ref: c0bc9d332f3ab51a43d5e3d0da2d5a32e938b1d2
parent: 22e341ed6fc92f7bd547b0e6b1d5501d3eb9a7db
author: rodri <rgl@antares-labs.eu>
date: Sun Feb 25 15:14:30 EST 2024
interpolate every vertex attribute when clipping and during rasterization. added parameters necessary to implement the Phong shading model.
--- a/graphics.h
+++ b/graphics.h
@@ -40,6 +40,7 @@
Point2 uv; /* texture coordinate */
double intensity;
+ Point3 pos;
};
typedef Vertex Triangle[3];
@@ -47,6 +48,7 @@
struct LightSource
{
Point3 p;
+ Color c;
int type;
};
@@ -55,12 +57,14 @@
Color ambient;
Color diffuse;
Color specular;
+ double shininess;
};
struct Model
{
OBJ *obj;
- Memimage *tex;
+ Memimage *tex; /* texture map */
+ Memimage *nor; /* normals map */
Material *materials;
ulong nmaterials;
@@ -112,7 +116,9 @@
/* TODO replace with a Scene */
Entity *entity;
- double var_intensity[3];
+ double var_intensity;
+ Point3 var_normal;
+ Point3 var_pos;
uvlong uni_time;
--- a/render.c
+++ b/render.c
@@ -110,16 +110,16 @@
if(sd0[j] >= 0 && sd1[j] >= 0)
goto allin;
- /* keep the discarded vertex attributes */
- v = sd0[j] < 0? *v0: *v1;
-
d0 = (j&1) == 0? sd0[j]: -sd0[j];
d1 = (j&1) == 0? sd1[j]: -sd1[j];
perc = d0/(d0 - d1);
+
v.p = lerp3(v0->p, v1->p, perc);
- v.uv = lerp2(v0->uv, v1->uv, perc);
+ v.n = lerp3(v0->n, v1->n, perc);
v.c = lerp3((Point3)v0->c, (Point3)v1->c, perc);
+ v.uv = lerp2(v0->uv, v1->uv, perc);
v.intensity = flerp(v0->intensity, v1->intensity, perc);
+ v.pos = lerp3(v0->pos, v1->pos, perc);
addvert(&Vout, v);
if(sd1[j] >= 0){
@@ -288,6 +288,9 @@
fsp.cbuf = cbuf;
/* perspective-divide the attributes */
+ t[0].n = mulpt3(t[0].n, t[0].p.w);
+ t[1].n = mulpt3(t[1].n, t[1].p.w);
+ t[2].n = mulpt3(t[2].n, t[2].p.w);
t[0].c = mulpt3(t[0].c, t[0].p.w);
t[1].c = mulpt3(t[1].c, t[1].p.w);
t[2].c = mulpt3(t[2].c, t[2].p.w);
@@ -294,6 +297,12 @@
t[0].uv = mulpt2(t[0].uv, t[0].p.w);
t[1].uv = mulpt2(t[1].uv, t[1].p.w);
t[2].uv = mulpt2(t[2].uv, t[2].p.w);
+ t[0].intensity = t[0].intensity*t[0].p.w;
+ t[1].intensity = t[1].intensity*t[1].p.w;
+ t[2].intensity = t[2].intensity*t[2].p.w;
+ t[0].pos = mulpt3(t[0].pos, t[0].p.w);
+ t[1].pos = mulpt3(t[1].pos, t[1].p.w);
+ t[2].pos = mulpt3(t[2].pos, t[2].p.w);
for(p.y = bbox.min.y; p.y < bbox.max.y; p.y++)
for(p.x = bbox.min.x; p.x < bbox.max.x; p.x++){
@@ -315,12 +324,8 @@
z = t[0].p.w*bc.x + t[1].p.w*bc.y + t[2].p.w*bc.z;
z = 1.0/(z < 1e-5? 1e-5: z);
- /* lerp attribute and dissolve perspective */
- ct.p0 = mulpt3(t[0].c, bc.x*z);
- ct.p1 = mulpt3(t[1].c, bc.y*z);
- ct.p2 = mulpt3(t[2].c, bc.z*z);
-
if((t[0].uv.w + t[1].uv.w + t[2].uv.w) != 0){
+ /* lerp attribute and dissolve perspective */
tt₂.p0 = mulpt2(t[0].uv, bc.x*z);
tt₂.p1 = mulpt2(t[1].uv, bc.y*z);
tt₂.p2 = mulpt2(t[2].uv, bc.z*z);
@@ -343,6 +348,10 @@
break;
}
}else{
+ /* lerp attribute and dissolve perspective */
+ ct.p0 = mulpt3(t[0].c, bc.x*z);
+ ct.p1 = mulpt3(t[1].c, bc.y*z);
+ ct.p2 = mulpt3(t[2].c, bc.z*z);
cbuf[0] = (ct.p0.w + ct.p1.w + ct.p2.w)*0xFF;
cbuf[1] = (ct.p0.z + ct.p1.z + ct.p2.z)*0xFF;
cbuf[2] = (ct.p0.y + ct.p1.y + ct.p2.y)*0xFF;
@@ -349,9 +358,15 @@
cbuf[3] = (ct.p0.x + ct.p1.x + ct.p2.x)*0xFF;
}
- params->var_intensity[0] = t[0].intensity;
- params->var_intensity[1] = t[1].intensity;
- params->var_intensity[2] = t[2].intensity;
+ params->var_intensity = dotvec3(Vec3(t[0].intensity, t[1].intensity, t[2].intensity), bc)*z;
+ params->var_normal = normvec3(addpt3(addpt3(
+ mulpt3(t[0].n, bc.x*z),
+ mulpt3(t[1].n, bc.y*z)),
+ mulpt3(t[2].n, bc.z*z)));
+ params->var_pos = addpt3(addpt3(
+ mulpt3(t[0].pos, bc.x*z),
+ mulpt3(t[1].pos, bc.y*z)),
+ mulpt3(t[2].pos, bc.z*z));
fsp.p = p;
fsp.bc = bc;
pixel(params->fb->cb, p, params->fshader(&fsp));
@@ -402,8 +417,8 @@
t[0][2].n = normvec3(t[0][2].n);
}else{
/* TODO build a list of per-vertex normals earlier */
- n = normvec3(crossvec3(subpt3(t[0][2].p, t[0][0].p), subpt3(t[0][1].p, t[0][0].p)));
- t[0][0].n = t[0][1].n = t[0][2].n = mulpt3(n, -1);
+ n = normvec3(crossvec3(subpt3(t[0][1].p, t[0][0].p), subpt3(t[0][2].p, t[0][0].p)));
+ t[0][0].n = t[0][1].n = t[0][2].n = n;
}
idxtab = &(*ep)->indextab[OBJVTexture];
@@ -415,13 +430,12 @@
t[0][0].uv = t[0][1].uv = t[0][2].uv = Vec2(0,0);
}
- if((*ep)->mtl != nil)
- for(i = 0; i < 3; i++){
- t[0][i].c.r = (*ep)->mtl->Kd.r;
- t[0][i].c.g = (*ep)->mtl->Kd.g;
- t[0][i].c.b = (*ep)->mtl->Kd.b;
- t[0][i].c.a = (*ep)->mtl->d;
- }
+ for(i = 0; i < 3; i++){
+ t[0][i].c.r = (*ep)->mtl != nil? (*ep)->mtl->Kd.r: 1;
+ t[0][i].c.g = (*ep)->mtl != nil? (*ep)->mtl->Kd.g: 1;
+ t[0][i].c.b = (*ep)->mtl != nil? (*ep)->mtl->Kd.b: 1;
+ t[0][i].c.a = /*(*ep)->mtl != nil? (*ep)->mtl->d:*/ 1;
+ }
vsp.v = &t[0][0];
vsp.idx = 0;