typedef float g3d_matrix[16];
#define MAX_VBUF_SIZE 256
+#define MAX_LIGHTS 4
+
+struct light {
+ float x, y, z;
+ float r, g, b;
+};
+
+struct material {
+ float kd[3];
+ float ks[3];
+ float shin;
+};
struct g3d_state {
unsigned int opt;
g3d_matrix norm_mat;
+ float ambient[3];
+ struct light lt[MAX_LIGHTS];
+ struct material mtl;
+
int width, height;
void *pixels;
};
g3d_matrix_mode(i);
g3d_load_identity();
}
+
+ for(i=0; i<MAX_LIGHTS; i++) {
+ g3d_light_color(i, 1, 1, 1);
+ }
+ g3d_light_ambient(0.1, 0.1, 0.1);
+
+ g3d_mtl_diffuse(1, 1, 1);
return 0;
}
return st->mat[which][top];
}
+void g3d_light_pos(int idx, float x, float y, float z)
+{
+ int mvtop = st->mtop[G3D_MODELVIEW];
+
+ st->lt[idx].x = x;
+ st->lt[idx].y = y;
+ st->lt[idx].z = z;
+
+ xform4_vec3(st->mat[G3D_MODELVIEW][mvtop], &st->lt[idx].x);
+}
+
+void g3d_light_color(int idx, float r, float g, float b)
+{
+ st->lt[idx].r = r;
+ st->lt[idx].g = g;
+ st->lt[idx].b = b;
+}
+
+void g3d_light_ambient(float r, float g, float b)
+{
+ st->ambient[0] = r;
+ st->ambient[1] = g;
+ st->ambient[2] = b;
+}
+
+void g3d_mtl_diffuse(float r, float g, float b)
+{
+ st->mtl.kd[0] = r;
+ st->mtl.kd[1] = g;
+ st->mtl.kd[2] = b;
+}
+
+void g3d_mtl_specular(float r, float g, float b)
+{
+ st->mtl.ks[0] = r;
+ st->mtl.ks[1] = g;
+ st->mtl.ks[2] = b;
+}
+
+void g3d_mtl_shininess(float shin)
+{
+ st->mtl.shin = shin;
+}
+
void g3d_draw(int prim, const struct g3d_vertex *varr, int varr_size)
{
g3d_draw_indexed(prim, varr, varr_size, 0, 0);
vec[2] = z;
}
+#define NORMALIZE(v) \
+ do { \
+ float len = sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]); \
+ if(len != 0.0) { \
+ float s = 1.0 / len; \
+ v[0] *= s; \
+ v[1] *= s; \
+ v[2] *= s; \
+ } \
+ } while(0)
+
static void shade(struct g3d_vertex *v)
{
- v->r = v->g = v->b = 255;
+ int i, r, g, b;
+ float color[3];
+
+ color[0] = st->ambient[0] * st->mtl.kd[0];
+ color[1] = st->ambient[1] * st->mtl.kd[1];
+ color[2] = st->ambient[2] * st->mtl.kd[2];
+
+ for(i=0; i<MAX_LIGHTS; i++) {
+ float ldir[3];
+ float ndotl;
+
+ if(!(st->opt & (G3D_LIGHT0 << i))) {
+ continue;
+ }
+
+ ldir[0] = st->lt[i].x - v->x;
+ ldir[1] = st->lt[i].y - v->y;
+ ldir[2] = st->lt[i].z - v->z;
+ NORMALIZE(ldir);
+
+ if((ndotl = v->nx * ldir[0] + v->ny * ldir[1] + v->nz * ldir[2]) < 0.0f) {
+ ndotl = 0.0f;
+ }
+
+ color[0] += st->mtl.kd[0] * st->lt[i].r * ndotl;
+ color[1] += st->mtl.kd[1] * st->lt[i].g * ndotl;
+ color[2] += st->mtl.kd[2] * st->lt[i].b * ndotl;
+ }
+
+ r = color[0] * 255.0;
+ g = color[1] * 255.0;
+ b = color[2] * 255.0;
+
+ v->r = r > 255 ? 255 : r;
+ v->g = g > 255 ? 255 : g;
+ v->b = b > 255 ? 255 : b;
}
G3D_CULL_FACE = 1,
G3D_DEPTH_TEST = 2, /* XXX not implemented */
G3D_LIGHTING = 4,
- G3D_TEXTURE = 8,
+ G3D_LIGHT0 = 8,
+ G3D_LIGHT1 = 16,
+ G3D_LIGHT2 = 32,
+ G3D_LIGHT3 = 64,
+ G3D_TEXTURE = 128,
G3D_ALL = 0x7fffffff
};
const float *g3d_get_matrix(int which, float *m);
+void g3d_light_pos(int idx, float x, float y, float z);
+void g3d_light_color(int idx, float r, float g, float b);
+
+void g3d_light_ambient(float r, float g, float b);
+
+void g3d_mtl_diffuse(float r, float g, float b);
+void g3d_mtl_specular(float r, float g, float b);
+void g3d_mtl_shininess(float shin);
+
void g3d_draw(int prim, const struct g3d_vertex *varr, int varr_size);
void g3d_draw_indexed(int prim, const struct g3d_vertex *varr, int varr_size,
const int16_t *iarr, int iarr_size);
g3d_perspective(50.0, 1.3333333, 0.5, 100.0);
g3d_enable(G3D_CULL_FACE);
+ g3d_enable(G3D_LIGHTING);
+ g3d_enable(G3D_LIGHT0);
}
static void update(void)
g3d_rotate(phi, 1, 0, 0);
g3d_rotate(theta, 0, 1, 0);
+ g3d_light_pos(0, -10, 10, 20);
+
zsort(&torus);
+
+ g3d_mtl_diffuse(0.3, 0.6, 1.0);
draw_mesh(&torus);
/*draw_mesh(&cube);*/