ref: 520550a84683772707aa639497c3a79ba385d65e
parent: 951412ce94bc89bbd781fda16dc5a9cf3cc09d28
author: rodri <rgl@antares-labs.eu>
date: Sun Feb 25 15:18:22 EST 2024
implement a phong shader. add a shader selection menu. update the light source.
--- a/main.c
+++ b/main.c
@@ -72,7 +72,8 @@
80*DEG, 0.01, 100, PERSPECTIVE
};
Point3 center = {0,0,0,1};
-Point3 light = {0,1,1,1}; /* global point light */
+LightSource light; /* global point light */
+Point3 lightdir;
static int doprof;
static int inception;
@@ -110,7 +111,7 @@
vertshader(VSparams *sp)
{
sp->v->n = qrotate(sp->v->n, Vec3(0,1,0), θ+fmod(ω*sp->su->uni_time/1e9, 2*PI));
- sp->v->intensity = fmax(0, dotvec3(sp->v->n, light));
+ sp->v->intensity = fmax(0, dotvec3(sp->v->n, lightdir));
sp->v->p = qrotate(sp->v->p, Vec3(0,1,0), θ+fmod(ω*sp->su->uni_time/1e9, 2*PI));
return world2clip(maincam, model2world(sp->su->entity, sp->v->p));
}
@@ -118,12 +119,47 @@
Memimage *
gouraudshader(FSparams *sp)
{
- double intens;
+ sp->cbuf[1] *= sp->su->var_intensity;
+ sp->cbuf[2] *= sp->su->var_intensity;
+ sp->cbuf[3] *= sp->su->var_intensity;
+ memfillcolor(sp->frag, *(ulong*)sp->cbuf);
- intens = dotvec3(Vec3(sp->su->var_intensity[0], sp->su->var_intensity[1], sp->su->var_intensity[2]), sp->bc);
- sp->cbuf[1] *= intens;
- sp->cbuf[2] *= intens;
- sp->cbuf[3] *= intens;
+ return sp->frag;
+}
+
+Point3
+phongvshader(VSparams *sp)
+{
+ sp->v->n = qrotate(sp->v->n, Vec3(0,1,0), θ+fmod(ω*sp->su->uni_time/1e9, 2*PI));
+ sp->v->p = qrotate(sp->v->p, Vec3(0,1,0), θ+fmod(ω*sp->su->uni_time/1e9, 2*PI));
+ sp->v->pos = model2world(sp->su->entity, sp->v->p);
+ return world2clip(maincam, model2world(sp->su->entity, sp->v->p));
+}
+
+Memimage *
+phongshader(FSparams *sp)
+{
+ static double Ka = 0.1; /* ambient factor */
+ static double Ks = 0.5; /* specular factor */
+ double Kd; /* diffuse factor */
+ double spec;
+ Color ambient, diffuse, specular;
+ Point3 lookdir, lightdir₂;
+
+ ambient = mulpt3(light.c, Ka);
+
+ lightdir₂ = normvec3(subpt3(light.p, sp->su->var_pos));
+ Kd = fmax(0, dotvec3(sp->su->var_normal, lightdir₂));
+ diffuse = mulpt3(light.c, Kd);
+
+ lookdir = normvec3(subpt3(maincam->p, sp->su->var_pos));
+ lightdir₂ = qrotate(lightdir₂, sp->su->var_normal, PI);
+ spec = pow(fmax(0, dotvec3(lookdir, lightdir₂)), 64);
+ specular = mulpt3(light.c, spec*Ks);
+
+ sp->cbuf[1] *= fclamp(ambient.b + diffuse.b + specular.b, 0, 1);
+ sp->cbuf[2] *= fclamp(ambient.g + diffuse.g + specular.g, 0, 1);
+ sp->cbuf[3] *= fclamp(ambient.r + diffuse.r + specular.r, 0, 1);
memfillcolor(sp->frag, *(ulong*)sp->cbuf);
return sp->frag;
@@ -134,7 +170,7 @@
{
double intens;
- intens = dotvec3(Vec3(sp->su->var_intensity[0], sp->su->var_intensity[1], sp->su->var_intensity[2]), sp->bc);
+ intens = sp->su->var_intensity;
intens = intens > 0.85? 1: intens > 0.60? 0.80: intens > 0.45? 0.60: intens > 0.30? 0.45: intens > 0.15? 0.30: 0;
sp->cbuf[1] = 0;
sp->cbuf[2] = 155*intens;
@@ -262,7 +298,7 @@
Point3
ivshader(VSparams *sp)
{
- return world2clip(maincam, sp->v->p);
+ return world2clip(maincam, model2world(sp->su->entity, sp->v->p));
}
Memimage *
@@ -277,6 +313,7 @@
{ "circle", ivshader, circleshader },
{ "box", ivshader, boxshader },
{ "sf", ivshader, sfshader },
+ { "phong", phongvshader, phongshader },
{ "gouraud", vertshader, gouraudshader },
{ "toon", vertshader, toonshader },
{ "ident", vertshader, identshader },
@@ -354,13 +391,37 @@
if((model->tex = readmemimage(fd)) == nil)
sysfatal("readmemimage: %r");
}
+ light.p = qrotate(light.p, Vec3(0,1,0), θ+fmod(ω*Δt/1e9, 2*PI));
}
}
}
+static char *
+genrmbmenuitem(int idx)
+{
+ if(idx < nelem(shadertab))
+ return shadertab[idx].name;
+ return nil;
+}
+
void
+rmb(void)
+{
+ static Menu menu = { .gen = genrmbmenuitem };
+ int idx;
+
+ idx = menuhit(3, mctl, &menu, _screen);
+ if(idx < 0)
+ return;
+ shader = &shadertab[idx];
+ nbsendp(drawc, nil);
+}
+
+void
mouse(void)
{
+ if((mctl->buttons & 4) != 0)
+ rmb();
if((mctl->buttons & 8) != 0){
maincam->fov = fclamp(maincam->fov - 1*DEG, 1*DEG, 359*DEG);
reloadcamera(maincam);
@@ -504,7 +565,7 @@
void
usage(void)
{
- fprint(2, "usage: %s [-t texture] [-s shader] [-ω yrot] model...\n", argv0);
+ fprint(2, "usage: %s [-t texture] [-n normals] [-s shader] [-ω yrot] model...\n", argv0);
exits("usage");
}
@@ -513,17 +574,19 @@
{
Viewport *v;
Channel *keyc;
- char *mdlpath, *texpath, *sname;
+ char *texpath, *norpath, *sname, *mdlpath;
int i, fd;
GEOMfmtinstall();
texpath = nil;
+ norpath = nil;
sname = "gouraud";
ARGBEGIN{
case 't': texpath = EARGF(usage()); break;
+ case 'n': norpath = EARGF(usage()); break;
case 's': sname = EARGF(usage()); break;
case L'ω': ω = strtod(EARGF(usage()), nil)*DEG; break;
- case L'σ': inception++; break;
+ case L'ι': inception++; break;
case 'p': doprof++; break;
default: usage();
}ARGEND;
@@ -553,6 +616,14 @@
sysfatal("readmemimage: %r");
close(fd);
}
+ if(argc == 0 && norpath != nil){
+ fd = open(norpath, OREAD);
+ if(fd < 0)
+ sysfatal("open: %r");
+ if((model->nor = readmemimage(fd)) == nil)
+ sysfatal("readmemimage: %r");
+ close(fd);
+ }
refreshmodel(model);
}
@@ -571,7 +642,10 @@
cams[i].s = scene;
}
maincam = &cams[0];
- light = normvec3(subpt3(light, center));
+ light.p = Pt3(0,100,100,1);
+ light.c = Pt3(1,1,1,1);
+ light.type = LIGHT_POINT;
+ lightdir = normvec3(subpt3(light.p, center));
keyc = chancreate(sizeof(void*), 1);
drawc = chancreate(sizeof(void*), 1);