X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?p=dosdemo;a=blobdiff_plain;f=src%2F3dgfx.c;h=30721c8701c1f11bc7001d5855e8a7d9a74db49b;hp=41b395991a82a7cf096612e148db973e8a0eefdf;hb=25669bf7362645d1c0fee9d7cb07f4a6b0b34903;hpb=dce48eb322ddf2a3c3622fc132ece21ba7653da3 diff --git a/src/3dgfx.c b/src/3dgfx.c index 41b3959..30721c8 100644 --- a/src/3dgfx.c +++ b/src/3dgfx.c @@ -11,6 +11,18 @@ 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; @@ -23,6 +35,10 @@ struct g3d_state { g3d_matrix norm_mat; + float ambient[3]; + struct light lt[MAX_LIGHTS]; + struct material mtl; + int width, height; void *pixels; }; @@ -53,6 +69,13 @@ int g3d_init(void) g3d_matrix_mode(i); g3d_load_identity(); } + + for(i=0; imat[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); @@ -374,7 +441,53 @@ static void xform3_vec3(const float *mat, float *vec) 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; iopt & (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; }