diff options
Diffstat (limited to 'Userland/Libraries/LibSoftGPU')
-rw-r--r-- | Userland/Libraries/LibSoftGPU/Device.cpp | 67 |
1 files changed, 67 insertions, 0 deletions
diff --git a/Userland/Libraries/LibSoftGPU/Device.cpp b/Userland/Libraries/LibSoftGPU/Device.cpp index 9f87a50508..07714c3dca 100644 --- a/Userland/Libraries/LibSoftGPU/Device.cpp +++ b/Userland/Libraries/LibSoftGPU/Device.cpp @@ -6,6 +6,7 @@ */ #include <AK/Function.h> +#include <AK/Math.h> #include <AK/SIMDExtras.h> #include <AK/SIMDMath.h> #include <LibCore/ElapsedTimer.h> @@ -665,6 +666,72 @@ void Device::draw_primitives(PrimitiveType primitive_type, FloatMatrix4x4 const& if (m_clipped_vertices.size() < 3) continue; + if (m_options.lighting_enabled) { + auto const& front_material = m_materials.at(0); + // Walk through each vertex + for (auto& vertex : m_clipped_vertices) { + FloatVector4 result_color = front_material.emissive + (front_material.ambient * m_lighting_model.scene_ambient_color); + + for (auto const& light : m_lights) { + if (!light.is_enabled) + continue; + + FloatVector4 vertex_to_light; + + // Light attenuation value. + float light_attenuation_factor = 1.0f; + if (light.position.w() != 0.0f) { + vertex_to_light = light.position - vertex.eye_coordinates; + auto const vertex_to_light_length = vertex_to_light.length(); + auto const vertex_to_light_length_squared = vertex_to_light_length * vertex_to_light_length; + + light_attenuation_factor = 1.0f / (light.constant_attenuation + (light.linear_attenuation * vertex_to_light_length) + (light.quadratic_attenuation * vertex_to_light_length_squared)); + vertex_to_light = vertex_to_light / vertex_to_light_length; + } else { + vertex_to_light = light.position.normalized(); + } + + // Spotlight factor + float spotlight_factor = 1.0f; + if (light.spotlight_cutoff_angle != 180.0f) { + const auto spotlight_direction_normalized = light.spotlight_direction.normalized(); + const auto light_to_vertex_dot_normalized_spotlight_direction = spotlight_direction_normalized.dot(FloatVector3(vertex_to_light.x(), vertex_to_light.y(), vertex_to_light.z())); + const auto cos_spotlight_cutoff = AK::cos<float>(light.spotlight_cutoff_angle); + + if (light_to_vertex_dot_normalized_spotlight_direction >= cos_spotlight_cutoff) + spotlight_factor = AK::pow<float>(light_to_vertex_dot_normalized_spotlight_direction, light.spotlight_exponent); + else + spotlight_factor = 0.0f; + } + + // FIXME: Specular. The math for it doesn't quite make sense... + (void)m_lighting_model.viewer_at_infinity; + + // FIXME: The spec allows for splitting the colors calculated here into multiple different colors (primary/secondary color). Investigate what this means. + (void)m_lighting_model.single_color; + + // FIXME: Two sided lighting should be implemented eventually (I believe this is where the normals are -ve and then lighting is calculated with the BACK material) + (void)m_lighting_model.two_sided_lighting; + + // Ambient + auto const ambient_component = front_material.ambient * light.ambient_intensity; + + // Diffuse + auto const normal_dot_vertex_to_light = vertex.normal.dot(FloatVector3(vertex_to_light.x(), vertex_to_light.y(), vertex_to_light.z())); + auto const diffuse_component = ((front_material.diffuse * light.diffuse_intensity) * normal_dot_vertex_to_light).clamped(0.0f, 1.0f); + + FloatVector4 color = ambient_component; + color += diffuse_component; + color = color * light_attenuation_factor * spotlight_factor; + result_color += color; + } + + vertex.color = result_color; + vertex.color.set_w(front_material.diffuse.w()); // OpenGL 1.5 spec, page 59: "The A produced by lighting is the alpha value associated with diffuse color material" + vertex.color.clamp(0.0f, 1.0f); + } + } + for (auto& vec : m_clipped_vertices) { // To normalized device coordinates (NDC) auto const one_over_w = 1 / vec.clip_coordinates.w(); |