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#include "instance.h"
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(©V);
// Grayscale color of the triangle from light intensity
clr = createColor(intensity >> FIX_SHIFT, intensity >> FIX_SHIFT, intensity >> FIX_SHIFT);
if (dotProduct(&n, ©V) < 0) {
// The triangle is viewable by the camera
drawFilledTriangle(
&(projected[addr->v0]),
&(projected[addr->v1]),
&(projected[addr->v2]),
&clr,
renderer
);
}
}
transformed = NULL;
free(transformed);
}
void destroyInstance(INSTANCE *instance) {
// Free memory from instance
instance->model = NULL;
instance->position = NULL;
instance->zRotation = NULL;
instance->xRotation = NULL;
instance->yRotation = NULL;
}
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