diff --git a/C++ProjectTemplate b/C++ProjectTemplate index 7ee6521..a5fca79 100755 Binary files a/C++ProjectTemplate and b/C++ProjectTemplate differ diff --git a/main.cpp b/main.cpp index 7410aee..afdc283 100644 --- a/main.cpp +++ b/main.cpp @@ -13,7 +13,10 @@ struct vec2d struct vec3d { - float x, y, z; + float x=0; + float y=0; + float z=0; + float w=1; }; struct triangle @@ -122,38 +125,187 @@ private: float fTheta=0; - void MultiplyMatrixVector(vec3d &i, vec3d &o, mat4x4 &m) + vec3d Matrix_MultiplyVector(mat4x4 &m, vec3d &i) { - o.x = i.x * m.m[0][0] + i.y * m.m[1][0] + i.z * m.m[2][0] + m.m[3][0]; - o.y = i.x * m.m[0][1] + i.y * m.m[1][1] + i.z * m.m[2][1] + m.m[3][1]; - o.z = i.x * m.m[0][2] + i.y * m.m[1][2] + i.z * m.m[2][2] + m.m[3][2]; - float w = i.x * m.m[0][3] + i.y * m.m[1][3] + i.z * m.m[2][3] + m.m[3][3]; + vec3d v; + 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]; + 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]; + 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]; + 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]; + return v; + } - if (w != 0.0f) - { - o.x /= w; o.y /= w; o.z /= w; - } + mat4x4 Matrix_MakeIdentity() + { + mat4x4 matrix; + matrix.m[0][0] = 1.0f; + matrix.m[1][1] = 1.0f; + matrix.m[2][2] = 1.0f; + matrix.m[3][3] = 1.0f; + return matrix; + } + + mat4x4 Matrix_MakeRotationX(float fAngleRad) + { + mat4x4 matrix; + matrix.m[0][0] = 1.0f; + matrix.m[1][1] = cosf(fAngleRad); + matrix.m[1][2] = sinf(fAngleRad); + matrix.m[2][1] = -sinf(fAngleRad); + matrix.m[2][2] = cosf(fAngleRad); + matrix.m[3][3] = 1.0f; + return matrix; + } + + mat4x4 Matrix_MakeRotationY(float fAngleRad) + { + mat4x4 matrix; + matrix.m[0][0] = cosf(fAngleRad); + matrix.m[0][2] = sinf(fAngleRad); + matrix.m[2][0] = -sinf(fAngleRad); + matrix.m[1][1] = 1.0f; + matrix.m[2][2] = cosf(fAngleRad); + matrix.m[3][3] = 1.0f; + return matrix; + } + + mat4x4 Matrix_MakeRotationZ(float fAngleRad) + { + mat4x4 matrix; + matrix.m[0][0] = cosf(fAngleRad); + matrix.m[0][1] = sinf(fAngleRad); + matrix.m[1][0] = -sinf(fAngleRad); + matrix.m[1][1] = cosf(fAngleRad); + matrix.m[2][2] = 1.0f; + matrix.m[3][3] = 1.0f; + return matrix; + } + + mat4x4 Matrix_MakeTranslation(float x, float y, float z) + { + mat4x4 matrix; + matrix.m[0][0] = 1.0f; + matrix.m[1][1] = 1.0f; + matrix.m[2][2] = 1.0f; + matrix.m[3][3] = 1.0f; + matrix.m[3][0] = x; + matrix.m[3][1] = y; + matrix.m[3][2] = z; + return matrix; + } + + mat4x4 Matrix_MakeProjection(float fFovDegrees, float fAspectRatio, float fNear, float fFar) + { + float fFovRad = 1.0f / tanf(fFovDegrees * 0.5f / 180.0f * 3.14159f); + mat4x4 matrix; + matrix.m[0][0] = fAspectRatio * fFovRad; + matrix.m[1][1] = fFovRad; + matrix.m[2][2] = fFar / (fFar - fNear); + matrix.m[3][2] = (-fFar * fNear) / (fFar - fNear); + matrix.m[2][3] = 1.0f; + matrix.m[3][3] = 0.0f; + return matrix; } + mat4x4 Matrix_MultiplyMatrix(mat4x4 &m1, mat4x4 &m2) + { + mat4x4 matrix; + for (int c = 0; c < 4; c++) + for (int r = 0; r < 4; r++) + 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]; + return matrix; + } + + mat4x4 Matrix_PointAt(vec3d &pos, vec3d &target, vec3d &up) + { + // Calculate new forward direction + vec3d newForward = Vector_Sub(target, pos); + newForward = Vector_Normalise(newForward); + + // Calculate new Up direction + vec3d a = Vector_Mul(newForward, Vector_DotProduct(up, newForward)); + vec3d newUp = Vector_Sub(up, a); + newUp = Vector_Normalise(newUp); + + // New Right direction is easy, its just cross product + vec3d newRight = Vector_CrossProduct(newUp, newForward); + + // Construct Dimensioning and Translation Matrix + mat4x4 matrix; + matrix.m[0][0] = newRight.x; matrix.m[0][1] = newRight.y; matrix.m[0][2] = newRight.z; matrix.m[0][3] = 0.0f; + matrix.m[1][0] = newUp.x; matrix.m[1][1] = newUp.y; matrix.m[1][2] = newUp.z; matrix.m[1][3] = 0.0f; + matrix.m[2][0] = newForward.x; matrix.m[2][1] = newForward.y; matrix.m[2][2] = newForward.z; matrix.m[2][3] = 0.0f; + matrix.m[3][0] = pos.x; matrix.m[3][1] = pos.y; matrix.m[3][2] = pos.z; matrix.m[3][3] = 1.0f; + return matrix; + + } + + mat4x4 Matrix_QuickInverse(mat4x4 &m) // Only for Rotation/Translation Matrices + { + mat4x4 matrix; + 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; + 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; + 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; + 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]); + 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]); + 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]); + matrix.m[3][3] = 1.0f; + return matrix; + } + + vec3d Vector_Add(vec3d &v1, vec3d &v2) + { + return { v1.x + v2.x, v1.y + v2.y, v1.z + v2.z }; + } + + vec3d Vector_Sub(vec3d &v1, vec3d &v2) + { + return { v1.x - v2.x, v1.y - v2.y, v1.z - v2.z }; + } + + vec3d Vector_Mul(vec3d &v1, float k) + { + return { v1.x * k, v1.y * k, v1.z * k }; + } + + vec3d Vector_Div(vec3d &v1, float k) + { + return { v1.x / k, v1.y / k, v1.z / k }; + } + + float Vector_DotProduct(vec3d &v1, vec3d &v2) + { + return v1.x*v2.x + v1.y*v2.y + v1.z * v2.z; + } + + float Vector_Length(vec3d &v) + { + return sqrtf(Vector_DotProduct(v, v)); + } + + vec3d Vector_Normalise(vec3d &v) + { + float l = Vector_Length(v); + return { v.x / l, v.y / l, v.z / l }; + } + + vec3d Vector_CrossProduct(vec3d &v1, vec3d &v2) + { + vec3d v; + v.x = v1.y * v2.z - v1.z * v2.y; + v.y = v1.z * v2.x - v1.x * v2.z; + v.z = v1.x * v2.y - v1.y * v2.x; + return v; + } + + public: bool OnUserCreate() override { texture = new Decal(new Sprite("Body.png")); meshCube.LoadFromObjectFile("Nia.obj"); - // Projection Matrix - float fNear = 0.1f; - float fFar = 1000.0f; - float fFov = 90.0f; - float fAspectRatio = (float)ScreenHeight() / (float)ScreenWidth(); - float fFovRad = 1.0f / tanf(fFov * 0.5f / 180.0f * 3.14159f); - - matProj.m[0][0] = fAspectRatio * fFovRad; - matProj.m[1][1] = fFovRad; - matProj.m[2][2] = fFar / (fFar - fNear); - matProj.m[3][2] = (-fFar * fNear) / (fFar - fNear); - matProj.m[2][3] = 1.0f; - matProj.m[3][3] = 0.0f; + matProj=Matrix_MakeProjection(90.0f,(float)ScreenHeight() / (float)ScreenWidth(),0.1f,1000.0f); return true; } @@ -174,91 +326,65 @@ public: } // Set up rotation matrices - mat4x4 matRotZ, matRotX; - - // Rotation Z - matRotZ.m[0][0] = cosf(fTheta); - matRotZ.m[0][1] = sinf(fTheta); - matRotZ.m[1][0] = -sinf(fTheta); - matRotZ.m[1][1] = cosf(fTheta); - matRotZ.m[2][2] = 1; - matRotZ.m[3][3] = 1; - - // Rotation X - matRotX.m[0][0] = 1; - matRotX.m[1][1] = cosf(fTheta * 0.5f); - matRotX.m[1][2] = sinf(fTheta * 0.5f); - matRotX.m[2][1] = -sinf(fTheta * 0.5f); - matRotX.m[2][2] = cosf(fTheta * 0.5f); - matRotX.m[3][3] = 1; + mat4x4 matRotZ, matRotX, matTrans, matWorld; + + matRotZ=Matrix_MakeRotationZ(fTheta*0.5f); + matRotX=Matrix_MakeRotationX(fTheta); + + matTrans=Matrix_MakeTranslation(0.0f,0.0f,5.0f); + matWorld=Matrix_MakeIdentity(); + matWorld=Matrix_MultiplyMatrix(matRotZ,matRotX); + matWorld=Matrix_MultiplyMatrix(matWorld,matTrans); std::vectorvecTrianglesToRaster; // Draw Triangles for (auto&tri : meshCube.tris) { - triangle triProjected, triTranslated, triRotatedZ, triRotatedZX; - - // Rotate in Z-Axis - MultiplyMatrixVector(tri.p[0], triRotatedZ.p[0], matRotZ); - MultiplyMatrixVector(tri.p[1], triRotatedZ.p[1], matRotZ); - MultiplyMatrixVector(tri.p[2], triRotatedZ.p[2], matRotZ); - - // Rotate in X-Axis - MultiplyMatrixVector(triRotatedZ.p[0], triRotatedZX.p[0], matRotX); - MultiplyMatrixVector(triRotatedZ.p[1], triRotatedZX.p[1], matRotX); - MultiplyMatrixVector(triRotatedZ.p[2], triRotatedZX.p[2], matRotX); + triangle triProjected, triTransformed; - // Offset into the screen - triTranslated = triRotatedZX; - triTranslated.p[0].z = triRotatedZX.p[0].z + zOffset; - triTranslated.p[1].z = triRotatedZX.p[1].z + zOffset; - triTranslated.p[2].z = triRotatedZX.p[2].z + zOffset; + 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]); vec3d normal,line1,line2; - line1.x=triTranslated.p[1].x-triTranslated.p[0].x; - line1.y=triTranslated.p[1].y-triTranslated.p[0].y; - line1.z=triTranslated.p[1].z-triTranslated.p[0].z; - line2.x=triTranslated.p[2].x-triTranslated.p[0].x; - line2.y=triTranslated.p[2].y-triTranslated.p[0].y; - line2.z=triTranslated.p[2].z-triTranslated.p[0].z; + line1=Vector_Sub(triTransformed.p[1],triTransformed.p[0]); + line2=Vector_Sub(triTransformed.p[2],triTransformed.p[0]); - normal.x=line1.y*line2.z-line1.z*line2.y; - normal.y=line1.z*line2.x-line1.x*line2.z; - normal.z=line1.x*line2.y-line1.y*line2.x; + normal=Vector_CrossProduct(line1,line2); + normal=Vector_Normalise(normal); - float l = sqrtf(normal.x*normal.x+normal.y*normal.y+normal.z*normal.z); - normal.x/=l;normal.y/=l;normal.z/=l; + vec3d vCameraRay=Vector_Sub(triTransformed.p[0],vCamera); - if (normal.x*(triTranslated.p[0].x-vCamera.x)+ - normal.y*(triTranslated.p[0].y-vCamera.y)+ - normal.z*(triTranslated.p[0].z-vCamera.z)<0) { + if (Vector_DotProduct(normal,vCameraRay)<0) { + vec3d light_dir={0,1,-1}; + light_dir=Vector_Normalise(light_dir); - vec3d light_dir = {0,0,-1}; - float l = sqrtf(light_dir.x*light_dir.x+light_dir.y*light_dir.y+light_dir.z*light_dir.z); - light_dir.x/=l;light_dir.y/=l;light_dir.z/=l; + float dp = std::max(0.1f,Vector_DotProduct(light_dir,normal)); - float dp = normal.x*(light_dir.x-vCamera.x)+ - normal.y*(light_dir.y-vCamera.y)+ - normal.z*(light_dir.z-vCamera.z); + triTransformed.col=Pixel(255*dp*dp,255*dp*dp,255*dp*dp); // Project triangles from 3D --> 2D - MultiplyMatrixVector(triTranslated.p[0], triProjected.p[0], matProj); - MultiplyMatrixVector(triTranslated.p[1], triProjected.p[1], matProj); - MultiplyMatrixVector(triTranslated.p[2], triProjected.p[2], matProj); + triProjected.p[0]=Matrix_MultiplyVector(matProj,triTransformed.p[0]); + triProjected.p[1]=Matrix_MultiplyVector(matProj,triTransformed.p[1]); + triProjected.p[2]=Matrix_MultiplyVector(matProj,triTransformed.p[2]); + 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.col=triTransformed.col; // Scale into view - triProjected.p[0].x += 1.0f; triProjected.p[0].y += 1.0f; - triProjected.p[1].x += 1.0f; triProjected.p[1].y += 1.0f; - triProjected.p[2].x += 1.0f; triProjected.p[2].y += 1.0f; + 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(); - triProjected.col=Pixel(255*dp*dp,255*dp*dp,255*dp*dp); vecTrianglesToRaster.push_back(triProjected);