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#include "scene.h"
#include <stdlib.h>
static inline void link_object(space_t *s, object_t *o)
{
if (s) {
o->next = s->objects;
s->objects = o;
} else {
o->next = 0;
}
}
object_t *add_sphere(space_t *s, vector_t *c, COORD_T r, material_t *m)
{
object_t *o = (object_t *) malloc(sizeof(object_t));
o->type = TYPE_SPHERE;
o->m = m;
o->sph.center = c;
o->sph.radius = r;
link_object(s, o);
return o;
}
object_t *add_plane(space_t *s, vector_t *start, vector_t *dir, material_t *m)
{
object_t *o = (object_t *) malloc(sizeof(object_t));
o->type = TYPE_PLANE;
o->m = m;
o->pl.start = start;
o->pl.norm = dir;
link_object(s, o);
return o;
}
light_t *add_light(space_t *s, vector_t *pos, color_t *defuse, color_t *specular)
{
light_t *o = (light_t *) malloc(sizeof(light_t));
o->pos = pos;
o->defuse = defuse;
o->specular = specular;
if (s) {
o->next = s->lights;
s->lights = o;
} else {
o->next = NULL;
}
return o;
}
void material_set_phong(material_t *m, COORD_T defuse, COORD_T specular, unsigned int shine) {
m->light_type = LIGHT_PHONG;
m->phong.defuse = defuse;
m->phong.specular = specular;
m->phong.shine = shine;
}
void obj_norm_at(object_t *o, vector_t *dest, vector_t *point)
{
switch(o->type) {
case TYPE_SPHERE:
vector_sub(dest, point, o->sph.center);
vector_scale_inv(dest, dest, vector_len(dest));
break;
case TYPE_PLANE:
vector_copy(dest, o->pl.norm);
break;
}
return;
}
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