📄 our_3d.c
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#if 0//hightlightspot
//for hilightt
f>>=15;
u.MM.x=p_t[i].NOR_P.MM.x*f>>15;
u.MM.y=p_t[i].NOR_P.MM.y*f>>15;
u.MM.z=p_t[i].NOR_P.MM.z*f>>15;
OUR_FIX_VECTOR3D_SUB(&u,&n,&n);
OUR_FIX_VECTOR3D_ADD(&u,&n,&n);
e=OUR_VECTOR3D_Dot(&n,&l);
if(e>0)
{
d=OUR_FAST_Length(&l);
e=OUR_Fast_division(e,j);
if(e>0x3e0)
{
f=lit->clor[0] <<6;
lihgt_clr0+=f;
f=lit->clor[1] <<6;
lihgt_clr1+=f;
}
}
#endif
//--------------------------------------------------------------------
void OUR_BACHFACE_OBJ_POINT_1P_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_PTR p_nor;
FIX_POINT3D n,l;
UINT i,j;
int f;
CLR lihgt_clr0,lihgt_clr1;
CLR* clr_work;
OUR_3D_LIT_PTR lit_here;
lit_here=lit;
p_nor=obj->pPoint_nor;
clr_work=obj->clor_work;
//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;
if(obj->pPoints_changed[j]!=OUR_D_FrameTH)
{
obj->pPoints_changed[j]=OUR_D_FrameTH;
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);
f=OUR_VECTOR3D_Dot(&n,&p_nor[j]);
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
{
j=p_t[i].p1;
f=OUR_VECTOR3D_Dot(&(lit->pos_dir_obj),&p_nor[j]);
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;
}
//---------------------------------------------------
clr_work=obj->clor_work+p_t[i].p1;
j=(obj->clor[i] & OUR_RGB_MASK0008)*(lihgt_clr1&0xffff);
if((j) >= (0x1<<21))
*clr_work=OUR_RGB_MASK0008;
else
*clr_work=(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))
*clr_work+=OUR_RGB_MASK0800;
else
*clr_work+=((j)<<3)&OUR_RGB_MASK0800;
//green
j=((obj->clor[i] & OUR_RGB_MASK0080)>>8)*(lihgt_clr0&0xffff);
if((j) >= (0x1<<21))
*clr_work+=OUR_RGB_MASK0080;
else
*clr_work+=((j)>>5)&OUR_RGB_MASK0080;
}
j=p_t[i].p2;
if(obj->pPoints_changed[j]!=OUR_D_FrameTH)
{
obj->pPoints_changed[j]=OUR_D_FrameTH;
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].p2;
OUR_FIX_VECTOR3D_SUB(&(lit->pos_dir_obj),&p_p[j],&n);
f=OUR_VECTOR3D_Dot(&n,&p_nor[j]);
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
{
j=p_t[i].p2;
f=OUR_VECTOR3D_Dot(&(lit->pos_dir_obj),&p_nor[j]);
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;
}
//---------------------------------------------------
clr_work=obj->clor_work+p_t[i].p2;
j=(obj->clor[i] & OUR_RGB_MASK0008)*(lihgt_clr1&0xffff);
if((j) >= (0x1<<21))
*clr_work=OUR_RGB_MASK0008;
else
*clr_work=(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))
*clr_work+=OUR_RGB_MASK0800;
else
*clr_work+=((j)<<3)&OUR_RGB_MASK0800;
//green
j=((obj->clor[i] & OUR_RGB_MASK0080)>>8)*(lihgt_clr0&0xffff);
if((j) >= (0x1<<21))
*clr_work+=OUR_RGB_MASK0080;
else
*clr_work+=((j)>>5)&OUR_RGB_MASK0080;
}
j=p_t[i].p3;
if(obj->pPoints_changed[j]!=OUR_D_FrameTH)
{
obj->pPoints_changed[j]=OUR_D_FrameTH;
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].p3;
OUR_FIX_VECTOR3D_SUB(&(lit->pos_dir_obj),&p_p[j],&n);
f=OUR_VECTOR3D_Dot(&n,&p_nor[j]);
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
{
j=p_t[i].p3;
f=OUR_VECTOR3D_Dot(&(lit->pos_dir_obj),&p_nor[j]);
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;
}
//---------------------------------------------------
clr_work=obj->clor_work+p_t[i].p3;
j=(obj->clor[i] & OUR_RGB_MASK0008)*(lihgt_clr1&0xffff);
if((j) >= (0x1<<21))
*clr_work=OUR_RGB_MASK0008;
else
*clr_work=(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))
*clr_work+=OUR_RGB_MASK0800;
else
*clr_work+=((j)<<3)&OUR_RGB_MASK0800;
//green
j=((obj->clor[i] & OUR_RGB_MASK0080)>>8)*(lihgt_clr0&0xffff);
if((j) >= (0x1<<21))
*clr_work+=OUR_RGB_MASK0080;
else
*clr_work+=((j)>>5)&OUR_RGB_MASK0080;
}
}
}
}
//--------------------------------------------------------------------
void OUR_BACHFACE_OBJ_POINT_3T_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_PTR p_nor;
FIX_POINT3D n,l;
UINT i,j;
int f;
CLR lihgt_clr0,lihgt_clr1;
CLR* clr_work;
OUR_3D_LIT_PTR lit_here;
lit_here=lit;
p_nor=obj->pPoint_nor;
clr_work=obj->clor_work;
//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)
{
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