diff options
| author | 3gg <3gg@shellblade.net> | 2026-02-13 10:27:58 -0800 |
|---|---|---|
| committer | 3gg <3gg@shellblade.net> | 2026-02-13 10:27:58 -0800 |
| commit | 77f9dbee1721518e09f0beed10b3dbb78d893b08 (patch) | |
| tree | b9b26485ef1cff497867e120ae27428c6f82c029 /src/swgfx.c | |
| parent | 5f7855b6aa0e3338625eb7d30e8ccc5b74050bbf (diff) | |
Ambient lighting. Defer texture filtering
Diffstat (limited to 'src/swgfx.c')
| -rw-r--r-- | src/swgfx.c | 23 |
1 files changed, 19 insertions, 4 deletions
diff --git a/src/swgfx.c b/src/swgfx.c index d41b69d..ddd64f7 100644 --- a/src/swgfx.c +++ b/src/swgfx.c | |||
| @@ -45,6 +45,7 @@ typedef struct swgfx { | |||
| 45 | R* depth; // Depth buffer. | 45 | R* depth; // Depth buffer. |
| 46 | sgTextureId* texture; // Texture ID buffer. | 46 | sgTextureId* texture; // Texture ID buffer. |
| 47 | sgVec2* texcoords; // Texture coords buffer. | 47 | sgVec2* texcoords; // Texture coords buffer. |
| 48 | sgPixel* albedo; // Albedo buffer. | ||
| 48 | sgViewport_t viewport; | 49 | sgViewport_t viewport; |
| 49 | sgMat4 model; // Model matrix. | 50 | sgMat4 model; // Model matrix. |
| 50 | sgMat4 view; // View matrix. | 51 | sgMat4 view; // View matrix. |
| @@ -89,6 +90,7 @@ static inline sgVec2 mod2(sgVec2 v, R m) { return (sgVec2){mod1(v.x, m), mod1(v | |||
| 89 | static inline sgVec3 add3(sgVec3 a, sgVec3 b) { return (sgVec3){a.x + b.x, a.y + b.y, a.z + b.z}; } | 90 | static inline sgVec3 add3(sgVec3 a, sgVec3 b) { return (sgVec3){a.x + b.x, a.y + b.y, a.z + b.z}; } |
| 90 | static inline sgVec3 neg3(sgVec3 v) { return (sgVec3){-v.x, -v.y, -v.z}; } | 91 | static inline sgVec3 neg3(sgVec3 v) { return (sgVec3){-v.x, -v.y, -v.z}; } |
| 91 | static inline sgVec3 sub3(sgVec3 a, sgVec3 b) { return (sgVec3){a.x - b.x, a.y - b.y, a.z - b.z}; } | 92 | static inline sgVec3 sub3(sgVec3 a, sgVec3 b) { return (sgVec3){a.x - b.x, a.y - b.y, a.z - b.z}; } |
| 93 | static inline sgVec3 mul3(sgVec3 a, sgVec3 b) { return (sgVec3){a.x * b.x, a.y * b.y, a.z * b.z}; } | ||
| 92 | static inline sgVec3 div3(sgVec3 a, sgVec3 b) { return (sgVec3){a.x / b.x, a.y / b.y, a.z / b.z}; } | 94 | static inline sgVec3 div3(sgVec3 a, sgVec3 b) { return (sgVec3){a.x / b.x, a.y / b.y, a.z / b.z}; } |
| 93 | static inline sgVec3 scale3(sgVec3 v, R s) { return (sgVec3){v.x * s, v.y * s, v.z * s}; } | 95 | static inline sgVec3 scale3(sgVec3 v, R s) { return (sgVec3){v.x * s, v.y * s, v.z * s}; } |
| 94 | static inline sgVec3 exp3(sgVec3 v, R exp) { return (sgVec3){powf(v.x, exp), powf(v.y, exp), powf(v.z, exp)};} | 96 | static inline sgVec3 exp3(sgVec3 v, R exp) { return (sgVec3){powf(v.x, exp), powf(v.y, exp), powf(v.z, exp)};} |
| @@ -739,6 +741,7 @@ size_t sgMem(int width, int height) { | |||
| 739 | Align(N * sizeof(R)) + // Depth buffer. | 741 | Align(N * sizeof(R)) + // Depth buffer. |
| 740 | Align(N * sizeof(sgTextureId)) + // Texture ID buffer. | 742 | Align(N * sizeof(sgTextureId)) + // Texture ID buffer. |
| 741 | Align(N * sizeof(sgVec2)) + // Texture coords buffer. | 743 | Align(N * sizeof(sgVec2)) + // Texture coords buffer. |
| 744 | Align(N * sizeof(sgPixel)) + // Albedo buffer. | ||
| 742 | Align(SWGFX_TEXTURE_REGISTER_SIZE * sizeof(sgTexture)) + // Texture register. | 745 | Align(SWGFX_TEXTURE_REGISTER_SIZE * sizeof(sgTexture)) + // Texture register. |
| 743 | (SG_ALIGN - 1); // To make room to align allocations within the buffer. | 746 | (SG_ALIGN - 1); // To make room to align allocations within the buffer. |
| 744 | } | 747 | } |
| @@ -752,6 +755,7 @@ swgfx* sgNew(int width, int height, void* mem) { | |||
| 752 | gfx->depth = SG_ALLOC(&aligned, N, R); | 755 | gfx->depth = SG_ALLOC(&aligned, N, R); |
| 753 | gfx->texture = SG_ALLOC(&aligned, N, sgTextureId); | 756 | gfx->texture = SG_ALLOC(&aligned, N, sgTextureId); |
| 754 | gfx->texcoords = SG_ALLOC(&aligned, N, sgVec2); | 757 | gfx->texcoords = SG_ALLOC(&aligned, N, sgVec2); |
| 758 | gfx->albedo = SG_ALLOC(&aligned, N, sgPixel); | ||
| 755 | gfx->textureRegister = SG_ALLOC(&aligned, SWGFX_TEXTURE_REGISTER_SIZE, sgTexture); | 759 | gfx->textureRegister = SG_ALLOC(&aligned, SWGFX_TEXTURE_REGISTER_SIZE, sgTexture); |
| 756 | gfx->activeTexture = DefaultTextureId; | 760 | gfx->activeTexture = DefaultTextureId; |
| 757 | gfx->defaultPixel = (sgPixel){255, 255, 255, 255}; | 761 | gfx->defaultPixel = (sgPixel){255, 255, 255, 255}; |
| @@ -973,10 +977,21 @@ void sgLighting(swgfx* gfx) { | |||
| 973 | const sgTextureId texid = gfx->texture[i]; | 977 | const sgTextureId texid = gfx->texture[i]; |
| 974 | const sgTexture* texture = &gfx->textureRegister[texid]; | 978 | const sgTexture* texture = &gfx->textureRegister[texid]; |
| 975 | const sgVec2 uv = gfx->texcoords[i]; | 979 | const sgVec2 uv = gfx->texcoords[i]; |
| 976 | sgPixel* colour = &gfx->colour[i]; | 980 | sgPixel* albedo = &gfx->albedo[i]; |
| 977 | // TODO: Actual lighting. | 981 | *albedo = Sample(texture->image, texture->filter, uv); |
| 978 | const sgPixel albedo = Sample(texture->image, texture->filter, uv); | 982 | } |
| 979 | *colour = albedo; | 983 | } |
| 984 | } | ||
| 985 | |||
| 986 | void sgAmbient(swgfx* gfx, sgVec3 ambient) { | ||
| 987 | assert(gfx); | ||
| 988 | const int N = gfx->dims.x * gfx->dims.y; | ||
| 989 | for (int i = 0; i < N; ++i) { | ||
| 990 | const R depth = gfx->depth[i]; | ||
| 991 | if (depth != DepthClearValue) { | ||
| 992 | const sgPixel* albedo = &gfx->albedo[i]; | ||
| 993 | sgPixel* colour = &gfx->colour[i]; | ||
| 994 | *colour = Vec3ToPixel(mul3(PixelToVec3(*albedo), ambient), (R)albedo->a/255.f); | ||
| 980 | } | 995 | } |
| 981 | } | 996 | } |
| 982 | } | 997 | } |
