#include "fb/pixfb.h" #include #include #include "math/vector.h" #include "math/quat.h" #include "o3d/vertex_data.h" #include "o3d/camera.h" using namespace engine::fb; using engine::math::Vector3, engine::o3d::VertexData, engine::o3d::Camera; PixelFrameBuffer::PixelFrameBuffer(unsigned int w, unsigned int h) { resize(w, h); } void PixelFrameBuffer::resize(unsigned int w, unsigned int h) { this->w = w; this->h = h; pixels_vector.resize(w * h); clear(); } void PixelFrameBuffer::clear() { std::fill(pixels_vector.begin(), pixels_vector.end(), 0x000000FF); } extern Camera* camera; void PixelFrameBuffer::draw_point(int x, int y, const Vector3& loc, const VertexData& vd, const Vector3& normal) { (void) loc; (void) 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); 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; if (light < 0.f) light = 0.f; float final_light = .05f + light * attenuation * .8f * .95f; if (final_light > 1.f) final_light = 1.f; std::uint32_t c = (int) (final_light * 255.f); pixels_vector[x + y * w] = c << 24 | c << 16 | c << 8 | 0xff; }