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-rw-r--r--vis.c456
1 files changed, 18 insertions, 438 deletions
diff --git a/vis.c b/vis.c
index 5ebd3af..a6538e7 100644
--- a/vis.c
+++ b/vis.c
@@ -98,6 +98,8 @@ static int depthon;
static int abuffon;
Color (*tsampler)(Texture*,Point2);
+#include "shaders.inc"
+
static Point3
Vecquat(Quaternion q)
{
@@ -110,427 +112,6 @@ Ptquat(Quaternion q, double w)
return Pt3(q.i, q.j, q.k, w);
}
-Point3
-gouraudvshader(Shaderparams *sp)
-{
- static double Ka = 0.1; /* ambient factor */
- static double Ks = 0.5; /* specular factor */
- double Kd; /* diffuse factor */
- double spec;
- Point3 pos, lightdir, lookdir;
- Material m;
- Color ambient, diffuse, specular, lightc;
-
- sp->v->n = model2world(sp->su->entity, sp->v->n);
- sp->v->p = model2world(sp->su->entity, sp->v->p);
- pos = sp->v->p;
-
- if(sp->v->mtl != nil)
- m = *sp->v->mtl;
- else{
- memset(&m, 0, sizeof m);
- m.diffuse = sp->v->c;
- m.specular = Pt3(1,1,1,1);
- m.shininess = 1;
- }
-
- lightdir = normvec3(subpt3(light.p, pos));
- lightc = getlightcolor(&light, lightdir);
-
- ambient = mulpt3(lightc, Ka);
- ambient = modulapt3(ambient, m.diffuse);
-
- Kd = max(0, dotvec3(sp->v->n, lightdir));
- diffuse = mulpt3(lightc, Kd);
- diffuse = modulapt3(diffuse, m.diffuse);
-
- lookdir = normvec3(subpt3(sp->su->camera->p, pos));
- lightdir = qrotate(lightdir, sp->v->n, PI);
- spec = pow(max(0, dotvec3(lookdir, lightdir)), m.shininess);
- specular = mulpt3(lightc, spec*Ks);
- specular = modulapt3(specular, m.specular);
-
- sp->v->c = addpt3(ambient, addpt3(diffuse, specular));
- sp->v->c.a = m.diffuse.a;
- return world2clip(sp->su->camera, pos);
-}
-
-Color
-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);
- else
- tc = Pt3(1,1,1,1);
-
- sp->v->n.w = 1;
- sp->toraster(sp, "normals", &sp->v->n);
-
- return modulapt3(sp->v->c, tc);
-}
-
-Point3
-phongvshader(Shaderparams *sp)
-{
- Point3 pos;
- Color a, d, s;
- double ss;
-
- sp->v->n = model2world(sp->su->entity, sp->v->n);
- sp->v->p = model2world(sp->su->entity, sp->v->p);
- pos = sp->v->p;
- 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);
- 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;
- 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(Shaderparams *sp)
-{
- static double Ka = 0.1; /* ambient factor */
- static double Ks = 0.5; /* specular factor */
- double Kd; /* diffuse factor */
- double spec;
- Color ambient, diffuse, specular, lightc, c;
- Point3 pos, n, lightdir, lookdir;
- Material m;
- RFrame3 TBN;
- Vertexattr *va;
-
- va = sp->getattr(sp, "pos");
- pos = va->p;
-
- va = sp->getattr(sp, "ambient");
- m.ambient = va != nil? va->p: Pt3(1,1,1,1);
- 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 = sp->getattr(sp, "shininess");
- m.shininess = va != nil? va->n: 1;
-
- lightdir = normvec3(subpt3(light.p, pos));
- lightc = getlightcolor(&light, lightdir);
-
- /* normal mapping */
- va = sp->getattr(sp, "tangent");
- if(va == nil)
- 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 = 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.by = crossvec3(TBN.bz, TBN.bx); /* B */
-
- n = normvec3(invrframexform3(n, TBN));
- 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);
-
- ambient = mulpt3(lightc, Ka);
- ambient = modulapt3(ambient, m.diffuse);
-
- Kd = max(0, dotvec3(n, lightdir));
- 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);
-
- lookdir = normvec3(subpt3(sp->su->camera->p, pos));
- lightdir = qrotate(lightdir, n, PI);
- spec = pow(max(0, dotvec3(lookdir, lightdir)), m.shininess);
- specular = mulpt3(lightc, spec*Ks);
- specular = modulapt3(specular, m.specular);
-
- sp->v->n.w = 1;
- sp->toraster(sp, "normals", &sp->v->n);
-
- c = addpt3(ambient, addpt3(diffuse, specular));
- c.a = m.diffuse.a;
- return c;
-}
-
-Color
-blinnshader(Shaderparams *sp)
-{
- static double Ka = 0.1; /* ambient factor */
- static double Ks = 0.5; /* specular factor */
- double Kd; /* diffuse factor */
- double spec;
- Color ambient, diffuse, specular, lightc, c;
- Point3 pos, n, lightdir, lookdir;
- Material m;
- RFrame3 TBN;
- Vertexattr *va;
-
- va = sp->getattr(sp, "pos");
- pos = va->p;
-
- va = sp->getattr(sp, "ambient");
- m.ambient = va != nil? va->p: Pt3(1,1,1,1);
- 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 = sp->getattr(sp, "shininess");
- m.shininess = va != nil? va->n: 1;
-
- lightdir = normvec3(subpt3(light.p, pos));
- lightc = getlightcolor(&light, lightdir);
-
- /* normal mapping */
- va = sp->getattr(sp, "tangent");
- if(va == nil)
- 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 = 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.by = crossvec3(TBN.bz, TBN.bx); /* B */
-
- n = normvec3(invrframexform3(n, TBN));
- 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);
-
- ambient = mulpt3(lightc, Ka);
- ambient = modulapt3(ambient, m.diffuse);
-
- Kd = max(0, dotvec3(n, lightdir));
- 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);
-
- lookdir = normvec3(subpt3(sp->su->camera->p, pos));
- lightdir = normvec3(addpt3(lookdir, lightdir)); /* half vector */
- spec = pow(max(0, dotvec3(n, lightdir)), m.shininess);
- specular = mulpt3(lightc, spec*Ks);
- specular = modulapt3(specular, m.specular);
-
- sp->v->n.w = 1;
- sp->toraster(sp, "normals", &sp->v->n);
-
- c = addpt3(ambient, addpt3(diffuse, specular));
- c.a = m.diffuse.a;
- return c;
-}
-
-Point3
-toonvshader(Shaderparams *sp)
-{
- Point3 pos, lightdir;
- double intens;
-
- sp->v->n = model2world(sp->su->entity, sp->v->n);
- pos = model2world(sp->su->entity, sp->v->p);
- lightdir = normvec3(subpt3(light.p, pos));
- intens = max(0, dotvec3(sp->v->n, lightdir));
- 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(Shaderparams *sp)
-{
- Vertexattr *va;
- double intens;
-
- va = sp->getattr(sp, "intensity");
- intens = va->n;
- intens = intens > 0.85? 1:
- intens > 0.60? 0.80:
- intens > 0.45? 0.60:
- intens > 0.30? 0.45:
- intens > 0.15? 0.30: 0.15;
-
- sp->v->n.w = 1;
- sp->toraster(sp, "normals", &sp->v->n);
-
- return Pt3(intens, 0.6*intens, 0, 1);
-}
-
-Point3
-identvshader(Shaderparams *sp)
-{
- if(sp->v->mtl != nil)
- sp->v->c = sp->v->mtl->diffuse;
- return world2clip(sp->su->camera, model2world(sp->su->entity, sp->v->p));
-}
-
-Color
-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);
- else
- tc = Pt3(1,1,1,1);
-
- sp->v->n.w = 1;
- sp->toraster(sp, "normals", &sp->v->n);
-
- return modulapt3(sp->v->c, tc);
-}
-
-Point3
-ivshader(Shaderparams *sp)
-{
- sp->v->n = model2world(sp->su->entity, sp->v->n);
- sp->v->p = model2world(sp->su->entity, sp->v->p);
- return world2clip(sp->su->camera, sp->v->p);
-}
-
-Color
-triangleshader(Shaderparams *sp)
-{
- Triangle2 t;
- Rectangle bbox;
- Point3 bc;
-
- t.p0 = Pt2(240,200,1);
- t.p1 = Pt2(400,40,1);
- t.p2 = Pt2(240,40,1);
-
- bbox = Rect(
- min(min(t.p0.x, t.p1.x), t.p2.x), min(min(t.p0.y, t.p1.y), t.p2.y),
- max(max(t.p0.x, t.p1.x), t.p2.x), max(max(t.p0.y, t.p1.y), t.p2.y)
- );
- if(!ptinrect(sp->p, bbox))
- return Vec3(0,0,0);
-
- bc = barycoords(t, Pt2(sp->p.x,sp->p.y,1));
- if(bc.x < 0 || bc.y < 0 || bc.z < 0)
- return Vec3(0,0,0);
-
- return Pt3(bc.x, bc.y, bc.z, 1);
-}
-
-Color
-circleshader(Shaderparams *sp)
-{
- Point2 uv;
- double r, d;
-
- uv = Pt2(sp->p.x,sp->p.y,1);
- uv.x /= Dx(sp->su->fb->r);
- uv.y /= Dy(sp->su->fb->r);
-// r = 0.3;
- r = 0.3*fabs(sin(sp->su->uni_time/1e9));
- d = vec2len(subpt2(uv, Vec2(0.5,0.5)));
-
- if(d > r + r*0.05 || d < r - r*0.05)
- return Vec3(0,0,0);
-
- return Pt3(uv.x, uv.y, 0, 1);
-}
-
-/* some shaping functions from The Book of Shaders, Chapter 5 */
-Color
-sfshader(Shaderparams *sp)
-{
- Point2 uv;
- double y, pct;
-
- uv = Pt2(sp->p.x,sp->p.y,1);
- uv.x /= Dx(sp->su->fb->r);
- uv.y /= Dy(sp->su->fb->r);
- uv.y = 1 - uv.y; /* make [0 0] the bottom-left corner */
-
-// y = step(0.5, uv.x);
-// y = pow(uv.x, 5);
-// y = sin(uv.x);
- y = sin(uv.x*sp->su->uni_time/1e8)/2.0 + 0.5;
-// y = smoothstep(0.1, 0.9, uv.x);
- pct = smoothstep(y-0.02, y, uv.y) - smoothstep(y, y+0.02, uv.y);
-
- return Pt3(flerp(y, 0, pct), flerp(y, 1, pct), flerp(y, 0, pct), 1);
-}
-
-Color
-boxshader(Shaderparams *sp)
-{
- Point2 uv, p;
- Point2 r;
-
- uv = Pt2(sp->p.x,sp->p.y,1);
- uv.x /= Dx(sp->su->fb->r);
- uv.y /= Dy(sp->su->fb->r);
- r = Vec2(0.2,0.4);
-
- p = Pt2(fabs(uv.x - 0.5), fabs(uv.y - 0.5), 1);
- p = subpt2(p, r);
- p.x = max(p.x, 0);
- p.y = max(p.y, 0);
-
- if(vec2len(p) > 0)
- return Vec3(0,0,0);
-
- return Pt3(uv.x, uv.y, smoothstep(0,1,uv.x+uv.y), 1);
-}
-
-Shadertab shadertab[] = {
- { "triangle", ivshader, triangleshader },
- { "circle", ivshader, circleshader },
- { "box", ivshader, boxshader },
- { "sf", ivshader, sfshader },
- { "toon", toonvshader, toonshader },
- { "ident", identvshader, identshader },
- { "gouraud", gouraudvshader, gouraudshader },
- { "phong", phongvshader, phongshader },
- { "blinn", phongvshader, blinnshader },
-};
-Shadertab *
-getshader(char *name)
-{
- int i;
-
- for(i = 0; i < nelem(shadertab); i++)
- if(strcmp(shadertab[i].name, name) == 0)
- return &shadertab[i];
- return nil;
-}
-
void
zoomin(void)
{
@@ -1043,6 +624,7 @@ void
threadmain(int argc, char *argv[])
{
Renderer *rctl;
+ Viewport *v;
Channel *keyc;
Entity *subject;
char *texpath, *mdlpath, *s;
@@ -1117,26 +699,24 @@ threadmain(int argc, char *argv[])
clr = eallocimage(display, UR, XRGB32, 1, 0x888888FF);
screenb = eallocimage(display, rectsubpt(screen->r, screen->r.min), XRGB32, 0, DNofill);
fprint(2, "screen %R\n", screenb->r);
+
+ v = mkviewport(fbw == 0 || fbh == 0? screenb->r: Rect(0,0,fbw,fbh));
+ v->setscale(v, scale, scale);
+ v->createraster(v, "normals", COLOR32);
+ v->p.x = (Dx(screenb->r) - v->getwidth(v))/2;
+ v->p.y = (Dy(screenb->r) - v->getheight(v))/2;
+ if(scale == 2)
+ v->setscalefilter(v, UFScale2x);
+ else if(scale == 3)
+ v->setscalefilter(v, UFScale3x);
+fprint(2, "view off %v scalex %g scaley %g\n", v->p, v->bx.x, v->by.y);
+
for(i = 0; i < nelem(cams); i++){
- if(fbw == 0 || fbh == 0)
- cams[i] = Cam(screenb->r, rctl,
- camcfgs[i].ptype, camcfgs[i].fov, camcfgs[i].clipn, camcfgs[i].clipf);
- else
- cams[i] = Cam(Rect(0,0,fbw,fbh), rctl,
- camcfgs[i].ptype, camcfgs[i].fov, camcfgs[i].clipn, camcfgs[i].clipf);
+ cams[i] = Camv(v, rctl,
+ camcfgs[i].ptype, camcfgs[i].fov, camcfgs[i].clipn, camcfgs[i].clipf);
if(cams[i] == nil)
- sysfatal("Cam: %r");
+ sysfatal("Camv: %r");
placecamera(cams[i], scene, camcfgs[i].p, camcfgs[i].lookat, camcfgs[i].up);
- cams[i]->view->setscale(cams[i]->view, scale, scale);
- cams[i]->view->createraster(cams[i]->view, "normals", COLOR32);
-
- if(scale == 2)
- cams[i]->view->setscalefilter(cams[i]->view, UFScale2x);
- else if(scale == 3)
- 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, "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);