture(sp->v->mtl->diffusemap, sp->v->uv, neartexsampler);
+ return sp->v->c;
}
Shadertab shader = { "ident", identvshader, identshader };
diff --git a/vis.c b/vis.c
index 28cb4dc..589ce9b 100644
--- a/vis.c
+++ b/vis.c
@@ -110,7 +110,7 @@ Ptquat(Quaternion q, double w)
}
Point3
-gouraudvshader(VSparams *sp)
+gouraudvshader(Shaderparams *sp)
{
static double Ka = 0.1; /* ambient factor */
static double Ks = 0.5; /* specular factor */
@@ -155,24 +155,24 @@ gouraudvshader(VSparams *sp)
}
Color
-gouraudshader(FSparams *sp)
+gouraudshader(Shaderparams *sp)
{
Color tc;
- if(sp->su->entity->mdl->tex != nil && sp->v.uv.w != 0)
- tc = sampletexture(sp->su->entity->mdl->tex, sp->v.uv, tsampler);
- else 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);
+ if(sp->su->entity->mdl->tex != nil && sp->v->uv.w != 0)
+ tc = sampletexture(sp->su->entity->mdl->tex, sp->v->uv, tsampler);
+ else 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);
else
tc = Pt3(1,1,1,1);
- sp->toraster(sp, "normals", &sp->v.n);
+ sp->toraster(sp, "normals", &sp->v->n);
- return modulapt3(sp->v.c, tc);
+ return modulapt3(sp->v->c, tc);
}
Point3
-phongvshader(VSparams *sp)
+phongvshader(Shaderparams *sp)
{
Point3 pos;
Color a, d, s;
@@ -181,26 +181,26 @@ phongvshader(VSparams *sp)
sp->v->n = model2world(sp->su->entity, sp->v->n);
sp->v->p = model2world(sp->su->entity, sp->v->p);
pos = sp->v->p;
- addvattr(sp->v, "pos", VAPoint, &pos);
+ sp->setattr(sp, "pos", VAPoint, &pos);
if(sp->v->mtl != nil && sp->v->mtl->normalmap != nil && sp->v->uv.w != 0){
sp->v->tangent = model2world(sp->su->entity, sp->v->tangent);
- addvattr(sp->v, "tangent", VAPoint, &sp->v->tangent);
+ sp->setattr(sp, "tangent", VAPoint, &sp->v->tangent);
}
if(sp->v->mtl != nil){
a = sp->v->mtl->ambient;
d = sp->v->mtl->diffuse;
s = sp->v->mtl->specular;
ss = sp->v->mtl->shininess;
- addvattr(sp->v, "ambient", VAPoint, &a);
- addvattr(sp->v, "diffuse", VAPoint, &d);
- addvattr(sp->v, "specular", VAPoint, &s);
- addvattr(sp->v, "shininess", VANumber, &ss);
+ sp->setattr(sp, "ambient", VAPoint, &a);
+ sp->setattr(sp, "diffuse", VAPoint, &d);
+ sp->setattr(sp, "specular", VAPoint, &s);
+ sp->setattr(sp, "shininess", VANumber, &ss);
}
return world2clip(sp->su->camera, pos);
}
Color
-phongshader(FSparams *sp)
+phongshader(Shaderparams *sp)
{
static double Ka = 0.1; /* ambient factor */
static double Ks = 0.5; /* specular factor */
@@ -212,43 +212,43 @@ phongshader(FSparams *sp)
RFrame3 TBN;
Vertexattr *va;
- va = getvattr(&sp->v, "pos");
+ va = sp->getattr(sp, "pos");
pos = va->p;
- va = getvattr(&sp->v, "ambient");
+ va = sp->getattr(sp, "ambient");
m.ambient = va != nil? va->p: Pt3(1,1,1,1);
- va = getvattr(&sp->v, "diffuse");
- m.diffuse = va != nil? va->p: sp->v.c;
- va = getvattr(&sp->v, "specular");
+ va = sp->getattr(sp, "diffuse");
+ m.diffuse = va != nil? va->p: sp->v->c;
+ va = sp->getattr(sp, "specular");
m.specular = va != nil? va->p: Pt3(1,1,1,1);
- va = getvattr(&sp->v, "shininess");
+ va = sp->getattr(sp, "shininess");
m.shininess = va != nil? va->n: 1;
lightdir = normvec3(subpt3(light.p, pos));
lightc = getlightcolor(&light, lightdir);
/* normal mapping */
- va = getvattr(&sp->v, "tangent");
+ va = sp->getattr(sp, "tangent");
if(va == nil)
- n = sp->v.n;
+ n = sp->v->n;
else{
/* TODO implement this on the VS instead and apply Gram-Schmidt here */
- n = sampletexture(sp->v.mtl->normalmap, sp->v.uv, neartexsampler);
+ n = sampletexture(sp->v->mtl->normalmap, sp->v->uv, neartexsampler);
n = normvec3(subpt3(mulpt3(n, 2), Vec3(1,1,1)));
TBN.p = Pt3(0,0,0,1);
TBN.bx = va->p; /* T */
- TBN.bz = sp->v.n; /* N */
+ TBN.bz = sp->v->n; /* N */
TBN.by = crossvec3(TBN.bz, TBN.bx); /* B */
n = normvec3(invrframexform3(n, TBN));
- sp->v.n = n;
+ sp->v->n = n;
}
- if(sp->su->entity->mdl->tex != nil && sp->v.uv.w != 0)
- m.diffuse = sampletexture(sp->su->entity->mdl->tex, sp->v.uv, tsampler);
- else if(sp->v.mtl != nil && sp->v.mtl->diffusemap != nil && sp->v.uv.w != 0)
- m.diffuse = sampletexture(sp->v.mtl->diffusemap, sp->v.uv, tsampler);
+ if(sp->su->entity->mdl->tex != nil && sp->v->uv.w != 0)
+ m.diffuse = sampletexture(sp->su->entity->mdl->tex, sp->v->uv, tsampler);
+ else if(sp->v->mtl != nil && sp->v->mtl->diffusemap != nil && sp->v->uv.w != 0)
+ m.diffuse = sampletexture(sp->v->mtl->diffusemap, sp->v->uv, tsampler);
ambient = mulpt3(lightc, Ka);
ambient = modulapt3(ambient, m.diffuse);
@@ -257,8 +257,8 @@ phongshader(FSparams *sp)
diffuse = mulpt3(lightc, Kd);
diffuse = modulapt3(diffuse, m.diffuse);
- if(sp->v.mtl != nil && sp->v.mtl->specularmap != nil && sp->v.uv.w != 0)
- m.specular = sampletexture(sp->v.mtl->specularmap, sp->v.uv, tsampler);
+ if(sp->v->mtl != nil && sp->v->mtl->specularmap != nil && sp->v->uv.w != 0)
+ m.specular = sampletexture(sp->v->mtl->specularmap, sp->v->uv, tsampler);
lookdir = normvec3(subpt3(sp->su->camera->p, pos));
lightdir = qrotate(lightdir, n, PI);
@@ -266,7 +266,7 @@ phongshader(FSparams *sp)
specular = mulpt3(lightc, spec*Ks);
specular = modulapt3(specular, m.specular);
- sp->toraster(sp, "normals", &sp->v.n);
+ sp->toraster(sp, "normals", &sp->v->n);
c = addpt3(ambient, addpt3(diffuse, specular));
c.a = m.diffuse.a;
@@ -274,7 +274,7 @@ phongshader(FSparams *sp)
}
Color
-blinnshader(FSparams *sp)
+blinnshader(Shaderparams *sp)
{
static double Ka = 0.1; /* ambient factor */
static double Ks = 0.5; /* specular factor */
@@ -286,43 +286,43 @@ blinnshader(FSparams *sp)
RFrame3 TBN;
Vertexattr *va;
- va = getvattr(&sp->v, "pos");
+ va = sp->getattr(sp, "pos");
pos = va->p;
- va = getvattr(&sp->v, "ambient");
+ va = sp->getattr(sp, "ambient");
m.ambient = va != nil? va->p: Pt3(1,1,1,1);
- va = getvattr(&sp->v, "diffuse");
- m.diffuse = va != nil? va->p: sp->v.c;
- va = getvattr(&sp->v, "specular");
+ va = sp->getattr(sp, "diffuse");
+ m.diffuse = va != nil? va->p: sp->v->c;
+ va = sp->getattr(sp, "specular");
m.specular = va != nil? va->p: Pt3(1,1,1,1);
- va = getvattr(&sp->v, "shininess");
+ va = sp->getattr(sp, "shininess");
m.shininess = va != nil? va->n: 1;
lightdir = normvec3(subpt3(light.p, pos));
lightc = getlightcolor(&light, lightdir);
/* normal mapping */
- va = getvattr(&sp->v, "tangent");
+ va = sp->getattr(sp, "tangent");
if(va == nil)
- n = sp->v.n;
+ n = sp->v->n;
else{
/* TODO implement this on the VS instead and apply Gram-Schmidt here */
- n = sampletexture(sp->v.mtl->normalmap, sp->v.uv, neartexsampler);
+ n = sampletexture(sp->v->mtl->normalmap, sp->v->uv, neartexsampler);
n = normvec3(subpt3(mulpt3(n, 2), Vec3(1,1,1)));
TBN.p = Pt3(0,0,0,1);
TBN.bx = va->p; /* T */
- TBN.bz = sp->v.n; /* N */
+ TBN.bz = sp->v->n; /* N */
TBN.by = crossvec3(TBN.bz, TBN.bx); /* B */
n = normvec3(invrframexform3(n, TBN));
- sp->v.n = n;
+ sp->v->n = n;
}
- if(sp->su->entity->mdl->tex != nil && sp->v.uv.w != 0)
- m.diffuse = sampletexture(sp->su->entity->mdl->tex, sp->v.uv, tsampler);
- else if(sp->v.mtl != nil && sp->v.mtl->diffusemap != nil && sp->v.uv.w != 0)
- m.diffuse = sampletexture(sp->v.mtl->diffusemap, sp->v.uv, tsampler);
+ if(sp->su->entity->mdl->tex != nil && sp->v->uv.w != 0)
+ m.diffuse = sampletexture(sp->su->entity->mdl->tex, sp->v->uv, tsampler);
+ else if(sp->v->mtl != nil && sp->v->mtl->diffusemap != nil && sp->v->uv.w != 0)
+ m.diffuse = sampletexture(sp->v->mtl->diffusemap, sp->v->uv, tsampler);
ambient = mulpt3(lightc, Ka);
ambient = modulapt3(ambient, m.diffuse);
@@ -331,8 +331,8 @@ blinnshader(FSparams *sp)
diffuse = mulpt3(lightc, Kd);
diffuse = modulapt3(diffuse, m.diffuse);
- if(sp->v.mtl != nil && sp->v.mtl->specularmap != nil && sp->v.uv.w != 0)
- m.specular = sampletexture(sp->v.mtl->specularmap, sp->v.uv, tsampler);
+ if(sp->v->mtl != nil && sp->v->mtl->specularmap != nil && sp->v->uv.w != 0)
+ m.specular = sampletexture(sp->v->mtl->specularmap, sp->v->uv, tsampler);
lookdir = normvec3(subpt3(sp->su->camera->p, pos));
lightdir = normvec3(addpt3(lookdir, lightdir)); /* half vector */
@@ -340,7 +340,7 @@ blinnshader(FSparams *sp)
specular = mulpt3(lightc, spec*Ks);
specular = modulapt3(specular, m.specular);
- sp->toraster(sp, "normals", &sp->v.n);
+ sp->toraster(sp, "normals", &sp->v->n);
c = addpt3(ambient, addpt3(diffuse, specular));
c.a = m.diffuse.a;
@@ -348,7 +348,7 @@ blinnshader(FSparams *sp)
}
Point3
-toonvshader(VSparams *sp)
+toonvshader(Shaderparams *sp)
{
Point3 pos, lightdir;
double intens;
@@ -357,19 +357,19 @@ toonvshader(VSparams *sp)
pos = model2world(sp->su->entity, sp->v->p);
lightdir = normvec3(subpt3(light.p, pos));
intens = max(0, dotvec3(sp->v->n, lightdir));
- addvattr(sp->v, "intensity", VANumber, &intens);
+ sp->setattr(sp, "intensity", VANumber, &intens);
if(sp->v->mtl != nil)
sp->v->c = sp->v->mtl->diffuse;
return world2clip(sp->su->camera, pos);
}
Color
-toonshader(FSparams *sp)
+toonshader(Shaderparams *sp)
{
Vertexattr *va;
double intens;
- va = getvattr(&sp->v, "intensity");
+ va = sp->getattr(sp, "intensity");
intens = va->n;
intens = intens > 0.85? 1:
intens > 0.60? 0.80:
@@ -377,13 +377,13 @@ toonshader(FSparams *sp)
intens > 0.30? 0.45:
intens > 0.15? 0.30: 0.15;
- sp->toraster(sp, "normals", &sp->v.n);
+ sp->toraster(sp, "normals", &sp->v->n);
return Pt3(intens, 0.6*intens, 0, 1);
}
Point3
-identvshader(VSparams *sp)
+identvshader(Shaderparams *sp)
{
if(sp->v->mtl != nil)
sp->v->c = sp->v->mtl->diffuse;
@@ -391,24 +391,24 @@ identvshader(VSparams *sp)
}
Color
-identshader(FSparams *sp)
+identshader(Shaderparams *sp)
{
Color tc;
- if(sp->su->entity->mdl->tex != nil && sp->v.uv.w != 0)
- tc = sampletexture(sp->su->entity->mdl->tex, sp->v.uv, tsampler);
- else 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);
+ if(sp->su->entity->mdl->tex != nil && sp->v->uv.w != 0)
+ tc = sampletexture(sp->su->entity->mdl->tex, sp->v->uv, tsampler);
+ else 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);
else
tc = Pt3(1,1,1,1);
- sp->toraster(sp, "normals", &sp->v.n);
+ sp->toraster(sp, "normals", &sp->v->n);
- return modulapt3(sp->v.c, tc);
+ return modulapt3(sp->v->c, tc);
}
Point3
-ivshader(VSparams *sp)
+ivshader(Shaderparams *sp)
{
sp->v->n = model2world(sp->su->entity, sp->v->n);
sp->v->p = model2world(sp->su->entity, sp->v->p);
@@ -416,7 +416,7 @@ ivshader(VSparams *sp)
}
Color
-triangleshader(FSparams *sp)
+triangleshader(Shaderparams *sp)
{
Triangle2 t;
Rectangle bbox;
@@ -441,7 +441,7 @@ triangleshader(FSparams *sp)
}
Color
-circleshader(FSparams *sp)
+circleshader(Shaderparams *sp)
{
Point2 uv;
double r, d;
@@ -461,7 +461,7 @@ circleshader(FSparams *sp)
/* some shaping functions from The Book of Shaders, Chapter 5 */
Color
-sfshader(FSparams *sp)
+sfshader(Shaderparams *sp)
{
Point2 uv;
double y, pct;
@@ -482,7 +482,7 @@ sfshader(FSparams *sp)
}
Color
-boxshader(FSparams *sp)
+boxshader(Shaderparams *sp)
{
Point2 uv, p;
Point2 r;
@@ -666,6 +666,7 @@ lmb(void)
}
}else{ /* DBG only */
Framebuf *fb;
+ Viewport *v;
Raster *cr, *zr, *nr;
Point2 p₂;
Point p;
@@ -675,17 +676,18 @@ lmb(void)
// Astk *astk;
// int i;
+ v = maincam->view;
p = subpt(mctl->xy, screen->r.min);
p₂ = Pt2(p.x, p.y, 1);
- p₂ = rframexform(p₂, *maincam->view);
+ p₂ = rframexform(p₂, *v);
p = Pt(p₂.x, p₂.y);
- if(!ptinrect(p, maincam->view->r))
+ if(!ptinrect(p, v->r))
return;
- qlock(maincam->view->fbctl);
- fb = maincam->view->getfb(maincam->view);
- cr = fb->rasters;
- zr = cr->next;
- nr = maincam->view->fetchraster(maincam->view, "normals");
+ qlock(v->fbctl);
+ fb = v->getfb(v);
+ cr = v->fetchraster(v, nil);
+ zr = v->fetchraster(v, "z-buffer");
+ nr = v->fetchraster(v, "normals");
c = ul2col(cr->data[p.y*Dx(fb->r) + p.x]);
n = nr != nil? ul2col(nr->data[p.y*Dx(fb->r) + p.x]): Vec3(0,0,0);
z = *(float*)&zr->data[p.y*Dx(fb->r) + p.x];
@@ -698,7 +700,7 @@ lmb(void)
// fprint(2, "\t%d: %V %g\n", i, astk->items[i].c, astk->items[i].z);
// }
// }
- qunlock(maincam->view->fbctl);
+ qunlock(v->fbctl);
snprint(stats[Spixcol], sizeof(stats[Spixcol]), "c %V z %g", c, z);
snprint(stats[Snorcol], sizeof(stats[Snorcol]), "n %V", n);
}