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-rw-r--r--src/model_instance.cpp161
1 files changed, 161 insertions, 0 deletions
diff --git a/src/model_instance.cpp b/src/model_instance.cpp
new file mode 100644
index 0000000..48703a5
--- /dev/null
+++ b/src/model_instance.cpp
@@ -0,0 +1,161 @@
+#include "model_instance.hpp"
+#include "scene.hpp"
+#include <tuple>
+
+/**
+static inline POINT viewportToScreen (POINT *point) {
+ // Convert a viewport coordinate to screen x, y
+ return createPoint(fixed_multiply(point->x, fixed_divide(WINDOW_WIDTH <<
+FIX_SHIFT, viewport_width << FIX_SHIFT)), fixed_multiply(point->y,
+fixed_divide(WINDOW_HEIGHT << FIX_SHIFT, viewport_height << FIX_SHIFT))
+ );
+}
+
+static inline POINT projectVertex(VERTEX *vertex) {
+ // Project a vertex to a point
+ POINT temp;
+ if (vertex->z != 0) {
+ // Make sure we don't divide by zero
+ temp = createPoint(fixed_multiply(vertex->x, fixed_divide(ZPlane <<
+FIX_SHIFT, vertex->z)), fixed_multiply(vertex->y, fixed_divide(ZPlane <<
+FIX_SHIFT, vertex->z))
+ );
+ }
+ else {
+ temp = createPoint(0, 0);
+ }
+ temp = viewportToScreen(&temp);
+ return temp;
+}
+
+void renderInstance(INSTANCE *instance, SDL_Renderer *renderer) {
+ // Render an instance
+ // Array for projected points
+ POINT projected[instance->model->vertices_length];
+ // Pointers for transformed vertices
+ VERTEX *transformed = malloc(sizeof(VERTEX) *
+instance->model->vertices_length);
+
+ for (int i = 0; i < instance->model->vertices_length; i++) {
+ // Apply translation and rotation
+ *(transformed + i) = *(instance->model->vertices + i);
+ applyXRotation((transformed + i), *instance->xRotation);
+ applyYRotation((transformed + i), *instance->yRotation);
+ applyZRotation((transformed + i), *instance->zRotation);
+ *(transformed + i) = addVertices((transformed + i),
+instance->position);
+ // Project vertices
+ projected[i] = projectVertex(transformed + i);
+ }
+ VERTEX n, copyV;
+ // A directional light source
+ VERTEX playerLight = createVertex(0, 0, -1 << FIX_SHIFT);
+ normalizeVertex(&playerLight);
+ TRIANGLE *addr;
+ FIXED intensity;
+ COLOR clr;
+ for (int i = 0; i < instance->model->triangles_length; i++) {
+ // Render the triangle
+ addr = (instance->model->triangles + i);
+ n = computeNormal(transformed, addr);
+ normalizeVertex(&n);
+ // Intensity of light on the triangle
+ intensity = fixed_multiply(dotProduct(&n, &playerLight) + (1 <<
+FIX_SHIFT), 127 << FIX_SHIFT); copyV = *(transformed + addr->v2);
+ normalizeVertex(&copyV);
+
+ // Grayscale color of the triangle from light intensity
+ clr = createColor(intensity >> FIX_SHIFT, intensity >> FIX_SHIFT,
+intensity >> FIX_SHIFT);
+
+ if (dotProduct(&n, &copyV) < 0) {
+ // The triangle is viewable by the camera
+ drawFilledTriangle(
+ &(projected[addr->v0]),
+ &(projected[addr->v1]),
+ &(projected[addr->v2]),
+ &clr,
+ renderer
+ );
+
+ }
+ }
+ transformed = NULL;
+ free(transformed);
+
+
+
+
+ static inline void applyXRotation(VERTEX *vertex, FIXED xRotation) {
+ // Apply rotation to vertex on x-axis
+ FIXED sinTheta = float_to_fixed(sin(fixed_to_float(xRotation) * (3.14159 /
+180))); FIXED cosTheta = float_to_fixed(cos(fixed_to_float(xRotation) * (3.14159
+/ 180))); FIXED y = vertex->y; FIXED z = vertex->z; vertex->y =
+fixed_multiply(y, cosTheta) - fixed_multiply(z, sinTheta); vertex->z =
+fixed_multiply(z, cosTheta) + fixed_multiply(y, sinTheta);
+}
+
+static inline void applyYRotation(VERTEX *vertex, FIXED yRotation) {
+ // Apply rotation to vertex on y-axis
+ FIXED sinTheta = float_to_fixed(sin(fixed_to_float(yRotation) * (3.14159 /
+180))); FIXED cosTheta = float_to_fixed(cos(fixed_to_float(yRotation) * (3.14159
+/ 180))); FIXED x = vertex->x; FIXED z = vertex->z; vertex->x =
+fixed_multiply(x, cosTheta) + fixed_multiply(z, sinTheta); vertex->z =
+fixed_multiply(z, cosTheta) - fixed_multiply(x, sinTheta);
+}
+
+static inline void applyZRotation(VERTEX *vertex, FIXED zRotation) {
+ // Apply rotation to vertex on z-axis
+ FIXED sinTheta = float_to_fixed(sin(fixed_to_float(zRotation) * (3.14159 /
+180))); FIXED cosTheta = float_to_fixed(cos(fixed_to_float(zRotation) * (3.14159
+/ 180))); FIXED x = vertex->x; FIXED y = vertex->y; vertex->x =
+fixed_multiply(x, cosTheta) - fixed_multiply(y, sinTheta); vertex->y =
+fixed_multiply(y, cosTheta) + fixed_multiply(x, sinTheta);
+}
+}
+ */
+
+VECTOR rotate(VECTOR v, VECTOR rot) {
+ FIXED sin_theta_x, sin_theta_y, sin_theta_z;
+ FIXED cos_theta_x, cos_theta_y, cos_theta_z;
+ VECTOR res = {v.x, v.y, v.z};
+
+ if (rot.x != 0) {
+ sin_theta_x = lu_sin(rot.x) >> 4;
+ cos_theta_x = lu_cos(rot.x) >> 4;
+ res.y = fxmul(res.y, cos_theta_x) - fxmul(res.z, sin_theta_x);
+ res.z = fxmul(res.z, cos_theta_x) + fxmul(res.y, sin_theta_x);
+ }
+
+ if (rot.y != 0) {
+ sin_theta_y = lu_sin(rot.y) >> 4;
+ cos_theta_y = lu_cos(rot.y) >> 4;
+ res.x = fxmul(res.x, cos_theta_y) + fxmul(res.z, sin_theta_y);
+ res.z = fxmul(res.z, cos_theta_y) - fxmul(res.x, sin_theta_y);
+ }
+
+ if (rot.z != 0) {
+ sin_theta_z = lu_sin(rot.z) >> 4;
+ cos_theta_z = lu_cos(rot.z) >> 4;
+ res.x = fxmul(res.x, cos_theta_z) - fxmul(res.y, sin_theta_z);
+ res.y = fxmul(res.z, cos_theta_z) + fxmul(res.x, sin_theta_z);
+ }
+
+ return res;
+};
+
+void ModelInstance::render(std::shared_ptr<Scene> scene_context) {
+ usu::vector<VECTOR> transformed(m_mesh->vertices.size());
+ usu::vector<POINT> projected(transformed.size());
+
+ for (std::uint32_t i = 0; i < transformed.size(); i++) {
+ transformed[i] = rotate(m_mesh->vertices[i], m_rotation);
+ projected[i] = scene_context->project_2d(m_mesh->vertices[i]);
+ }
+
+ for (const TRIANGLE triangle : m_mesh->triangles) {
+ VECTOR v0 = transformed[std::get<0>(triangle.vertex_indices)];
+ VECTOR v1 = transformed[std::get<1>(triangle.vertex_indices)];
+ VECTOR v2 = transformed[std::get<2>(triangle.vertex_indices)];
+ }
+}