X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?p=dosdemo;a=blobdiff_plain;f=src%2F3dgfx.c;h=b1dea9f086bee0cd850fc6cd35bd933f2017f342;hp=6737094e3f0083ab34c5e9ed612b9df24bc8f324;hb=d956a9d9273eebfacfda58cb3bafff017269d5dc;hpb=57348c2e13f4de9e49f8428b9fec3f47f863a257 diff --git a/src/3dgfx.c b/src/3dgfx.c index 6737094..b1dea9f 100644 --- a/src/3dgfx.c +++ b/src/3dgfx.c @@ -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; }; @@ -62,8 +75,8 @@ struct g3d_state { }; static void imm_flush(void); -static void xform4_vec3(const float *mat, float *vec); -static void xform3_vec3(const float *mat, float *vec); +static __inline void xform4_vec3(const float *mat, float *vec); +static __inline void xform3_vec3(const float *mat, float *vec); static void shade(struct g3d_vertex *v); static struct g3d_state *st; @@ -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; @@ -633,41 +665,26 @@ void g3d_texcoord(float u, float v) st->imm_curv.v = v; } -static void xform4_vec3(const float *mat, float *vec) +static __inline void xform4_vec3(const float *mat, float *vec) { float x = mat[0] * vec[0] + mat[4] * vec[1] + mat[8] * vec[2] + mat[12]; float y = mat[1] * vec[0] + mat[5] * vec[1] + mat[9] * vec[2] + mat[13]; float z = mat[2] * vec[0] + mat[6] * vec[1] + mat[10] * vec[2] + mat[14]; - float w = mat[3] * vec[0] + mat[7] * vec[1] + mat[11] * vec[2] + mat[15]; - - vec[0] = x; - vec[1] = y; + vec[3] = mat[3] * vec[0] + mat[7] * vec[1] + mat[11] * vec[2] + mat[15]; vec[2] = z; - vec[3] = w; + vec[1] = y; + vec[0] = x; } -static void xform3_vec3(const float *mat, float *vec) +static __inline void xform3_vec3(const float *mat, float *vec) { float x = mat[0] * vec[0] + mat[4] * vec[1] + mat[8] * vec[2]; float y = mat[1] * vec[0] + mat[5] * vec[1] + mat[9] * vec[2]; - float z = mat[2] * vec[0] + mat[6] * vec[1] + mat[10] * vec[2]; - - vec[0] = x; + vec[2] = mat[2] * vec[0] + mat[6] * vec[1] + mat[10] * vec[2]; vec[1] = y; - vec[2] = z; + 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; @@ -685,10 +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; @@ -697,6 +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);