ref: 2f6efcecc3fb03a4c1a2ea6ed009bb286a2244d9
parent: aa16a1b67c240833e1ef29a10ddedd28882bc6c1
author: rodri <[email protected]>
date: Wed Mar 6 09:55:59 EST 2024
change the fshaders to return a Color. no more cbuf+memfillcolor bullshit.
--- a/main.c
+++ b/main.c
@@ -121,7 +121,7 @@
return world2clip(maincam, model2world(sp->su->entity, sp->v->p));
}
-Memimage *
+Color
gouraudshader(FSparams *sp)
{
Vertexattr *va;
@@ -134,13 +134,7 @@
c = Pt3(1,1,1,1);
c = mulpt3(c, va->n);
- sp->cbuf[0] *= c.a;
- sp->cbuf[1] *= c.b;
- sp->cbuf[2] *= c.g;
- sp->cbuf[3] *= c.r;
- memfillcolor(sp->frag, *(ulong*)sp->cbuf);
-
- return sp->frag;
+ return c;
}
Point3
@@ -167,7 +161,7 @@
return world2clip(maincam, model2world(sp->su->entity, sp->v->p));
}
-Memimage *
+Color
phongshader(FSparams *sp)
{
static double Ka = 0.1; /* ambient factor */
@@ -211,16 +205,15 @@
tc = Pt3(1,1,1,1);
c = addpt3(ambient, addpt3(diffuse, specular));
- sp->cbuf[0] *= fclamp(c.a*tc.a, 0, 1);
- sp->cbuf[1] *= fclamp(c.b*tc.b, 0, 1);
- sp->cbuf[2] *= fclamp(c.g*tc.g, 0, 1);
- sp->cbuf[3] *= fclamp(c.r*tc.r, 0, 1);
- memfillcolor(sp->frag, *(ulong*)sp->cbuf);
+ c.a = fclamp(c.a*tc.a, 0, 1);
+ c.b = fclamp(c.b*tc.b, 0, 1);
+ c.g = fclamp(c.g*tc.g, 0, 1);
+ c.r = fclamp(c.r*tc.r, 0, 1);
- return sp->frag;
+ return c;
}
-Memimage *
+Color
toonshader(FSparams *sp)
{
Vertexattr *va;
@@ -229,21 +222,16 @@
va = getvattr(&sp->v, "intensity");
intens = va->n;
intens = intens > 0.85? 1: intens > 0.60? 0.80: intens > 0.45? 0.60: intens > 0.30? 0.45: intens > 0.15? 0.30: 0;
- sp->cbuf[1] = 0;
- sp->cbuf[2] = 155*intens;
- sp->cbuf[3] = 255*intens;
- memfillcolor(sp->frag, *(ulong*)sp->cbuf);
- return sp->frag;
+ return Pt3(intens, 0.6*intens, 0, 1);
}
-Memimage *
+Color
triangleshader(FSparams *sp)
{
Triangle2 t;
Rectangle bbox;
Point3 bc;
- uchar cbuf[4];
t.p0 = Pt2(240,200,1);
t.p1 = Pt2(400,40,1);
@@ -254,26 +242,20 @@
max(max(t.p0.x, t.p1.x), t.p2.x), max(max(t.p0.y, t.p1.y), t.p2.y)
);
if(!ptinrect(sp->p, bbox))
- return nil;
+ return Vec3(0,0,0);
bc = barycoords(t, Pt2(sp->p.x,sp->p.y,1));
if(bc.x < 0 || bc.y < 0 || bc.z < 0)
- return nil;
+ return Vec3(0,0,0);
- cbuf[0] = 0xFF;
- cbuf[1] = 0xFF*bc.z;
- cbuf[2] = 0xFF*bc.y;
- cbuf[3] = 0xFF*bc.x;
- memfillcolor(sp->frag, *(ulong*)cbuf);
- return sp->frag;
+ return Pt3(bc.x, bc.y, bc.z, 1);
}
-Memimage *
+Color
circleshader(FSparams *sp)
{
Point2 uv;
double r, d;
- uchar cbuf[4];
uv = Pt2(sp->p.x,sp->p.y,1);
uv.x /= Dx(sp->su->fb->r);
@@ -283,24 +265,17 @@
d = vec2len(subpt2(uv, Vec2(0.5,0.5)));
if(d > r + r*0.05 || d < r - r*0.05)
- return nil;
+ return Vec3(0,0,0);
- cbuf[0] = 0xFF;
- cbuf[1] = 0;
- cbuf[2] = 0xFF*uv.y;
- cbuf[3] = 0xFF*uv.x;
-
- memfillcolor(sp->frag, *(ulong*)cbuf);
- return sp->frag;
+ return Pt3(uv.x, uv.y, 0, 1);
}
/* some shaping functions from The Book of Shaders, Chapter 5 */
-Memimage *
+Color
sfshader(FSparams *sp)
{
Point2 uv;
double y, pct;
- uchar cbuf[4];
uv = Pt2(sp->p.x,sp->p.y,1);
uv.x /= Dx(sp->su->fb->r);
@@ -314,21 +289,14 @@
// y = smoothstep(0.1, 0.9, uv.x);
pct = smoothstep(y-0.02, y, uv.y) - smoothstep(y, y+0.02, uv.y);
- cbuf[0] = 0xFF;
- cbuf[1] = 0xFF*flerp(y, 0, pct);
- cbuf[2] = 0xFF*flerp(y, 1, pct);
- cbuf[3] = 0xFF*flerp(y, 0, pct);
-
- memfillcolor(sp->frag, *(ulong*)cbuf);
- return sp->frag;
+ return Pt3(flerp(y, 0, pct), flerp(y, 1, pct), flerp(y, 0, pct), 1);
}
-Memimage *
+Color
boxshader(FSparams *sp)
{
Point2 uv, p;
Point2 r;
- uchar cbuf[4];
uv = Pt2(sp->p.x,sp->p.y,1);
uv.x /= Dx(sp->su->fb->r);
@@ -341,15 +309,9 @@
p.y = fmax(p.y, 0);
if(vec2len(p) > 0)
- return nil;
+ return Vec3(0,0,0);
- cbuf[0] = 0xFF;
- cbuf[1] = 0xFF*smoothstep(0,1,uv.x+uv.y);
- cbuf[2] = 0xFF*uv.y;
- cbuf[3] = 0xFF*uv.x;
-
- memfillcolor(sp->frag, *(ulong*)cbuf);
- return sp->frag;
+ return Pt3(uv.x, uv.y, smoothstep(0,1,uv.x+uv.y), 1);
}
Point3
@@ -358,7 +320,7 @@
return world2clip(maincam, model2world(sp->su->entity, sp->v->p));
}
-Memimage *
+Color
identshader(FSparams *sp)
{
Color c;
@@ -367,13 +329,7 @@
c = texture(sp->su->entity->mdl->tex, sp->v.uv, tsampler);
else
c = Pt3(1,1,1,1);
-
- sp->cbuf[0] *= c.a;
- sp->cbuf[1] *= c.b;
- sp->cbuf[2] *= c.g;
- sp->cbuf[3] *= c.r;
- memfillcolor(sp->frag, *(ulong*)sp->cbuf);
- return sp->frag;
+ return c;
}
Shader shadertab[] = {