#include "fb/pixfb.hpp" #include #include #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; 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(), 0xff000000); } extern Camera* camera; 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 = 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.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; // gamma correction // TODO: improve, we shouldn't do it here if (final_light <= .0031308f) final_light = final_light * 12.92f; else final_light = 1.055f * pow(final_light, 1.f / 2.4f) - .055f; std::uint32_t c = (int) (final_light * 255.f); pixels_vector[x + y * w] = 0xff000000 | c << 16 | c << 8 | c; }