From 2ff65761427e17dce776f2835dbb8bddd0ba1d83 Mon Sep 17 00:00:00 2001 From: InventorXtreme Date: Sun, 3 Dec 2023 03:35:47 -0500 Subject: [PATCH] Got a point rendering, but still need to cull it if behind --- Makefile | 2 +- c3d.c | 175 ++++++++++++++++++++++++++++++++++++++++++++++++++++++- 2 files changed, 174 insertions(+), 3 deletions(-) diff --git a/Makefile b/Makefile index 70cada4..9a2ed5b 100644 --- a/Makefile +++ b/Makefile @@ -1,6 +1,6 @@ CC = gcc CFLAGS = -g -LDLIBS = -lraylib +LDLIBS = -lraylib -lm objects = c3d.o diff --git a/c3d.c b/c3d.c index 75d3c49..59567fd 100644 --- a/c3d.c +++ b/c3d.c @@ -1,18 +1,167 @@ +#include #include #include "raylib.h" const int RENDERWIDTH = 1920; const int RENDERHEIGHT = 1080; +const int HALFWIDTH = RENDERWIDTH / 2; +const int HALFHEIGHT = RENDERHEIGHT / 2; + + const int SCREENWIDTH = 1280; const int SCREENHEIGHT = 720; const float WIDTHSCALE = (float)RENDERWIDTH / SCREENWIDTH; const float HEIGHTSCALE = (float) RENDERHEIGHT / SCREENHEIGHT; + +const float fov = 90.0 / 180.0 * 3.14159265369; +const float half_fov = fov / 2; + +float proj; //HALFWIDTH / tan(half_fov) Inited later + + +/* + The point is now rendering, but it is in front of and behind us at the same time +*/ + + +struct LocalCam { + Vector3 position; + Vector3 velocity; + Vector3 acceleration; + Vector3 angles; + Vector3 angleVelocity; + Vector3 angleAcceleration; +}; + +typedef struct LocalCam LocalCam; + +Vector3 Vector3Sum(Vector3 v1, Vector3 v2) { + Vector3 retvec; + retvec.x = v1.x + v2.x; + retvec.y = v1.y + v2.y; + retvec.z = v1.z + v2.z; + return retvec; +} + +Vector3 Vector3Scale(Vector3 v1, float scale) { + Vector3 retvec; + retvec.x = v1.x * scale; + retvec.y = v1.y * scale; + retvec.z = v1.z * scale; + return retvec; +} + +Vector3 RotateAboutX(Vector3 v, double radians){ + Vector3 rotatedvector; + rotatedvector.x = 1*v.x + (0) + (0); + rotatedvector.y = (0) + cos(radians)*v.y + (-sin(radians)*v.z); + rotatedvector.z = 0 + sin(radians)*v.y + cos(radians)*v.z; + return rotatedvector; +} +Vector3 RotateAboutY(Vector3 v, double radians){ + Vector3 rotatedvector; + rotatedvector.x = cos(radians)*v.x + (0) + sin(radians)*v.z; + rotatedvector.y = (0) + 1*v.y + (0); + rotatedvector.z = -sin(radians)*v.x + 0 + cos(radians)*v.z; + return rotatedvector; +} + +Vector3 RotateAboutZ(Vector3 v, double radians){ + Vector3 rotatedvector; + rotatedvector.x = cos(radians)*v.x + (-sin(radians)*v.y) + (0); + rotatedvector.y = sin(radians)*v.x + cos(radians)*v.y + (0); + rotatedvector.z = 0 + 0 + 1*v.z; + return rotatedvector; +} + +void CtrlLocalCam(LocalCam *cam, float time) { + cam->velocity.x = 0; + cam->velocity.y = 0; + cam->velocity.z = 0; + cam->angleVelocity.x = 0; + cam->angleVelocity.y = 0; + cam->angleVelocity.z = 0; + + if (IsKeyDown(KEY_W)) { + Vector3 forceForward = (Vector3){0,0,500}; + Vector3 rotatedforce = RotateAboutY(forceForward,cam->angles.y); + cam->velocity = Vector3Sum(cam->velocity,rotatedforce); + + //cam->velocity.z = cam->velocity.z + 50000*time*sin(cam->angles.y); + //cam->velocity.x = cam->velocity.x + 500*time*cos(cam->angles.y); + } + + if(IsKeyDown(KEY_SPACE)) { + cam->velocity.y = cam->velocity.y - 50; + } + + if (IsKeyDown(KEY_Q)){ + cam->angleVelocity.y = cam->angleVelocity.y + time*1000; + } + if (IsKeyDown(KEY_E)){ + cam->angleVelocity.y = cam->angleVelocity.y - time*1000; + } + + if (IsKeyDown(KEY_G)) { + printf("PosX: %f PosY: %f, PosZ: %f\n",cam->position.x,cam->position.y,cam->position.z); + } +} + +void LocalCamApplyVelo(LocalCam *cam,float time){ + cam->position.x = cam->position.x + cam->velocity.x * time; + cam->position.y = cam->position.y + cam->velocity.y * time; + cam->position.z = cam->position.z + cam->velocity.z * time; + + cam->angles.x = cam->angles.x + cam->angleVelocity.x * time; + cam->angles.y = cam->angles.y + cam->angleVelocity.y * time; + cam->angles.z = cam->angles.z + cam->angleVelocity.z * time; + //printf("%f %f %f\n",cam->angles.x, cam->angles.y, cam->angles.z); +} + + + + + +Vector2 Conv3Dto2D(Vector3 v) { + Vector2 returnvector; + returnvector.x = proj * v.x / v.z; + returnvector.y = proj * v.y / v.z; + return returnvector; +} + +Vector2 Conv2DCenteredToScreen(Vector2 v) { + Vector2 returnvector; + returnvector.x = v.x + HALFWIDTH; + returnvector.y = v.y + HALFHEIGHT; + return returnvector; +} + +Vector3 TransformWithCam(Vector3 v, LocalCam * cam) { + Vector3 returnvector; + returnvector.x = v.x - cam->position.x; + returnvector.y = v.y - cam->position.y; + returnvector.z = v.z - cam->position.z; + + returnvector = RotateAboutZ(returnvector,cam->angles.z); + returnvector = RotateAboutY(returnvector,cam->angles.y); + returnvector = RotateAboutZ(returnvector,cam->angles.z); + + //printf("Before: %f %f %f, After: %f %f %f\n", v.x, v.y, v.z, returnvector.x, returnvector.y, returnvector.z); + return returnvector; +} + int main() { - SetConfigFlags(FLAG_WINDOW_UNDECORATED); - InitWindow(SCREENWIDTH, SCREENHEIGHT, "raylib [core] example - basic window"); + proj = HALFWIDTH / tan(half_fov); + + + + + SetConfigFlags(FLAG_WINDOW_UNDECORATED); + InitWindow(SCREENWIDTH, SCREENHEIGHT, "raylib [core] example - basic window"); + // SetWindowPosition(0,1080); Vector2 a = GetMonitorPosition(0); @@ -24,13 +173,35 @@ int main() { SetWindowPosition(a.x + (0.5 * mw) - (w / 2), a.y + (0.5 * mh) - (0.5 * h)); RenderTexture2D renderTexture = LoadRenderTexture(RENDERWIDTH,RENDERHEIGHT); + + + // Init cube model + // TODO: Load from obj + + LocalCam camera; + camera.position = (Vector3){0,0,0}; + camera.acceleration = (Vector3){0,0,0}; + camera.angleAcceleration = (Vector3){0,0,0}; + camera.angles = (Vector3){0,0,0}; + camera.velocity = (Vector3){0,0,0}; + camera.angleVelocity = (Vector3){0,0,0}; + + Vector3 point = (Vector3){0,0,10}; + while (!WindowShouldClose()) { + float frametime = GetFrameTime(); + CtrlLocalCam(&camera,frametime); + LocalCamApplyVelo(&camera,frametime); BeginTextureMode(renderTexture); ClearBackground(WHITE); DrawText("Congrats! You created your first window!", 190, 200, 20, BLACK); + Vector3 TransVector = TransformWithCam(point,&camera); + Vector2 MPos = Conv3Dto2D(TransVector); + Vector2 FinPos = Conv2DCenteredToScreen(MPos); + DrawCircleV(FinPos,100,BLACK); EndTextureMode(); //Copytexture to main display :0