Implement camera movement
This commit is contained in:
parent
4143fd7b05
commit
2f126f95ff
103
src/obj.c
103
src/obj.c
@ -28,13 +28,55 @@
|
|||||||
V.x /= magnitude; \
|
V.x /= magnitude; \
|
||||||
V.y /= magnitude; \
|
V.y /= magnitude; \
|
||||||
V.z /= magnitude; \
|
V.z /= magnitude; \
|
||||||
} while (0);
|
} while (0)
|
||||||
#define cross_product(V1, V2) \
|
#define cross_product(V1, V2) \
|
||||||
((V3f){ \
|
((V3f){ \
|
||||||
.x = V1.y * V2.z - V1.z * V2.y, \
|
.x = V1.y * V2.z - V1.z * V2.y, \
|
||||||
.y = V1.z * V2.x - V1.x * V2.z, \
|
.y = V1.z * V2.x - V1.x * V2.z, \
|
||||||
.z = V1.x * V2.y - V1.y * V2.x, \
|
.z = V1.x * V2.y - V1.y * V2.x, \
|
||||||
})
|
})
|
||||||
|
#define mat4x4_identity \
|
||||||
|
((M4x4f){ \
|
||||||
|
.row0 = {1.0f, 0.0f, 0.0f, 0.0f}, \
|
||||||
|
.row1 = {0.0f, 1.0f, 0.0f, 0.0f}, \
|
||||||
|
.row2 = {0.0f, 0.0f, 1.0f, 0.0f}, \
|
||||||
|
.row3 = {0.0f, 0.0f, 0.0f, 1.0f}, \
|
||||||
|
})
|
||||||
|
#define mat4x4_mul(MAT1, MAT2) \
|
||||||
|
((M4x4f){ \
|
||||||
|
.row0.x = MAT1.row0.x * MAT2.row0.x + MAT1.row0.y * MAT2.row1.x + \
|
||||||
|
MAT1.row0.z * MAT2.row2.x + MAT1.row0.w * MAT2.row3.x, \
|
||||||
|
.row0.y = MAT1.row0.x * MAT2.row0.y + MAT1.row0.y * MAT2.row1.y + \
|
||||||
|
MAT1.row0.z * MAT2.row2.y + MAT1.row0.w * MAT2.row3.y, \
|
||||||
|
.row0.z = MAT1.row0.x * MAT2.row0.z + MAT1.row0.y * MAT2.row1.z + \
|
||||||
|
MAT1.row0.z * MAT2.row2.z + MAT1.row0.w * MAT2.row3.z, \
|
||||||
|
.row0.w = MAT1.row0.x * MAT2.row0.w + MAT1.row0.y * MAT2.row1.w + \
|
||||||
|
MAT1.row0.z * MAT2.row2.w + MAT1.row0.w * MAT2.row3.w, \
|
||||||
|
.row1.x = MAT1.row1.x * MAT2.row0.x + MAT1.row1.y * MAT2.row1.x + \
|
||||||
|
MAT1.row1.z * MAT2.row2.x + MAT1.row1.w * MAT2.row3.x, \
|
||||||
|
.row1.y = MAT1.row1.x * MAT2.row0.y + MAT1.row1.y * MAT2.row1.y + \
|
||||||
|
MAT1.row1.z * MAT2.row2.y + MAT1.row1.w * MAT2.row3.y, \
|
||||||
|
.row1.z = MAT1.row1.x * MAT2.row0.z + MAT1.row1.y * MAT2.row1.z + \
|
||||||
|
MAT1.row1.z * MAT2.row2.z + MAT1.row1.w * MAT2.row3.z, \
|
||||||
|
.row1.w = MAT1.row1.x * MAT2.row0.w + MAT1.row1.y * MAT2.row1.w + \
|
||||||
|
MAT1.row1.z * MAT2.row2.w + MAT1.row1.w * MAT2.row3.w, \
|
||||||
|
.row2.x = MAT1.row2.x * MAT2.row0.x + MAT1.row2.y * MAT2.row1.x + \
|
||||||
|
MAT1.row2.z * MAT2.row2.x + MAT1.row2.w * MAT2.row3.x, \
|
||||||
|
.row2.y = MAT1.row2.x * MAT2.row0.y + MAT1.row2.y * MAT2.row1.y + \
|
||||||
|
MAT1.row2.z * MAT2.row2.y + MAT1.row2.w * MAT2.row3.y, \
|
||||||
|
.row2.z = MAT1.row2.x * MAT2.row0.z + MAT1.row2.y * MAT2.row1.z + \
|
||||||
|
MAT1.row2.z * MAT2.row2.z + MAT1.row2.w * MAT2.row3.z, \
|
||||||
|
.row2.w = MAT1.row2.x * MAT2.row0.w + MAT1.row2.y * MAT2.row1.w + \
|
||||||
|
MAT1.row2.z * MAT2.row2.w + MAT1.row2.w * MAT2.row3.w, \
|
||||||
|
.row3.x = MAT1.row3.x * MAT2.row0.x + MAT1.row3.y * MAT2.row1.x + \
|
||||||
|
MAT1.row3.z * MAT2.row2.x + MAT1.row3.w * MAT2.row3.x, \
|
||||||
|
.row3.y = MAT1.row3.x * MAT2.row0.y + MAT1.row3.y * MAT2.row1.y + \
|
||||||
|
MAT1.row3.z * MAT2.row2.y + MAT1.row3.w * MAT2.row3.y, \
|
||||||
|
.row3.z = MAT1.row3.x * MAT2.row0.z + MAT1.row3.y * MAT2.row1.z + \
|
||||||
|
MAT1.row3.z * MAT2.row2.z + MAT1.row3.w * MAT2.row3.z, \
|
||||||
|
.row3.w = MAT1.row3.x * MAT2.row0.w + MAT1.row3.y * MAT2.row1.w + \
|
||||||
|
MAT1.row3.z * MAT2.row2.w + MAT1.row3.w * MAT2.row3.w, \
|
||||||
|
})
|
||||||
#define mat4x4_mul_vec4(MAT, V) \
|
#define mat4x4_mul_vec4(MAT, V) \
|
||||||
((V4f){ \
|
((V4f){ \
|
||||||
.x = MAT.row0.x * V.x + MAT.row0.y * V.y + MAT.row0.z * V.z + \
|
.x = MAT.row0.x * V.x + MAT.row0.y * V.y + MAT.row0.z * V.z + \
|
||||||
@ -58,13 +100,12 @@ struct triangle_bbox {
|
|||||||
|
|
||||||
internal void render_triangle(const Triangle *triangle, const Model *model,
|
internal void render_triangle(const Triangle *triangle, const Model *model,
|
||||||
Render *render, Colour colour, RenderType type,
|
Render *render, Colour colour, RenderType type,
|
||||||
ProjectionType projection);
|
ProjectionType projection, M4x4f mv);
|
||||||
internal void fill_triangle(Render *render, V3f vertices[TRIANGLE_VERTICES],
|
internal void fill_triangle(Render *render, V3f vertices[TRIANGLE_VERTICES],
|
||||||
V3f normals[TRIANGLE_VERTICES],
|
V3f normals[TRIANGLE_VERTICES],
|
||||||
V2f coordinates[TRIANGLE_VERTICES], Colour colour,
|
V2f coordinates[TRIANGLE_VERTICES], Colour colour,
|
||||||
Image *texture, RenderType type);
|
Image *texture, RenderType type);
|
||||||
internal void reorder_points(V2u vertices[TRIANGLE_VERTICES],
|
internal M4x4f lookat(V3f eye, V3f target, V3f up);
|
||||||
V2f coordinates[TRIANGLE_VERTICES]);
|
|
||||||
internal TriangleBBox get_triangle_bbox(const Image *img,
|
internal TriangleBBox get_triangle_bbox(const Image *img,
|
||||||
V3f vertices[TRIANGLE_VERTICES]);
|
V3f vertices[TRIANGLE_VERTICES]);
|
||||||
internal V3f get_barycentric_coords(f32 d00, f32 d01, f32 d11, f32 denom,
|
internal V3f get_barycentric_coords(f32 d00, f32 d01, f32 d11, f32 denom,
|
||||||
@ -85,6 +126,10 @@ M4x4f g_cam_matrix = {
|
|||||||
};
|
};
|
||||||
// clang-format on
|
// clang-format on
|
||||||
|
|
||||||
|
V3f g_eye = {0.2f, 0.1f, 0.7f};
|
||||||
|
V3f g_target = {0};
|
||||||
|
V3f g_up = {0.0f, 1.0f, 0.0f};
|
||||||
|
|
||||||
Model load_obj_file(Arena *arena, const char *filename, const char *texture) {
|
Model load_obj_file(Arena *arena, const char *filename, const char *texture) {
|
||||||
if (!arena) {
|
if (!arena) {
|
||||||
return INVALID_MODEL;
|
return INVALID_MODEL;
|
||||||
@ -182,6 +227,7 @@ void render_model(const Model *model, Render *render, Colour colour,
|
|||||||
RenderType type, ColourType colour_type,
|
RenderType type, ColourType colour_type,
|
||||||
ProjectionType projection) {
|
ProjectionType projection) {
|
||||||
Triangle triangle;
|
Triangle triangle;
|
||||||
|
M4x4f model_view = lookat(g_eye, g_target, g_up);
|
||||||
|
|
||||||
for (u64 i = 0; i < model->triangles->count; ++i) {
|
for (u64 i = 0; i < model->triangles->count; ++i) {
|
||||||
triangle = list_get(model->triangles, i);
|
triangle = list_get(model->triangles, i);
|
||||||
@ -191,13 +237,14 @@ void render_model(const Model *model, Render *render, Colour colour,
|
|||||||
.b = rand() % UINT8_MAX,
|
.b = rand() % UINT8_MAX,
|
||||||
.a = 255};
|
.a = 255};
|
||||||
}
|
}
|
||||||
render_triangle(&triangle, model, render, colour, type, projection);
|
render_triangle(&triangle, model, render, colour, type, projection,
|
||||||
|
model_view);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
internal void render_triangle(const Triangle *triangle, const Model *model,
|
internal void render_triangle(const Triangle *triangle, const Model *model,
|
||||||
Render *render, Colour colour, RenderType type,
|
Render *render, Colour colour, RenderType type,
|
||||||
ProjectionType projection) {
|
ProjectionType projection, M4x4f mv) {
|
||||||
Image *img = &(render->img);
|
Image *img = &(render->img);
|
||||||
V3f vertices[TRIANGLE_VERTICES] = {
|
V3f vertices[TRIANGLE_VERTICES] = {
|
||||||
list_get(model->vertices, triangle->p0),
|
list_get(model->vertices, triangle->p0),
|
||||||
@ -215,8 +262,21 @@ internal void render_triangle(const Triangle *triangle, const Model *model,
|
|||||||
list_get(model->texture_coordinates, triangle->tx2),
|
list_get(model->texture_coordinates, triangle->tx2),
|
||||||
};
|
};
|
||||||
|
|
||||||
|
// Camera
|
||||||
|
for (u64 i = 0; i < TRIANGLE_VERTICES; ++i) {
|
||||||
|
V4f vertex;
|
||||||
|
vertex = (V4f){
|
||||||
|
.x = vertices[i].x,
|
||||||
|
.y = vertices[i].y,
|
||||||
|
.z = vertices[i].z,
|
||||||
|
.w = 1.0f,
|
||||||
|
};
|
||||||
|
vertex = mat4x4_mul_vec4(mv, vertex);
|
||||||
|
vertices[i] = project_vec4(vertex);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Basic perspective projection
|
||||||
if (projection == PROJECTION_TYPE_PERSPECTIVE) {
|
if (projection == PROJECTION_TYPE_PERSPECTIVE) {
|
||||||
// Basic perspective projection
|
|
||||||
V4f vertex;
|
V4f vertex;
|
||||||
for (u64 i = 0; i < TRIANGLE_VERTICES; ++i) {
|
for (u64 i = 0; i < TRIANGLE_VERTICES; ++i) {
|
||||||
vertex = (V4f){
|
vertex = (V4f){
|
||||||
@ -304,7 +364,7 @@ internal void fill_triangle(Render *render, V3f vertices[TRIANGLE_VERTICES],
|
|||||||
}
|
}
|
||||||
|
|
||||||
if (intensity < 0.0f) {
|
if (intensity < 0.0f) {
|
||||||
continue;
|
intensity = 0.01f;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (texture) {
|
if (texture) {
|
||||||
@ -329,6 +389,33 @@ internal void fill_triangle(Render *render, V3f vertices[TRIANGLE_VERTICES],
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
internal M4x4f lookat(V3f eye, V3f target, V3f up) {
|
||||||
|
V3f z = V3(V3f, f32, target.x, target.y, target.z, eye.x, eye.y, eye.z);
|
||||||
|
normalise_v3(z);
|
||||||
|
V3f x = cross_product(up, z);
|
||||||
|
normalise_v3(x);
|
||||||
|
V3f y = cross_product(z, x);
|
||||||
|
normalise_v3(y);
|
||||||
|
|
||||||
|
M4x4f rotation = mat4x4_identity;
|
||||||
|
rotation.row0.x = x.x;
|
||||||
|
rotation.row0.y = x.y;
|
||||||
|
rotation.row0.z = x.z;
|
||||||
|
rotation.row1.x = y.x;
|
||||||
|
rotation.row1.y = y.y;
|
||||||
|
rotation.row1.z = y.z;
|
||||||
|
rotation.row2.x = z.x;
|
||||||
|
rotation.row2.y = z.y;
|
||||||
|
rotation.row2.z = z.z;
|
||||||
|
|
||||||
|
M4x4f translation = mat4x4_identity;
|
||||||
|
translation.row0.w = -(eye.x);
|
||||||
|
translation.row1.w = -(eye.y);
|
||||||
|
translation.row2.w = -(eye.z);
|
||||||
|
|
||||||
|
return mat4x4_mul(rotation, translation);
|
||||||
|
}
|
||||||
|
|
||||||
internal TriangleBBox get_triangle_bbox(const Image *img,
|
internal TriangleBBox get_triangle_bbox(const Image *img,
|
||||||
V3f vertices[TRIANGLE_VERTICES]) {
|
V3f vertices[TRIANGLE_VERTICES]) {
|
||||||
f32 x0 = min(vertices[0].x, min(vertices[1].x, vertices[2].x));
|
f32 x0 = min(vertices[0].x, min(vertices[1].x, vertices[2].x));
|
||||||
|
Loading…
Reference in New Issue
Block a user