Got a point rendering, but still need to cull it if behind

This commit is contained in:
InventorXtreme 2023-12-03 03:35:47 -05:00
parent 03aeac765d
commit 2ff6576142
2 changed files with 174 additions and 3 deletions

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@ -1,6 +1,6 @@
CC = gcc CC = gcc
CFLAGS = -g CFLAGS = -g
LDLIBS = -lraylib LDLIBS = -lraylib -lm
objects = c3d.o objects = c3d.o

171
c3d.c
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@ -1,19 +1,168 @@
#include <math.h>
#include <stdio.h> #include <stdio.h>
#include "raylib.h" #include "raylib.h"
const int RENDERWIDTH = 1920; const int RENDERWIDTH = 1920;
const int RENDERHEIGHT = 1080; const int RENDERHEIGHT = 1080;
const int HALFWIDTH = RENDERWIDTH / 2;
const int HALFHEIGHT = RENDERHEIGHT / 2;
const int SCREENWIDTH = 1280; const int SCREENWIDTH = 1280;
const int SCREENHEIGHT = 720; const int SCREENHEIGHT = 720;
const float WIDTHSCALE = (float)RENDERWIDTH / SCREENWIDTH; const float WIDTHSCALE = (float)RENDERWIDTH / SCREENWIDTH;
const float HEIGHTSCALE = (float) RENDERHEIGHT / SCREENHEIGHT; 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() { int main() {
proj = HALFWIDTH / tan(half_fov);
SetConfigFlags(FLAG_WINDOW_UNDECORATED); SetConfigFlags(FLAG_WINDOW_UNDECORATED);
InitWindow(SCREENWIDTH, SCREENHEIGHT, "raylib [core] example - basic window"); InitWindow(SCREENWIDTH, SCREENHEIGHT, "raylib [core] example - basic window");
// SetWindowPosition(0,1080); // SetWindowPosition(0,1080);
Vector2 a = GetMonitorPosition(0); Vector2 a = GetMonitorPosition(0);
int mh = GetMonitorHeight(0); int mh = GetMonitorHeight(0);
@ -26,11 +175,33 @@ int main() {
RenderTexture2D renderTexture = LoadRenderTexture(RENDERWIDTH,RENDERHEIGHT); 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()) { while (!WindowShouldClose()) {
float frametime = GetFrameTime();
CtrlLocalCam(&camera,frametime);
LocalCamApplyVelo(&camera,frametime);
BeginTextureMode(renderTexture); BeginTextureMode(renderTexture);
ClearBackground(WHITE); ClearBackground(WHITE);
DrawText("Congrats! You created your first window!", 190, 200, 20, DrawText("Congrats! You created your first window!", 190, 200, 20,
BLACK); BLACK);
Vector3 TransVector = TransformWithCam(point,&camera);
Vector2 MPos = Conv3Dto2D(TransVector);
Vector2 FinPos = Conv2DCenteredToScreen(MPos);
DrawCircleV(FinPos,100,BLACK);
EndTextureMode(); EndTextureMode();
//Copytexture to main display :0 //Copytexture to main display :0