Local rotations

linux_template
sigonasr2 2 years ago
parent 726a377ee7
commit dd293acd38
  1. BIN
      Faceball2030/High.png
  2. 0
      Faceball2030/assets/dot.png
  3. 11
      Faceball2030/assets/enemies/ShootMe.mtl
  4. BIN
      Faceball2030/assets/enemies/ShootMe.png
  5. 188
      Faceball2030/main.cpp

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@ -0,0 +1,11 @@
# Exported from Wings 3D 2.2.9
newmtl Cylinder1_auv
Ns 19.999999999999996
d 1.0
illum 2
Kd 1.0 1.0 1.0
Ka 0.0 0.0 0.0
Ks 0.19 0.19 0.19
Ke 0.0 0.0 0.0
map_Kd Cylinder1_auv.png

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@ -48,6 +48,7 @@ struct mesh
{
std::vector<triangle> tris;
Decal* texture;
float rot=0;
void Parse(std::string str, int& v, int& uv) {
std::cout << str << "\n";
@ -454,15 +455,15 @@ private:
void RenderWorld() {
// Set up rotation matrices
mat4x4 matRotZ, matRotX, matTrans, matWorld;
mat4x4 matRotZ, matRotX, matWorld;
matRotZ = Matrix_MakeRotationZ(fTheta * 0.5f);
matRotX = Matrix_MakeRotationX(fTheta);
matTrans = Matrix_MakeTranslation(0.0f, 0.0f, 0.0f);
//matTrans = Matrix_MakeTranslation(0.0f, 0.0f, 0.0f);
matWorld = Matrix_MakeIdentity();
matWorld = Matrix_MultiplyMatrix(matRotZ, matRotX);
matWorld = Matrix_MultiplyMatrix(matWorld, matTrans);
//matWorld = Matrix_MultiplyMatrix(matWorld, matTrans);
vec3d vUp = { 0,1,0 };
vec3d vTarget = { 0,sinf(pitch),cosf(pitch) };
@ -475,91 +476,97 @@ private:
std::vector<triangle>vecTrianglesToRaster;
// Draw Triangles
for (auto& tri : mapMesh.tris)
{
triangle triProjected, triTransformed, triViewed;
triTransformed.p[0] = Matrix_MultiplyVector(matWorld, tri.p[0]);
triTransformed.p[1] = Matrix_MultiplyVector(matWorld, tri.p[1]);
triTransformed.p[2] = Matrix_MultiplyVector(matWorld, tri.p[2]);
triTransformed.uv[0] = tri.uv[0];
triTransformed.uv[1] = tri.uv[1];
triTransformed.uv[2] = tri.uv[2];
triTransformed.col = tri.col;
vec3d normal, line1, line2;
line1 = Vector_Sub(triTransformed.p[1], triTransformed.p[0]);
line2 = Vector_Sub(triTransformed.p[2], triTransformed.p[0]);
normal = Vector_CrossProduct(line1, line2);
normal = Vector_Normalise(normal);
vec3d vCameraRay = Vector_Sub(triTransformed.p[0], vCamera);
if (Vector_DotProduct(normal, vCameraRay) < 0) {
vec3d light_dir = Vector_Mul(vLookDir, -1);
light_dir = Vector_Normalise(light_dir);
float dp = std::max(0.7f, Vector_DotProduct(light_dir, normal));
triViewed.p[0] = Matrix_MultiplyVector(matView, triTransformed.p[0]);
triViewed.p[1] = Matrix_MultiplyVector(matView, triTransformed.p[1]);
triViewed.p[2] = Matrix_MultiplyVector(matView, triTransformed.p[2]);
triViewed.uv[0] = triTransformed.uv[0];
triViewed.uv[1] = triTransformed.uv[1];
triViewed.uv[2] = triTransformed.uv[2];
triViewed.col = Pixel(triTransformed.col.r * dp * dp, triTransformed.col.g * dp * dp, triTransformed.col.b * dp * dp);
int nClippedTriangles = 0;
triangle clipped[2];
nClippedTriangles = Triangle_ClipAgainstPlane({ 0.0f, 0.0f, 0.1f }, { 0.0f, 0.0f, 1.0f }, triViewed, clipped[0], clipped[1]);
for (int n = 0; n < nClippedTriangles; n++) {
// Project triangles from 3D --> 2D
triProjected.p[0] = Matrix_MultiplyVector(matProj, clipped[n].p[0]);
triProjected.p[1] = Matrix_MultiplyVector(matProj, clipped[n].p[1]);
triProjected.p[2] = Matrix_MultiplyVector(matProj, clipped[n].p[2]);
triProjected.col = clipped[n].col;
triProjected.uv[0] = clipped[n].uv[0];
triProjected.uv[1] = clipped[n].uv[1];
triProjected.uv[2] = clipped[n].uv[2];
triProjected.uv[0].u = triProjected.uv[0].u / triProjected.p[0].w;
triProjected.uv[1].u = triProjected.uv[1].u / triProjected.p[1].w;
triProjected.uv[2].u = triProjected.uv[2].u / triProjected.p[2].w;
triProjected.uv[0].v = triProjected.uv[0].v / triProjected.p[0].w;
triProjected.uv[1].v = triProjected.uv[1].v / triProjected.p[1].w;
triProjected.uv[2].v = triProjected.uv[2].v / triProjected.p[2].w;
triProjected.uv[0].w = 1.0f / triProjected.p[0].w;
triProjected.uv[1].w = 1.0f / triProjected.p[1].w;
triProjected.uv[2].w = 1.0f / triProjected.p[2].w;
triProjected.p[0] = Vector_Div(triProjected.p[0], triProjected.p[0].w);
triProjected.p[1] = Vector_Div(triProjected.p[1], triProjected.p[1].w);
triProjected.p[2] = Vector_Div(triProjected.p[2], triProjected.p[2].w);
triProjected.p[0].x *= -1.0f;
triProjected.p[1].x *= -1.0f;
triProjected.p[2].x *= -1.0f;
triProjected.p[0].y *= -1.0f;
triProjected.p[1].y *= -1.0f;
triProjected.p[2].y *= -1.0f;
// Scale into view
vec3d vOffsetView = { 1,1,0 };
triProjected.p[0] = Vector_Add(triProjected.p[0], vOffsetView);
triProjected.p[1] = Vector_Add(triProjected.p[1], vOffsetView);
triProjected.p[2] = Vector_Add(triProjected.p[2], vOffsetView);
triProjected.p[0].x *= 0.5f * (float)ScreenWidth();
triProjected.p[0].y *= 0.5f * (float)ScreenHeight();
triProjected.p[1].x *= 0.5f * (float)ScreenWidth();
triProjected.p[1].y *= 0.5f * (float)ScreenHeight();
triProjected.p[2].x *= 0.5f * (float)ScreenWidth();
triProjected.p[2].y *= 0.5f * (float)ScreenHeight();
vecTrianglesToRaster.push_back(triProjected);
for (auto& mesh : objects) {
for (auto& tri : mesh.tris){
triangle triProjected, triTransformed, triViewed;
mat4x4 matTrans = Matrix_MakeTranslation(-MAP_SIZE.x/2, 0, -MAP_SIZE.y/2);
mat4x4 localMat = Matrix_MakeIdentity();
localMat = Matrix_MultiplyMatrix(localMat, matTrans);
mat4x4 rotMat = Matrix_MakeRotationY(mesh.rot);
localMat = Matrix_MultiplyMatrix(localMat, rotMat);
triTransformed.p[0] = Matrix_MultiplyVector(localMat, tri.p[0]);
triTransformed.p[1] = Matrix_MultiplyVector(localMat, tri.p[1]);
triTransformed.p[2] = Matrix_MultiplyVector(localMat, tri.p[2]);
triTransformed.uv[0] = tri.uv[0];
triTransformed.uv[1] = tri.uv[1];
triTransformed.uv[2] = tri.uv[2];
triTransformed.col = tri.col;
vec3d normal, line1, line2;
line1 = Vector_Sub(triTransformed.p[1], triTransformed.p[0]);
line2 = Vector_Sub(triTransformed.p[2], triTransformed.p[0]);
normal = Vector_CrossProduct(line1, line2);
normal = Vector_Normalise(normal);
vec3d vCameraRay = Vector_Sub(triTransformed.p[0], vCamera);
if (Vector_DotProduct(normal, vCameraRay) < 0) {
vec3d light_dir = Vector_Mul(vLookDir, -1);
light_dir = Vector_Normalise(light_dir);
float dp = std::max(0.7f, Vector_DotProduct(light_dir, normal));
triViewed.p[0] = Matrix_MultiplyVector(matView, triTransformed.p[0]);
triViewed.p[1] = Matrix_MultiplyVector(matView, triTransformed.p[1]);
triViewed.p[2] = Matrix_MultiplyVector(matView, triTransformed.p[2]);
triViewed.uv[0] = triTransformed.uv[0];
triViewed.uv[1] = triTransformed.uv[1];
triViewed.uv[2] = triTransformed.uv[2];
triViewed.col = Pixel(triTransformed.col.r * dp * dp, triTransformed.col.g * dp * dp, triTransformed.col.b * dp * dp);
int nClippedTriangles = 0;
triangle clipped[2];
nClippedTriangles = Triangle_ClipAgainstPlane({ 0.0f, 0.0f, 0.1f }, { 0.0f, 0.0f, 1.0f }, triViewed, clipped[0], clipped[1]);
for (int n = 0; n < nClippedTriangles; n++) {
// Project triangles from 3D --> 2D
triProjected.p[0] = Matrix_MultiplyVector(matProj, clipped[n].p[0]);
triProjected.p[1] = Matrix_MultiplyVector(matProj, clipped[n].p[1]);
triProjected.p[2] = Matrix_MultiplyVector(matProj, clipped[n].p[2]);
triProjected.col = clipped[n].col;
triProjected.uv[0] = clipped[n].uv[0];
triProjected.uv[1] = clipped[n].uv[1];
triProjected.uv[2] = clipped[n].uv[2];
triProjected.uv[0].u = triProjected.uv[0].u / triProjected.p[0].w;
triProjected.uv[1].u = triProjected.uv[1].u / triProjected.p[1].w;
triProjected.uv[2].u = triProjected.uv[2].u / triProjected.p[2].w;
triProjected.uv[0].v = triProjected.uv[0].v / triProjected.p[0].w;
triProjected.uv[1].v = triProjected.uv[1].v / triProjected.p[1].w;
triProjected.uv[2].v = triProjected.uv[2].v / triProjected.p[2].w;
triProjected.uv[0].w = 1.0f / triProjected.p[0].w;
triProjected.uv[1].w = 1.0f / triProjected.p[1].w;
triProjected.uv[2].w = 1.0f / triProjected.p[2].w;
triProjected.p[0] = Vector_Div(triProjected.p[0], triProjected.p[0].w);
triProjected.p[1] = Vector_Div(triProjected.p[1], triProjected.p[1].w);
triProjected.p[2] = Vector_Div(triProjected.p[2], triProjected.p[2].w);
triProjected.p[0].x *= -1.0f;
triProjected.p[1].x *= -1.0f;
triProjected.p[2].x *= -1.0f;
triProjected.p[0].y *= -1.0f;
triProjected.p[1].y *= -1.0f;
triProjected.p[2].y *= -1.0f;
// Scale into view
vec3d vOffsetView = { 1,1,0 };
triProjected.p[0] = Vector_Add(triProjected.p[0], vOffsetView);
triProjected.p[1] = Vector_Add(triProjected.p[1], vOffsetView);
triProjected.p[2] = Vector_Add(triProjected.p[2], vOffsetView);
triProjected.p[0].x *= 0.5f * (float)ScreenWidth();
triProjected.p[0].y *= 0.5f * (float)ScreenHeight();
triProjected.p[1].x *= 0.5f * (float)ScreenWidth();
triProjected.p[1].y *= 0.5f * (float)ScreenHeight();
triProjected.p[2].x *= 0.5f * (float)ScreenWidth();
triProjected.p[2].y *= 0.5f * (float)ScreenHeight();
vecTrianglesToRaster.push_back(triProjected);
}
}
}
}
@ -698,13 +705,14 @@ private:
Decal* dot;
vi2d MAP_SIZE = { 10,10 };
std::vector<std::vector<MapSquare>>map;
std::vector<mesh>objects;
public:
bool OnUserCreate() override
{
sAppName = "Faceball 2030";
matProj = Matrix_MakeProjection(90.0f, (float)ScreenHeight() / (float)ScreenWidth(), 0.1f, 1000.0f);
dot = new Decal(new Sprite("dot.png"));
dot = new Decal(new Sprite("assets/dot.png"));
mapMesh.texture = dot;
@ -795,6 +803,8 @@ public:
}
}
objects.push_back(mapMesh);
return true;
}

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