|
|
|
@@ -22,10 +22,10 @@ internal Shader perspective = {0};
|
|
|
|
internal Shader orthographic = {0};
|
|
|
|
internal Shader orthographic = {0};
|
|
|
|
|
|
|
|
|
|
|
|
internal V3f g_ambient_light = {0.6f, 0.45f, 0.55f};
|
|
|
|
internal V3f g_ambient_light = {0.6f, 0.45f, 0.55f};
|
|
|
|
internal DirectionalLight g_directional_light = {
|
|
|
|
internal PointLight g_directional_light = {
|
|
|
|
.diffuse_intensity = {0.9f, 1.0f, 1.0f},
|
|
|
|
.diffuse_intensity = {0.9f, 1.0f, 1.0f},
|
|
|
|
.specular_intensity = {1.0f, 0.8f, 2.0f},
|
|
|
|
.specular_intensity = {1.0f, 0.8f, 2.0f},
|
|
|
|
.direction = {0.0f, 0.0f, 1.45f},
|
|
|
|
.position = {1.05f, 0.9f, 1.2f},
|
|
|
|
};
|
|
|
|
};
|
|
|
|
internal V3f g_eye = {0.2f, 0.1f, 0.75f};
|
|
|
|
internal V3f g_eye = {0.2f, 0.1f, 0.75f};
|
|
|
|
internal V3f g_target = {0};
|
|
|
|
internal V3f g_target = {0};
|
|
|
|
@@ -130,9 +130,11 @@ internal FragmentResult phong_shader_fragment(void *shader,
|
|
|
|
// Ambient term
|
|
|
|
// Ambient term
|
|
|
|
V3f intensity = num_mul_v3(g_ambient_light, model->material.ambient);
|
|
|
|
V3f intensity = num_mul_v3(g_ambient_light, model->material.ambient);
|
|
|
|
|
|
|
|
|
|
|
|
V4f hdir = V3_to_V4(g_directional_light.direction);
|
|
|
|
V4f hdir = V3_to_V4(g_directional_light.position);
|
|
|
|
hdir = mat4x4_mul_vec4(matrix, hdir);
|
|
|
|
hdir = mat4x4_mul_vec4(matrix, hdir);
|
|
|
|
V3f light_dir = project_vec4(hdir);
|
|
|
|
V3f light_pos = project_vec4(hdir);
|
|
|
|
|
|
|
|
normalise_v3(light_pos);
|
|
|
|
|
|
|
|
V3f light_dir = sub_v3(light_pos, data->position);
|
|
|
|
|
|
|
|
|
|
|
|
// Diffuse term
|
|
|
|
// Diffuse term
|
|
|
|
f32 l_dot_n = dot_v3(norm, light_dir);
|
|
|
|
f32 l_dot_n = dot_v3(norm, light_dir);
|
|
|
|
@@ -147,7 +149,9 @@ internal FragmentResult phong_shader_fragment(void *shader,
|
|
|
|
// Specular term
|
|
|
|
// Specular term
|
|
|
|
V3f _2_l_dot_n_norm = num_mul_v3(norm, 2.0f * l_dot_n);
|
|
|
|
V3f _2_l_dot_n_norm = num_mul_v3(norm, 2.0f * l_dot_n);
|
|
|
|
V3f reflected = sub_v3(_2_l_dot_n_norm, light_dir);
|
|
|
|
V3f reflected = sub_v3(_2_l_dot_n_norm, light_dir);
|
|
|
|
|
|
|
|
normalise_v3(reflected);
|
|
|
|
V3f v = sub_v3(g_eye, data->position);
|
|
|
|
V3f v = sub_v3(g_eye, data->position);
|
|
|
|
|
|
|
|
normalise_v3(v);
|
|
|
|
f32 r_dot_v = dot_v3(reflected, v);
|
|
|
|
f32 r_dot_v = dot_v3(reflected, v);
|
|
|
|
if (r_dot_v <= 0.0f) {
|
|
|
|
if (r_dot_v <= 0.0f) {
|
|
|
|
goto RETURN_OUTPUT_COLOUR;
|
|
|
|
goto RETURN_OUTPUT_COLOUR;
|
|
|
|
@@ -193,7 +197,7 @@ internal M4x4f get_projection_matrix(ProjectionType projection_type) {
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
internal f32 get_intensity(const V3f *normal) {
|
|
|
|
internal f32 get_intensity(const V3f *normal) {
|
|
|
|
V3f light = g_directional_light.direction;
|
|
|
|
V3f light = g_directional_light.position;
|
|
|
|
normalise_v3(light);
|
|
|
|
normalise_v3(light);
|
|
|
|
|
|
|
|
|
|
|
|
f32 intensity = dot_v3((*normal), light);
|
|
|
|
f32 intensity = dot_v3((*normal), light);
|
|
|
|
|