added a bunch of features, preparing to read from obj files for display
This commit is contained in:
parent
6b04973314
commit
34e70de2f9
|
@ -1 +1,2 @@
|
||||||
IndentWidth: 4
|
IndentWidth: 4
|
||||||
|
ColumnLimit: 80
|
||||||
|
|
16
Makefile
16
Makefile
|
@ -1,12 +1,12 @@
|
||||||
CC = gcc
|
CC = clang #Set compiler
|
||||||
CFLAGS = -pg -g -Wall
|
CFLAGS = -pg -g -Wall -O2 -pg #set compiler flags
|
||||||
LDFLAGS = -pg -g
|
LDFLAGS = -pg -g #set linker flags
|
||||||
LDLIBS = -lraylib -lm
|
LDLIBS = -lraylib -lm #set libraries to use
|
||||||
objects = c3d.o
|
objects = c3d.o reader.o arrayfuncs.o vecfunc.c #list all object files
|
||||||
|
|
||||||
c3d: $(objects)
|
c3d: $(objects) #State that to make the c3d executeable, we need all objects
|
||||||
|
|
||||||
$(objects): %.o: %.c
|
$(objects): %.o: %.c #State that to make each object, we use its respective c file
|
||||||
|
|
||||||
clean:
|
clean: #to clean remove all object files and the executable
|
||||||
rm -f *.o c3d
|
rm -f *.o c3d
|
||||||
|
|
11
arrayfuncs.c
Normal file
11
arrayfuncs.c
Normal file
|
@ -0,0 +1,11 @@
|
||||||
|
#include "c3dtypes.h"
|
||||||
|
|
||||||
|
void TriArrayAppend(TriArray *tarr, Tri t) {
|
||||||
|
tarr->arr[tarr->length] = t;
|
||||||
|
tarr->length = tarr->length + 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
void Tri2DArrayAppend(Tri2DArray *tarr, Tri2D t) {
|
||||||
|
tarr->arr[tarr->length] = t;
|
||||||
|
tarr->length = tarr->length + 1;
|
||||||
|
}
|
8
arrayfuncs.h
Normal file
8
arrayfuncs.h
Normal file
|
@ -0,0 +1,8 @@
|
||||||
|
#ifndef ARRAYFUNCS_HEADER
|
||||||
|
#define ARRAYFUNCS_HEADER
|
||||||
|
|
||||||
|
void TriArrayAppend(TriArray *tarr, Tri t);
|
||||||
|
|
||||||
|
void Tri2DArrayAppend(Tri2DArray *tarr, Tri2D t);
|
||||||
|
|
||||||
|
#endif
|
655
c3d.c
655
c3d.c
|
@ -1,8 +1,13 @@
|
||||||
|
#include "raylib.h"
|
||||||
|
#include "reader.h"
|
||||||
#include <math.h>
|
#include <math.h>
|
||||||
#include <stdio.h>
|
#include <stdio.h>
|
||||||
#include <string.h>
|
|
||||||
#include <stdlib.h>
|
#include <stdlib.h>
|
||||||
#include "raylib.h"
|
#include <string.h>
|
||||||
|
|
||||||
|
#include "c3dtypes.h"
|
||||||
|
#include "arrayfuncs.h"
|
||||||
|
#include "vecfunc.h"
|
||||||
|
|
||||||
|
|
||||||
const int RENDERWIDTH = 1920;
|
const int RENDERWIDTH = 1920;
|
||||||
|
@ -11,206 +16,170 @@ const int RENDERHEIGHT = 1080;
|
||||||
const int HALFWIDTH = RENDERWIDTH / 2;
|
const int HALFWIDTH = RENDERWIDTH / 2;
|
||||||
const int HALFHEIGHT = RENDERHEIGHT / 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 = 70.0 / 180.0 * 3.14159265369;
|
const float fov = 70.0 / 180.0 * 3.14159265369;
|
||||||
const float half_fov = fov / 2;
|
const float half_fov = fov / 2;
|
||||||
|
|
||||||
float proj; //HALFWIDTH / tan(half_fov) Inited later
|
float proj; // HALFWIDTH / tan(half_fov) Inited later
|
||||||
|
|
||||||
|
|
||||||
|
double Min(double a, double b) {
|
||||||
struct LocalCam {
|
if (a > b) {
|
||||||
Vector3 position;
|
return b;
|
||||||
Vector3 velocity;
|
|
||||||
Vector3 acceleration;
|
|
||||||
Vector3 angles;
|
|
||||||
Vector3 angleVelocity;
|
|
||||||
Vector3 angleAcceleration;
|
|
||||||
};
|
|
||||||
typedef struct LocalCam LocalCam;
|
|
||||||
|
|
||||||
struct Tri {
|
|
||||||
Vector3 a;
|
|
||||||
Vector3 b;
|
|
||||||
Vector3 c;
|
|
||||||
|
|
||||||
Color color;
|
|
||||||
};
|
|
||||||
typedef struct Tri Tri;
|
|
||||||
|
|
||||||
struct Tri2D{
|
|
||||||
Vector2 a;
|
|
||||||
Vector2 b;
|
|
||||||
Vector2 c;
|
|
||||||
|
|
||||||
Color color;
|
|
||||||
};
|
|
||||||
typedef struct Tri2D Tri2D;
|
|
||||||
|
|
||||||
struct Zee {
|
|
||||||
int depth;
|
|
||||||
Tri2D * triangle;
|
|
||||||
};
|
|
||||||
typedef struct Zee Zee;
|
|
||||||
|
|
||||||
struct TriArray {
|
|
||||||
int length;
|
|
||||||
Tri* arr;
|
|
||||||
};
|
|
||||||
typedef struct TriArray TriArray;
|
|
||||||
|
|
||||||
struct Tri2DArray {
|
|
||||||
int length;
|
|
||||||
Tri2D* arr;
|
|
||||||
};
|
|
||||||
typedef struct Tri2DArray Tri2DArray;
|
|
||||||
|
|
||||||
double Min(double a, double b){
|
|
||||||
if (a>b) {
|
|
||||||
return b;
|
|
||||||
}
|
}
|
||||||
return a;
|
return a;
|
||||||
}
|
}
|
||||||
|
|
||||||
double Max(double a, double b){
|
double Max(double a, double b) {
|
||||||
if (a<b){
|
if (a < b) {
|
||||||
return b;
|
return b;
|
||||||
}
|
}
|
||||||
return a;
|
return a;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
static inline int IndexOfZBuff(int row, int col) {
|
static inline int IndexOfZBuff(int row, int col) {
|
||||||
return row + RENDERWIDTH*col;
|
return row + RENDERWIDTH * col;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// sort triangle verts so that point A is the "highest" point (lowest y val) and
|
||||||
//sort triangle verts so that point A is the "highest" point (lowest y val) and point C is the "lowest" pont (highest y val)
|
// point C is the "lowest" pont (highest y val)
|
||||||
void Tri2DSortByY(Tri2D * t){
|
void Tri2DSortByY(Tri2D *t) {
|
||||||
Vector2 temp;
|
Vector2 temp;
|
||||||
if (t->a.y > t->b.y) {
|
if (t->a.y > t->b.y) {
|
||||||
temp = t->a;
|
temp = t->a;
|
||||||
t->a = t->b;
|
t->a = t->b;
|
||||||
t->b = temp;
|
t->b = temp;
|
||||||
}
|
}
|
||||||
if (t->b.y > t->c.y){
|
if (t->b.y > t->c.y) {
|
||||||
temp = t->b;
|
temp = t->b;
|
||||||
t->b = t->c;
|
t->b = t->c;
|
||||||
t->c = temp;
|
t->c = temp;
|
||||||
}
|
}
|
||||||
if (t->a.y > t->b.y) {
|
if (t->a.y > t->b.y) {
|
||||||
temp = t->a;
|
temp = t->a;
|
||||||
t->a = t->b;
|
t->a = t->b;
|
||||||
t->b = temp;
|
t->b = temp;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
//Draws triangle with a flat top. Note A and B must be the top points with C being the bottom "spike"
|
// Draws triangle with a flat top. Note A and B must be the top points with C
|
||||||
void FillTopFlatZbuffer(Zee * zee , Tri2D* t, Tri2D * tp) {
|
// being the bottom "spike"
|
||||||
|
void FillTopFlatZbuffer(Zee *zee, Tri2D *t, Tri2D *tp) {
|
||||||
if (t->b.x < t->a.x) {
|
if (t->b.x < t->a.x) {
|
||||||
Vector2 e = t->b;
|
Vector2 e = t->b;
|
||||||
t->b = t->a;
|
t->b = t->a;
|
||||||
t->a = e;
|
t->a = e;
|
||||||
}
|
}
|
||||||
//Becasue we are trying to get the x values in terms of the y values, we need inverse slope
|
// Becasue we are trying to get the x values in terms of the y values, we
|
||||||
float atocslopeinv = (t->c.x - t->a.x) / (t->c.y - t->a.y); //dif in x from start to end with a and c
|
// need inverse slope
|
||||||
float btocslopinv = (t->c.x - t->b.x) / (t->c.y - t->b.y); //dif in x from start to end with b and c
|
float atocslopeinv =
|
||||||
|
(t->c.x - t->a.x) /
|
||||||
|
(t->c.y - t->a.y); // dif in x from start to end with a and c
|
||||||
|
float btocslopinv =
|
||||||
|
(t->c.x - t->b.x) /
|
||||||
|
(t->c.y - t->b.y); // dif in x from start to end with b and c
|
||||||
|
|
||||||
//start at bottom of triangle (point c) so that we do not need to determine which vertex is on which side and increment it with its proper slope
|
// start at bottom of triangle (point c) so that we do not need to determine
|
||||||
|
// which vertex is on which side and increment it with its proper slope
|
||||||
double curx1 = t->c.x;
|
double curx1 = t->c.x;
|
||||||
double curx2 = t->c.x;
|
double curx2 = t->c.x;
|
||||||
|
|
||||||
for(int scanline=t->c.y; scanline >= t->a.y; scanline--){
|
for (int scanline = t->c.y; scanline >= t->a.y; scanline--) {
|
||||||
if (0 <= scanline && scanline < RENDERHEIGHT){
|
if (0 <= scanline && scanline < RENDERHEIGHT) {
|
||||||
for (int i = Max(curx1,0); i < Min(curx2,RENDERWIDTH); i++) {
|
for (int i = Max(curx1, 0); i < Min(curx2, RENDERWIDTH); i++) {
|
||||||
zee[IndexOfZBuff(i,scanline) ].triangle = tp;
|
zee[IndexOfZBuff(i, scanline)].triangle = tp;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
curx1 -= atocslopeinv; //subtract because we are working backwards (reason why we start with point c in slope equtn)
|
curx1 -=
|
||||||
curx2 -= btocslopinv;
|
atocslopeinv; // subtract because we are working backwards (reason
|
||||||
|
// why we start with point c in slope equtn)
|
||||||
|
curx2 -= btocslopinv;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
void PrintTri2D(Tri2D t) {
|
void PrintTri2D(Tri2D t) {
|
||||||
printf("{(TRI2D) A: (%f, %f), B: (%f, %f), C:(%f,%f) }\n ",t.a.x,t.a.y,t.b.x, t.b.y, t.c.x, t.c.y);
|
printf("{(TRI2D) A: (%f, %f), B: (%f, %f), C:(%f,%f) }\n ", t.a.x, t.a.y,
|
||||||
|
t.b.x, t.b.y, t.c.x, t.c.y);
|
||||||
}
|
}
|
||||||
|
|
||||||
//Draws triangle with a flat bottomp. Note B and C must be the bottom points with A being the top "spike"
|
// Draws triangle with a flat bottomp. Note B and C must be the bottom points
|
||||||
void FillBottomFlatZbuffer(Zee * zee, Tri2D* t, Tri2D * tp) {
|
// with A being the top "spike"
|
||||||
|
void FillBottomFlatZbuffer(Zee *zee, Tri2D *t, Tri2D *tp) {
|
||||||
if (t->c.x < t->b.x) {
|
if (t->c.x < t->b.x) {
|
||||||
Vector2 e = t->c;
|
Vector2 e = t->c;
|
||||||
t->c = t->b;
|
t->c = t->b;
|
||||||
t->b = e;
|
t->b = e;
|
||||||
}
|
}
|
||||||
//Becasue we are trying to get the x values in terms of the y values, we need inverse slope
|
// Becasue we are trying to get the x values in terms of the y values, we
|
||||||
float atobslopeinv = (t->b.x - t->a.x) / (t->b.y - t->a.y); //dif in x from start to end with a and c
|
// need inverse slope
|
||||||
float atocslopeinv = (t->c.x - t->a.x) / (t->c.y - t->a.y); //dif in x from start to end with b and c
|
float atobslopeinv =
|
||||||
|
(t->b.x - t->a.x) /
|
||||||
|
(t->b.y - t->a.y); // dif in x from start to end with a and c
|
||||||
|
float atocslopeinv =
|
||||||
|
(t->c.x - t->a.x) /
|
||||||
|
(t->c.y - t->a.y); // dif in x from start to end with b and c
|
||||||
|
|
||||||
//start at top of triangle (point c) so that we do not need to determine which vertex is on which side and increment it with its proper slope
|
// start at top of triangle (point c) so that we do not need to determine
|
||||||
|
// which vertex is on which side and increment it with its proper slope
|
||||||
double curx1 = t->a.x;
|
double curx1 = t->a.x;
|
||||||
double curx2 = t->a.x;
|
double curx2 = t->a.x;
|
||||||
|
|
||||||
for(int scanline=t->a.y; scanline < t->c.y; scanline++){
|
for (int scanline = t->a.y; scanline < t->c.y; scanline++) {
|
||||||
if (0 <= scanline && scanline < RENDERHEIGHT){
|
if (0 <= scanline && scanline < RENDERHEIGHT) {
|
||||||
for (int i = Max(curx1,0); i < Min(curx2,RENDERWIDTH); i++) {
|
for (int i = Max(curx1, 0); i < Min(curx2, RENDERWIDTH); i++) {
|
||||||
zee[ IndexOfZBuff(i,scanline) ].triangle = tp;
|
zee[IndexOfZBuff(i, scanline)].triangle = tp;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
curx1 += atobslopeinv;
|
curx1 += atobslopeinv;
|
||||||
curx2 += atocslopeinv;
|
curx2 += atocslopeinv;
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void DrawTriZuff(Zee *zbuf, Tri2D *t) {
|
||||||
|
|
||||||
void DrawTriZuff(Zee * zbuf, Tri2D * t){
|
|
||||||
Tri2DSortByY(t);
|
Tri2DSortByY(t);
|
||||||
|
|
||||||
if (t->b.y == t->c.y) { // if bottom of triangle is flat
|
if (t->b.y == t->c.y) { // if bottom of triangle is flat
|
||||||
FillBottomFlatZbuffer(zbuf,t,t);
|
FillBottomFlatZbuffer(zbuf, t, t);
|
||||||
|
} else if (t->a.y == t->b.y) { // if top of triangle is flat
|
||||||
|
|
||||||
|
FillTopFlatZbuffer(zbuf, t, t);
|
||||||
|
|
||||||
|
} else { // funny split tri
|
||||||
|
Vector2 v4; // v4 is the vertex on the line between a and c. It is used
|
||||||
|
// to split the triangle into a top and bottom
|
||||||
|
v4.y = t->b.y;
|
||||||
|
float slope = (float)((t->c.x) - (t->a.x)) /
|
||||||
|
((float)(t->c.y - t->a.y)); // get slope in run over rise
|
||||||
|
// becasue we need to find x
|
||||||
|
float changeiny = (float)(t->b.y - t->a.y);
|
||||||
|
float officalxpos = t->a.x + (slope * changeiny);
|
||||||
|
v4.x = officalxpos;
|
||||||
|
Tri2D bottomflattrires;
|
||||||
|
bottomflattrires.a = t->a;
|
||||||
|
bottomflattrires.b = t->b;
|
||||||
|
bottomflattrires.c = v4;
|
||||||
|
bottomflattrires.color = t->color;
|
||||||
|
Tri2D topflattrires;
|
||||||
|
topflattrires.a = t->b;
|
||||||
|
topflattrires.b = v4;
|
||||||
|
topflattrires.c = t->c;
|
||||||
|
topflattrires.color = t->color;
|
||||||
|
|
||||||
|
FillBottomFlatZbuffer(zbuf, &bottomflattrires, t);
|
||||||
|
FillTopFlatZbuffer(zbuf, &topflattrires, t);
|
||||||
}
|
}
|
||||||
else if (t->a.y == t->b.y) { //if top of triangle is flat
|
|
||||||
|
|
||||||
FillTopFlatZbuffer(zbuf,t,t);
|
|
||||||
|
|
||||||
} else{ //funny split tri
|
|
||||||
Vector2 v4; //v4 is the vertex on the line between a and c. It is used to split the triangle into a top and bottom
|
|
||||||
v4.y = t->b.y;
|
|
||||||
float slope = (float)((t->c.x) - (t->a.x)) /((float)(t->c.y - t->a.y)); //get slope in run over rise becasue we need to find x
|
|
||||||
float changeiny = (float) (t->b.y - t->a.y);
|
|
||||||
float officalxpos = t->a.x + (slope*changeiny);
|
|
||||||
v4.x = officalxpos;
|
|
||||||
Tri2D bottomflattrires;
|
|
||||||
bottomflattrires.a = t->a;
|
|
||||||
bottomflattrires.b = t->b;
|
|
||||||
bottomflattrires.c = v4;
|
|
||||||
bottomflattrires.color = t->color;
|
|
||||||
Tri2D topflattrires;
|
|
||||||
topflattrires.a = t->b;
|
|
||||||
topflattrires.b = v4;
|
|
||||||
topflattrires.c = t->c;
|
|
||||||
topflattrires.color = t->color;
|
|
||||||
|
|
||||||
FillBottomFlatZbuffer(zbuf, &bottomflattrires, t);
|
|
||||||
FillTopFlatZbuffer(zbuf, &topflattrires, t);
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
float Sign(Vector2* v1, Vector2* v2, Vector2* v3) {
|
float Sign(Vector2 *v1, Vector2 *v2, Vector2 *v3) {
|
||||||
return (v1->x - v3->x) * (v2->y - v3->y) - (v2->x - v3->x) * (v1->y - v3->y);
|
return (v1->x - v3->x) * (v2->y - v3->y) -
|
||||||
|
(v2->x - v3->x) * (v1->y - v3->y);
|
||||||
}
|
}
|
||||||
|
|
||||||
bool IsInTri(Tri2D tri, Vector2 p) {
|
static inline bool IsInTri(Tri2D tri, Vector2 p) {
|
||||||
float d1, d2, d3;
|
float d1, d2, d3;
|
||||||
bool has_neg, has_pos;
|
bool has_neg, has_pos;
|
||||||
|
|
||||||
|
@ -224,58 +193,7 @@ bool IsInTri(Tri2D tri, Vector2 p) {
|
||||||
return !(has_neg && has_pos);
|
return !(has_neg && has_pos);
|
||||||
}
|
}
|
||||||
|
|
||||||
void TriArrayAppend(TriArray * tarr, Tri t) {
|
|
||||||
tarr->arr[tarr->length] = t;
|
|
||||||
tarr->length = tarr->length + 1;
|
|
||||||
}
|
|
||||||
|
|
||||||
void Tri2DArrayAppend(Tri2DArray * tarr, Tri2D t) {
|
|
||||||
tarr->arr[tarr->length] = t;
|
|
||||||
tarr->length = tarr->length + 1;
|
|
||||||
}
|
|
||||||
|
|
||||||
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;
|
|
||||||
}
|
|
||||||
|
|
||||||
void Vector3Print(Vector3 v) {
|
|
||||||
printf("VX: %f, VY: %f, FZ: %f\n",v.x,v.y,v.z);
|
|
||||||
}
|
|
||||||
|
|
||||||
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) {
|
void CtrlLocalCam(LocalCam *cam, float time) {
|
||||||
cam->velocity.x = 0;
|
cam->velocity.x = 0;
|
||||||
|
@ -286,63 +204,65 @@ void CtrlLocalCam(LocalCam *cam, float time) {
|
||||||
cam->angleVelocity.z = 0;
|
cam->angleVelocity.z = 0;
|
||||||
|
|
||||||
if (IsKeyDown(KEY_W)) {
|
if (IsKeyDown(KEY_W)) {
|
||||||
Vector3 forceForward = (Vector3){0,0,-500};
|
Vector3 forceForward = (Vector3){0, 0, -500};
|
||||||
Vector3 rotatedforce = RotateAboutY(forceForward,cam->angles.y);
|
Vector3 rotatedforce = RotateAboutY(forceForward, cam->angles.y);
|
||||||
printf("%f", cam->angles.y);
|
// printf("%f", cam->angles.y);
|
||||||
Vector3Print(rotatedforce);
|
// Vector3Print(rotatedforce);
|
||||||
cam->velocity = Vector3Sum(cam->velocity,rotatedforce);
|
cam->velocity = Vector3Sum(cam->velocity, rotatedforce);
|
||||||
|
|
||||||
//cam->velocity.z = cam->velocity.z + 50000*time*sin(cam->angles.y);
|
// cam->velocity.z = cam->velocity.z + 50000*time*sin(cam->angles.y);
|
||||||
//cam->velocity.x = cam->velocity.x + 500*time*cos(cam->angles.y);
|
// cam->velocity.x = cam->velocity.x + 500*time*cos(cam->angles.y);
|
||||||
}
|
}
|
||||||
if (IsKeyDown(KEY_S)) {
|
if (IsKeyDown(KEY_S)) {
|
||||||
Vector3 forceForward = (Vector3){0,0,500};
|
Vector3 forceForward = (Vector3){0, 0, 500};
|
||||||
Vector3 rotatedforce = RotateAboutY(forceForward,cam->angles.y);
|
Vector3 rotatedforce = RotateAboutY(forceForward, cam->angles.y);
|
||||||
cam->velocity = Vector3Sum(cam->velocity,rotatedforce);
|
cam->velocity = Vector3Sum(cam->velocity, rotatedforce);
|
||||||
|
|
||||||
//cam->velocity.z = cam->velocity.z + 50000*time*sin(cam->angles.y);
|
// cam->velocity.z = cam->velocity.z + 50000*time*sin(cam->angles.y);
|
||||||
//cam->velocity.x = cam->velocity.x + 500*time*cos(cam->angles.y);
|
// cam->velocity.x = cam->velocity.x + 500*time*cos(cam->angles.y);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (IsKeyDown(KEY_A)) {
|
if (IsKeyDown(KEY_A)) {
|
||||||
Vector3 forceForward = (Vector3){-500,0,0};
|
Vector3 forceForward = (Vector3){-500, 0, 0};
|
||||||
Vector3 rotatedforce = RotateAboutY(forceForward,cam->angles.y);
|
Vector3 rotatedforce = RotateAboutY(forceForward, cam->angles.y);
|
||||||
cam->velocity = Vector3Sum(cam->velocity,rotatedforce);
|
cam->velocity = Vector3Sum(cam->velocity, rotatedforce);
|
||||||
|
|
||||||
//cam->velocity.z = cam->velocity.z + 50000*time*sin(cam->angles.y);
|
// cam->velocity.z = cam->velocity.z + 50000*time*sin(cam->angles.y);
|
||||||
//cam->velocity.x = cam->velocity.x + 500*time*cos(cam->angles.y);
|
// cam->velocity.x = cam->velocity.x + 500*time*cos(cam->angles.y);
|
||||||
}
|
}
|
||||||
if (IsKeyDown(KEY_D)) {
|
if (IsKeyDown(KEY_D)) {
|
||||||
Vector3 forceForward = (Vector3){500,0,0};
|
Vector3 forceForward = (Vector3){500, 0, 0};
|
||||||
Vector3 rotatedforce = RotateAboutY(forceForward,cam->angles.y);
|
Vector3 rotatedforce = RotateAboutY(forceForward, cam->angles.y);
|
||||||
cam->velocity = Vector3Sum(cam->velocity,rotatedforce);
|
cam->velocity = Vector3Sum(cam->velocity, rotatedforce);
|
||||||
|
|
||||||
//cam->velocity.z = cam->velocity.z + 50000*time*sin(cam->angles.y);
|
// cam->velocity.z = cam->velocity.z + 50000*time*sin(cam->angles.y);
|
||||||
//cam->velocity.x = cam->velocity.x + 500*time*cos(cam->angles.y);
|
// cam->velocity.x = cam->velocity.x + 500*time*cos(cam->angles.y);
|
||||||
}
|
}
|
||||||
|
|
||||||
if(IsKeyDown(KEY_SPACE)) {
|
if (IsKeyDown(KEY_SPACE)) {
|
||||||
cam->velocity.y = cam->velocity.y - 50;
|
cam->velocity.y = cam->velocity.y - 50;
|
||||||
}
|
}
|
||||||
|
|
||||||
if(IsKeyDown(KEY_LEFT_SHIFT)) {
|
if (IsKeyDown(KEY_LEFT_SHIFT)) {
|
||||||
cam->velocity.y = cam->velocity.y + 50;
|
cam->velocity.y = cam->velocity.y + 50;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (IsKeyDown(KEY_Q)){
|
if (IsKeyDown(KEY_Q)) {
|
||||||
cam->angleVelocity.y = cam->angleVelocity.y + time*10;
|
cam->angleVelocity.y = cam->angleVelocity.y + time * 10;
|
||||||
}
|
}
|
||||||
if (IsKeyDown(KEY_E)){
|
if (IsKeyDown(KEY_E)) {
|
||||||
cam->angleVelocity.y = cam->angleVelocity.y - time*10;
|
cam->angleVelocity.y = cam->angleVelocity.y - time * 10;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (IsKeyDown(KEY_G)) {
|
if (IsKeyDown(KEY_G)) {
|
||||||
printf("PosX: %f PosY: %f PosZ: %f\n",cam->position.x,cam->position.y,cam->position.z);
|
printf("PosX: %f PosY: %f PosZ: %f\n", cam->position.x, cam->position.y,
|
||||||
printf("RotX; %f RotY: %f RotZ: %f\n",cam->angles.x,cam->angles.y,cam->angles.z);
|
cam->position.z);
|
||||||
|
printf("RotX; %f RotY: %f RotZ: %f\n", cam->angles.x, cam->angles.y,
|
||||||
|
cam->angles.z);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void LocalCamApplyVelo(LocalCam *cam,float time){
|
void LocalCamApplyVelo(LocalCam *cam, float time) {
|
||||||
cam->position.x = cam->position.x + cam->velocity.x * time;
|
cam->position.x = cam->position.x + cam->velocity.x * time;
|
||||||
cam->position.y = cam->position.y + cam->velocity.y * time;
|
cam->position.y = cam->position.y + cam->velocity.y * time;
|
||||||
cam->position.z = cam->position.z + cam->velocity.z * time;
|
cam->position.z = cam->position.z + cam->velocity.z * time;
|
||||||
|
@ -350,13 +270,9 @@ void LocalCamApplyVelo(LocalCam *cam,float time){
|
||||||
cam->angles.x = cam->angles.x + cam->angleVelocity.x * time;
|
cam->angles.x = cam->angles.x + cam->angleVelocity.x * time;
|
||||||
cam->angles.y = cam->angles.y + cam->angleVelocity.y * time;
|
cam->angles.y = cam->angles.y + cam->angleVelocity.y * time;
|
||||||
cam->angles.z = cam->angles.z + cam->angleVelocity.z * 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);
|
// printf("%f %f %f\n",cam->angles.x, cam->angles.y, cam->angles.z);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
Vector2 Conv3Dto2D(Vector3 v) {
|
Vector2 Conv3Dto2D(Vector3 v) {
|
||||||
Vector2 returnvector;
|
Vector2 returnvector;
|
||||||
returnvector.x = proj * v.x / (-v.z);
|
returnvector.x = proj * v.x / (-v.z);
|
||||||
|
@ -371,31 +287,33 @@ Vector2 Conv2DCenteredToScreen(Vector2 v) {
|
||||||
return returnvector;
|
return returnvector;
|
||||||
}
|
}
|
||||||
|
|
||||||
Vector3 TransformWithCam(Vector3 v, LocalCam * cam) {
|
static inline Vector3 TransformWithCam(Vector3 v, LocalCam *cam) {
|
||||||
Vector3 returnvector;
|
Vector3 returnvector;
|
||||||
returnvector.x = v.x - cam->position.x;
|
returnvector.x = v.x - cam->position.x;
|
||||||
returnvector.y = v.y - cam->position.y;
|
returnvector.y = v.y - cam->position.y;
|
||||||
returnvector.z = v.z - cam->position.z;
|
returnvector.z = v.z - cam->position.z;
|
||||||
|
|
||||||
returnvector = RotateAboutZ(returnvector,cam->angles.z);
|
returnvector = RotateAboutZ(returnvector, cam->angles.z);
|
||||||
returnvector = RotateAboutY(returnvector,-cam->angles.y);
|
returnvector = RotateAboutY(returnvector, -cam->angles.y);
|
||||||
returnvector = RotateAboutX(returnvector,-cam->angles.x);
|
returnvector = RotateAboutX(returnvector, -cam->angles.x);
|
||||||
|
|
||||||
//printf("Before: %f %f %f, After: %f %f %f\n", v.x, v.y, v.z, returnvector.x, returnvector.y, returnvector.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;
|
return returnvector;
|
||||||
}
|
}
|
||||||
|
|
||||||
Tri TriTransformWithCam(Tri *t, LocalCam * cam) {
|
Tri TriTransformWithCam(Tri *t, LocalCam *cam) {
|
||||||
Tri rettri;
|
Tri rettri;
|
||||||
rettri.a = TransformWithCam(t->a,cam);
|
rettri.a = TransformWithCam(t->a, cam);
|
||||||
rettri.b = TransformWithCam(t->b,cam);
|
rettri.b = TransformWithCam(t->b, cam);
|
||||||
rettri.c = TransformWithCam(t->c,cam);
|
rettri.c = TransformWithCam(t->c, cam);
|
||||||
|
|
||||||
rettri.color = t->color;
|
rettri.color = t->color;
|
||||||
|
|
||||||
return rettri;
|
return rettri;
|
||||||
}
|
}
|
||||||
|
|
||||||
Tri2D ConvertTriToTri2D(Tri* t){
|
Tri2D ConvertTriToTri2D(Tri *t) {
|
||||||
Tri2D rettri2d;
|
Tri2D rettri2d;
|
||||||
rettri2d.a = Conv3Dto2D(t->a);
|
rettri2d.a = Conv3Dto2D(t->a);
|
||||||
rettri2d.b = Conv3Dto2D(t->b);
|
rettri2d.b = Conv3Dto2D(t->b);
|
||||||
|
@ -409,14 +327,13 @@ Tri2D ConvertTriToTri2D(Tri* t){
|
||||||
return rettri2d;
|
return rettri2d;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
int main() {
|
int main() {
|
||||||
|
printf("%d\n", TestFunc(5));
|
||||||
proj = HALFWIDTH / tan(half_fov);
|
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);
|
||||||
|
@ -427,32 +344,34 @@ int main() {
|
||||||
printf("mh:%d mw:%d w:%d h:%d\n", mh, mw, w, h);
|
printf("mh:%d mw:%d w:%d h:%d\n", mh, mw, w, h);
|
||||||
SetWindowPosition(a.x + (0.5 * mw) - (w / 2), a.y + (0.5 * mh) - (0.5 * h));
|
SetWindowPosition(a.x + (0.5 * mw) - (w / 2), a.y + (0.5 * mh) - (0.5 * h));
|
||||||
|
|
||||||
RenderTexture2D uiraylibtexture = LoadRenderTexture(RENDERWIDTH,RENDERHEIGHT);
|
RenderTexture2D uiraylibtexture =
|
||||||
|
LoadRenderTexture(RENDERWIDTH, RENDERHEIGHT);
|
||||||
RenderTexture2D render3dtexture = LoadRenderTexture(RENDERWIDTH,RENDERHEIGHT);
|
|
||||||
|
|
||||||
|
RenderTexture2D render3dtexture =
|
||||||
|
LoadRenderTexture(RENDERWIDTH, RENDERHEIGHT);
|
||||||
|
|
||||||
Texture2D directaccesstex;
|
Texture2D directaccesstex;
|
||||||
|
|
||||||
|
|
||||||
// Init cube model
|
// Init cube model
|
||||||
// TODO: Load from obj
|
// TODO: Load from obj
|
||||||
|
|
||||||
LocalCam camera;
|
LocalCam camera;
|
||||||
camera.position = (Vector3){0,0,0};
|
camera.position = (Vector3){0, 0, 0};
|
||||||
camera.acceleration = (Vector3){0,0,0};
|
camera.acceleration = (Vector3){0, 0, 0};
|
||||||
camera.angleAcceleration = (Vector3){0,0,0};
|
camera.angleAcceleration = (Vector3){0, 0, 0};
|
||||||
camera.angles = (Vector3){0,0,0};
|
camera.angles = (Vector3){0, 0, 0};
|
||||||
camera.velocity = (Vector3){0,0,0};
|
camera.velocity = (Vector3){0, 0, 0};
|
||||||
camera.angleVelocity = (Vector3){0,0,0};
|
camera.angleVelocity = (Vector3){0, 0, 0};
|
||||||
|
|
||||||
Vector3 point = (Vector3){0,0,-10};
|
Vector3 point = (Vector3){0, 0, -10};
|
||||||
|
|
||||||
Tri internaltriarray[50];
|
Tri internaltriarray[50];
|
||||||
TriArray tarr;
|
TriArray tarr;
|
||||||
tarr.arr = internaltriarray;
|
tarr.arr = internaltriarray;
|
||||||
tarr.length = 0;
|
tarr.length = 0;
|
||||||
TriArrayAppend(&tarr,(Tri){(Vector3){0,0,-1000},(Vector3){0,800,-1000},(Vector3){800,800,-1000},WHITE});
|
TriArrayAppend(&tarr,
|
||||||
|
(Tri){(Vector3){0, 0, -1000}, (Vector3){0, 800, -1000},
|
||||||
|
(Vector3){800, 800, -1000}, WHITE});
|
||||||
|
|
||||||
Tri internaltransformedtriarray[50];
|
Tri internaltransformedtriarray[50];
|
||||||
TriArray TransformedTris;
|
TriArray TransformedTris;
|
||||||
|
@ -461,135 +380,149 @@ int main() {
|
||||||
|
|
||||||
Tri2D internaltri2darray[50];
|
Tri2D internaltri2darray[50];
|
||||||
Tri2DArray Tri2Darr;
|
Tri2DArray Tri2Darr;
|
||||||
Tri2Darr.length=0;
|
Tri2Darr.length = 0;
|
||||||
Tri2Darr.arr = internaltri2darray;
|
Tri2Darr.arr = internaltri2darray;
|
||||||
|
|
||||||
//static Zee ZBuff[1920][1080] = {{(Zee){10000,NULL}}}; //FIXME: Stupid static makes the file 32 Megs because pog
|
// static Zee ZBuff[1920][1080] = {{(Zee){10000,NULL}}}; //FIXME: Stupid
|
||||||
Zee * ZBuff = malloc(RENDERHEIGHT*RENDERWIDTH*sizeof(Zee));
|
// static makes the file 32 Megs because pog
|
||||||
static Color display[1920*1080*4];
|
Zee *ZBuff = malloc(RENDERHEIGHT * RENDERWIDTH * sizeof(Zee));
|
||||||
memset(display,0,sizeof(display));
|
static Color display[1920 * 1080 * 4];
|
||||||
|
memset(display, 0, sizeof(display));
|
||||||
|
|
||||||
Tri2D funners = (Tri2D){ (Vector2){50,50},(Vector2){500,50},(Vector2){500,500},GREEN};
|
Tri2D funners = (Tri2D){(Vector2){50, 50}, (Vector2){500, 50},
|
||||||
Tri2D funners2 = (Tri2D){ (Vector2){600,0},(Vector2){600,500},(Vector2){1000,500},RED};
|
(Vector2){500, 500}, GREEN};
|
||||||
|
Tri2D funners2 = (Tri2D){(Vector2){600, 0}, (Vector2){600, 500},
|
||||||
|
(Vector2){1000, 500}, RED};
|
||||||
|
|
||||||
Tri2D fullscreentritop = (Tri2D){ (Vector2){0,0}, (Vector2){1920,0}, (Vector2){1920,1080}, BLUE};
|
Tri2D fullscreentritop = (Tri2D){(Vector2){0, 0}, (Vector2){1920, 0},
|
||||||
Tri2D fullscreentribottom = (Tri2D){ (Vector2){0,0}, (Vector2){0,1080}, (Vector2){1920,1080}, RED};
|
(Vector2){1920, 1080}, BLUE};
|
||||||
|
Tri2D fullscreentribottom = (Tri2D){(Vector2){0, 0}, (Vector2){0, 1080},
|
||||||
|
(Vector2){1920, 1080}, RED};
|
||||||
|
|
||||||
|
Tri2D blank =
|
||||||
|
(Tri2D){(Vector2){-10, -10}, (Vector2){-10, -10}, (Vector2){-10, -10}};
|
||||||
|
|
||||||
|
Tri2D norm = (Tri2D){(Vector2){500, 50}, (Vector2){0, 0},
|
||||||
|
(Vector2){250, 500}, GREEN};
|
||||||
|
|
||||||
|
|
||||||
Tri2D blank = (Tri2D) { (Vector2){-10,-10},(Vector2){-10,-10}, (Vector2){-10,-10}};
|
|
||||||
|
|
||||||
Tri2D norm = (Tri2D){ (Vector2){500,50},(Vector2){0,0},(Vector2){250,500},GREEN};
|
|
||||||
|
|
||||||
while (!WindowShouldClose()) {
|
bool run3d = false;
|
||||||
float frametime = GetFrameTime();
|
while (!WindowShouldClose() && run3d) {
|
||||||
CtrlLocalCam(&camera,frametime);
|
float frametime = GetFrameTime();
|
||||||
LocalCamApplyVelo(&camera,frametime);
|
CtrlLocalCam(&camera, frametime);
|
||||||
//ClearBackground(BLACK);
|
LocalCamApplyVelo(&camera, frametime);
|
||||||
|
// ClearBackground(BLACK);
|
||||||
|
|
||||||
/* Vector3 TransVector = TransformWithCam(point,&camera); */
|
/* Vector3 TransVector = TransformWithCam(point,&camera); */
|
||||||
/* if (TransVector.z < 0) { */
|
/* if (TransVector.z < 0) { */
|
||||||
/* Vector2 MPos = Conv3Dto2D(TransVector); */
|
/* Vector2 MPos = Conv3Dto2D(TransVector); */
|
||||||
/* Vector2 FinPos = Conv2DCenteredToScreen(MPos); */
|
/* Vector2 FinPos = Conv2DCenteredToScreen(MPos); */
|
||||||
/* DrawCircleV(FinPos,100,BLACK); */
|
/* DrawCircleV(FinPos,100,BLACK); */
|
||||||
/* } */
|
/* } */
|
||||||
/* EndTextureMode(); */
|
/* EndTextureMode(); */
|
||||||
|
|
||||||
TransformedTris.length = 0;
|
TransformedTris.length = 0;
|
||||||
Tri2Darr.length = 0;
|
Tri2Darr.length = 0;
|
||||||
|
|
||||||
for (int i = 0; i < tarr.length; i++) {
|
for (int i = 0; i < tarr.length; i++) {
|
||||||
TriArrayAppend(&TransformedTris,TriTransformWithCam(&tarr.arr[i],&camera));
|
TriArrayAppend(&TransformedTris,
|
||||||
}
|
TriTransformWithCam(&tarr.arr[i], &camera));
|
||||||
|
}
|
||||||
|
|
||||||
for(int i = 0; i < TransformedTris.length; i++) {
|
for (int i = 0; i < TransformedTris.length; i++) {
|
||||||
Tri2DArrayAppend(&Tri2Darr,ConvertTriToTri2D(&TransformedTris.arr[i]));
|
if ((TransformedTris.arr[i].a.z < 0) &&
|
||||||
}
|
(TransformedTris.arr[i].b.z < 0) &&
|
||||||
|
(TransformedTris.arr[i].c.z < 0)) {
|
||||||
|
Tri2DArrayAppend(&Tri2Darr,
|
||||||
|
ConvertTriToTri2D(&TransformedTris.arr[i]));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
//memset(ZBuff,NULL ,sizeof(Zee) * RENDERHEIGHT*RENDERWIDTH );
|
/* for (int i = 0; i < RENDERHEIGHT*RENDERWIDTH; i ++) { */
|
||||||
// for (int i = 0; i < RENDERHEIGHT*RENDERWIDTH; i ++) {
|
/* ZBuff[i] = (Zee){10000,NULL}; */
|
||||||
// ZBuff[i] = (Zee){10000,NULL};
|
/* } */
|
||||||
// }
|
memset(display, 0, sizeof(display));
|
||||||
memset(display,0,sizeof(display));
|
memset(ZBuff, 0, sizeof(Zee) * 1920 * 1080);
|
||||||
|
/* for (int y = 0; y < RENDERHEIGHT; y++){ */
|
||||||
|
/* for (int x = 0; x<RENDERWIDTH; x++){ */
|
||||||
|
/* ZBuff[x][y].triangle = ␣ */
|
||||||
|
/* } */
|
||||||
|
/* } */
|
||||||
|
|
||||||
|
for (int i = 0; i < Tri2Darr.length; i++) {
|
||||||
|
for (int y = 0; y < RENDERHEIGHT; y++) {
|
||||||
|
for (int x = 0; x < RENDERWIDTH; x++) {
|
||||||
|
if (IsInTri(Tri2Darr.arr[i], (Vector2){x, y})) {
|
||||||
|
ZBuff[IndexOfZBuff(x, y)].triangle = &Tri2Darr.arr[i];
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// FillTopFlatZbuffer(ZBuff, &funners);
|
||||||
|
// FillBottomFlatZbuffer(ZBuff,&funners2);
|
||||||
|
|
||||||
/* for (int y = 0; y < RENDERHEIGHT; y++){ */
|
// FillTopFlatZbuffer(ZBuff, &fullscreentritop);
|
||||||
/* for (int x = 0; x<RENDERWIDTH; x++){ */
|
// FillBottomFlatZbuffer(ZBuff, &fullscreentribottom);
|
||||||
/* ZBuff[x][y].triangle = ␣ */
|
|
||||||
/* } */
|
|
||||||
/* } */
|
|
||||||
|
|
||||||
/* for(int i = 0; i < Tri2Darr.length; i++) { */
|
// DrawTriZuff(ZBuff, &norm);
|
||||||
/* for(int y = 0; y < RENDERHEIGHT; y++){ */
|
// DrawTriZuff(ZBuff, TriTransformWithCam(&norm, &camera));
|
||||||
/* for(int x = 0; x< RENDERWIDTH; x++) { */
|
|
||||||
/* if (IsInTri(Tri2Darr.arr[i],(Vector2){x,y})) { */
|
|
||||||
/* ZBuff[x][y].triangle = &Tri2Darr.arr[i]; */
|
|
||||||
/* } */
|
|
||||||
/* } */
|
|
||||||
/* } */
|
|
||||||
/* } */
|
|
||||||
|
|
||||||
|
int index = 0;
|
||||||
|
for (int y = 0; y < RENDERHEIGHT; y++) {
|
||||||
|
for (int x = 0; x < RENDERWIDTH; x++) {
|
||||||
|
// int index = (x+y*RENDERWIDTH);
|
||||||
|
/* Color * c = &ZBuff[x][y].triangle->color;
|
||||||
|
display[index] = c->r;
|
||||||
|
display[index+1] = c->g;
|
||||||
|
display[index+2] = c->b;
|
||||||
|
display[index+3] = c->a;
|
||||||
|
*/
|
||||||
|
|
||||||
|
if (ZBuff[IndexOfZBuff(x, y)].triangle !=
|
||||||
|
0) { // memset sets this to 0
|
||||||
|
// DrawPixel(x,y,ZBuff[x][y].triangle->color);
|
||||||
|
|
||||||
//FillTopFlatZbuffer(ZBuff, &funners);
|
display[index] = ZBuff[IndexOfZBuff(x, y)].triangle->color;
|
||||||
//FillBottomFlatZbuffer(ZBuff,&funners2);
|
// Zee test = ZBuff[IndexOfZBuff(x,y)];
|
||||||
|
// display[index] = test.triangle->color;
|
||||||
|
}
|
||||||
|
index = index + 1;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
//FillTopFlatZbuffer(ZBuff, &fullscreentritop);
|
BeginTextureMode(uiraylibtexture);
|
||||||
//FillBottomFlatZbuffer(ZBuff, &fullscreentribottom);
|
// gui stuff
|
||||||
|
EndTextureMode();
|
||||||
|
|
||||||
DrawTriZuff(ZBuff, &norm);
|
// Copytexture to main display :0
|
||||||
|
|
||||||
|
BeginDrawing();
|
||||||
|
ClearBackground(BLACK);
|
||||||
|
UpdateTexture(render3dtexture.texture, display);
|
||||||
|
|
||||||
|
// Copies render3dtexture to screen
|
||||||
|
DrawTexturePro(render3dtexture.texture,
|
||||||
|
(Rectangle){0, 0, render3dtexture.texture.width,
|
||||||
|
render3dtexture.texture.height},
|
||||||
|
(Rectangle){0, 0, SCREENWIDTH, SCREENHEIGHT},
|
||||||
|
(Vector2){0, 0}, 0, WHITE);
|
||||||
|
|
||||||
int index = 0;
|
// Copies uiraylibtexture to screen (not this is not the texture used
|
||||||
for(int y = 0; y < RENDERHEIGHT; y++) {
|
// for 3d stuff
|
||||||
for(int x = 0; x < RENDERWIDTH; x++) {
|
DrawTexturePro(uiraylibtexture.texture,
|
||||||
//int index = (x+y*RENDERWIDTH);
|
(Rectangle){0, 0, uiraylibtexture.texture.width,
|
||||||
/* Color * c = &ZBuff[x][y].triangle->color;
|
-uiraylibtexture.texture.height},
|
||||||
display[index] = c->r;
|
(Rectangle){0, 0, SCREENWIDTH, SCREENHEIGHT},
|
||||||
display[index+1] = c->g;
|
(Vector2){0, 0}, 0, WHITE);
|
||||||
display[index+2] = c->b;
|
|
||||||
display[index+3] = c->a;
|
|
||||||
*/
|
|
||||||
|
|
||||||
|
char fpstext[40];
|
||||||
|
sprintf(fpstext, "%d", GetFPS());
|
||||||
|
DrawText(fpstext, 0, 0, 20, WHITE);
|
||||||
|
|
||||||
if (ZBuff[IndexOfZBuff(x,y)].triangle != NULL) {
|
EndDrawing();
|
||||||
//DrawPixel(x,y,ZBuff[x][y].triangle->color);
|
|
||||||
|
|
||||||
display[index] = ZBuff[IndexOfZBuff(x,y)].triangle->color;
|
|
||||||
// Zee test = ZBuff[IndexOfZBuff(x,y)];
|
|
||||||
// display[index] = test.triangle->color;
|
|
||||||
|
|
||||||
}
|
|
||||||
index = index+1;
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
BeginTextureMode(uiraylibtexture);
|
|
||||||
//gui stuff
|
|
||||||
EndTextureMode();
|
|
||||||
|
|
||||||
|
|
||||||
//Copytexture to main display :0
|
|
||||||
|
|
||||||
BeginDrawing();
|
|
||||||
ClearBackground(BLACK);
|
|
||||||
UpdateTexture(render3dtexture.texture, display);
|
|
||||||
|
|
||||||
//Copies render3dtexture to screen
|
|
||||||
DrawTexturePro(render3dtexture.texture, (Rectangle){0,0,render3dtexture.texture.width, render3dtexture.texture.height}, (Rectangle){0,0,SCREENWIDTH,SCREENHEIGHT},(Vector2){0,0},0,WHITE);
|
|
||||||
|
|
||||||
//Copies uiraylibtexture to screen (not this is not the texture used for 3d stuff
|
|
||||||
DrawTexturePro(uiraylibtexture.texture, (Rectangle){0,0,uiraylibtexture.texture.width,-uiraylibtexture.texture.height},(Rectangle){0,0,SCREENWIDTH,SCREENHEIGHT},(Vector2){0,0},0,WHITE);
|
|
||||||
|
|
||||||
char fpstext[40];
|
|
||||||
sprintf(fpstext,"%d",GetFPS());
|
|
||||||
DrawText( fpstext ,0,0,20,WHITE);
|
|
||||||
|
|
||||||
EndDrawing();
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
CloseWindow();
|
CloseWindow();
|
||||||
|
|
64
c3dtypes.h
Normal file
64
c3dtypes.h
Normal file
|
@ -0,0 +1,64 @@
|
||||||
|
#include "raylib.h"
|
||||||
|
|
||||||
|
#ifndef C3DTYPES_HEADER
|
||||||
|
#define C3DTYPES_HEADER
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
struct LocalCam {
|
||||||
|
Vector3 position;
|
||||||
|
Vector3 velocity;
|
||||||
|
Vector3 acceleration;
|
||||||
|
Vector3 angles;
|
||||||
|
Vector3 angleVelocity;
|
||||||
|
Vector3 angleAcceleration;
|
||||||
|
};
|
||||||
|
typedef struct LocalCam LocalCam;
|
||||||
|
|
||||||
|
struct Tri {
|
||||||
|
Vector3 a;
|
||||||
|
Vector3 b;
|
||||||
|
Vector3 c;
|
||||||
|
|
||||||
|
Color color;
|
||||||
|
};
|
||||||
|
typedef struct Tri Tri;
|
||||||
|
|
||||||
|
struct Tri2D {
|
||||||
|
Vector2 a;
|
||||||
|
Vector2 b;
|
||||||
|
Vector2 c;
|
||||||
|
|
||||||
|
Color color;
|
||||||
|
};
|
||||||
|
typedef struct Tri2D Tri2D;
|
||||||
|
|
||||||
|
struct Zee {
|
||||||
|
int depth;
|
||||||
|
Tri2D *triangle;
|
||||||
|
};
|
||||||
|
typedef struct Zee Zee;
|
||||||
|
|
||||||
|
struct TriArray {
|
||||||
|
int length;
|
||||||
|
Tri *arr;
|
||||||
|
};
|
||||||
|
typedef struct TriArray TriArray;
|
||||||
|
|
||||||
|
struct Tri2DArray {
|
||||||
|
int length;
|
||||||
|
Tri2D *arr;
|
||||||
|
};
|
||||||
|
typedef struct Tri2DArray Tri2DArray;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
struct Object {
|
||||||
|
char name[100];
|
||||||
|
Vector3 *VertexArray;
|
||||||
|
int VertexArrayLength;
|
||||||
|
TriArray * triangles;
|
||||||
|
};
|
||||||
|
typedef struct Object Object;
|
||||||
|
|
||||||
|
#endif
|
46
cube.obj
Normal file
46
cube.obj
Normal file
|
@ -0,0 +1,46 @@
|
||||||
|
# Blender v2.76 (sub 0) OBJ File: ''
|
||||||
|
# www.blender.org
|
||||||
|
mtllib cube.mtl
|
||||||
|
o Cube
|
||||||
|
v 1.000000 -1.000000 -1.000000
|
||||||
|
v 1.000000 -1.000000 1.000000
|
||||||
|
v -1.000000 -1.000000 1.000000
|
||||||
|
v -1.000000 -1.000000 -1.000000
|
||||||
|
v 1.000000 1.000000 -0.999999
|
||||||
|
v 0.999999 1.000000 1.000001
|
||||||
|
v -1.000000 1.000000 1.000000
|
||||||
|
v -1.000000 1.000000 -1.000000
|
||||||
|
vt 1.000000 0.333333
|
||||||
|
vt 1.000000 0.666667
|
||||||
|
vt 0.666667 0.666667
|
||||||
|
vt 0.666667 0.333333
|
||||||
|
vt 0.666667 0.000000
|
||||||
|
vt 0.000000 0.333333
|
||||||
|
vt 0.000000 0.000000
|
||||||
|
vt 0.333333 0.000000
|
||||||
|
vt 0.333333 1.000000
|
||||||
|
vt 0.000000 1.000000
|
||||||
|
vt 0.000000 0.666667
|
||||||
|
vt 0.333333 0.333333
|
||||||
|
vt 0.333333 0.666667
|
||||||
|
vt 1.000000 0.000000
|
||||||
|
vn 0.000000 -1.000000 0.000000
|
||||||
|
vn 0.000000 1.000000 0.000000
|
||||||
|
vn 1.000000 0.000000 0.000000
|
||||||
|
vn -0.000000 0.000000 1.000000
|
||||||
|
vn -1.000000 -0.000000 -0.000000
|
||||||
|
vn 0.000000 0.000000 -1.000000
|
||||||
|
usemtl Material
|
||||||
|
s off
|
||||||
|
f 2/1/1 3/2/1 4/3/1
|
||||||
|
f 8/1/2 7/4/2 6/5/2
|
||||||
|
f 5/6/3 6/7/3 2/8/3
|
||||||
|
f 6/8/4 7/5/4 3/4/4
|
||||||
|
f 3/9/5 7/10/5 8/11/5
|
||||||
|
f 1/12/6 4/13/6 8/11/6
|
||||||
|
f 1/4/1 2/1/1 4/3/1
|
||||||
|
f 5/14/2 8/1/2 6/5/2
|
||||||
|
f 1/12/3 5/6/3 2/8/3
|
||||||
|
f 2/12/4 6/8/4 3/4/4
|
||||||
|
f 4/13/5 3/9/5 8/11/5
|
||||||
|
f 5/6/6 1/12/6 8/11/6
|
60
reader.c
Normal file
60
reader.c
Normal file
|
@ -0,0 +1,60 @@
|
||||||
|
#include "c3dtypes.h"
|
||||||
|
#include <stdio.h>
|
||||||
|
#include <string.h>
|
||||||
|
#include <stdlib.h>
|
||||||
|
|
||||||
|
int TestFunc(int x) {
|
||||||
|
x = x + 1;
|
||||||
|
return x;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
Object ReadObjectFromFile() {
|
||||||
|
Object out;
|
||||||
|
out.VertexArray = malloc(10000*sizeof(Vector3));
|
||||||
|
out.VertexArrayLength = 0;
|
||||||
|
|
||||||
|
TriArray tarr;
|
||||||
|
tarr.arr = malloc(10000*sizeof(Tri));
|
||||||
|
tarr.length = 0;
|
||||||
|
|
||||||
|
|
||||||
|
out.triangles = &tarr;
|
||||||
|
|
||||||
|
strncpy(out.name, "cube.obj", 100);
|
||||||
|
|
||||||
|
|
||||||
|
FILE * f = fopen("cube.obj", "r");
|
||||||
|
|
||||||
|
while (true) {
|
||||||
|
char t[500];
|
||||||
|
char * fgetres = fgets(t, 500, f);
|
||||||
|
if (fgetres == NULL) {
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
char objtype[10];
|
||||||
|
double v1;
|
||||||
|
double v2;
|
||||||
|
double v3;
|
||||||
|
sscanf(t, "%s %lf %lf %lf", objtype, &v1,&v2,&v3);
|
||||||
|
if ( strcmp(t, "v")) {
|
||||||
|
out.VertexArray[out.VertexArrayLength].x = v1;
|
||||||
|
out.VertexArray[out.VertexArrayLength].x = v2;
|
||||||
|
out.VertexArray[out.VertexArrayLength].x = v3;
|
||||||
|
out.VertexArrayLength = out.VertexArrayLength + 1;
|
||||||
|
}
|
||||||
|
if ( strcmp(t, "f")) {
|
||||||
|
//TODO: append face to triarry
|
||||||
|
}
|
||||||
|
//need to bring in triarray functions into their own file
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
//TODO: use file object and read each line
|
||||||
|
// add verticies to the vertex list, +1 ing the length value each time
|
||||||
|
// just fucking parse the obj file its not that hard
|
||||||
|
|
||||||
|
}
|
6
reader.h
Normal file
6
reader.h
Normal file
|
@ -0,0 +1,6 @@
|
||||||
|
#ifndef READER_HEADER
|
||||||
|
#define READER_HEADER
|
||||||
|
|
||||||
|
int TestFunc(int x);
|
||||||
|
|
||||||
|
#endif
|
46
vecfunc.c
Normal file
46
vecfunc.c
Normal file
|
@ -0,0 +1,46 @@
|
||||||
|
#include "raylib.h"
|
||||||
|
#include <stdio.h>
|
||||||
|
#include <math.h>
|
||||||
|
|
||||||
|
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;
|
||||||
|
}
|
||||||
|
|
||||||
|
void Vector3Print(Vector3 v) {
|
||||||
|
printf("VX: %f, VY: %f, FZ: %f\n", v.x, v.y, v.z);
|
||||||
|
}
|
||||||
|
|
||||||
|
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;
|
||||||
|
}
|
15
vecfunc.h
Normal file
15
vecfunc.h
Normal file
|
@ -0,0 +1,15 @@
|
||||||
|
#ifndef VECFUNC_HEADER
|
||||||
|
#define VECFUNC_HEADER
|
||||||
|
|
||||||
|
Vector3 Vector3Sum(Vector3 v1, Vector3 v2);
|
||||||
|
|
||||||
|
void Vector3Print(Vector3 v);
|
||||||
|
|
||||||
|
Vector3 Vector3Scale(Vector3 v1, float scale);
|
||||||
|
|
||||||
|
Vector3 RotateAboutX(Vector3 V, double radians);
|
||||||
|
Vector3 RotateAboutY(Vector3 V, double radians);
|
||||||
|
Vector3 RotateAboutZ(Vector3 V, double radians);
|
||||||
|
|
||||||
|
|
||||||
|
#endif
|
Loading…
Reference in a new issue