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| author | vimene <vincent.menegaux@gmail.com> | 2026-01-13 02:04:52 +0100 |
|---|---|---|
| committer | vimene <vincent.menegaux@gmail.com> | 2026-01-13 02:04:52 +0100 |
| commit | db41d43345ea73cf7c1bbb29448e52ffb822e3e0 (patch) | |
| tree | 4635d654e301b3f31f8d2626f3bc2c6f2a6e50a8 /src/fb/chfb.cpp | |
| parent | 7f08187a46e30925e4563585fab2c6f92400330a (diff) | |
| download | engine-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.cpp | 7 |
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]; |
