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authorvimene <vincent.menegaux@gmail.com>2026-01-13 02:04:52 +0100
committervimene <vincent.menegaux@gmail.com>2026-01-13 02:04:52 +0100
commitdb41d43345ea73cf7c1bbb29448e52ffb822e3e0 (patch)
tree4635d654e301b3f31f8d2626f3bc2c6f2a6e50a8 /src/fb/chfb.cpp
parent7f08187a46e30925e4563585fab2c6f92400330a (diff)
downloadengine-db41d43345ea73cf7c1bbb29448e52ffb822e3e0.tar.gz
added textures for the hardware renderer
- removed "using" directive in .hpp - reverse order of arguments for quaternion rotation, i.e. q.rot(v) instead of v.rot(q), where q is a quaterinon and v a vector - pass the inverse of the view matrix to render_and_present_frame, to allow light calculation in shaders (we used to just pass the matrix of the quaternion of the transformation, i.e. discard scaling and translations) - added another mesh and texture (viking_room) for testing purposes - added transparent background option - added Quaternion::look_towards(), which is the equivalent of Matrix4::look_at() but only for rotations - various improvement to .obj parsing - load texture coordinates from .obj file - merged duplicate vertices in Mesh::linearize_indices()
Diffstat (limited to 'src/fb/chfb.cpp')
-rw-r--r--src/fb/chfb.cpp7
1 files changed, 3 insertions, 4 deletions
diff --git a/src/fb/chfb.cpp b/src/fb/chfb.cpp
index 9f293ed..7341015 100644
--- a/src/fb/chfb.cpp
+++ b/src/fb/chfb.cpp
@@ -8,6 +8,7 @@
using namespace engine::fb;
using
+ engine::math::Vector2,
engine::math::Vector3,
engine::o3d::VertexData,
engine::o3d::Camera;
@@ -31,10 +32,8 @@ void CharacterFrameBuffer::clear() {
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 VertexData& vd, const Vector3& normal) {
- (void) loc;
- (void) vd;
- auto v = normal.rot(camera->transform.rot.conjugate());
+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;
std::uint32_t c = (int) (light * static_cast<float>(sizeof(brightness_chars) - 1));
chars_vector[x + y * w] = brightness_chars[c];