minor performance improvements, optional mouse, mouse cursor now drawn
[dosdemo] / src / 3dgfx.c
index e58ac89..b1dea9f 100644 (file)
@@ -23,7 +23,20 @@ typedef float g3d_matrix[16];
 
 #define IMM_VBUF_SIZE  256
 
+#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)
+
+enum {LT_POS, LT_DIR};
 struct light {
+       int type;
        float x, y, z;
        float r, g, b;
 };
@@ -336,6 +349,7 @@ void g3d_light_pos(int idx, float x, float y, float z)
 {
        int mvtop = st->mtop[G3D_MODELVIEW];
 
+       st->lt[idx].type = LT_POS;
        st->lt[idx].x = x;
        st->lt[idx].y = y;
        st->lt[idx].z = z;
@@ -343,6 +357,24 @@ void g3d_light_pos(int idx, float x, float y, float z)
        xform4_vec3(st->mat[G3D_MODELVIEW][mvtop], &st->lt[idx].x);
 }
 
+void g3d_light_dir(int idx, float x, float y, float z)
+{
+       int mvtop = st->mtop[G3D_MODELVIEW];
+
+       st->lt[idx].type = LT_DIR;
+       st->lt[idx].x = x;
+       st->lt[idx].y = y;
+       st->lt[idx].z = z;
+
+       /* calc the normal matrix */
+       memcpy(st->norm_mat, st->mat[G3D_MODELVIEW][mvtop], 16 * sizeof(float));
+       st->norm_mat[12] = st->norm_mat[13] = st->norm_mat[14] = 0.0f;
+
+       xform4_vec3(st->norm_mat, &st->lt[idx].x);
+
+       NORMALIZE(&st->lt[idx].x);
+}
+
 void g3d_light_color(int idx, float r, float g, float b)
 {
        st->lt[idx].r = r;
@@ -653,17 +685,6 @@ static __inline void xform3_vec3(const float *mat, float *vec)
        vec[0] = x;
 }
 
-#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)
 {
        int i, r, g, b;
@@ -681,10 +702,16 @@ static void shade(struct g3d_vertex *v)
                        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);
+               ldir[0] = st->lt[i].x;
+               ldir[1] = st->lt[i].y;
+               ldir[2] = st->lt[i].z;
+
+               if(st->lt[i].type != LT_DIR) {
+                       ldir[0] -= v->x;
+                       ldir[1] -= v->y;
+                       ldir[2] -= v->z;
+                       NORMALIZE(ldir);
+               }
 
                if((ndotl = v->nx * ldir[0] + v->ny * ldir[1] + v->nz * ldir[2]) < 0.0f) {
                        ndotl = 0.0f;
@@ -693,6 +720,22 @@ static void shade(struct g3d_vertex *v)
                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;
+
+               /*
+               if(st->opt & G3D_SPECULAR) {
+                       float ndoth;
+                       ldir[2] += 1.0f;
+                       NORMALIZE(ldir);
+                       if((ndoth = v->nx * ldir[0] + v->ny * ldir[1] + v->nz * ldir[2]) < 0.0f) {
+                               ndoth = 0.0f;
+                       }
+                       ndoth = pow(ndoth, st->mtl.shin);
+
+                       color[0] += st->mtl.ks[0] * st->lt[i].r * ndoth;
+                       color[1] += st->mtl.ks[1] * st->lt[i].g * ndoth;
+                       color[2] += st->mtl.ks[2] * st->lt[i].b * ndoth;
+               }
+               */
        }
 
        r = cround64(color[0] * 255.0);