diff options
-rw-r--r-- | main.c | 67 |
1 files changed, 41 insertions, 26 deletions
@@ -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); |