list_t* lights;
color_t ambient;
vec_t eye;
+ color_t specular;
+ scal_t shininess;
#endif
-#if RASTER_STATS
+#if VERBOSITY >= 2
unsigned total;
unsigned clipped;
unsigned culled;
-#define IF_RASTER_STATS(X) X
-#else
-#define IF_RASTER_STATS(X)
#endif
};
p->dirty = false;
#if LIGHTING
- p->ambient = color_new(S(0.05), S(0.05), S(0.05), S(1.0));
+ p->ambient = color_new(S(0.2), S(0.2), S(0.2), S(1.0));
p->lights = NULL;
+ p->specular = COLOR_WHITE;
+ p->shininess = S(1.0);
#endif
/*= light_new(COLOR_WHITE, vec_new(S(-2.0), S(4.0), S(0.0)));*/
p->zbuf = (scal_t*)mem_alloc(sizeof(scal_t) * size);
{
mem_free(p->pixels);
mem_free(p->zbuf);
+#if LIGHTING
+ list_destroy(&p->lights);
+#endif
mem_free(p);
}
void raster_printstats(raster_t* p)
{
-#if RASTER_STATS
+#if VERBOSITY >= 2
unsigned drawn = p->total - p->clipped - p->culled;
float percent = 100.0f * (float)drawn / (float)p->total;
printf("culled\t%u\n"
for (int i = 0; i < size; ++i) {
p->pixels[i] = fill;
}
-#if RASTER_STATS
+#if VERBOSITY >= 2
p->total = 0;
p->clipped = 0;
p->culled = 0;
#endif
}
+void raster_ambient(raster_t* p, color_t ambient)
+{
+#if LIGHTING
+ p->ambient = ambient;
+#endif
+}
+
void raster_light(raster_t* p, light_t light)
{
#if LIGHTING
- light_t* l = (light_t*)mem_alloc(sizeof(light_t));
- memcpy(l, &light, sizeof(light_t));
+ light_t* l = light_copy(light);
list_push2(&p->lights, l, mem_free);
#endif
}
+void raster_material(raster_t* p, color_t specular, scal_t shininess)
+{
+#if LIGHTING
+ p->specular = specular;
+ p->shininess = shininess;
+#endif
+}
+
#define _CHECK_WRITE(X) if ((X) <= 0) goto fail
for (list_t* i = p->lights; i; i = i->link) {
light_t light = *(light_t*)i->val;
vec_t mpos = vert.v;
- vec_t lpos = light.position;
+ vec_t lpos = light.v;
vec_t vpos = p->eye;
vec_t n = vert.n;
vec_t l = vec_normalize(vec_sub(lpos, mpos));
vec_t v = vec_normalize(vec_sub(vpos, mpos));
scal_t kd = scal_max(vec_dot(l, n), S(0.0));
- color_t Id = color_new(
- light.color.r * vert.c.r * kd,
- light.color.g * vert.c.g * kd,
- light.color.b * vert.c.b * kd,
- S(1.0)
- );
- scal_t ks = scal_pow(scal_max(vec_dot(r, v), S(0.0)), S(64.0));
- color_t Is = color_new(
- light.color.r * COLOR_WHITE.r * ks,
- light.color.g * COLOR_WHITE.g * ks,
- light.color.b * COLOR_WHITE.b * ks,
- S(1.0)
- );
+ color_t Id = color_scale2(light.d, vert.c, kd);
+ scal_t ks = scal_pow(scal_max(vec_dot(r, v), S(0.0)), p->shininess);
+ color_t Is = color_scale2(light.s, p->specular, ks);
color = color_add2(color, Id, Is);
}
- color_t Ia = p->ambient;
+ color_t Ia = color_mult(p->ambient, vert.c);
return color_clamp(color_add(color, Ia));
#else
return vert.c;
}
tri_t temp = tri_transform(*triangle, p->model);
-#if LIGHTING && (!FIND_NORMALS || (!SMOOTH_COLOR && FIND_NORMALS == 2))
+#if LIGHTING && (!PRE_NORMALS || (!SMOOTH_COLOR && PRE_NORMALS >= 2))
temp.a.n = temp.b.n = temp.c.n = vec_normalize(tri_normal(temp));
#endif
#if !SMOOTH_COLOR