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-rw-r--r--main.c67
1 files changed, 41 insertions, 26 deletions
diff --git a/main.c b/main.c
index b694fd5..446c3de 100644
--- a/main.c
+++ b/main.c
@@ -20,8 +20,8 @@ typedef struct SUparams SUparams;
struct VSparams
{
SUparams *su;
- Point3 p;
- Point3 n;
+ Point3 *p;
+ Point3 *n;
uint idx;
};
@@ -83,6 +83,7 @@ Point3 camera = {0,0,3,1};
Point3 center = {0,0,0,1};
Point3 up = {0,1,0,0};
Matrix3 view, proj, rota;
+double θ, ω;
void resized(void);
uvlong nanosec(void);
@@ -414,8 +415,29 @@ lookat(Point3 eye, Point3 o, Point3 up)
Point3
vertshader(VSparams *sp)
{
- sp->su->var_intensity[sp->idx] = fmax(0, dotvec3(sp->n, light));
- return xform3(sp->p, view);
+ Matrix3 yrot = {
+ cos(θ+fmod(ω*sp->su->uni_time/1e9, 2*PI)), 0, -sin(θ+fmod(ω*sp->su->uni_time/1e9, 2*PI)), 0,
+ 0, 1, 0, 0,
+ sin(θ+fmod(ω*sp->su->uni_time/1e9, 2*PI)), 0, cos(θ+fmod(ω*sp->su->uni_time/1e9, 2*PI)), 0,
+ 0, 0, 0, 1,
+ }, M, T, V;
+
+ identity3(M);
+ identity3(T);
+ identity3(V);
+ mulm3(M, rota);
+ mulm3(M, yrot);
+ mulm3(V, M);
+ mulm3(T, proj);
+ mulm3(T, V);
+ identity3(V);
+ mulm3(V, view);
+ mulm3(V, T);
+
+ *sp->n = xform3(*sp->n, M);
+ sp->su->var_intensity[sp->idx] = fmax(0, dotvec3(*sp->n, light));
+ *sp->p = xform3(*sp->p, V);
+ return *sp->p;
}
Memimage *
@@ -552,24 +574,24 @@ shaderunit(void *arg)
nt.p0 = Vec3(nverts[idxtab->indices[0]].i, nverts[idxtab->indices[0]].j, nverts[idxtab->indices[0]].k);
nt.p1 = Vec3(nverts[idxtab->indices[1]].i, nverts[idxtab->indices[1]].j, nverts[idxtab->indices[1]].k);
nt.p2 = Vec3(nverts[idxtab->indices[2]].i, nverts[idxtab->indices[2]].j, nverts[idxtab->indices[2]].k);
- nt.p0 = xform3(normvec3(nt.p0), rota);
- nt.p1 = xform3(normvec3(nt.p1), rota);
- nt.p2 = xform3(normvec3(nt.p2), rota);
+ nt.p0 = normvec3(nt.p0);
+ nt.p1 = normvec3(nt.p1);
+ nt.p2 = normvec3(nt.p2);
}else{
n = normvec3(crossvec3(subpt3(t.p2, t.p0), subpt3(t.p1, t.p0)));
- nt.p0 = nt.p1 = nt.p2 = xform3(mulpt3(n, -1), rota);
+ nt.p0 = nt.p1 = nt.p2 = mulpt3(n, -1);
}
- vsp.p = t.p0;
- vsp.n = nt.p0;
+ vsp.p = &t.p0;
+ vsp.n = &nt.p0;
vsp.idx = 0;
st.p0 = params->vshader(&vsp);
- vsp.p = t.p1;
- vsp.n = nt.p1;
+ vsp.p = &t.p1;
+ vsp.n = &nt.p1;
vsp.idx = 1;
st.p1 = params->vshader(&vsp);
- vsp.p = t.p2;
- vsp.n = nt.p2;
+ vsp.p = &t.p2;
+ vsp.n = &nt.p2;
vsp.idx = 2;
st.p2 = params->vshader(&vsp);
@@ -927,16 +949,15 @@ threadmain(int argc, char *argv[])
Shader *s;
char *mdlpath, *texpath;
char *sname;
- double θ;
int fbw, fbh;
GEOMfmtinstall();
mdlpath = "mdl/def.obj";
texpath = nil;
sname = "gouraud";
- θ = 0;
fbw = 200;
fbh = 200;
+ ω = 20*DEG;
ARGBEGIN{
case 'n':
nprocs = strtoul(EARGF(usage()), nil, 10);
@@ -950,6 +971,9 @@ threadmain(int argc, char *argv[])
case 'a':
θ = strtod(EARGF(usage()), nil)*DEG;
break;
+ case 'v':
+ ω = strtod(EARGF(usage()), nil)*DEG;
+ break;
case 'z':
camera.z = strtod(EARGF(usage()), nil);
break;
@@ -1013,19 +1037,10 @@ threadmain(int argc, char *argv[])
green = rgb(DGreen);
blue = rgb(DBlue);
- Matrix3 yrot = {
- cos(θ), 0, -sin(θ), 0,
- 0, 1, 0, 0,
- sin(θ), 0, cos(θ), 0,
- 0, 0, 0, 1,
- };
- identity3(rota);
viewport(fb->r);
projection(-1.0/vec3len(subpt3(camera, center)));
+ identity3(rota);
lookat(camera, center, up);
- mulm3(rota, yrot);
- mulm3(proj, rota);
- mulm3(view, proj);
light = normvec3(subpt3(light, center));
drawc = chancreate(sizeof(void*), 1);