feat: added lighting
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19
polygon.hpp
19
polygon.hpp
@@ -58,6 +58,14 @@ struct polygon {
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small = true;*/
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}
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vec3 avgNormal() {
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vec3 result;
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for (int i = 0; i++; i < 3) {
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result += normals[i];
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}
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return result * decimal(0.3333);
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}
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const bool contains(const vec3 &p) {
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// if (skip)
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// return false;
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@@ -82,6 +90,9 @@ struct polygon {
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vec3 result = normals[0] * barycentrics[0] +
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normals[1] * barycentrics[1] +
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normals[2] * barycentrics[2];
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if (result.isSmall())
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return normals[0];
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else
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return result.normalize();
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}
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@@ -97,8 +108,8 @@ struct polygon {
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}
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vec3 calcBarycentric(vec3 s) {
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if (small)
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return vec3(decimal(0.333), decimal(0.333), decimal(0.333));
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// if (small)
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// return vec3(decimal(0.333), decimal(0.333), decimal(0.333));
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vec3 result;
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result[0] = (points[1].x() - s.x()) * (points[2].y() - s.y()) -
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(points[2].x() - s.x()) * (points[1].y() - s.y());
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@@ -106,7 +117,9 @@ struct polygon {
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(points[0].x() - s.x()) * (points[2].y() - s.y());
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result = result * baryFactor;
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result[2] = decimal(1.0) - result[1] - result[0];
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return result;
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// return result;
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return vec3::max(vec3::min(result, vec3(1.0, 1.0, 1.0)),
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vec3(0.0, 0.0, 0.0));
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}
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};
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15
renderer.hpp
15
renderer.hpp
@@ -18,6 +18,7 @@ class Renderer {
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Rendertarget *target;
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bool clearTarget = true;
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vec3 sunDir = vec3(1.0, -1.0, 1.0).normalize();
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void toScreenSpace(vec3 *p) {
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p->x() = p->x() / p->z() * decimal(2.0) * decimal(SCREEN_SPACE_SIZE) +
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@@ -56,6 +57,7 @@ class Renderer {
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polygon testP;
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for (int f = 0; f < model->faces.size(); f += 3) {
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testP.small = false;
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for (int p = 0; p < 3; p++) {
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testP.points[p] = verts[std::get<0>(model->faces[f + p])];
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testP.colors[p] =
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@@ -63,6 +65,8 @@ class Renderer {
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testP.normals[p] =
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model->normals[std::get<1>(model->faces[f + p])];
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}
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if ((testP.avgNormal() * vec3(0.0, 0.0, 1.0)) > decimal(0.))
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continue;
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testP.calcDelta();
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@@ -81,20 +85,19 @@ class Renderer {
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for (int x = startX; x < endX; x++) {
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for (int y = startY; y < endY; y++) {
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if (testP.contains(pos)) {
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if (testP.small)
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continue;
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vec3 factors = testP.calcBarycentric(pos);
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factors = factors.normalize();
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decimal depth = testP.calcDepth(factors);
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if (depth < target->getDepth(x, y)) {
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// std::cout << factors << std::endl;
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vec3 normal = testP.calcNormal(factors);
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vec3 color = testP.calcColor(factors);
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decimal lightFac =
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std::max(
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normal *
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(-vec3(1.0, -1.0, 1.0).normalize()),
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decimal(0.0)) +
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std::max(normal * (-sunDir), decimal(0.0)) +
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decimal(0.5);
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target->setDepth(x, y, depth);
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// decimal reflection = target->setDepth(x, y,
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// depth);
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target->set(x, y,
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(color * decimal(120.0)) * lightFac);
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