Adding a buggy FPS Camera with position and rotation
This commit is contained in:
@@ -115,6 +115,7 @@
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</Link>
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</ItemDefinitionGroup>
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<ItemGroup>
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<ClCompile Include="camera.cpp" />
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<ClCompile Include="geometry.cpp" />
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<ClCompile Include="main.cpp" />
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<ClCompile Include="model.cpp" />
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@@ -124,6 +125,7 @@
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="geometry.h" />
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<ClInclude Include="camera.h" />
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<ClInclude Include="model.h" />
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<ClInclude Include="renderer.h" />
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<ClInclude Include="tgaimage.h" />
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@@ -33,6 +33,9 @@
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<ClCompile Include="renderer.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="camera.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="util_window.h">
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@@ -50,5 +53,8 @@
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<ClInclude Include="renderer.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="camera.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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</ItemGroup>
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</Project>
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@@ -0,0 +1,120 @@
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#include "camera.h"
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Camera::Camera()
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{
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fov = 30;
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position = Vec3f(0, 0, 0);
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rotation = Vec3f(0, 0, 0);
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up = Vec3f(0, 0, 0);
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right = Vec3f(0, 0, 0);
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forward = Vec3f(0, 0, 0);
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near_plane = 0;
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far_plane = 15;
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horizontal_camera_speed = 0.5;
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vertical_camera_speed = 0.5;
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vertical_camera_clamp_up = 90;
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vertical_camera_clamp_down = -90;
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}
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Vec3f Camera::GetForward() {
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return forward;
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}
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void Camera::Move(Vec3f move_vec) {
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position = position + move_vec;
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}
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void Camera::SetPosition(Vec3f pos) {
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position = pos;
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}
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void Camera::Rotate(Vec3f rot_vec) {
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rotation = rotation + rot_vec;
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}
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void Camera::SetRotation(Vec3f rot) {
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rotation = rot;
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}
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void Camera::SetFOV(int angle) {
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fov = angle;
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}
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void Camera::SetVerticalRotSpeed(float speed) {
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vertical_camera_speed = speed;
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}
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void Camera::SetHorizontalRotSpeed(float speed) {
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horizontal_camera_speed = speed;
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}
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void Camera::SetClampRotUp(float angle) {
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vertical_camera_clamp_up = angle;
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}
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void Camera::SetClampRotDown(float angle) {
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vertical_camera_clamp_down = angle;
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}
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void Camera::SetNearPlane(float near_val) {
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near_plane = near_val;
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}
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void Camera::SetFarPlane(float far_val) {
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far_plane = far_val;
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}
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void Camera::rotate_camera_right() {
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rotation.y += horizontal_camera_speed;
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}
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void Camera::rotate_camera_left() {
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rotation.y -= horizontal_camera_speed;
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}
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void Camera::rotate_camera_up() {
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rotation.x += vertical_camera_speed;
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if (rotation.x > vertical_camera_clamp_up) rotation.x = 90;
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}
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void Camera::rotate_camera_down() {
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rotation.x -= vertical_camera_speed;
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if (rotation.x < vertical_camera_clamp_down) rotation.x = -90;
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}
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#define MOVEMENT_SPEED 0.05f;
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void Camera::move_camera_left() {
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position = position - right * MOVEMENT_SPEED;
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}
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void Camera::move_camera_right() {
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position = position + right * MOVEMENT_SPEED;
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}
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void Camera::move_camera_forward() {
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position = position + forward * MOVEMENT_SPEED;
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}
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void Camera::move_camera_backward() {
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position = position - forward * MOVEMENT_SPEED;
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}
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void Camera::ApplyChanges() {
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forward = Vec3f(sin(rotation.y * DEG2RAD), -sin(rotation.x * DEG2RAD), -cosf(rotation.y*DEG2RAD) * cosf(rotation.x*DEG2RAD));
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right = Vec3f(cos(rotation.y*DEG2RAD), 0, sin(rotation.y * DEG2RAD));
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up = cross(right, forward);
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}
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Matrix Camera::GetModelViewMatrix() {
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Vec3f center = position + forward;
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Vec3f z = (position - center).normalize();
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Vec3f x = cross(up, z).normalize();
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Vec3f y = cross(z, x).normalize();
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Matrix Minv = Matrix::identity();
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Matrix Tr = Matrix::identity();
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for (int i = 0; i < 3; i++) {
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Minv[0][i] = x[i];
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Minv[1][i] = y[i];
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Minv[2][i] = z[i];
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Tr[i][3] = -center[i];
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}
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return Minv * Tr;
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}
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Matrix Camera::GetProjectionMatrix() {
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Matrix Projection = Matrix::identity();
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Projection[0][0] = 1 / tan(fov * DEG2RAD);
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Projection[1][1] = 1 / tan(fov * DEG2RAD);
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Projection[2][2] = (far_plane + near_plane) / (far_plane - near_plane);
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Projection[2][3] = (-2 * far_plane * near_plane) / (far_plane - near_plane);
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Projection[3][2] = -1;
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return Projection;
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}
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@@ -0,0 +1,48 @@
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#ifndef __CAMERA_HEADER__
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#define __CAMERA_HEADER__
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#include "geometry.h"
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class Camera {
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private:
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Vec3f position;
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Vec3f rotation;
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Vec3f up;
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Vec3f right;
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Vec3f forward;
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float fov;
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float near_plane;
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float far_plane;
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float horizontal_camera_speed;
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float vertical_camera_speed;
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float vertical_camera_clamp_up;
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float vertical_camera_clamp_down;
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public:
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Camera();
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void SetPosition(Vec3f pos);
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void SetRotation(Vec3f rot);
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void Move(Vec3f move_vec);
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void Rotate(Vec3f rot_vec);
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void SetFOV(int angle);
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void SetNearPlane(float near_val);
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void SetFarPlane(float far_val);
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void SetVerticalRotSpeed(float speed);
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void SetHorizontalRotSpeed(float speed);
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void SetClampRotUp(float angle);
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void SetClampRotDown(float angle);
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Vec3f GetForward();
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void rotate_camera_right();
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void rotate_camera_left();
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void rotate_camera_up();
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void rotate_camera_down();
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void move_camera_left();
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void move_camera_right();
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void move_camera_forward();
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void move_camera_backward();
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void ApplyChanges();
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Matrix GetModelViewMatrix();
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Matrix GetProjectionMatrix();
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};
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#endif
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@@ -1,10 +1,13 @@
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#ifndef __GEOMETRY_H__
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#define __GEOMETRY_H__
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#define _USE_MATH_DEFINES
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#include <cmath>
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#include <vector>
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#include <cassert>
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#include <iostream>
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#define DEG2RAD M_PI/180
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template<size_t DimCols,size_t DimRows,typename T> class mat;
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template <size_t DIM, typename T> struct vec {
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+37
-26
@@ -6,8 +6,10 @@
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const int screen_width = 1000;
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const int screen_height = 1000;
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int prev_mouse_x = 0;
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int prev_mouse_y = 0;
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#define TARGET_FRAMERATE 30
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int prev_mouse_x = screen_width/2;
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int prev_mouse_y = screen_height/2;
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int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
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{
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@@ -15,18 +17,14 @@ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine
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MSG Msg;
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hwnd = create_window(hInstance);
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ShowCursor(false);
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ShowWindow(hwnd, nCmdShow);
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char debug_str[100];
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init_camera();
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clock_t first_time = clock();
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render();
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clock_t end_time = clock();
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Update();
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sprintf_s(debug_str, "%f\n", (double)(end_time - first_time) / CLOCKS_PER_SEC);
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OutputDebugString(debug_str);
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SetTimer(hwnd, NULL, 1000 / TARGET_FRAMERATE, (TIMERPROC)FixedUpdate);
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while (GetMessage(&Msg, NULL, 0, 0))
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{
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TranslateMessage(&Msg);
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@@ -35,34 +33,49 @@ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine
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return Msg.wParam;
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}
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bool HandleMouseMovement(LPARAM lParam) {
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bool HandleMouseMovement() {
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int xPos, yPos;
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xPos = LOWORD(lParam);
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yPos = HIWORD(lParam);
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POINT point;
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GetCursorPos(&point);
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bool movement_detected_x = true;
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bool movement_detected_y = true;
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if (xPos > prev_mouse_x)
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move_camera_right();
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else if (xPos < prev_mouse_x)
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move_camera_left();
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if (point.x > prev_mouse_x)
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camera.rotate_camera_right();
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else if (point.x < prev_mouse_x)
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camera.rotate_camera_left();
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else
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movement_detected_x = false;
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prev_mouse_x = xPos;
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if (yPos > prev_mouse_y)
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move_camera_up();
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else if (yPos < prev_mouse_y)
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move_camera_down();
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if (point.y > prev_mouse_y)
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camera.rotate_camera_up();
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else if (point.y < prev_mouse_y)
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camera.rotate_camera_down();
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else
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movement_detected_y = false;
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prev_mouse_y = yPos;
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SetCursorPos(prev_mouse_x, prev_mouse_y);
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return movement_detected_x || movement_detected_y;
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}
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void Update_Window() {
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bool HandleButtonPressed() {
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if (GetAsyncKeyState(VK_UP) & 0x8000)
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camera.move_camera_forward();
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if (GetAsyncKeyState(VK_DOWN) & 0x8000)
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camera.move_camera_backward();
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if (GetAsyncKeyState(VK_RIGHT) & 0x8000)
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camera.move_camera_right();
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if (GetAsyncKeyState(VK_LEFT) & 0x8000)
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camera.move_camera_left();
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return true;
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}
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void CALLBACK FixedUpdate(HWND hwnd, UINT message, UINT uInt, DWORD dWord)
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{
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HandleMouseMovement();
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HandleButtonPressed();
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camera.ApplyChanges();
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render();
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Update();
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}
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@@ -72,8 +85,6 @@ LRESULT CALLBACK WndProc(HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam)
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switch (message)
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{
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case WM_MOUSEMOVE:
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if(HandleMouseMovement(lParam))
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Update_Window();
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break;
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case WM_RBUTTONDOWN:
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break;
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+35
-74
@@ -1,5 +1,4 @@
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#define _USE_MATH_DEFINES
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#include <vector>
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#include <vector>
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#include <algorithm>
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#include <limits>
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#include "tgaimage.h"
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@@ -8,44 +7,41 @@
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#include "renderer.h"
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#include "util_window.h"
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#include <ctime>
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#include "camera.h"
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#define DEG2RAD M_PI/180
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#define HORIZONTAL_CAMERA_SPEED 1
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#define VERTICAL_CAMERA_SPEED 1
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#define NEAR_CLIP_PLANE 0
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#define FAR_CLIP_PLANE 15
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#define FOV 15
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#define HORIZONTAL_CAMERA_SPEED 1
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#define VERTICAL_CAMERA_SPEED 1
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#define VERTICAL_CAMERA_CLAMP_UP 90
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#define VERTICAL_CAMERA_CLAMP_DOWN -90
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#define NEAR_CLIP_PLANE 0
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#define FAR_CLIP_PLANE 15
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#define FOV 30
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#define DEFAULT_CAMERA_POS Vec3f(0, 0, 5)
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#define DEFAULT_CAMERA_ROT Vec3f(0, 0, 0)
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const TGAColor white = TGAColor(255, 255, 255, 255);
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const TGAColor red = TGAColor(255, 0, 0, 255);
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const TGAColor green = TGAColor(0, 255, 0, 255);
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const TGAColor blue = TGAColor(0, 0, 255, 255);
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const int depth = 255;
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int angle_hor = 0;
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int angle_ver = 0;
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bool wireframe = false;
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Model* model = new Model("african_head.obj");
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Camera camera;
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float* z_buffer = new float[screen_width * screen_height];
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Vec3f light_dir = Vec3f(0, 0, 1).normalize();
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Vec3f eye(0, 0, 5);
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Vec3f center(0, 0, 0);
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Matrix viewport(int x, int y, int w, int h) {
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Matrix m = Matrix::identity();
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m[0][3] = x + w / 2.f;
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m[1][3] = y + h / 2.f;
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m[2][3] = depth / 2.f;
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m[2][3] = (FAR_CLIP_PLANE-NEAR_CLIP_PLANE) / 2.f;
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m[0][0] = w / 2.f;
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m[1][1] = h / 2.f;
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m[2][2] = depth / 2.f;
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m[2][2] = (FAR_CLIP_PLANE+NEAR_CLIP_PLANE) / 2.f;
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return m;
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}
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@@ -143,6 +139,7 @@ void triangle(
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Vec2i clamp(screen_width - 1, screen_height - 1);
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TGAColor color = white;
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#pragma omp parallel for
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for (int i = 0; i < 3; i++) {
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for (int j = 0; j < 2; j++) {
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bounding_box_min[j] = std::fmax(0, std::fmin(bounding_box_min[j], (int)pts[i][j]));
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@@ -151,6 +148,7 @@ void triangle(
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}
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Vec3f P;
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#pragma omp parallel for
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for (P.x = bounding_box_min.x; P.x <= bounding_box_max.x; P.x++) {
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for (P.y = bounding_box_min.y; P.y <= bounding_box_max.y; P.y++) {
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Vec3f bc_coord = barycentric(pts, P);
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@@ -168,7 +166,7 @@ void triangle(
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for (int i = 0; i < 3; i++) P.z += pts[i][2] * bc_coord[i];
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// Coloring according to the Z-Buffer
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if (P.z > z_buffer[(int)(P.x + P.y * screen_width)] && P.z > 20 && P.z < 50)
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if (P.z > z_buffer[(int)(P.x + P.y * screen_width)] && P.z > 0)
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{
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z_buffer[(int)(P.x + P.y * screen_width)] = P.z;
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@@ -196,77 +194,40 @@ int color_to_int(TGAColor col) {
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return (col[2] << 16) | (col[1] << 8) | col[0];
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}
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void init_camera() {
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camera.SetPosition(DEFAULT_CAMERA_POS);
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camera.SetRotation(DEFAULT_CAMERA_ROT);
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camera.SetFOV(FOV);
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camera.SetNearPlane(NEAR_CLIP_PLANE);
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camera.SetFarPlane(FAR_CLIP_PLANE);
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camera.SetClampRotDown(VERTICAL_CAMERA_CLAMP_DOWN);
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camera.SetClampRotUp(VERTICAL_CAMERA_CLAMP_UP);
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camera.SetHorizontalRotSpeed(HORIZONTAL_CAMERA_SPEED);
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camera.SetVerticalRotSpeed(VERTICAL_CAMERA_SPEED);
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camera.ApplyChanges();
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}
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void clear_zbuffer()
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{
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for (int i = 0; i < screen_width * screen_height; i++)
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z_buffer[i] = INT_MIN;
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}
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Matrix lookat(Vec3f eye, Vec3f center, Vec3f up) {
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Vec3f z = (eye-center).normalize();
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Vec3f x = cross(up,z).normalize();
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Vec3f y = cross(z,x).normalize();
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Matrix Minv = Matrix::identity();
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Matrix Tr = Matrix::identity();
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for (int i=0; i<3; i++) {
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Minv[0][i] = x[i];
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Minv[1][i] = y[i];
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Minv[2][i] = z[i];
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Tr[i][3] = -center[i];
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}
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return Minv*Tr;
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}
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void move_camera_right() {
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angle_hor += HORIZONTAL_CAMERA_SPEED;
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}
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void move_camera_left() {
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angle_hor -= HORIZONTAL_CAMERA_SPEED;
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}
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void move_camera_up() {
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angle_ver += VERTICAL_CAMERA_SPEED;
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if (angle_ver > 90) angle_ver = 90;
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||||
}
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void move_camera_down() {
|
||||
angle_ver -= VERTICAL_CAMERA_SPEED;
|
||||
if (angle_ver < -90) angle_ver = -90;
|
||||
}
|
||||
|
||||
Matrix ViewPort = Matrix::identity();
|
||||
Matrix Projection = Matrix::identity();
|
||||
Matrix ModelView = Matrix::identity();
|
||||
|
||||
void render()
|
||||
{
|
||||
|
||||
Vec3f forward = Vec3f(
|
||||
sinf(angle_hor * DEG2RAD),
|
||||
-sinf(angle_ver * DEG2RAD),
|
||||
-cosf(angle_hor*DEG2RAD) * cosf(angle_ver*DEG2RAD));
|
||||
Vec3f right = Vec3f(sinf(angle_hor*DEG2RAD + M_PI_2), 0, 0);
|
||||
|
||||
center = eye + forward;
|
||||
|
||||
//ViewPort = viewport(0, 0, screen_width, screen_height);
|
||||
ViewPort = viewport(screen_width / 8, screen_height / 8, screen_width * 3 / 4, screen_height * 3 / 4);
|
||||
ModelView = lookat(eye, center, cross(right, forward));
|
||||
Projection[0][0] = 1 / tanf(FOV * DEG2RAD);
|
||||
Projection[1][1] = 1 / tanf(FOV * DEG2RAD);
|
||||
Projection[2][2] = (FAR_CLIP_PLANE + NEAR_CLIP_PLANE) / (FAR_CLIP_PLANE - NEAR_CLIP_PLANE);
|
||||
Projection[2][3] = (-2 * FAR_CLIP_PLANE * NEAR_CLIP_PLANE) / (FAR_CLIP_PLANE - NEAR_CLIP_PLANE);
|
||||
Projection[3][2] = -1.f / (forward).norm();
|
||||
//Projection[3][2] = 1;
|
||||
//Projection[3][3] = 0;
|
||||
|
||||
// model->rotate(Vec3f(0, 180, 0));
|
||||
// model->ApplyTransform();
|
||||
light_dir = camera.GetForward() * -1;
|
||||
ViewPort = viewport(0, 0, screen_width, screen_height);
|
||||
Projection = camera.GetProjectionMatrix();
|
||||
ModelView = camera.GetModelViewMatrix();
|
||||
|
||||
Matrix z = ViewPort * Projection * ModelView * model->Transform;
|
||||
|
||||
clear_zbuffer();
|
||||
#pragma omp parallel for
|
||||
for (int i = 0; i < model->nfaces(); i++)
|
||||
{
|
||||
std::vector<int> face = model->face(i);
|
||||
|
||||
@@ -1,16 +1,13 @@
|
||||
#ifndef RENDERER_HEADER
|
||||
#define RENDERER_HEADER
|
||||
#include "tgaimage.h"
|
||||
#include "camera.h"
|
||||
|
||||
|
||||
extern int angle_hor;
|
||||
extern int angle_ver;
|
||||
extern float* z_buffer;
|
||||
extern Camera camera;
|
||||
|
||||
void move_camera_right();
|
||||
void move_camera_left();
|
||||
void move_camera_up();
|
||||
void move_camera_down();
|
||||
void init_camera();
|
||||
void render();
|
||||
int color_to_int(TGAColor col);
|
||||
#endif
|
||||
@@ -31,5 +31,6 @@ void set_pixel(unsigned int x, unsigned int y, unsigned int color);
|
||||
void Update();
|
||||
|
||||
LRESULT CALLBACK WndProc(HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam);
|
||||
void CALLBACK FixedUpdate(HWND hwnd, UINT message, UINT uInt, DWORD dWord);
|
||||
|
||||
#endif
|
||||
|
||||
Reference in New Issue
Block a user