3D Renderer using Hardware rendering w/Decals!
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SigRenderer3/main.cpp

223 lines
5.8 KiB

#define OLC_PGE_APPLICATION
#include "pixelGameEngine.h"
using namespace olc;
struct vec3d
{
float x, y, z;
};
struct triangle
{
vec3d p[3];
};
struct mesh
{
std::vector<triangle> tris;
};
struct mat4x4
{
float m[4][4] = { 0 };
};
class olcEngine3D : public PixelGameEngine
{
public:
olcEngine3D()
{
sAppName = "3D Demo";
}
private:
mesh meshCube;
mat4x4 matProj;
vec3d vCamera={0,0,0};
float fTheta=0;
void MultiplyMatrixVector(vec3d &i, vec3d &o, mat4x4 &m)
{
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];
if (w != 0.0f)
{
o.x /= w; o.y /= w; o.z /= w;
}
}
public:
bool OnUserCreate() override
{
meshCube.tris = {
// SOUTH
{ 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f },
{ 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f },
// EAST
{ 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f },
{ 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f },
// NORTH
{ 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f },
{ 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f },
// WEST
{ 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f },
{ 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f },
// TOP
{ 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f },
{ 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f },
// BOTTOM
{ 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f },
{ 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f },
};
// 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;
return true;
}
bool OnUserUpdate(float fElapsedTime) override
{
// Set up rotation matrices
mat4x4 matRotZ, matRotX;
fTheta += 1.0f * fElapsedTime;
// 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;
// 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);
// Offset into the screen
triTranslated = triRotatedZX;
triTranslated.p[0].z = triRotatedZX.p[0].z + 3.0f;
triTranslated.p[1].z = triRotatedZX.p[1].z + 3.0f;
triTranslated.p[2].z = triRotatedZX.p[2].z + 3.0f;
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;
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;
float l = sqrtf(normal.x*normal.x+normal.y*normal.y+normal.z*normal.z);
normal.x/=l;normal.y/=l;normal.z/=l;
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) {
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 = normal.x*(light_dir.x-vCamera.x)+
normal.y*(light_dir.y-vCamera.y)+
normal.z*(light_dir.z-vCamera.z);
// 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);
// 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;
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();
// Rasterize triangle
//SetDecalMode(DecalMode::WIREFRAME);
DrawPolygonDecal(nullptr,{
{triProjected.p[0].x, triProjected.p[0].y},
{triProjected.p[1].x, triProjected.p[1].y},
{triProjected.p[2].x, triProjected.p[2].y}
},{
{0,0},
{0,0},
{0,0},
},Pixel(255*dp*dp,255*dp*dp,255*dp*dp));
}
}
return true;
}
};
int main()
{
olcEngine3D demo;
if (demo.Construct(1280, 720, 1, 1))
demo.Start();
return 0;
}