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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/pixfb.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/pixfb.cpp')
-rw-r--r--src/fb/pixfb.cpp9
1 files changed, 4 insertions, 5 deletions
diff --git a/src/fb/pixfb.cpp b/src/fb/pixfb.cpp
index b38ec30..c629adb 100644
--- a/src/fb/pixfb.cpp
+++ b/src/fb/pixfb.cpp
@@ -8,6 +8,7 @@
using namespace engine::fb;
using
+ engine::math::Vector2,
engine::math::Vector3,
engine::o3d::VertexData,
engine::o3d::Camera;
@@ -29,17 +30,15 @@ void PixelFrameBuffer::clear() {
extern Camera* camera;
-void PixelFrameBuffer::draw_point(int x, int y, const Vector3& loc, const VertexData& vd, const Vector3& normal) {
- (void) loc;
- (void) vd;
+void PixelFrameBuffer::draw_point(int x, int y, const Vector3& /* loc */, const Vector3& normal, const Vector2& /* uv */, const VertexData& vd) {
auto u = vd.world_loc - camera->transform.loc;
float u_len_sq = u.length_squared();
u = u.normalize();
- float attenuation = Vector3(0.f, 0.f, -1.f).rot(camera->transform.rot).dot(u);
+ float attenuation = camera->transform.rot.rot({ 0.f, 0.f, -1.f }).dot(u);
if (attenuation < .7f) attenuation = 0.f;
else if (attenuation > .8f) attenuation = 1.f;
else attenuation = (attenuation - .7f) / .1f;
- float light = -normal.dot(u) / u_len_sq;
+ float light = -normal.normalize().dot(u) / u_len_sq;
if (light < 0.f) light = 0.f;
float final_light = .003f + light * attenuation * .8f * .997f;
if (final_light > 1.f) final_light = 1.f;