Mercurial > hg > Game > Cerium
diff Renderer/Engine/task/DrawSpan.cc @ 1144:e068c1269292 draft
light fix
author | Yutaka_Kinjyo |
---|---|
date | Sat, 19 Feb 2011 03:54:12 +0900 |
parents | b99abedb5523 |
children | 4e898dca4ab9 |
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--- a/Renderer/Engine/task/DrawSpan.cc Sat Feb 19 01:59:14 2011 +0900 +++ b/Renderer/Engine/task/DrawSpan.cc Sat Feb 19 03:54:12 2011 +0900 @@ -397,10 +397,8 @@ unsigned char rgb[4]; int light_rgb; - int flag; float normal_vector[4] = {normal_x,normal_y,normal_z,0}; float light_vector[4]; - float inner_product; float *light_xyz = (float*)smanager->global_get(Light); normalize(normal_vector, normal_vector); @@ -420,9 +418,9 @@ int tmp_rgb[3] = {0,0,0}; int light_num = 4; + float inner_product = 0.2; // 0.2 は環境光ってことにしてみた。 for (int i = 0; i < light_num; i++) { - light_vector[0] = world_x - light_xyz[i*4]; light_vector[1] = world_y - light_xyz[i*4+1]; light_vector[2] = light_xyz[i*4+2] - world_z; @@ -430,19 +428,21 @@ normalize(light_vector, light_vector); + float tmp_inner_product = 0; + // 法線ベクトルと光源ベクトルとの内積をとる - inner_product = innerProduct1(normal_vector,light_vector); - - //printf("inner_product %f\n",inner_product); + tmp_inner_product = innerProduct1(normal_vector,light_vector); // 内積がマイナスの場合は色がない。 - flag = (inner_product > 0); + if (inner_product < tmp_inner_product) { + inner_product = tmp_inner_product; + } // 内積を rgb にかけていく - tmp_rgb[0] += (unsigned char)(rgb[0]*inner_product*flag); - tmp_rgb[1] += (unsigned char)(rgb[1]*inner_product*flag); - tmp_rgb[2] += (unsigned char)(rgb[2]*inner_product*flag); + tmp_rgb[0] = (unsigned char)(rgb[0]*inner_product); + tmp_rgb[1] = (unsigned char)(rgb[1]*inner_product); + tmp_rgb[2] = (unsigned char)(rgb[2]*inner_product); }