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@ -30,7 +30,7 @@ struct vec3d |
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float w = 1; |
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}; |
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struct triangle |
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struct Triangle |
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{ |
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vec3d p[3]; |
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vec2d uv[3]; |
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@ -45,12 +45,19 @@ struct MapSquare { |
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Decal* wallW=NULL; |
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}; |
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struct mesh |
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struct Mesh |
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{ |
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std::vector<triangle> tris; |
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Decal* texture; |
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float rot=0; |
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std::vector<Triangle> tris; |
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Decal* texture=NULL; |
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Mesh() {} |
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Mesh(std::string filename,Decal*tex) |
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:texture(tex){ |
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LoadFromObjectFile(filename); |
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} |
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private: |
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void Parse(std::string str, int& v, int& uv) { |
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std::cout << str << "\n"; |
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std::stringstream s(str.substr(0, str.find("/") + 1)); |
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@ -107,6 +114,12 @@ struct mesh |
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}; |
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struct Object { |
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Mesh mesh; |
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vf2d pos = { 0,0 }; |
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float rot = 0; |
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}; |
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struct mat4x4 |
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{ |
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float m[4][4] = { 0 }; |
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@ -125,7 +138,7 @@ public: |
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private: |
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mesh mapMesh; |
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Mesh mapMesh; |
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mat4x4 matProj; |
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vec3d vCamera = { 5,0.5,5 }; |
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@ -324,7 +337,7 @@ private: |
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} |
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int Triangle_ClipAgainstPlane(vec3d plane_p, vec3d plane_n, triangle& in_tri, triangle& out_tri1, triangle& out_tri2) |
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int Triangle_ClipAgainstPlane(vec3d plane_p, vec3d plane_n, Triangle& in_tri, Triangle& out_tri1, Triangle& out_tri2) |
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{ |
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// Make sure plane normal is indeed normal
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plane_n = Vector_Normalise(plane_n); |
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@ -477,17 +490,19 @@ private: |
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mat4x4 matCamera = Matrix_PointAt(vCamera, vTarget, vUp); |
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mat4x4 matView = Matrix_QuickInverse(matCamera); |
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std::vector<triangle>vecTrianglesToRaster; |
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std::vector<Triangle>vecTrianglesToRaster; |
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// Draw Triangles
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for (auto& mesh : objects) { |
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for (auto& tri : mesh.tris){ |
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triangle triProjected, triTransformed, triViewed; |
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for (auto& obj : objects) { |
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for (auto& tri : obj.mesh.tris){ |
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Triangle triProjected, triTransformed, triViewed; |
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//mat4x4 matTrans = Matrix_MakeTranslation(-mesh.size.x/2, 0, -mesh.size.x/2);
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mat4x4 localMat = Matrix_MakeIdentity(); |
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//localMat = Matrix_MultiplyMatrix(localMat, matTrans);
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mat4x4 rotMat = Matrix_MakeRotationY(mesh.rot); |
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mat4x4 rotMat = Matrix_MakeRotationY(obj.rot); |
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localMat = Matrix_MultiplyMatrix(localMat, rotMat); |
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mat4x4 matTrans = Matrix_MakeTranslation(obj.pos.x, 0, obj.pos.y); |
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localMat = Matrix_MultiplyMatrix(localMat, matTrans); |
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triTransformed.p[0] = Matrix_MultiplyVector(localMat, tri.p[0]); |
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triTransformed.p[1] = Matrix_MultiplyVector(localMat, tri.p[1]); |
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@ -521,7 +536,7 @@ private: |
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triViewed.col = Pixel(triTransformed.col.r * dp * dp, triTransformed.col.g * dp * dp, triTransformed.col.b * dp * dp); |
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int nClippedTriangles = 0; |
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triangle clipped[2]; |
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Triangle clipped[2]; |
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nClippedTriangles = Triangle_ClipAgainstPlane({ 0.0f, 0.0f, 0.1f }, { 0.0f, 0.0f, 1.0f }, triViewed, clipped[0], clipped[1]); |
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for (int n = 0; n < nClippedTriangles; n++) { |
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@ -568,7 +583,7 @@ private: |
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triProjected.p[1].y *= 0.5f * (float)ScreenHeight(); |
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triProjected.p[2].x *= 0.5f * (float)ScreenWidth(); |
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triProjected.p[2].y *= 0.5f * (float)ScreenHeight(); |
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triProjected.tex = mesh.texture; |
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triProjected.tex = obj.mesh.texture; |
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vecTrianglesToRaster.push_back(triProjected); |
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} |
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@ -581,8 +596,8 @@ private: |
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int triRenderCount = 0; |
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for (auto& triToRaster : vecTrianglesToRaster) { |
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triangle clipped[2]; |
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std::list<triangle>listTriangles; |
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Triangle clipped[2]; |
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std::list<Triangle>listTriangles; |
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listTriangles.push_back(triToRaster); |
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int nNewTriangles = 1; |
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@ -592,7 +607,7 @@ private: |
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while (nNewTriangles > 0) |
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{ |
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// Take triangle from front of queue
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triangle test = listTriangles.front(); |
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Triangle test = listTriangles.front(); |
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listTriangles.pop_front(); |
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nNewTriangles--; |
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@ -718,7 +733,7 @@ private: |
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Decal* dot,*enemy_ShootMe_tex; |
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vi2d MAP_SIZE = { 10,10 }; |
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std::vector<std::vector<MapSquare>>map; |
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std::vector<mesh>objects; |
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std::vector<Object>objects; |
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public: |
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bool OnUserCreate() override |
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@ -728,13 +743,12 @@ public: |
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dot = new Decal(new Sprite("assets/dot.png")); |
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enemy_ShootMe_tex = new Decal(new Sprite("assets/enemies/ShootMe.png")); |
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Mesh testEnemy("assets/enemies/ShootMe.obj", enemy_ShootMe_tex); |
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mapMesh.texture = dot; |
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mesh testEnemy; |
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testEnemy.LoadFromObjectFile("assets/enemies/ShootMe.obj"); |
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testEnemy.texture = enemy_ShootMe_tex; |
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objects.push_back(testEnemy); |
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for (int i = 0; i < 75; i++) { |
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Object newEnemy({ testEnemy,{ float(rand() % 20),float(rand() % 20) }, (rand() % 1000) / 1000.f * 2 * PI }); |
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objects.push_back(newEnemy); |
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} |
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for (int y = 0; y < MAP_SIZE.y; y++) { |
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std::vector<MapSquare>row; |
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@ -830,7 +844,9 @@ public: |
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bool OnUserUpdate(float fElapsedTime) override |
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{ |
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objects[0].rot += PI / 8 * fElapsedTime; |
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for (Object& o : objects) { |
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o.rot += PI / 8 * fElapsedTime; |
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} |
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HandleKeys(fElapsedTime); |
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RenderWorld(); |
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return true; |
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