#[derive(Clone, Copy, Debug)]
pub struct LightS {
pub pos: [f32; 3],
pub color: [f32; 3],
pub intensity: f32,
pub radius: f32, }
#[derive(Clone, Copy, Debug)]
pub struct ShadeParams {
pub bands: u32,
pub ambient: f32,
pub shadow: [f32; 3],
pub rim: f32,
pub rim_color: [f32; 3],
pub holo: bool,
}
impl Default for ShadeParams {
fn default() -> Self {
Self {
bands: 4,
ambient: 0.22,
shadow: [0.10, 0.13, 0.30], rim: 0.6,
rim_color: [0.45, 0.85, 1.0], holo: true,
}
}
}
impl ShadeParams {
pub fn windwaker() -> Self {
Self {
bands: 3,
ambient: 0.35,
shadow: [0.22, 0.32, 0.52], rim: 0.85,
rim_color: [0.95, 0.98, 1.0], holo: false,
}
}
}
#[inline]
fn norm3(v: [f32; 3]) -> [f32; 3] {
let l = (v[0] * v[0] + v[1] * v[1] + v[2] * v[2]).sqrt();
if l < 1e-8 {
[0.0, 0.0, 0.0]
} else {
[v[0] / l, v[1] / l, v[2] / l]
}
}
#[inline]
fn dot3(a: [f32; 3], b: [f32; 3]) -> f32 {
a[0] * b[0] + a[1] * b[1] + a[2] * b[2]
}
#[inline]
pub fn cel_ramp(d: f32) -> f32 {
let lo = 0.30;
let hi = 0.55;
if d < lo {
0.20
} else if d > hi {
1.0
} else {
let t = (d - lo) / (hi - lo);
let s = t * t * (3.0 - 2.0 * t);
0.20 + s * 0.80
}
}
#[inline]
pub fn windwaker_cel_ramp(d: f32) -> f32 {
let lo = 0.28;
let hi = 0.38;
if d < lo {
0.25
} else if d > hi {
1.0
} else {
let t = (d - lo) / (hi - lo);
let s = t * t * (3.0 - 2.0 * t);
0.25 + s * 0.75
}
}
pub fn lit_vertex(
base: [f32; 3],
n: [f32; 3],
pos: [f32; 3],
eye: [f32; 3],
lights: &[LightS],
p: &ShadeParams,
) -> [f32; 3] {
let n = norm3(n);
let mut acc = [
base[0] * p.ambient + p.shadow[0] * (1.0 - p.ambient),
base[1] * p.ambient + p.shadow[1] * (1.0 - p.ambient),
base[2] * p.ambient + p.shadow[2] * (1.0 - p.ambient),
];
for l in lights {
let d = [l.pos[0] - pos[0], l.pos[1] - pos[1], l.pos[2] - pos[2]];
let dist = (d[0] * d[0] + d[1] * d[1] + d[2] * d[2]).sqrt().max(1e-6);
let atten = if l.radius > 0.0 {
(1.0 - dist / l.radius).max(0.0)
} else {
1.0
};
if atten <= 0.0 {
continue;
}
let ldir = [d[0] / dist, d[1] / dist, d[2] / dist];
let diff = dot3(n, ldir).max(0.0); let shaded = cel_ramp(diff) * l.intensity * atten;
acc[0] += base[0] * shaded * l.color[0];
acc[1] += base[1] * shaded * l.color[1];
acc[2] += base[2] * shaded * l.color[2];
}
if p.rim > 0.0 {
let vd = norm3([eye[0] - pos[0], eye[1] - pos[1], eye[2] - pos[2]]);
let f = (1.0 - dot3(n, vd).max(0.0)).clamp(0.0, 1.0);
let rim = f * f * f * p.rim; acc[0] += p.rim_color[0] * rim;
acc[1] += p.rim_color[1] * rim;
acc[2] += p.rim_color[2] * rim;
}
if p.holo {
let s = 0.07;
acc[0] += (0.5 + 0.5 * n[0]) * s * (0.4 + 0.6 * base[0]);
acc[1] += (0.5 + 0.5 * n[1]) * s * (0.4 + 0.6 * base[1]);
acc[2] += (0.5 + 0.5 * n[2]) * s * (0.4 + 0.6 * base[2]);
}
[acc[0].min(1.0), acc[1].min(1.0), acc[2].min(1.0)]
}
#[inline]
pub fn posterize(c: [f32; 3], bands: u32) -> [f32; 3] {
let bands = bands.max(2) as f32;
let lum = 0.299 * c[0] + 0.587 * c[1] + 0.114 * c[2];
if lum < 1e-5 {
return c;
}
let q = ((lum * bands).floor() + 0.5) / bands;
let k = (q / lum).clamp(0.0, 4.0);
[
(c[0] * k).min(1.0),
(c[1] * k).min(1.0),
(c[2] * k).min(1.0),
]
}
#[inline]
pub fn pack(c: [f32; 3]) -> u32 {
let r = (c[0].clamp(0.0, 1.0) * 255.0) as u32;
let g = (c[1].clamp(0.0, 1.0) * 255.0) as u32;
let b = (c[2].clamp(0.0, 1.0) * 255.0) as u32;
(r << 16) | (g << 8) | b
}
#[inline]
pub fn unpack(rgb: u32) -> [f32; 3] {
[
((rgb >> 16) & 0xFF) as f32 / 255.0,
((rgb >> 8) & 0xFF) as f32 / 255.0,
(rgb & 0xFF) as f32 / 255.0,
]
}