📄 our_3d.c
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triangle_list=obj->pTriangle;
point_list=obj->pPoints;
p_nor.MM.x=0;
p_nor.MM.y=0;
p_nor.MM.z=0;
for(j=0;j<num_p;j++)
{
for(i=0;i<num_t;i++)
{
if(j==triangle_list[i].p1 || j==triangle_list[i].p2 || j==triangle_list[i].p3)
{
OUR_FIX_VECTOR3D_ADD(&triangle_list[i].NOR_P,&p_nor,&p_nor);
}
}
//OUR_FAST_Normalize(&p_nor);
OUR_VECTOR3D_Normalize(&p_nor);
obj->pPoint_nor[j].MM.x=p_nor.MM.x;
obj->pPoint_nor[j].MM.y=p_nor.MM.y;
obj->pPoint_nor[j].MM.z=p_nor.MM.z;
}
}
//--------------------------------------------------------------------
void OUR_BACHFACE_OBJ_OBJ_LIT32( OUR_3D_OBJ_PTR obj,//100*n t 需要优化
OUR_3D_CAM_PTR cam,
OUR_3D_LIT_PTR lit)
{
OUR_3D_TRAG_PTR p_t;
FIX_POINT3D_PTR p_p;
FIX_POINT3D n,l;
UINT i,j;
int f;
CLR lihgt_clr0,lihgt_clr1;
OUR_3D_LIT_PTR lit_here;
lit_here=lit;
//take cam to the obj
OUR_FIX_VECTOR3D_SUB(&cam->pos,&obj->pos,&n);
OUR_FIX_Mat_Mul_VECTOR3D_3X3(&n, &obj->mrot_i,&(cam->pos_obj));//100t
cam->pos_obj.MM.x=((cam->pos_obj.MM.x))*obj->scale_x_i>>SCALE_1;
cam->pos_obj.MM.y=((cam->pos_obj.MM.y))*obj->scale_y_i>>SCALE_1;
cam->pos_obj.MM.z=((cam->pos_obj.MM.z))*obj->scale_z_i>>SCALE_1;
//take lits to the obj
while(lit)
{
if (lit->state_attr == LIT_point || lit->state_attr == LIT_parallel)
{
OUR_FIX_VECTOR3D_SUB(&lit->pos_dir,&obj->pos,&n);
OUR_FIX_Mat_Mul_VECTOR3D_3X3(&n, &obj->mrot_i,&(lit->pos_dir_obj));//100t
if (lit->state_attr == LIT_point )
{
lit->pos_dir_obj.MM.x=((lit->pos_dir_obj.MM.x))*obj->scale_x_i>>SCALE_1;
lit->pos_dir_obj.MM.y=((lit->pos_dir_obj.MM.y))*obj->scale_y_i>>SCALE_1;
lit->pos_dir_obj.MM.z=((lit->pos_dir_obj.MM.z))*obj->scale_z_i>>SCALE_1;
}
}
lit=lit->lit_next;
}
p_p = obj->pPoints;
p_t = obj->pTriangle;
obj->pTriangle_num_changed=0;
for(i=0;i<obj->triangle_num;i++)
{
j=p_t[i].p1;
OUR_FIX_VECTOR3D_SUB(&(cam->pos_obj),&p_p[j],&l);
if(OUR_VECTOR3D_Dot(&l,&(p_t[i].NOR_P))>0) //need to change
{
obj->pTriangle_changed[obj->pTriangle_num_changed]=i;
obj->pTriangle_num_changed++;
//j=p_t[i].p1;
obj->pPoints_changed[j]=OUR_D_FrameTH;
j=p_t[i].p2;
obj->pPoints_changed[j]=OUR_D_FrameTH;
j=p_t[i].p3;
obj->pPoints_changed[j]=OUR_D_FrameTH;
//lighting
lihgt_clr0=0;
lihgt_clr1=0;
lit=lit_here;
//if(material_Triangle == obj->material )
//--------------------------------------------------
while(lit)
{
if (lit->state_attr == LIT_point) //点光源
{
j=p_t[i].p1;
OUR_FIX_VECTOR3D_SUB(&(lit->pos_dir_obj),&p_p[j],&n);// n is the v of p 2 lit
f=OUR_VECTOR3D_Dot(&n,&(p_t[i].NOR_P)); //
if(f>0)
{
j=OUR_FAST_Length(&n);// is the v of p 2 lit
//j=OUR_Fast_division(f,j*j>>2);
j=f/(j*j>>2);
if(j>0x7f)
j=0x7f;
f=lit->clor[0] *j;
lihgt_clr0+=f;
f=lit->clor[1] *j;
lihgt_clr1+=f;
}
}
else if (lit->state_attr == LIT_parallel)//平行光
{
f=OUR_VECTOR3D_Dot(&(lit->pos_dir_obj),&(p_t[i].NOR_P));
if(f>0)
{
j=f>>23;
if(j>0x7f)
j=0x7f;
f=lit->clor[0] *j;
lihgt_clr0+=f;
f=lit->clor[1] *j;
lihgt_clr1+=f;
}
}
else if (lit->state_attr == LIT_condition)//环境光
{
lihgt_clr0+=lit->clor[0];
lihgt_clr1+=lit->clor[1];
}
//-----
lit=lit->lit_next;
}
//---------------------------------------------------
/**/
//blue
j=obj->CC.c[0]*(lihgt_clr1&0xffff);
if((j) >= (0x1<<21))
//p_t[i].CC_work.clor=OUR_RGB_MASK0008;
obj->clor_work[i]=OUR_RGB_MASK0008;
else
//p_t[i].CC_work.clor=(j)>>13;
obj->clor_work[i]=(j)>>13;
//red
j=obj->CC.c[2]*(lihgt_clr1>>16);
if((j) >= (0x1<<21))
//p_t[i].CC_work.clor+=OUR_RGB_MASK0800;
obj->clor_work[i]+=OUR_RGB_MASK0800;
else
//p_t[i].CC_work.clor+=((j)<<3)&OUR_RGB_MASK0800;
obj->clor_work[i]+=((j)<<3)&OUR_RGB_MASK0800;
//green
j=obj->CC.c[1]*(lihgt_clr0&0xffff);
if((j) >= (0x1<<21))
//p_t[i].CC_work.clor+=OUR_RGB_MASK0080;
obj->clor_work[i]+=OUR_RGB_MASK0080;
else
//p_t[i].CC_work.clor+=((j)>>5)&OUR_RGB_MASK0080;
obj->clor_work[i]+=((j)>>5)&OUR_RGB_MASK0080;
//p_t[i].CC.clor+=0xffff00;
/**/
}
}
}
//--------------------------------------------------------------------
void OUR_BACHFACE_OBJ_TRAG_LIT32( OUR_3D_OBJ_PTR obj,//100*n t 需要优化
OUR_3D_CAM_PTR cam,
OUR_3D_LIT_PTR lit_here)
{
OUR_3D_TRAG_PTR p_t;
FIX_POINT3D_PTR p_p;
FIX_POINT3D n,l;
UINT i,j;
int f;
CLR lihgt_clr0,lihgt_clr1;
OUR_3D_LIT_PTR lit;
lit=lit_here;
//take cam to the obj
OUR_FIX_VECTOR3D_SUB(&cam->pos,&obj->pos,&n);
OUR_FIX_Mat_Mul_VECTOR3D_3X3(&n, &obj->mrot_i,&(cam->pos_obj));//100t
cam->pos_obj.MM.x=((cam->pos_obj.MM.x))*obj->scale_x_i>>SCALE_1;
cam->pos_obj.MM.y=((cam->pos_obj.MM.y))*obj->scale_y_i>>SCALE_1;
cam->pos_obj.MM.z=((cam->pos_obj.MM.z))*obj->scale_z_i>>SCALE_1;
//take lits to the obj
while(lit)
{
if (lit->state_attr == LIT_point || lit->state_attr == LIT_parallel)
{
OUR_FIX_VECTOR3D_SUB(&lit->pos_dir,&obj->pos,&n);
OUR_FIX_Mat_Mul_VECTOR3D_3X3(&n, &obj->mrot_i,&(lit->pos_dir_obj));//100t
if (lit->state_attr == LIT_point )
{
lit->pos_dir_obj.MM.x=((lit->pos_dir_obj.MM.x))*obj->scale_x_i>>SCALE_1;
lit->pos_dir_obj.MM.y=((lit->pos_dir_obj.MM.y))*obj->scale_y_i>>SCALE_1;
lit->pos_dir_obj.MM.z=((lit->pos_dir_obj.MM.z))*obj->scale_z_i>>SCALE_1;
/* */}
}
lit=lit->lit_next;
}
p_p = obj->pPoints;
p_t = obj->pTriangle;
obj->pTriangle_num_changed=0;
for(i=0;i<obj->triangle_num;i++)
{
j=p_t[i].p1;
OUR_FIX_VECTOR3D_SUB(&(cam->pos_obj),&p_p[j],&l);
if(OUR_VECTOR3D_Dot(&l,&(p_t[i].NOR_P))>0) //need to change
{
obj->pTriangle_changed[obj->pTriangle_num_changed]=i;
obj->pTriangle_num_changed++;
//j=p_t[i].p1;
obj->pPoints_changed[j]=OUR_D_FrameTH;
j=p_t[i].p2;
obj->pPoints_changed[j]=OUR_D_FrameTH;
j=p_t[i].p3;
obj->pPoints_changed[j]=OUR_D_FrameTH;
//lighting
//lihgt_clr0=0xffffffff;
//lihgt_clr1=0xffffffff;
lit=lit_here;
//if(material_Triangle == obj->material )
//--------------------------------------------------
// if(lit)
{
lihgt_clr0=0;
lihgt_clr1=0;
}
while(lit)
{
if (lit->state_attr == LIT_point) //点光源
{
j=p_t[i].p1;
OUR_FIX_VECTOR3D_SUB(&(lit->pos_dir_obj),&p_p[j],&n);
f=OUR_VECTOR3D_Dot(&n,&(p_t[i].NOR_P));
if(f>0)
{
j=OUR_FAST_Length(&n);//n为 灯到点
//j=OUR_Fast_division(f,j*j>>2);
j=f/(j*j>>2);
if(j>0x7f)
j=0x7f;
f=lit->clor[0] *j;
lihgt_clr0+=f;
f=lit->clor[1] *j;
lihgt_clr1+=f;
}
}
else if (lit->state_attr == LIT_parallel)//平行光
{
f=OUR_VECTOR3D_Dot(&(lit->pos_dir_obj),&(p_t[i].NOR_P));
if(f>0)
{
j=f>>23;
if(j>0x7f)
j=0x7f;
f=lit->clor[0] *j;
lihgt_clr0+=f;
f=lit->clor[1] *j;
lihgt_clr1+=f;
}
}
else if (lit->state_attr == LIT_condition)//环境光
{
lihgt_clr0+=lit->clor[0];
lihgt_clr1+=lit->clor[1];
}
//-----
lit=lit->lit_next;
}/**/
//---------------------------------------------------
//blue
j=(obj->clor[i] & OUR_RGB_MASK0008)*(lihgt_clr1&0xffff);
if((j) >= (0x1<<21))
obj->clor_work[i]=OUR_RGB_MASK0008;
else
obj->clor_work[i]=(j)>>13;
//red
//j=p_t[i].CC.c[2]*(lihgt_clr1>>16);
j=((obj->clor[i] & OUR_RGB_MASK0800)>>16)*(lihgt_clr1>>16);
if((j) >= (0x1<<21))
obj->clor_work[i]+=OUR_RGB_MASK0800;
else
obj->clor_work[i]+=((j)<<3)&OUR_RGB_MASK0800;
//green
j=((obj->clor[i] & OUR_RGB_MASK0080)>>8)*(lihgt_clr0&0xffff);
if((j) >= (0x1<<21))
obj->clor_work[i]+=OUR_RGB_MASK0080;
else
obj->clor_work[i]+=((j)>>5)&OUR_RGB_MASK0080;
}
}
}
//--------------------------------------------------------------------
void OUR_BACHFACE_OBJ_BMP_LIT32( OUR_3D_OBJ_PTR obj,//100*n t 需要优化
OUR_3D_CAM_PTR cam,
OUR_3D_LIT_PTR lit)
{
OUR_3D_TRAG_PTR p_t;
FIX_POINT3D_PTR p_p;
FIX_POINT3D n,l;
UINT i,j;
int f;
CLR lihgt_clr0,lihgt_clr1;
OUR_3D_LIT_PTR lit_here;
lit_here=lit;
//take cam to the obj
OUR_FIX_VECTOR3D_SUB(&cam->pos,&obj->pos,&n);
OUR_FIX_Mat_Mul_VECTOR3D_3X3(&n, &obj->mrot_i,&(cam->pos_obj));//100t
cam->pos_obj.MM.x=((cam->pos_obj.MM.x))*obj->scale_x_i>>SCALE_1;
cam->pos_obj.MM.y=((cam->pos_obj.MM.y))*obj->scale_y_i>>SCALE_1;
cam->pos_obj.MM.z=((cam->pos_obj.MM.z))*obj->scale_z_i>>SCALE_1;
//take lits to the obj
p_p = obj->pPoints;
p_t = obj->pTriangle;
obj->pTriangle_num_changed=0;
for(i=0;i<obj->triangle_num;i++)
{
j=p_t[i].p1;
OUR_FIX_VECTOR3D_SUB(&(cam->pos_obj),&p_p[j],&l);
if(OUR_VECTOR3D_Dot(&l,&(p_t[i].NOR_P))>0) //need to change
{
obj->pTriangle_changed[obj->pTriangle_num_changed]=i;
obj->pTriangle_num_changed++;
//j=p_t[i].p1;
obj->pPoints_changed[j]=OUR_D_FrameTH;
j=p_t[i].p2;
obj->pPoints_changed[j]=OUR_D_FrameTH;
j=p_t[i].p3;
obj->pPoints_changed[j]=OUR_D_FrameTH;
}
}
}
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