Rename vertex point to vertex position
This commit is contained in:
parent
bedc30038b
commit
6dcbb35e86
|
@ -55,7 +55,7 @@ struct UVList
|
|||
|
||||
struct Vertex
|
||||
{
|
||||
Point point;
|
||||
Point position;
|
||||
Vector normal;
|
||||
ColorF32 color;
|
||||
};
|
||||
|
|
|
@ -64,8 +64,8 @@ int EngineInit(char *objFilename, char *mtlFilename)
|
|||
|
||||
|
||||
// Mesh configuration
|
||||
mesh.position.z = 50;
|
||||
mesh.position.y = -175;
|
||||
mesh.position.z = 125;
|
||||
mesh.position.y = -125;
|
||||
mesh.scale = 1.0f;
|
||||
|
||||
|
||||
|
@ -208,8 +208,8 @@ static void ComputeNormals(void)
|
|||
Vertex &vert2 = verts.data[face.vertIndex[2]];
|
||||
|
||||
|
||||
Vector v01 = vert1.point - vert0.point;
|
||||
Vector v02 = vert2.point - vert0.point;
|
||||
Vector v01 = vert1.position - vert0.position;
|
||||
Vector v02 = vert2.position - vert0.position;
|
||||
|
||||
Vector normal = VectorCross(v01, v02);
|
||||
|
||||
|
@ -253,8 +253,8 @@ static void TransformToClipSpace(void)
|
|||
|
||||
for (size_t v = 0; v < localVerts.size; ++v)
|
||||
{
|
||||
transVerts.data[v].point =
|
||||
localVerts.data[v].point * tScale * tRotate * tTranslate * tView * tPersp;
|
||||
transVerts.data[v].position =
|
||||
localVerts.data[v].position * tScale * tRotate * tTranslate * tView * tPersp;
|
||||
|
||||
transVerts.data[v].normal =
|
||||
localVerts.data[v].normal * tScale * tRotate * tTranslate;
|
||||
|
@ -273,9 +273,9 @@ void ClipAndCull(void)
|
|||
{
|
||||
Face &face = localFaces.data[f];
|
||||
|
||||
Point &p0 = verts.data[face.vertIndex[0]].point;
|
||||
Point &p1 = verts.data[face.vertIndex[1]].point;
|
||||
Point &p2 = verts.data[face.vertIndex[2]].point;
|
||||
Point &p0 = verts.data[face.vertIndex[0]].position;
|
||||
Point &p1 = verts.data[face.vertIndex[1]].position;
|
||||
Point &p2 = verts.data[face.vertIndex[2]].position;
|
||||
|
||||
// Ignore this face if its Z is outside the Z clip planes
|
||||
if ( (p0.z < -p0.w)
|
||||
|
@ -315,10 +315,10 @@ static void TransformToScreenSpace(void)
|
|||
|
||||
for (size_t v = 0; v < verts.size; ++v)
|
||||
{
|
||||
verts.data[v].point *= tScreen;
|
||||
verts.data[v].point.x /= verts.data[v].point.w;
|
||||
verts.data[v].point.y /= verts.data[v].point.w;
|
||||
verts.data[v].point.z /= verts.data[v].point.w;
|
||||
verts.data[v].position *= tScreen;
|
||||
verts.data[v].position.x /= verts.data[v].position.w;
|
||||
verts.data[v].position.y /= verts.data[v].position.w;
|
||||
verts.data[v].position.z /= verts.data[v].position.w;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -20,7 +20,7 @@ ColorF32 ComputeLight(
|
|||
Vertex &vert, Material &material, Light &light, Camera &camera)
|
||||
{
|
||||
// Distance from light to vertex
|
||||
Vector direction = light.position - vert.point;
|
||||
Vector direction = light.position - vert.position;
|
||||
float distance = VectorLength(direction);
|
||||
|
||||
|
||||
|
@ -65,7 +65,7 @@ static ColorF32 ComputeDiffuseLight(
|
|||
Material &material, ColorF32 &intensity, Vertex &vert, Light &light)
|
||||
{
|
||||
// Vector from the light to the vertex
|
||||
Vector direction = light.position - vert.point;
|
||||
Vector direction = light.position - vert.position;
|
||||
VectorNormalize(direction);
|
||||
float normalDotDirection = VectorDot(vert.normal, direction);
|
||||
|
||||
|
@ -82,12 +82,12 @@ static ColorF32 ComputeSpecularLight(
|
|||
Camera &camera)
|
||||
{
|
||||
// Vector from the camera to the vertex
|
||||
Vector view = camera.position - vert.point;
|
||||
Vector view = camera.position - vert.position;
|
||||
VectorNormalize(view);
|
||||
|
||||
|
||||
// Vector from the light to the vertex
|
||||
Vector direction = light.position - vert.point;
|
||||
Vector direction = light.position - vert.position;
|
||||
VectorNormalize(direction);
|
||||
|
||||
|
||||
|
|
|
@ -69,11 +69,11 @@ int ParseOBJ(char *filename, EngineMemory &memory)
|
|||
if (strcmp(type, "v") == 0)
|
||||
{
|
||||
sscanf( data, "%f %f %f",
|
||||
&verts.data[vertIndex].point.x,
|
||||
&verts.data[vertIndex].point.y,
|
||||
&verts.data[vertIndex].point.z);
|
||||
&verts.data[vertIndex].position.x,
|
||||
&verts.data[vertIndex].position.y,
|
||||
&verts.data[vertIndex].position.z);
|
||||
|
||||
verts.data[vertIndex].point.w = 1.0f;
|
||||
verts.data[vertIndex].position.w = 1.0f;
|
||||
|
||||
++vertIndex;
|
||||
}
|
||||
|
|
|
@ -41,9 +41,9 @@ void Render(EngineBuffer &buffer, EngineMemory &memory)
|
|||
{
|
||||
Face &face = faces.data[f];
|
||||
|
||||
Point &p0 = verts.data[face.vertIndex[0]].point;
|
||||
Point &p1 = verts.data[face.vertIndex[1]].point;
|
||||
Point &p2 = verts.data[face.vertIndex[2]].point;
|
||||
Point &p0 = verts.data[face.vertIndex[0]].position;
|
||||
Point &p1 = verts.data[face.vertIndex[1]].position;
|
||||
Point &p2 = verts.data[face.vertIndex[2]].position;
|
||||
|
||||
|
||||
// Bounding box for barycentric calculations (top-left fill convention)
|
||||
|
|
Loading…
Reference in New Issue