added a bunch of features, preparing to read from obj files for display
This commit is contained in:
parent
6b04973314
commit
34e70de2f9
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@ -1 +1,2 @@
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IndentWidth: 4
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ColumnLimit: 80
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16
Makefile
16
Makefile
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@ -1,12 +1,12 @@
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CC = gcc
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CFLAGS = -pg -g -Wall
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LDFLAGS = -pg -g
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LDLIBS = -lraylib -lm
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objects = c3d.o
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CC = clang #Set compiler
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CFLAGS = -pg -g -Wall -O2 -pg #set compiler flags
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LDFLAGS = -pg -g #set linker flags
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LDLIBS = -lraylib -lm #set libraries to use
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objects = c3d.o reader.o arrayfuncs.o vecfunc.c #list all object files
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c3d: $(objects)
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c3d: $(objects) #State that to make the c3d executeable, we need all objects
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$(objects): %.o: %.c
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$(objects): %.o: %.c #State that to make each object, we use its respective c file
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clean:
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clean: #to clean remove all object files and the executable
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rm -f *.o c3d
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11
arrayfuncs.c
Normal file
11
arrayfuncs.c
Normal file
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@ -0,0 +1,11 @@
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#include "c3dtypes.h"
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void TriArrayAppend(TriArray *tarr, Tri t) {
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tarr->arr[tarr->length] = t;
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tarr->length = tarr->length + 1;
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}
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void Tri2DArrayAppend(Tri2DArray *tarr, Tri2D t) {
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tarr->arr[tarr->length] = t;
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tarr->length = tarr->length + 1;
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}
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8
arrayfuncs.h
Normal file
8
arrayfuncs.h
Normal file
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@ -0,0 +1,8 @@
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#ifndef ARRAYFUNCS_HEADER
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#define ARRAYFUNCS_HEADER
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void TriArrayAppend(TriArray *tarr, Tri t);
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void Tri2DArrayAppend(Tri2DArray *tarr, Tri2D t);
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#endif
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497
c3d.c
497
c3d.c
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@ -1,8 +1,13 @@
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#include "raylib.h"
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#include "reader.h"
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#include <math.h>
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#include <stdio.h>
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#include <string.h>
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#include <stdlib.h>
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#include "raylib.h"
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#include <string.h>
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#include "c3dtypes.h"
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#include "arrayfuncs.h"
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#include "vecfunc.h"
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const int RENDERWIDTH = 1920;
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@ -11,96 +16,46 @@ const int RENDERHEIGHT = 1080;
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const int HALFWIDTH = RENDERWIDTH / 2;
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const int HALFHEIGHT = RENDERHEIGHT / 2;
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const int SCREENWIDTH = 1280;
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const int SCREENHEIGHT = 720;
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const float WIDTHSCALE = (float)RENDERWIDTH / SCREENWIDTH;
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const float HEIGHTSCALE = (float) RENDERHEIGHT / SCREENHEIGHT;
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const float HEIGHTSCALE = (float)RENDERHEIGHT / SCREENHEIGHT;
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const float fov = 70.0 / 180.0 * 3.14159265369;
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const float half_fov = fov / 2;
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float proj; //HALFWIDTH / tan(half_fov) Inited later
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float proj; // HALFWIDTH / tan(half_fov) Inited later
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struct LocalCam {
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Vector3 position;
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Vector3 velocity;
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Vector3 acceleration;
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Vector3 angles;
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Vector3 angleVelocity;
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Vector3 angleAcceleration;
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};
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typedef struct LocalCam LocalCam;
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struct Tri {
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Vector3 a;
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Vector3 b;
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Vector3 c;
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Color color;
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};
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typedef struct Tri Tri;
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struct Tri2D{
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Vector2 a;
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Vector2 b;
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Vector2 c;
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Color color;
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};
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typedef struct Tri2D Tri2D;
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struct Zee {
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int depth;
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Tri2D * triangle;
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};
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typedef struct Zee Zee;
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struct TriArray {
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int length;
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Tri* arr;
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};
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typedef struct TriArray TriArray;
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struct Tri2DArray {
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int length;
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Tri2D* arr;
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};
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typedef struct Tri2DArray Tri2DArray;
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double Min(double a, double b){
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if (a>b) {
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double Min(double a, double b) {
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if (a > b) {
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return b;
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}
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return a;
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}
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double Max(double a, double b){
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if (a<b){
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double Max(double a, double b) {
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if (a < b) {
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return b;
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}
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return a;
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}
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static inline int IndexOfZBuff(int row, int col) {
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return row + RENDERWIDTH*col;
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return row + RENDERWIDTH * col;
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}
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//sort triangle verts so that point A is the "highest" point (lowest y val) and point C is the "lowest" pont (highest y val)
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void Tri2DSortByY(Tri2D * t){
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// sort triangle verts so that point A is the "highest" point (lowest y val) and
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// point C is the "lowest" pont (highest y val)
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void Tri2DSortByY(Tri2D *t) {
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Vector2 temp;
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if (t->a.y > t->b.y) {
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temp = t->a;
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t->a = t->b;
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t->b = temp;
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}
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if (t->b.y > t->c.y){
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if (t->b.y > t->c.y) {
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temp = t->b;
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t->b = t->c;
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t->c = temp;
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}
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}
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//Draws triangle with a flat top. Note A and B must be the top points with C being the bottom "spike"
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void FillTopFlatZbuffer(Zee * zee , Tri2D* t, Tri2D * tp) {
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// Draws triangle with a flat top. Note A and B must be the top points with C
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// being the bottom "spike"
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void FillTopFlatZbuffer(Zee *zee, Tri2D *t, Tri2D *tp) {
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if (t->b.x < t->a.x) {
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Vector2 e = t->b;
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t->b = t->a;
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t->a = e;
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}
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//Becasue we are trying to get the x values in terms of the y values, we need inverse slope
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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
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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
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// Becasue we are trying to get the x values in terms of the y values, we
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// need inverse slope
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float atocslopeinv =
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(t->c.x - t->a.x) /
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(t->c.y - t->a.y); // dif in x from start to end with a and c
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float btocslopinv =
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(t->c.x - t->b.x) /
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(t->c.y - t->b.y); // dif in x from start to end with b and c
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//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
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// start at bottom of triangle (point c) so that we do not need to determine
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// which vertex is on which side and increment it with its proper slope
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double curx1 = t->c.x;
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double curx2 = t->c.x;
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for(int scanline=t->c.y; scanline >= t->a.y; scanline--){
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if (0 <= scanline && scanline < RENDERHEIGHT){
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for (int i = Max(curx1,0); i < Min(curx2,RENDERWIDTH); i++) {
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zee[IndexOfZBuff(i,scanline) ].triangle = tp;
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for (int scanline = t->c.y; scanline >= t->a.y; scanline--) {
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if (0 <= scanline && scanline < RENDERHEIGHT) {
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for (int i = Max(curx1, 0); i < Min(curx2, RENDERWIDTH); i++) {
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zee[IndexOfZBuff(i, scanline)].triangle = tp;
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}
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}
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curx1 -= atocslopeinv; //subtract because we are working backwards (reason why we start with point c in slope equtn)
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curx1 -=
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atocslopeinv; // subtract because we are working backwards (reason
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// why we start with point c in slope equtn)
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curx2 -= btocslopinv;
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}
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}
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void PrintTri2D(Tri2D t) {
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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);
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printf("{(TRI2D) A: (%f, %f), B: (%f, %f), C:(%f,%f) }\n ", t.a.x, t.a.y,
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t.b.x, t.b.y, t.c.x, t.c.y);
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}
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//Draws triangle with a flat bottomp. Note B and C must be the bottom points with A being the top "spike"
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void FillBottomFlatZbuffer(Zee * zee, Tri2D* t, Tri2D * tp) {
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// Draws triangle with a flat bottomp. Note B and C must be the bottom points
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// with A being the top "spike"
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void FillBottomFlatZbuffer(Zee *zee, Tri2D *t, Tri2D *tp) {
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if (t->c.x < t->b.x) {
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Vector2 e = t->c;
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t->c = t->b;
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t->b = e;
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}
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//Becasue we are trying to get the x values in terms of the y values, we need inverse slope
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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
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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
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// Becasue we are trying to get the x values in terms of the y values, we
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// need inverse slope
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float atobslopeinv =
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(t->b.x - t->a.x) /
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(t->b.y - t->a.y); // dif in x from start to end with a and c
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float atocslopeinv =
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(t->c.x - t->a.x) /
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(t->c.y - t->a.y); // dif in x from start to end with b and c
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//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
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// start at top of triangle (point c) so that we do not need to determine
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// which vertex is on which side and increment it with its proper slope
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double curx1 = t->a.x;
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double curx2 = t->a.x;
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for(int scanline=t->a.y; scanline < t->c.y; scanline++){
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if (0 <= scanline && scanline < RENDERHEIGHT){
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for (int i = Max(curx1,0); i < Min(curx2,RENDERWIDTH); i++) {
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zee[ IndexOfZBuff(i,scanline) ].triangle = tp;
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for (int scanline = t->a.y; scanline < t->c.y; scanline++) {
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if (0 <= scanline && scanline < RENDERHEIGHT) {
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for (int i = Max(curx1, 0); i < Min(curx2, RENDERWIDTH); i++) {
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zee[IndexOfZBuff(i, scanline)].triangle = tp;
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}
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}
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curx1 += atobslopeinv;
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curx2 += atocslopeinv;
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}
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}
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void DrawTriZuff(Zee * zbuf, Tri2D * t){
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void DrawTriZuff(Zee *zbuf, Tri2D *t) {
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Tri2DSortByY(t);
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if (t->b.y == t->c.y) { // if bottom of triangle is flat
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FillBottomFlatZbuffer(zbuf,t,t);
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}
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else if (t->a.y == t->b.y) { //if top of triangle is flat
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FillBottomFlatZbuffer(zbuf, t, t);
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} else if (t->a.y == t->b.y) { // if top of triangle is flat
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FillTopFlatZbuffer(zbuf,t,t);
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FillTopFlatZbuffer(zbuf, t, t);
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} else{ //funny split tri
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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
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} else { // funny split tri
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Vector2 v4; // v4 is the vertex on the line between a and c. It is used
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// to split the triangle into a top and bottom
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v4.y = t->b.y;
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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
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float changeiny = (float) (t->b.y - t->a.y);
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float officalxpos = t->a.x + (slope*changeiny);
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float slope = (float)((t->c.x) - (t->a.x)) /
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((float)(t->c.y - t->a.y)); // get slope in run over rise
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// becasue we need to find x
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float changeiny = (float)(t->b.y - t->a.y);
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float officalxpos = t->a.x + (slope * changeiny);
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v4.x = officalxpos;
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Tri2D bottomflattrires;
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bottomflattrires.a = t->a;
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@ -201,16 +172,14 @@ void DrawTriZuff(Zee * zbuf, Tri2D * t){
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FillBottomFlatZbuffer(zbuf, &bottomflattrires, t);
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FillTopFlatZbuffer(zbuf, &topflattrires, t);
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}
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}
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float Sign(Vector2* v1, Vector2* v2, Vector2* v3) {
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return (v1->x - v3->x) * (v2->y - v3->y) - (v2->x - v3->x) * (v1->y - v3->y);
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float Sign(Vector2 *v1, Vector2 *v2, Vector2 *v3) {
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return (v1->x - v3->x) * (v2->y - v3->y) -
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(v2->x - v3->x) * (v1->y - v3->y);
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}
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bool IsInTri(Tri2D tri, Vector2 p) {
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static inline bool IsInTri(Tri2D tri, Vector2 p) {
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float d1, d2, d3;
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bool has_neg, has_pos;
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@ -224,58 +193,7 @@ bool IsInTri(Tri2D tri, Vector2 p) {
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return !(has_neg && has_pos);
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}
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void TriArrayAppend(TriArray * tarr, Tri t) {
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tarr->arr[tarr->length] = t;
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tarr->length = tarr->length + 1;
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}
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void Tri2DArrayAppend(Tri2DArray * tarr, Tri2D t) {
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tarr->arr[tarr->length] = t;
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tarr->length = tarr->length + 1;
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}
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Vector3 Vector3Sum(Vector3 v1, Vector3 v2) {
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Vector3 retvec;
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retvec.x = v1.x + v2.x;
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retvec.y = v1.y + v2.y;
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retvec.z = v1.z + v2.z;
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return retvec;
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}
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void Vector3Print(Vector3 v) {
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printf("VX: %f, VY: %f, FZ: %f\n",v.x,v.y,v.z);
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}
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Vector3 Vector3Scale(Vector3 v1, float scale) {
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Vector3 retvec;
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retvec.x = v1.x * scale;
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retvec.y = v1.y * scale;
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retvec.z = v1.z * scale;
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return retvec;
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}
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Vector3 RotateAboutX(Vector3 v, double radians){
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Vector3 rotatedvector;
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rotatedvector.x = 1*v.x + (0) + (0);
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rotatedvector.y = (0) + cos(radians)*v.y + (-sin(radians)*v.z);
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rotatedvector.z = 0 + sin(radians)*v.y + cos(radians)*v.z;
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return rotatedvector;
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}
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Vector3 RotateAboutY(Vector3 v, double radians){
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Vector3 rotatedvector;
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rotatedvector.x = cos(radians)*v.x + (0) + sin(radians)*v.z;
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rotatedvector.y = (0) + 1*v.y + (0);
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rotatedvector.z = -sin(radians)*v.x + 0 + cos(radians)*v.z;
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return rotatedvector;
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}
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Vector3 RotateAboutZ(Vector3 v, double radians){
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Vector3 rotatedvector;
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rotatedvector.x = cos(radians)*v.x + (-sin(radians)*v.y) + (0);
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rotatedvector.y = sin(radians)*v.x + cos(radians)*v.y + (0);
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rotatedvector.z = 0 + 0 + 1*v.z;
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return rotatedvector;
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}
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void CtrlLocalCam(LocalCam *cam, float time) {
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cam->velocity.x = 0;
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@ -286,63 +204,65 @@ void CtrlLocalCam(LocalCam *cam, float time) {
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cam->angleVelocity.z = 0;
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if (IsKeyDown(KEY_W)) {
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Vector3 forceForward = (Vector3){0,0,-500};
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Vector3 rotatedforce = RotateAboutY(forceForward,cam->angles.y);
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printf("%f", cam->angles.y);
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Vector3Print(rotatedforce);
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cam->velocity = Vector3Sum(cam->velocity,rotatedforce);
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Vector3 forceForward = (Vector3){0, 0, -500};
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Vector3 rotatedforce = RotateAboutY(forceForward, cam->angles.y);
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// printf("%f", cam->angles.y);
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// Vector3Print(rotatedforce);
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cam->velocity = Vector3Sum(cam->velocity, rotatedforce);
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//cam->velocity.z = cam->velocity.z + 50000*time*sin(cam->angles.y);
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//cam->velocity.x = cam->velocity.x + 500*time*cos(cam->angles.y);
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// cam->velocity.z = cam->velocity.z + 50000*time*sin(cam->angles.y);
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// cam->velocity.x = cam->velocity.x + 500*time*cos(cam->angles.y);
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}
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if (IsKeyDown(KEY_S)) {
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Vector3 forceForward = (Vector3){0,0,500};
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Vector3 rotatedforce = RotateAboutY(forceForward,cam->angles.y);
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cam->velocity = Vector3Sum(cam->velocity,rotatedforce);
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Vector3 forceForward = (Vector3){0, 0, 500};
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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);
|
||||
// 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_A)) {
|
||||
Vector3 forceForward = (Vector3){-500,0,0};
|
||||
Vector3 rotatedforce = RotateAboutY(forceForward,cam->angles.y);
|
||||
cam->velocity = Vector3Sum(cam->velocity,rotatedforce);
|
||||
Vector3 forceForward = (Vector3){-500, 0, 0};
|
||||
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);
|
||||
// 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_D)) {
|
||||
Vector3 forceForward = (Vector3){500,0,0};
|
||||
Vector3 rotatedforce = RotateAboutY(forceForward,cam->angles.y);
|
||||
cam->velocity = Vector3Sum(cam->velocity,rotatedforce);
|
||||
Vector3 forceForward = (Vector3){500, 0, 0};
|
||||
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);
|
||||
// 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)) {
|
||||
if (IsKeyDown(KEY_SPACE)) {
|
||||
cam->velocity.y = cam->velocity.y - 50;
|
||||
}
|
||||
|
||||
if(IsKeyDown(KEY_LEFT_SHIFT)) {
|
||||
if (IsKeyDown(KEY_LEFT_SHIFT)) {
|
||||
cam->velocity.y = cam->velocity.y + 50;
|
||||
}
|
||||
|
||||
if (IsKeyDown(KEY_Q)){
|
||||
cam->angleVelocity.y = cam->angleVelocity.y + time*10;
|
||||
if (IsKeyDown(KEY_Q)) {
|
||||
cam->angleVelocity.y = cam->angleVelocity.y + time * 10;
|
||||
}
|
||||
if (IsKeyDown(KEY_E)){
|
||||
cam->angleVelocity.y = cam->angleVelocity.y - time*10;
|
||||
if (IsKeyDown(KEY_E)) {
|
||||
cam->angleVelocity.y = cam->angleVelocity.y - time * 10;
|
||||
}
|
||||
|
||||
if (IsKeyDown(KEY_G)) {
|
||||
printf("PosX: %f PosY: %f PosZ: %f\n",cam->position.x,cam->position.y,cam->position.z);
|
||||
printf("RotX; %f RotY: %f RotZ: %f\n",cam->angles.x,cam->angles.y,cam->angles.z);
|
||||
printf("PosX: %f PosY: %f PosZ: %f\n", cam->position.x, cam->position.y,
|
||||
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.y = cam->position.y + cam->velocity.y * 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.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);
|
||||
// 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);
|
||||
|
@ -371,31 +287,33 @@ Vector2 Conv2DCenteredToScreen(Vector2 v) {
|
|||
return returnvector;
|
||||
}
|
||||
|
||||
Vector3 TransformWithCam(Vector3 v, LocalCam * cam) {
|
||||
static inline 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 = RotateAboutX(returnvector,-cam->angles.x);
|
||||
returnvector = RotateAboutZ(returnvector, cam->angles.z);
|
||||
returnvector = RotateAboutY(returnvector, -cam->angles.y);
|
||||
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;
|
||||
}
|
||||
|
||||
Tri TriTransformWithCam(Tri *t, LocalCam * cam) {
|
||||
Tri TriTransformWithCam(Tri *t, LocalCam *cam) {
|
||||
Tri rettri;
|
||||
rettri.a = TransformWithCam(t->a,cam);
|
||||
rettri.b = TransformWithCam(t->b,cam);
|
||||
rettri.c = TransformWithCam(t->c,cam);
|
||||
rettri.a = TransformWithCam(t->a, cam);
|
||||
rettri.b = TransformWithCam(t->b, cam);
|
||||
rettri.c = TransformWithCam(t->c, cam);
|
||||
|
||||
rettri.color = t->color;
|
||||
|
||||
return rettri;
|
||||
}
|
||||
|
||||
Tri2D ConvertTriToTri2D(Tri* t){
|
||||
Tri2D ConvertTriToTri2D(Tri *t) {
|
||||
Tri2D rettri2d;
|
||||
rettri2d.a = Conv3Dto2D(t->a);
|
||||
rettri2d.b = Conv3Dto2D(t->b);
|
||||
|
@ -409,14 +327,13 @@ Tri2D ConvertTriToTri2D(Tri* t){
|
|||
return rettri2d;
|
||||
}
|
||||
|
||||
|
||||
|
||||
int main() {
|
||||
printf("%d\n", TestFunc(5));
|
||||
proj = HALFWIDTH / tan(half_fov);
|
||||
|
||||
SetConfigFlags(FLAG_WINDOW_UNDECORATED);
|
||||
InitWindow(SCREENWIDTH, SCREENHEIGHT, "raylib [core] example - basic window");
|
||||
|
||||
InitWindow(SCREENWIDTH, SCREENHEIGHT,
|
||||
"raylib [core] example - basic window");
|
||||
|
||||
// SetWindowPosition(0,1080);
|
||||
Vector2 a = GetMonitorPosition(0);
|
||||
|
@ -427,32 +344,34 @@ int main() {
|
|||
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));
|
||||
|
||||
RenderTexture2D uiraylibtexture = LoadRenderTexture(RENDERWIDTH,RENDERHEIGHT);
|
||||
|
||||
RenderTexture2D render3dtexture = LoadRenderTexture(RENDERWIDTH,RENDERHEIGHT);
|
||||
RenderTexture2D uiraylibtexture =
|
||||
LoadRenderTexture(RENDERWIDTH, RENDERHEIGHT);
|
||||
|
||||
RenderTexture2D render3dtexture =
|
||||
LoadRenderTexture(RENDERWIDTH, RENDERHEIGHT);
|
||||
|
||||
Texture2D directaccesstex;
|
||||
|
||||
|
||||
// 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};
|
||||
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};
|
||||
Vector3 point = (Vector3){0, 0, -10};
|
||||
|
||||
Tri internaltriarray[50];
|
||||
TriArray tarr;
|
||||
tarr.arr = internaltriarray;
|
||||
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];
|
||||
TriArray TransformedTris;
|
||||
|
@ -461,30 +380,40 @@ int main() {
|
|||
|
||||
Tri2D internaltri2darray[50];
|
||||
Tri2DArray Tri2Darr;
|
||||
Tri2Darr.length=0;
|
||||
Tri2Darr.length = 0;
|
||||
Tri2Darr.arr = internaltri2darray;
|
||||
|
||||
//static Zee ZBuff[1920][1080] = {{(Zee){10000,NULL}}}; //FIXME: Stupid static makes the file 32 Megs because pog
|
||||
Zee * ZBuff = malloc(RENDERHEIGHT*RENDERWIDTH*sizeof(Zee));
|
||||
static Color display[1920*1080*4];
|
||||
memset(display,0,sizeof(display));
|
||||
// static Zee ZBuff[1920][1080] = {{(Zee){10000,NULL}}}; //FIXME: Stupid
|
||||
// static makes the file 32 Megs because pog
|
||||
Zee *ZBuff = malloc(RENDERHEIGHT * RENDERWIDTH * sizeof(Zee));
|
||||
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 funners2 = (Tri2D){ (Vector2){600,0},(Vector2){600,500},(Vector2){1000,500},RED};
|
||||
Tri2D funners = (Tri2D){(Vector2){50, 50}, (Vector2){500, 50},
|
||||
(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 fullscreentribottom = (Tri2D){ (Vector2){0,0}, (Vector2){0,1080}, (Vector2){1920,1080}, RED};
|
||||
Tri2D fullscreentritop = (Tri2D){(Vector2){0, 0}, (Vector2){1920, 0},
|
||||
(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;
|
||||
while (!WindowShouldClose() && run3d) {
|
||||
float frametime = GetFrameTime();
|
||||
CtrlLocalCam(&camera,frametime);
|
||||
LocalCamApplyVelo(&camera,frametime);
|
||||
//ClearBackground(BLACK);
|
||||
CtrlLocalCam(&camera, frametime);
|
||||
LocalCamApplyVelo(&camera, frametime);
|
||||
// ClearBackground(BLACK);
|
||||
|
||||
/* Vector3 TransVector = TransformWithCam(point,&camera); */
|
||||
/* if (TransVector.z < 0) { */
|
||||
|
@ -498,53 +427,53 @@ int main() {
|
|||
Tri2Darr.length = 0;
|
||||
|
||||
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++) {
|
||||
Tri2DArrayAppend(&Tri2Darr,ConvertTriToTri2D(&TransformedTris.arr[i]));
|
||||
for (int i = 0; i < TransformedTris.length; 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 ++) {
|
||||
// ZBuff[i] = (Zee){10000,NULL};
|
||||
// }
|
||||
memset(display,0,sizeof(display));
|
||||
|
||||
|
||||
|
||||
/* for (int i = 0; i < RENDERHEIGHT*RENDERWIDTH; i ++) { */
|
||||
/* ZBuff[i] = (Zee){10000,NULL}; */
|
||||
/* } */
|
||||
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[x][y].triangle = &Tri2Darr.arr[i]; */
|
||||
/* } */
|
||||
/* } */
|
||||
/* } */
|
||||
/* } */
|
||||
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);
|
||||
|
||||
// FillTopFlatZbuffer(ZBuff, &fullscreentritop);
|
||||
// FillBottomFlatZbuffer(ZBuff, &fullscreentribottom);
|
||||
|
||||
//FillTopFlatZbuffer(ZBuff, &funners);
|
||||
//FillBottomFlatZbuffer(ZBuff,&funners2);
|
||||
|
||||
//FillTopFlatZbuffer(ZBuff, &fullscreentritop);
|
||||
//FillBottomFlatZbuffer(ZBuff, &fullscreentribottom);
|
||||
|
||||
DrawTriZuff(ZBuff, &norm);
|
||||
|
||||
|
||||
// DrawTriZuff(ZBuff, &norm);
|
||||
// DrawTriZuff(ZBuff, TriTransformWithCam(&norm, &camera));
|
||||
|
||||
int index = 0;
|
||||
for(int y = 0; y < RENDERHEIGHT; y++) {
|
||||
for(int x = 0; x < RENDERWIDTH; x++) {
|
||||
//int index = (x+y*RENDERWIDTH);
|
||||
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;
|
||||
|
@ -552,44 +481,48 @@ int main() {
|
|||
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);
|
||||
|
||||
if (ZBuff[IndexOfZBuff(x,y)].triangle != NULL) {
|
||||
//DrawPixel(x,y,ZBuff[x][y].triangle->color);
|
||||
|
||||
display[index] = ZBuff[IndexOfZBuff(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;
|
||||
|
||||
index = index + 1;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
BeginTextureMode(uiraylibtexture);
|
||||
//gui stuff
|
||||
// gui stuff
|
||||
EndTextureMode();
|
||||
|
||||
|
||||
//Copytexture to main display :0
|
||||
// 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 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);
|
||||
// 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);
|
||||
sprintf(fpstext, "%d", GetFPS());
|
||||
DrawText(fpstext, 0, 0, 20, WHITE);
|
||||
|
||||
EndDrawing();
|
||||
|
||||
}
|
||||
|
||||
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