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#define OLC_PGE_APPLICATION
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#include "pixelGameEngine.h"
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#include <strstream>
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#include <algorithm>
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using namespace olc;
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struct vec2d
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{
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float u,v;
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};
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struct vec3d
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{
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float x=0;
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float y=0;
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float z=0;
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float w=1;
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};
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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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Pixel col;
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};
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struct mesh
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{
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std::vector<triangle> tris;
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bool LoadFromObjectFile(std::string sFilename)
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{
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std::ifstream f(sFilename);
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if (!f.is_open())
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return false;
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// Local cache of verts
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std::vector<vec3d> verts;
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std::vector<vec2d> uvs;
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while (!f.eof())
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{
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char line[128];
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f.getline(line, 128);
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std::strstream s;
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s << line;
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char junk;
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if (line[0] == 'v')
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{
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if (line[1]=='t') {
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vec2d v;
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s >> junk >> junk >> v.u >> v.v;
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uvs.push_back(v);
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//std::cout<<"Line: "<<line<<"\n";
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//std::cout<<"Tex coords: "<<v.u<<","<<v.v<<"\n";
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} else
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if (line[1] != 'n')
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{
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vec3d v;
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s >> junk >> v.x >> v.y >> v.z;
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verts.push_back(v);
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//std::cout<<"Line: "<<line<<"\n";
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//std::cout<<"Vertex: "<<v.x<<","<<v.y<<","<<v.z<<"\n";
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}
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}
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if (line[0] == 'f')
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{
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s >> junk;
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std::string tokens[9];
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int nTokenCount = -1;
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while (!s.eof())
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{
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char c = s.get();
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if (c == ' ' || c == '/')
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nTokenCount++;
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else
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tokens[nTokenCount].append(1, c);
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}
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tokens[nTokenCount].pop_back();
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tris.push_back({ verts[stoi(tokens[0]) - 1], verts[stoi(tokens[3]) - 1], verts[stoi(tokens[6]) - 1],
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0,0,0
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/*uvs[stoi(tokens[1]) - 1], uvs[stoi(tokens[4]) - 1], uvs[stoi(tokens[7]) - 1]*/});
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}
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}
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return true;
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}
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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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};
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class olcEngine3D : public PixelGameEngine
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{
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public:
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Decal*texture;
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olcEngine3D()
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{
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sAppName = "3D Demo";
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}
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private:
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mesh meshCube;
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mat4x4 matProj;
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vec3d vCamera={0,0,0};
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vec3d vLookDir;
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float zOffset=2;
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float fTheta=0;
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float fYaw=0;
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vec3d Matrix_MultiplyVector(mat4x4 &m, vec3d &i)
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{
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vec3d v;
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v.x = i.x * m.m[0][0] + i.y * m.m[1][0] + i.z * m.m[2][0] + i.w * m.m[3][0];
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v.y = i.x * m.m[0][1] + i.y * m.m[1][1] + i.z * m.m[2][1] + i.w * m.m[3][1];
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v.z = i.x * m.m[0][2] + i.y * m.m[1][2] + i.z * m.m[2][2] + i.w * m.m[3][2];
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v.w = i.x * m.m[0][3] + i.y * m.m[1][3] + i.z * m.m[2][3] + i.w * m.m[3][3];
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return v;
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}
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mat4x4 Matrix_MakeIdentity()
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{
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mat4x4 matrix;
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matrix.m[0][0] = 1.0f;
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matrix.m[1][1] = 1.0f;
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matrix.m[2][2] = 1.0f;
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matrix.m[3][3] = 1.0f;
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return matrix;
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}
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mat4x4 Matrix_MakeRotationX(float fAngleRad)
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{
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mat4x4 matrix;
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matrix.m[0][0] = 1.0f;
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matrix.m[1][1] = cosf(fAngleRad);
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matrix.m[1][2] = sinf(fAngleRad);
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matrix.m[2][1] = -sinf(fAngleRad);
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matrix.m[2][2] = cosf(fAngleRad);
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matrix.m[3][3] = 1.0f;
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return matrix;
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}
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mat4x4 Matrix_MakeRotationY(float fAngleRad)
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{
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mat4x4 matrix;
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matrix.m[0][0] = cosf(fAngleRad);
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matrix.m[0][2] = sinf(fAngleRad);
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matrix.m[2][0] = -sinf(fAngleRad);
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matrix.m[1][1] = 1.0f;
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matrix.m[2][2] = cosf(fAngleRad);
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matrix.m[3][3] = 1.0f;
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return matrix;
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}
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mat4x4 Matrix_MakeRotationZ(float fAngleRad)
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{
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mat4x4 matrix;
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matrix.m[0][0] = cosf(fAngleRad);
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matrix.m[0][1] = sinf(fAngleRad);
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matrix.m[1][0] = -sinf(fAngleRad);
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matrix.m[1][1] = cosf(fAngleRad);
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matrix.m[2][2] = 1.0f;
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matrix.m[3][3] = 1.0f;
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return matrix;
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}
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mat4x4 Matrix_MakeTranslation(float x, float y, float z)
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{
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mat4x4 matrix;
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matrix.m[0][0] = 1.0f;
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matrix.m[1][1] = 1.0f;
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matrix.m[2][2] = 1.0f;
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matrix.m[3][3] = 1.0f;
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matrix.m[3][0] = x;
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matrix.m[3][1] = y;
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matrix.m[3][2] = z;
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return matrix;
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}
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mat4x4 Matrix_MakeProjection(float fFovDegrees, float fAspectRatio, float fNear, float fFar)
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{
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float fFovRad = 1.0f / tanf(fFovDegrees * 0.5f / 180.0f * 3.14159f);
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mat4x4 matrix;
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matrix.m[0][0] = fAspectRatio * fFovRad;
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matrix.m[1][1] = fFovRad;
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matrix.m[2][2] = fFar / (fFar - fNear);
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matrix.m[3][2] = (-fFar * fNear) / (fFar - fNear);
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matrix.m[2][3] = 1.0f;
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matrix.m[3][3] = 0.0f;
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return matrix;
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}
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mat4x4 Matrix_MultiplyMatrix(mat4x4 &m1, mat4x4 &m2)
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{
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mat4x4 matrix;
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for (int c = 0; c < 4; c++)
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for (int r = 0; r < 4; r++)
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matrix.m[r][c] = m1.m[r][0] * m2.m[0][c] + m1.m[r][1] * m2.m[1][c] + m1.m[r][2] * m2.m[2][c] + m1.m[r][3] * m2.m[3][c];
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return matrix;
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}
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mat4x4 Matrix_PointAt(vec3d &pos, vec3d &target, vec3d &up)
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{
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// Calculate new forward direction
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vec3d newForward = Vector_Sub(target, pos);
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newForward = Vector_Normalise(newForward);
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// Calculate new Up direction
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vec3d a = Vector_Mul(newForward, Vector_DotProduct(up, newForward));
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vec3d newUp = Vector_Sub(up, a);
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newUp = Vector_Normalise(newUp);
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// New Right direction is easy, its just cross product
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vec3d newRight = Vector_CrossProduct(newUp, newForward);
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// Construct Dimensioning and Translation Matrix
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mat4x4 matrix;
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matrix.m[0][0] = newRight.x; matrix.m[0][1] = newRight.y; matrix.m[0][2] = newRight.z; matrix.m[0][3] = 0.0f;
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matrix.m[1][0] = newUp.x; matrix.m[1][1] = newUp.y; matrix.m[1][2] = newUp.z; matrix.m[1][3] = 0.0f;
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matrix.m[2][0] = newForward.x; matrix.m[2][1] = newForward.y; matrix.m[2][2] = newForward.z; matrix.m[2][3] = 0.0f;
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matrix.m[3][0] = pos.x; matrix.m[3][1] = pos.y; matrix.m[3][2] = pos.z; matrix.m[3][3] = 1.0f;
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return matrix;
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}
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mat4x4 Matrix_QuickInverse(mat4x4 &m) // Only for Rotation/Translation Matrices
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{
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mat4x4 matrix;
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matrix.m[0][0] = m.m[0][0]; matrix.m[0][1] = m.m[1][0]; matrix.m[0][2] = m.m[2][0]; matrix.m[0][3] = 0.0f;
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matrix.m[1][0] = m.m[0][1]; matrix.m[1][1] = m.m[1][1]; matrix.m[1][2] = m.m[2][1]; matrix.m[1][3] = 0.0f;
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matrix.m[2][0] = m.m[0][2]; matrix.m[2][1] = m.m[1][2]; matrix.m[2][2] = m.m[2][2]; matrix.m[2][3] = 0.0f;
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matrix.m[3][0] = -(m.m[3][0] * matrix.m[0][0] + m.m[3][1] * matrix.m[1][0] + m.m[3][2] * matrix.m[2][0]);
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matrix.m[3][1] = -(m.m[3][0] * matrix.m[0][1] + m.m[3][1] * matrix.m[1][1] + m.m[3][2] * matrix.m[2][1]);
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matrix.m[3][2] = -(m.m[3][0] * matrix.m[0][2] + m.m[3][1] * matrix.m[1][2] + m.m[3][2] * matrix.m[2][2]);
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matrix.m[3][3] = 1.0f;
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return matrix;
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}
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vec3d Vector_Add(vec3d &v1, vec3d &v2)
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{
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return { v1.x + v2.x, v1.y + v2.y, v1.z + v2.z };
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}
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vec3d Vector_Sub(vec3d &v1, vec3d &v2)
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{
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return { v1.x - v2.x, v1.y - v2.y, v1.z - v2.z };
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}
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vec3d Vector_Mul(vec3d &v1, float k)
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{
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return { v1.x * k, v1.y * k, v1.z * k };
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}
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vec3d Vector_Div(vec3d &v1, float k)
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{
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return { v1.x / k, v1.y / k, v1.z / k };
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}
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float Vector_DotProduct(vec3d &v1, vec3d &v2)
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{
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return v1.x*v2.x + v1.y*v2.y + v1.z * v2.z;
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}
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float Vector_Length(vec3d &v)
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{
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return sqrtf(Vector_DotProduct(v, v));
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}
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vec3d Vector_Normalise(vec3d &v)
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{
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float l = Vector_Length(v);
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return { v.x / l, v.y / l, v.z / l };
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}
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vec3d Vector_CrossProduct(vec3d &v1, vec3d &v2)
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{
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vec3d v;
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v.x = v1.y * v2.z - v1.z * v2.y;
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v.y = v1.z * v2.x - v1.x * v2.z;
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v.z = v1.x * v2.y - v1.y * v2.x;
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return v;
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}
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public:
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bool OnUserCreate() override
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{
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texture = new Decal(new Sprite("Body.png"));
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meshCube.LoadFromObjectFile("Nia.obj");
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matProj=Matrix_MakeProjection(90.0f,(float)ScreenHeight() / (float)ScreenWidth(),0.1f,1000.0f);
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return true;
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}
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bool OnUserUpdate(float fElapsedTime) override
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{
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if (GetKey(olc::DOWN).bHeld) {
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vCamera.y-=8*fElapsedTime;
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}
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if (GetKey(olc::UP).bHeld) {
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vCamera.y+=8*fElapsedTime;
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}
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if (GetKey(olc::RIGHT).bHeld) {
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vCamera.x+=8*fElapsedTime;
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}
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if (GetKey(olc::LEFT).bHeld) {
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vCamera.x-=8*fElapsedTime;
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}
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vec3d vForward=Vector_Mul(vLookDir,8*fElapsedTime);
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if (GetKey(olc::W).bHeld) {
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vCamera=Vector_Add(vCamera,vForward);
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}
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if (GetKey(olc::S).bHeld) {
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vCamera=Vector_Sub(vCamera,vForward);
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}
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if (GetKey(olc::A).bHeld) {
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fYaw-=2*fElapsedTime;
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}
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if (GetKey(olc::D).bHeld) {
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fYaw+=2*fElapsedTime;
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}
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// Set up rotation matrices
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mat4x4 matRotZ, matRotX, matTrans, matWorld;
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matRotZ=Matrix_MakeRotationZ(fTheta*0.5f);
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matRotX=Matrix_MakeRotationX(fTheta);
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matTrans=Matrix_MakeTranslation(0.0f,0.0f,5.0f);
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matWorld=Matrix_MakeIdentity();
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matWorld=Matrix_MultiplyMatrix(matRotZ,matRotX);
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matWorld=Matrix_MultiplyMatrix(matWorld,matTrans);
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vec3d vUp={0,1,0};
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vec3d vTarget={0,0,1};
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mat4x4 matCameraRot=Matrix_MakeRotationY(fYaw);
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vLookDir=Matrix_MultiplyVector(matCameraRot,vTarget);
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vTarget=Vector_Add(vCamera,vLookDir);
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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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// Draw Triangles
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for (auto&tri : meshCube.tris)
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{
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triangle triProjected, triTransformed,triViewed;
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triTransformed.p[0]=Matrix_MultiplyVector(matWorld,tri.p[0]);
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triTransformed.p[1]=Matrix_MultiplyVector(matWorld,tri.p[1]);
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triTransformed.p[2]=Matrix_MultiplyVector(matWorld,tri.p[2]);
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vec3d normal,line1,line2;
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line1=Vector_Sub(triTransformed.p[1],triTransformed.p[0]);
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line2=Vector_Sub(triTransformed.p[2],triTransformed.p[0]);
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normal=Vector_CrossProduct(line1,line2);
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normal=Vector_Normalise(normal);
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vec3d vCameraRay=Vector_Sub(triTransformed.p[0],vCamera);
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if (Vector_DotProduct(normal,vCameraRay)<0) {
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vec3d light_dir=Vector_Mul(vCameraRay,-1);
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light_dir=Vector_Normalise(light_dir);
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float dp = std::max(0.1f,Vector_DotProduct(light_dir,normal));
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triTransformed.col=Pixel(255*dp*dp,255*dp*dp,255*dp*dp);
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triViewed.p[0]=Matrix_MultiplyVector(matView,triTransformed.p[0]);
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triViewed.p[1]=Matrix_MultiplyVector(matView,triTransformed.p[1]);
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triViewed.p[2]=Matrix_MultiplyVector(matView,triTransformed.p[2]);
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// Project triangles from 3D --> 2D
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triProjected.p[0]=Matrix_MultiplyVector(matProj,triViewed.p[0]);
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triProjected.p[1]=Matrix_MultiplyVector(matProj,triViewed.p[1]);
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triProjected.p[2]=Matrix_MultiplyVector(matProj,triViewed.p[2]);
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triProjected.p[0]=Vector_Div(triProjected.p[0],triProjected.p[0].w);
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triProjected.p[1]=Vector_Div(triProjected.p[1],triProjected.p[1].w);
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triProjected.p[2]=Vector_Div(triProjected.p[2],triProjected.p[2].w);
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triProjected.col=triTransformed.col;
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triProjected.p[0].x*=-1.0f;
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triProjected.p[1].x*=-1.0f;
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triProjected.p[2].x*=-1.0f;
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triProjected.p[0].y*=-1.0f;
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triProjected.p[1].y*=-1.0f;
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triProjected.p[2].y*=-1.0f;
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// Scale into view
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vec3d vOffsetView={1,1,0};
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triProjected.p[0] = Vector_Add(triProjected.p[0],vOffsetView);
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triProjected.p[1] = Vector_Add(triProjected.p[1],vOffsetView);
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triProjected.p[2] = Vector_Add(triProjected.p[2],vOffsetView);
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triProjected.p[0].x *= 0.5f * (float)ScreenWidth();
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triProjected.p[0].y *= 0.5f * (float)ScreenHeight();
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triProjected.p[1].x *= 0.5f * (float)ScreenWidth();
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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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vecTrianglesToRaster.push_back(triProjected);
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}
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}
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std::sort(vecTrianglesToRaster.begin(),vecTrianglesToRaster.end(),[](triangle&t1,triangle&t2){return (t1.p[0].z+t1.p[1].z+t1.p[2].z)/3.0f>(t2.p[0].z+t2.p[1].z+t2.p[2].z)/3.0f;});
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for (auto&triProjected:vecTrianglesToRaster) {
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// Rasterize triangle
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SetDecalStructure(DecalStructure::LIST);
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SetDecalMode(DecalMode::NORMAL);
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DrawPolygonDecal(nullptr,{
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{triProjected.p[0].x, triProjected.p[0].y},
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{triProjected.p[1].x, triProjected.p[1].y},
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{triProjected.p[2].x, triProjected.p[2].y}
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},{
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{triProjected.uv[0].u,triProjected.uv[0].v},
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{triProjected.uv[1].u,triProjected.uv[1].v},
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{triProjected.uv[2].u,triProjected.uv[2].v},
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},triProjected.col);
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/*SetDecalMode(DecalMode::WIREFRAME);
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DrawPolygonDecal(nullptr,{
|
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{triProjected.p[0].x, triProjected.p[0].y},
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{triProjected.p[1].x, triProjected.p[1].y},
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{triProjected.p[2].x, triProjected.p[2].y}
|
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},{
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{0,0},
|
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{0,0},
|
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{0,0},
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},BLACK);*/
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SetDecalStructure(DecalStructure::FAN);
|
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}
|
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SetDecalMode(DecalMode::NORMAL);
|
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|
|
DrawStringDecal({0,0},"Triangles: "+std::to_string(meshCube.tris.size()));
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return true;
|
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|
}
|
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|
|
};
|
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|
|
int main()
|
|
|
|
{
|
|
|
|
olcEngine3D demo;
|
|
|
|
if (demo.Construct(1280, 720, 1, 1))
|
|
|
|
demo.Start();
|
|
|
|
return 0;
|
|
|
|
}
|
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