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authorchai <chaifix@163.com>2019-12-08 02:39:57 +0800
committerchai <chaifix@163.com>2019-12-08 02:39:57 +0800
commit8518e135ff5c312bd5a3b496d400c751aa3bd5b3 (patch)
tree96ea48d2046b0ecc3ff791efd8fe7a5780ad52e5
parent0c4b1e68d64996a4aa5b136ddb6ee5643e159ef2 (diff)
*光源
-rw-r--r--src/core/clip.c12
-rw-r--r--src/core/device.c4
-rw-r--r--src/core/rasterizer.c89
-rw-r--r--src/core/shader.c7
-rw-r--r--src/core/shader.h4
-rw-r--r--src/example/03_texture.c28
-rw-r--r--src/math/vec3.c4
-rw-r--r--src/shaders/common_header.h1
-rw-r--r--src/shaders/unlit.c17
9 files changed, 66 insertions, 100 deletions
diff --git a/src/core/clip.c b/src/core/clip.c
index 8fe1eeb..071b14b 100644
--- a/src/core/clip.c
+++ b/src/core/clip.c
@@ -1,6 +1,8 @@
#include "clip.h"
#include "shader.h"
+/*from mesa3d*/
+
typedef enum {
POSITIVE_W,
POSITIVE_X,
@@ -151,31 +153,31 @@ bool clip_triangle(Vec4* c0, Vec4* c1, Vec4* c2, Vert* v0, Vert* v1, Vert* v2, u
static ClippedBuffer temp;
/*copy vert data to temp*/
- temp.count = 3;
+ temp.count = 3;
#define INIT_CLIP_VERT(idx) \
temp.vertices[idx].clip_coord = *c##idx; \
temp.vertices[idx].vertex = *v##idx; \
if (varying_flag & VARYING_EXTRA) { \
int i = 0; \
- if(varying_flag && VARYING_NUM) { \
+ if(varying_flag & VARYING_NUM) { \
for (i = 0; i < REG_NUM_COUNT; ++i) { \
if (varying_flag & (VARYING_NUM_00 << i)) \
temp.vertices[idx].num[i] = reg_num[i].num[v##idx->index]; \
} \
} \
- if(varying_flag && VARYING_V2) { \
+ if(varying_flag & VARYING_V2) { \
for (i = 0; i < REG_V2_COUNT; ++i) { \
if (varying_flag & (VARYING_V2_00 << i)) \
temp.vertices[idx].v2[i] = reg_v2[i].v2[v##idx->index]; \
} \
} \
- if(varying_flag && VARYING_V3) { \
+ if(varying_flag & VARYING_V3) { \
for (i = 0; i < REG_V3_COUNT; ++i) { \
if (varying_flag & (VARYING_V3_00 << i)) \
temp.vertices[idx].v3[i] = reg_v3[i].v3[v##idx->index]; \
} \
} \
- if(varying_flag && VARYING_V4) { \
+ if(varying_flag & VARYING_V4) { \
for (i = 0; i < REG_V4_COUNT; ++i) { \
if (varying_flag & (VARYING_V4_00 << i)) \
temp.vertices[idx].v4[i] = reg_v4[i].v4[v##idx->index]; \
diff --git a/src/core/device.c b/src/core/device.c
index f6b1a4e..b9c024c 100644
--- a/src/core/device.c
+++ b/src/core/device.c
@@ -289,7 +289,7 @@ void ssr_draw(ssr_PrimitiveType primitive) {
state.uniforms.mv = &mv;
uint varying_flag = state.program->varying_flag;
- bool use_extra_varyings = varying_flag & VARYING_EXTRA;
+ bool use_extra_varyings = (varying_flag & VARYING_EXTRA) != 0;
/*prepare registers if necessary*/
if (use_extra_varyings) {
@@ -362,7 +362,7 @@ void ssr_draw(ssr_PrimitiveType primitive) {
} else {
if (clipped_buffer.count >= 3) {
ClippedVert* vt0 = &clipped_buffer.vertices[0], *vt1, *vt2;
- for (int i = 1; i <= clipped_buffer.count - 2; ++i) { /*0->i->i+1*/
+ for (int i = 1; i <= clipped_buffer.count - 2; ++i) {
vt1 = &clipped_buffer.vertices[i];
vt2 = &clipped_buffer.vertices[i + 1];
h0 = &vt0->clip_coord; h1 = &vt1->clip_coord; h2 = &vt2->clip_coord;
diff --git a/src/core/rasterizer.c b/src/core/rasterizer.c
index 5503e69..d39e246 100644
--- a/src/core/rasterizer.c
+++ b/src/core/rasterizer.c
@@ -84,7 +84,14 @@ static void puttriangle(Vec2* A, Vec2* B, Vec2* C, Color c) {
extern FragmentShaderIn ssr_frag_in;
-void ssrR_triangle(Vec4* CA, Vec4* CB, Vec4* CC, Vert* A, Vert* B, Vert* C, bool from_reg, ClippedVert* CVA, ClippedVert* CVB, ClippedVert* CVC, Program* program, UniformCollection* uniforms) {
+void ssrR_triangle(
+ Vec4* CA, Vec4* CB, Vec4* CC,
+ Vert* A, Vert* B, Vert* C,
+ bool from_reg,
+ ClippedVert* CVA, ClippedVert* CVB, ClippedVert* CVC,
+ Program* program,
+ UniformCollection* uniforms
+) {
ssr_assert(CA && CB && CC && program);
static Vec3 SA, SB, SC;
@@ -97,11 +104,11 @@ void ssrR_triangle(Vec4* CA, Vec4* CB, Vec4* CC, Vert* A, Vert* B, Vert* C, bool
puttriangle(&SA, &SB, &SC, 0xffff0000);
return;
*/
- Vec3 *sa = &SA, *sb = &SB, *sc = &SC, *tmp; Vec4* v4tmp; Vert* vtemp;
+ Vec3 *sa = &SA, *sb = &SB, *sc = &SC, *tmp; Vec4* v4tmp; Vert* vtemp; ClippedVert* cvtmp;
#define swap(t, a, b) {t = a; a = b; b = t;} /*sort in y axis*/
- if (sb->y < sa->y) { swap(tmp, sa, sb); swap(v4tmp, CA, CB); swap(vtemp, A, B); }
- if (sc->y < sb->y) { swap(tmp, sb, sc); swap(v4tmp, CB, CC); swap(vtemp, B, C); }
- if (sb->y < sa->y) { swap(tmp, sa, sb); swap(v4tmp, CA, CB); swap(vtemp, A, B); }
+ if (sb->y < sa->y) { swap(tmp, sa, sb); swap(v4tmp, CA, CB); swap(vtemp, A, B); if (!from_reg) swap(cvtmp, CVA, CVB); }
+ if (sc->y < sb->y) { swap(tmp, sb, sc); swap(v4tmp, CB, CC); swap(vtemp, B, C); if (!from_reg) swap(cvtmp, CVC, CVB); }
+ if (sb->y < sa->y) { swap(tmp, sa, sb); swap(v4tmp, CA, CB); swap(vtemp, A, B); if (!from_reg) swap(cvtmp, CVA, CVB); }
#undef swap
Vec2 AB = {sb->x - sa->x, sb->y - sa->y}, AC = { sc->x - sa->x, sc->y - sa->y };
@@ -131,13 +138,13 @@ void ssrR_triangle(Vec4* CA, Vec4* CB, Vec4* CC, Vert* A, Vert* B, Vert* C, bool
} \
if (from_reg) { /*extra varying*/ \
uint i_a = A->index, i_b = B->index, i_c = C->index; \
- if (varying_flag && VARYING_NUM) { \
+ if (varying_flag & VARYING_NUM) { \
if (varying_flag & VARYING_NUM_00) reg_num_00 = ssrS_bcpnum(&bcp, reg_num[0].num[i_a], reg_num[0].num[i_b], reg_num[0].num[i_c], &ssr_frag_in.num[0]); \
if (varying_flag & VARYING_NUM_01) reg_num_01 = ssrS_bcpnum(&bcp, reg_num[1].num[i_a], reg_num[1].num[i_b], reg_num[1].num[i_c], &ssr_frag_in.num[1]); \
if (varying_flag & VARYING_NUM_02) reg_num_02 = ssrS_bcpnum(&bcp, reg_num[2].num[i_a], reg_num[2].num[i_b], reg_num[2].num[i_c], &ssr_frag_in.num[2]); \
if (varying_flag & VARYING_NUM_03) reg_num_03 = ssrS_bcpnum(&bcp, reg_num[3].num[i_a], reg_num[3].num[i_b], reg_num[3].num[i_c], &ssr_frag_in.num[3]); \
} \
- if (varying_flag && VARYING_V2) { \
+ if (varying_flag & VARYING_V2) { \
if (varying_flag & VARYING_V2_00) reg_v2_00 = ssrS_bcpvec2(&bcp, &reg_v2[0].v2[i_a], &reg_v2[0].v2[i_b], &reg_v2[0].v2[i_c], &ssr_frag_in.v2[0]); \
if (varying_flag & VARYING_V2_01) reg_v2_01 = ssrS_bcpvec2(&bcp, &reg_v2[1].v2[i_a], &reg_v2[1].v2[i_b], &reg_v2[1].v2[i_c], &ssr_frag_in.v2[1]); \
if (varying_flag & VARYING_V2_02) reg_v2_02 = ssrS_bcpvec2(&bcp, &reg_v2[2].v2[i_a], &reg_v2[2].v2[i_b], &reg_v2[2].v2[i_c], &ssr_frag_in.v2[2]); \
@@ -145,7 +152,7 @@ void ssrR_triangle(Vec4* CA, Vec4* CB, Vec4* CC, Vert* A, Vert* B, Vert* C, bool
if (varying_flag & VARYING_V2_04) reg_v2_04 = ssrS_bcpvec2(&bcp, &reg_v2[4].v2[i_a], &reg_v2[4].v2[i_b], &reg_v2[4].v2[i_c], &ssr_frag_in.v2[4]); \
if (varying_flag & VARYING_V2_05) reg_v2_05 = ssrS_bcpvec2(&bcp, &reg_v2[5].v2[i_a], &reg_v2[5].v2[i_b], &reg_v2[5].v2[i_c], &ssr_frag_in.v2[5]); \
} \
- if (varying_flag && VARYING_V3) { \
+ if (varying_flag & VARYING_V3) { \
if (varying_flag & VARYING_V3_00) reg_v3_00 = ssrS_bcpvec3(&bcp, &reg_v3[0].v3[i_a], &reg_v3[0].v3[i_b], &reg_v3[0].v3[i_c], &ssr_frag_in.v3[0]); \
if (varying_flag & VARYING_V3_01) reg_v3_01 = ssrS_bcpvec3(&bcp, &reg_v3[1].v3[i_a], &reg_v3[1].v3[i_b], &reg_v3[1].v3[i_c], &ssr_frag_in.v3[1]); \
if (varying_flag & VARYING_V3_02) reg_v3_02 = ssrS_bcpvec3(&bcp, &reg_v3[2].v3[i_a], &reg_v3[2].v3[i_b], &reg_v3[2].v3[i_c], &ssr_frag_in.v3[2]); \
@@ -155,7 +162,7 @@ void ssrR_triangle(Vec4* CA, Vec4* CB, Vec4* CC, Vert* A, Vert* B, Vert* C, bool
if (varying_flag & VARYING_V3_06) reg_v3_06 = ssrS_bcpvec3(&bcp, &reg_v3[6].v3[i_a], &reg_v3[6].v3[i_b], &reg_v3[6].v3[i_c], &ssr_frag_in.v3[6]); \
if (varying_flag & VARYING_V3_07) reg_v3_07 = ssrS_bcpvec3(&bcp, &reg_v3[7].v3[i_a], &reg_v3[7].v3[i_b], &reg_v3[7].v3[i_c], &ssr_frag_in.v3[7]); \
} \
- if (varying_flag && VARYING_V4) { \
+ if (varying_flag & VARYING_V4) { \
if (varying_flag & VARYING_V4_00) reg_v4_00 = ssrS_bcpvec4(&bcp, &reg_v4[0].v4[i_a], &reg_v4[0].v4[i_b], &reg_v4[0].v4[i_c], &ssr_frag_in.v4[0]); \
if (varying_flag & VARYING_V4_01) reg_v4_01 = ssrS_bcpvec4(&bcp, &reg_v4[1].v4[i_a], &reg_v4[1].v4[i_b], &reg_v4[1].v4[i_c], &ssr_frag_in.v4[1]); \
if (varying_flag & VARYING_V4_02) reg_v4_02 = ssrS_bcpvec4(&bcp, &reg_v4[2].v4[i_a], &reg_v4[2].v4[i_b], &reg_v4[2].v4[i_c], &ssr_frag_in.v4[2]); \
@@ -164,13 +171,13 @@ void ssrR_triangle(Vec4* CA, Vec4* CB, Vec4* CC, Vert* A, Vert* B, Vert* C, bool
if (varying_flag & VARYING_V4_05) reg_v4_05 = ssrS_bcpvec4(&bcp, &reg_v4[5].v4[i_a], &reg_v4[5].v4[i_b], &reg_v4[5].v4[i_c], &ssr_frag_in.v4[5]); \
} \
} else { \
- if (varying_flag && VARYING_NUM) { \
+ if (varying_flag & VARYING_NUM) { \
if (varying_flag & VARYING_NUM_00) reg_num_00 = ssrS_bcpnum(&bcp, CVA->num[0], CVB->num[0], CVC->num[0], &ssr_frag_in.num[0]); \
if (varying_flag & VARYING_NUM_01) reg_num_01 = ssrS_bcpnum(&bcp, CVA->num[1], CVB->num[1], CVC->num[1], &ssr_frag_in.num[1]); \
if (varying_flag & VARYING_NUM_02) reg_num_02 = ssrS_bcpnum(&bcp, CVA->num[2], CVB->num[2], CVC->num[2], &ssr_frag_in.num[2]); \
if (varying_flag & VARYING_NUM_03) reg_num_03 = ssrS_bcpnum(&bcp, CVA->num[3], CVB->num[3], CVC->num[3], &ssr_frag_in.num[3]); \
} \
- if (varying_flag && VARYING_V2) { \
+ if (varying_flag & VARYING_V2) { \
if (varying_flag & VARYING_V2_00) reg_v2_00 = ssrS_bcpvec2(&bcp, &CVA->v2[0], &CVB->v2[0], &CVC->v2[0], &ssr_frag_in.v2[0]); \
if (varying_flag & VARYING_V2_01) reg_v2_01 = ssrS_bcpvec2(&bcp, &CVA->v2[1], &CVB->v2[1], &CVC->v2[1], &ssr_frag_in.v2[1]); \
if (varying_flag & VARYING_V2_02) reg_v2_02 = ssrS_bcpvec2(&bcp, &CVA->v2[2], &CVB->v2[2], &CVC->v2[2], &ssr_frag_in.v2[2]); \
@@ -178,7 +185,7 @@ void ssrR_triangle(Vec4* CA, Vec4* CB, Vec4* CC, Vert* A, Vert* B, Vert* C, bool
if (varying_flag & VARYING_V2_04) reg_v2_04 = ssrS_bcpvec2(&bcp, &CVA->v2[4], &CVB->v2[4], &CVC->v2[4], &ssr_frag_in.v2[4]); \
if (varying_flag & VARYING_V2_05) reg_v2_05 = ssrS_bcpvec2(&bcp, &CVA->v2[5], &CVB->v2[5], &CVC->v2[5], &ssr_frag_in.v2[5]); \
} \
- if (varying_flag && VARYING_V3) { \
+ if (varying_flag & VARYING_V3) { \
if (varying_flag & VARYING_V3_00) reg_v3_00 = ssrS_bcpvec3(&bcp, &CVA->v3[0], &CVB->v3[0], &CVC->v3[0], &ssr_frag_in.v3[0]); \
if (varying_flag & VARYING_V3_01) reg_v3_01 = ssrS_bcpvec3(&bcp, &CVA->v3[1], &CVB->v3[1], &CVC->v3[1], &ssr_frag_in.v3[1]); \
if (varying_flag & VARYING_V3_02) reg_v3_02 = ssrS_bcpvec3(&bcp, &CVA->v3[2], &CVB->v3[2], &CVC->v3[2], &ssr_frag_in.v3[2]); \
@@ -188,7 +195,7 @@ void ssrR_triangle(Vec4* CA, Vec4* CB, Vec4* CC, Vert* A, Vert* B, Vert* C, bool
if (varying_flag & VARYING_V3_06) reg_v3_06 = ssrS_bcpvec3(&bcp, &CVA->v3[6], &CVB->v3[6], &CVC->v3[6], &ssr_frag_in.v3[6]); \
if (varying_flag & VARYING_V3_07) reg_v3_07 = ssrS_bcpvec3(&bcp, &CVA->v3[7], &CVB->v3[7], &CVC->v3[7], &ssr_frag_in.v3[7]); \
} \
- if (varying_flag && VARYING_V4) { \
+ if (varying_flag & VARYING_V4) { \
if (varying_flag & VARYING_V4_00) reg_v4_00 = ssrS_bcpvec4(&bcp, &CVA->v4[0], &CVB->v4[0], &CVC->v4[0], &ssr_frag_in.v4[0]); \
if (varying_flag & VARYING_V4_01) reg_v4_01 = ssrS_bcpvec4(&bcp, &CVA->v4[1], &CVB->v4[1], &CVC->v4[1], &ssr_frag_in.v4[1]); \
if (varying_flag & VARYING_V4_02) reg_v4_02 = ssrS_bcpvec4(&bcp, &CVA->v4[2], &CVB->v4[2], &CVC->v4[2], &ssr_frag_in.v4[2]); \
@@ -262,62 +269,6 @@ void ssrR_triangle(Vec4* CA, Vec4* CB, Vec4* CC, Vert* A, Vert* B, Vert* C, bool
#undef RENDER_TRIANGLE
}
-/*deprecated*/
-/*
-static Vec2 bboxmin, bboxmax;
-void ssrR_triangle(Vec4* CA, Vec4* CB, Vec4* CC, Vert* A, Vert* B, Vert* C, Program* program, UniformCollection* uniforms) {
- ssr_assert(CA && CB && CC && program && A && B && C && uniforms);
-
- vec4_dividew(CA, &SA); ssrU_viewport(&SA, &SA);
- vec4_dividew(CB, &SB); ssrU_viewport(&SB, &SB);
- vec4_dividew(CC, &SC); ssrU_viewport(&SC, &SC);
-
- bboxmin.x = (int)min(SA.x, min(SB.x, SC.x));
- bboxmax.x = (int)max(SA.x, max(SB.x, SC.x));
- bboxmin.y = (int)min(SA.y, min(SB.y, SC.y));
- bboxmax.y = (int)max(SA.y, max(SB.y, SC.y));
-
- float CAw = 1.f / CA->w, CBw = 1.f / CB->w, CCw = 1.f / CC->w;
- float depth; Vec3 cdepth = { SA.z, SB.z, SC.z };
- FragmentShaderIn in = { A, B, C, 0 };
- Vec2 p;
- Color color;
- Vec3 s[2], u;
- s[0].x = SC.x - SA.x; s[0].y = SB.x - SA.x;
- s[1].x = SC.y - SA.y; s[1].y = SB.y - SA.y;
- bool dontdiscad;
- for (p.y = bboxmin.y; p.y <= bboxmax.y; ++p.y) {
- s[1].z = SA.y - p.y;
- for (p.x = bboxmin.x; p.x <= bboxmax.x; ++p.x) {
- s[0].z = SA.x - p.x;
- vec3_cross(&s[0], &s[1], &u);
-
- discardif(compare(u.z, 0));
-
- u.z = 1.f / u.z;
- bcp.x = 1.f - (u.x + u.y) * u.z;
- bcp.y = u.y * u.z;
- bcp.z = u.x * u.z;
-
- discardif(bcp.x < 0 || bcp.y < 0 || bcp.z < 0);
-
- bcp.x *= CAw; bcp.y *= CBw; bcp.z *= CCw;
- vec3_scale(&bcp, 1.f / (bcp.x + bcp.y + bcp.z), &bcp);
-
- if (ssr_isenable(ENABLEMASK_DEPTHTEST)) {
- depth = vec3_dot(&bcp, &cdepth) * 0.5f + 0.5f;
- discardif(!ssr_testdepthf(p.x, p.y, depth));
- }
-
- in.bc = &bcp;
- dontdiscad = program->fragmentshader(uniforms, &in, &color);
- if (dontdiscad)
- ssr_putpoint(p.x, p.y, color);
- }
- }
-}
-*/
-
void ssrR_line(Vec4* CA, Vec4* CB, Vert* A, Vert* B, Program* program, UniformCollection* uniforms) {
ssr_assert(CA && CB && program && A && B && uniforms);
diff --git a/src/core/shader.c b/src/core/shader.c
index b5d8407..89daa36 100644
--- a/src/core/shader.c
+++ b/src/core/shader.c
@@ -72,16 +72,17 @@ void ssrS_setregisters(uint flag, int capacity) {
if (flag & VARYING_NUM_##i) ssrM_rescalevector(float, reg_num[##i].num, reg_num[##i].length, capacity, FALSE)
#define reg_scale_v2(i) \
-if (flag & VARYING_V2_##i) ssrM_rescalevector(float, reg_v2[##i].v2, reg_v2[##i].length, capacity, FALSE)
+if (flag & VARYING_V2_##i) ssrM_rescalevector(Vec2, reg_v2[##i].v2, reg_v2[##i].length, capacity, FALSE)
#define reg_scale_v3(i) \
-if (flag & VARYING_V3_##i) ssrM_rescalevector(float, reg_v3[##i].v3, reg_v3[##i].length, capacity, FALSE)
+if (flag & VARYING_V3_##i) ssrM_rescalevector(Vec3, reg_v3[##i].v3, reg_v3[##i].length, capacity, FALSE)
#define reg_scale_v4(i) \
-if (flag & VARYING_V4_##i) ssrM_rescalevector(float, reg_v4[##i].v4, reg_v4[##i].length, capacity, FALSE)
+if (flag & VARYING_V4_##i) ssrM_rescalevector(Vec4, reg_v4[##i].v4, reg_v4[##i].length, capacity, FALSE)
if (!(flag & VARYING_EXTRA))
return;
+
if (flag & VARYING_NUM) {
reg_scale_num(00);
reg_scale_num(01);
diff --git a/src/core/shader.h b/src/core/shader.h
index 3024a0d..224ebb4 100644
--- a/src/core/shader.h
+++ b/src/core/shader.h
@@ -107,7 +107,7 @@ typedef struct Program {
#define VARYING_V4 (VARYING_V4_00 | VARYING_V4_01 | VARYING_V4_02 | VARYING_V4_03 | VARYING_V4_04 | VARYING_V4_05)
-#define VARYING_EXTRA (~VARYING_BASIC)
+#define VARYING_EXTRA (VARYING_NUM | VARYING_V2 | VARYING_V3 | VARYING_V4)
float* ssrS_bcpnum(Vec3* bc, float A, float B, float C, float* out);
Color* ssrS_bcpcolor(Vec3* bc, Color A, Color B, Color C, Color* out);
@@ -140,8 +140,8 @@ typedef struct Register {
union {
float* num;
Vec2* v2;
- Vec4* v4;
Vec3* v3;
+ Vec4* v4;
};
} Register;
diff --git a/src/example/03_texture.c b/src/example/03_texture.c
index fb5f0f2..395acfb 100644
--- a/src/example/03_texture.c
+++ b/src/example/03_texture.c
@@ -10,18 +10,20 @@ static int cube[] = {
};
static Vert verts[] = {
- {0, {1, 1, 1}, zerovec3, zerovec3, zerovec2, 0xffff0000},
- {1, {-1, 1, 1}, zerovec3, zerovec3, zerovec2,0xff00ff00},
- {2, {-1, -1, 1}, zerovec3, zerovec3, zerovec2, 0xff0000ff},
- {3, {1, -1, 1}, zerovec3, zerovec3, zerovec2, 0xffff00ff},
- {4, {1, 1, -1}, zerovec3, zerovec3, zerovec2, 0xffaa28aa},
- {5, {-1, 1, -1}, zerovec3, zerovec3, zerovec2,0xffFFC58E},
- {6, {-1, -1, -1}, zerovec3, zerovec3, zerovec2, 0xffA100FF},
- {7, {1, -1, -1}, zerovec3, zerovec3, zerovec2, 0xffFAFF00},
+ {0, {1, 1, 1}, {1, 1, 1}, zerovec3, zerovec2, 0xffff0000},
+ {1, {-1, 1, 1}, {-1, 1, 1}, zerovec3, zerovec2,0xff00ff00},
+ {2, {-1, -1, 1}, {-1, -1, 1}, zerovec3, zerovec2, 0xff0000ff},
+ {3, {1, -1, 1}, {1, -1, 1}, zerovec3, zerovec2, 0xffff00ff},
+ {4, {1, 1, -1}, {1, 1, -1}, zerovec3, zerovec2, 0xffaa28aa},
+ {5, {-1, 1, -1}, {-1, 1, -1}, zerovec3, zerovec2,0xffFFC58E},
+ {6, {-1, -1, -1}, {-1, -1, -1}, zerovec3, zerovec2, 0xffA100FF},
+ {7, {1, -1, -1}, {1, -1, -1}, zerovec3, zerovec2, 0xffFAFF00},
};
extern Program ssr_built_in_shader_unlit;
+static Vec3 light = {-1, -1, -1};
+
void onloadtexture(void* data) {
ssr_matrixmode(MATRIX_PROJECTION);
ssr_loadidentity();
@@ -43,13 +45,19 @@ void oneventtexture(void* data) {
}
static float _t = 0;
+static Quat q;
void onupdatetexture(void*data) {
uint dt = *(uint*)data;
ssr_matrixmode(MATRIX_MODEL);
ssr_loadidentity();
- ssr_translate(0, 0, -2);
- ssr_rotate(_t -= dt / 50.f, 1, 1, 1);
+ ssr_translate(0, 0, -3);
+ ssr_rotate(_t -= dt / 50.f, 1, 0.3, 1);
+
+ Vec3 rot = { 1,1,0 }; vec3_normalize(&rot, &rot);
+ quat_fromaxisangle(&rot, 10, &q);
+ quat_applytovec3(&q, &light, &light);
+ ssr_setuniformvec3(0, &light); /*set light direction*/
}
void ondrawtexture(void*data) {
diff --git a/src/math/vec3.c b/src/math/vec3.c
index 1deb52e..917c4d1 100644
--- a/src/math/vec3.c
+++ b/src/math/vec3.c
@@ -97,8 +97,8 @@ void vec3_multiply(Vec3* v1, Vec3* v2, Quat* out) {
void vec3_normalize(Vec3* v, Vec3* out) {
ssr_assert(v && out);
- float mag = rsqrt(v->x * v->x + v->y * v->y + v->z * v->z);
- //float mag = 1.f / vec3_magnitude(v);
+ //float mag = rsqrt(v->x * v->x + v->y * v->y + v->z * v->z);
+ float mag = 1.f / vec3_magnitude(v);
out->x = v->x * mag;
out->y = v->y * mag;
out->z = v->z * mag;
diff --git a/src/shaders/common_header.h b/src/shaders/common_header.h
index 848fe98..9741a36 100644
--- a/src/shaders/common_header.h
+++ b/src/shaders/common_header.h
@@ -3,5 +3,6 @@
#include "../core/shader.h"
+extern void ssrR_putline(int x0, int y0, int x1, int y1, Color color);
#endif \ No newline at end of file
diff --git a/src/shaders/unlit.c b/src/shaders/unlit.c
index ec6949f..ab060cd 100644
--- a/src/shaders/unlit.c
+++ b/src/shaders/unlit.c
@@ -1,23 +1,26 @@
#include "common_header.h"
-#define model_matrix UM4(0)
+#define light UV3(0)
-#define world_normal reg_v3_00
-#define vcolor reg_v4_00
+#define vert_color reg_v4_00
static void vert(UniformCollection* uniforms, VertexShaderIn* in, Vec4* clipcoord) {
static Vec4 p; p.xyz = in->vertex->position; p.w = 1;
mat4_applytovec4(uniforms->mvp, &p, clipcoord);
- model_matrix;
+ color_tocolor32(in->vertex->color, vert_color);
}
static bool frag(UniformCollection* uniforms, FragmentShaderIn* in, Color* color) {
- *color = in->color;
- world_normal;
+ vec3_normalize(light, light);
+ vec3_normalize(&in->normal, &in->normal);
+ float strongness = vec3_dot(light, &in->normal);
+ vec3_scale(vert_color, 1 - clamp(strongness, 0, 1), vert_color);
+ *color = color32_tocolor(vert_color);
+
return 1;
}
Program ssr_built_in_shader_unlit = {
vert, frag,
- VARYING_COLOR
+ VARYING_NORMAL | VARYING_V4_00
};