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