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#include "fb/pixfb.hpp"
#include <cstdint>
#include <algorithm>
#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;
}
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