Exemple #1
0
void renLightPosition(S_Renderer *pRenderer, const S_Coords *pPosition)
{
    IZG_ASSERT(pRenderer && pPosition);

    pRenderer->light_position = *pPosition;
}
Exemple #2
0
void renMatSpecular(S_Renderer *pRenderer, const S_Material *pParams)
{
    IZG_ASSERT(pRenderer && pParams);

    pRenderer->mat_specular = *pParams;
}
Exemple #3
0
void renMatDiffuse(S_Renderer *pRenderer, const S_Material *pParams)
{
    IZG_ASSERT(pRenderer && pParams);

    pRenderer->mat_diffuse = *pParams;
}
Exemple #4
0
void renMatAmbient(S_Renderer *pRenderer, const S_Material *pParams)
{
    IZG_ASSERT(pRenderer && pParams);

    pRenderer->mat_ambient = *pParams;
}
Exemple #5
0
void onKeyboard(SDL_KeyboardEvent *key)
{
    int width, height;

    /* test existence rendereru */
    IZG_ASSERT(renderer);

    /* vetveni podle stisknute klavesy */
    switch( key->keysym.sym )
    {
        /* ukonceni programu - klavesa Esc nebo q */
        case SDLK_ESCAPE:
        case SDLK_q:
            quit = 1;
            break;

        /* prepnuti do celoobrazovkoveho modu */
        case SDLK_f:
            SDL_WM_ToggleFullScreen(screen);
            break;

        /* prepnuti na studentsky renderer */
        case SDLK_p:
            /* zapamatovani aktualni velikosti frame bufferu */
            width = renderer->frame_w;
            height = renderer->frame_h;

            /* zruseni a znovu vytvoreni rendereru */
            renderer->releaseFunc(&renderer);
            renderer = studrenCreate();
            renderer->createBuffersFunc(renderer, width, height);

            /* zmena titulku okna */
            SDL_WM_SetCaption(PROGRAM_TITLE_STUDENT, 0);
            break;

        /* prepnuti na originalni renderer */
        case SDLK_o:
            width = renderer->frame_w;
            height = renderer->frame_h;
            renderer->releaseFunc(&renderer);
            renderer = renCreate();
            renderer->createBuffersFunc(renderer, width, height);
            SDL_WM_SetCaption(PROGRAM_TITLE, 0);
            break;

        /* posun kamery pomoci klaves */
        case SDLK_DOWN:
            renSceneMoveXY(renderer, 0, 1);
            break;
        case SDLK_UP:
            renSceneMoveXY(renderer, 0, -1);
            break;
        case SDLK_LEFT:
            renSceneMoveXY(renderer, -1, 0);
            break;
        case SDLK_RIGHT:
            renSceneMoveXY(renderer, 1, 0);
            break;

        default:
            break;
    }
}
Exemple #6
0
S_RGBA studrenPhongReflectance(S_Renderer *pRenderer, const S_Coords *point, const S_Coords *normal)
{
    S_Coords    lvec, eyevec, reflect;
    double      diffuse, specular, reflect_scalar;
    double      r, g, b;

    /* If = Ia + Id + Is */
    S_RGBA      color;

    IZG_ASSERT(pRenderer && point && normal);

    /* vektor ke zdroji svetla */
    lvec = makeCoords(pRenderer->light_position.x - point->x,
                      pRenderer->light_position.y - point->y,
                      pRenderer->light_position.z - point->z);
    coordsNormalize(&lvec);

    /* vektor ke kamere */
    eyevec = makeCoords(-point->x,
                        -point->y,
                        -pRenderer->camera_dist - point->z);
    coordsNormalize(&eyevec);

    /* ambientni cast -- Ia = (Al * Am) + (As * Am) */
    /* As je barva sceny, muzeme zanedbat */
    r = pRenderer->light_ambient.red * pRenderer->mat_ambient.red;
    g = pRenderer->light_ambient.green * pRenderer->mat_ambient.green;
    b = pRenderer->light_ambient.blue * pRenderer->mat_ambient.blue;

    /* difuzni cast -- Id = Dl * Dm * LambertTerm */
    /* LambertTerm = dot(N, L) */
    diffuse = lvec.x * normal->x + lvec.y * normal->y + lvec.z * normal->z;
    if( diffuse > 0 )
    {
        r += diffuse * pRenderer->light_diffuse.red * pRenderer->mat_diffuse.red;
        g += diffuse * pRenderer->light_diffuse.green * pRenderer->mat_diffuse.green;
        b += diffuse * pRenderer->light_diffuse.blue * pRenderer->mat_diffuse.blue;
    }

    /* odraziva cast -- Is = Sm * Sl * pow( max( dot(R, E), 0.0), f ) */
    /* R = reflect(-L, N) = 2 * dot(N, L) * N - L */
    reflect_scalar = 2 * (normal->x * lvec.x + normal->y * lvec.y + normal->z * lvec.z);
    reflect.x = reflect_scalar * normal->x - lvec.x;
    reflect.y = reflect_scalar * normal->y - lvec.y;
    reflect.z = reflect_scalar * normal->z - lvec.z;

    specular = pow(
        MAX(reflect.x * eyevec.x + reflect.y * eyevec.y + reflect.z * eyevec.z, 0.0f),
        ((S_StudentRenderer*)pRenderer)->mat_shininess);

    r += specular * pRenderer->light_specular.red * pRenderer->mat_specular.red;
    g += specular * pRenderer->light_specular.green * pRenderer->mat_specular.green;
    b += specular * pRenderer->light_specular.blue * pRenderer->mat_specular.blue;

    /* saturace osvetleni*/
    r = MIN(1, r);
    g = MIN(1, g);
    b = MIN(1, b);

    /* kreslici barva */
    color.red = ROUND2BYTE(255 * r);
    color.green = ROUND2BYTE(255 * g);
    color.blue = ROUND2BYTE(255 * b);
    return color;
}