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authorvimene <vincent.menegaux@gmail.com>2026-01-17 00:06:31 +0100
committervimene <vincent.menegaux@gmail.com>2026-01-17 00:06:31 +0100
commit0d10b77f77459333c5549711334f417623ab1f3e (patch)
tree6584ab5d09fa72c93a70ac916bfdf401c7617157 /src/fb/chfb.cpp
parent175c71637b6bea6dcdd0faf3d614339983809bb1 (diff)
downloadengine-0d10b77f77459333c5549711334f417623ab1f3e.tar.gz
improved software shaders
- unified terminal and graphical software renderer shaders - added vertex shaders for software renderers - removed VertexData - moved shaders from frame buffers to their own class - added FrameBufferConcept and ShadersConcept
Diffstat (limited to 'src/fb/chfb.cpp')
-rw-r--r--src/fb/chfb.cpp13
1 files changed, 3 insertions, 10 deletions
diff --git a/src/fb/chfb.cpp b/src/fb/chfb.cpp
index 7341015..e7717eb 100644
--- a/src/fb/chfb.cpp
+++ b/src/fb/chfb.cpp
@@ -3,15 +3,10 @@
#include <cstdint>
#include "math/vector.hpp"
#include "math/quat.hpp"
-#include "o3d/vertex_data.hpp"
#include "o3d/camera.hpp"
using namespace engine::fb;
-using
- engine::math::Vector2,
- engine::math::Vector3,
- engine::o3d::VertexData,
- engine::o3d::Camera;
+using engine::math::Vector4;
CharacterFrameBuffer::CharacterFrameBuffer(unsigned int w, unsigned int h) {
resize(w, h);
@@ -30,11 +25,9 @@ void CharacterFrameBuffer::clear() {
// taken from https://stackoverflow.com/a/74186686
char brightness_chars[] = " `.-':_,^=;><+!rc*/z?sLTv)J7(|Fi{C}fI31tlu[neoZ5Yxjya]2ESwqkP6h9d4VpOGbUAKXHm8RD#$Bg0MNWQ%&@";
-extern Camera* camera;
-void CharacterFrameBuffer::draw_point(int x, int y, const Vector3& /* loc */, const Vector3& normal, const Vector2& /* uv */, const VertexData& /* vd */) {
- auto v = camera->transform.rot.conjugate().rot(normal).normalize();
- float light = .1f + (v.z < 0.f ? 0.f : v.z) * .9f;
+void CharacterFrameBuffer::draw_point(int x, int y, const Vector4& point) {
+ float light = .2126f * point.x + .7152f * point.y + .0722f * point.z;
std::uint32_t c = (int) (light * static_cast<float>(sizeof(brightness_chars) - 1));
chars_vector[x + y * w] = brightness_chars[c];
}