Clean up main engine loop
This commit is contained in:
parent
d26e4cb5dc
commit
0f73e2cd91
|
@ -1,5 +1,6 @@
|
|||
#ifndef CAMERA_H
|
||||
|
||||
#include "engine.h"
|
||||
#include "point.h"
|
||||
#include "util.h"
|
||||
#include <cmath>
|
||||
|
@ -14,27 +15,28 @@ struct Camera
|
|||
position.y = 0.0f;
|
||||
position.z = 0.0f;
|
||||
|
||||
rotation[0] = 0.0f;
|
||||
rotation[1] = 0.0f;
|
||||
rotation[2] = 0.0f;
|
||||
rotation.x = 0.0f;
|
||||
rotation.y = 0.0f;
|
||||
rotation.z = 0.0f;
|
||||
|
||||
nearClip = 5.0f;
|
||||
farClip = 600.0f;
|
||||
zClipBias0 =
|
||||
(CAMERA_FAR_CLIP + CAMERA_NEAR_CLIP)
|
||||
/ (CAMERA_FAR_CLIP - CAMERA_NEAR_CLIP);
|
||||
|
||||
zClipBias1 =
|
||||
(-2.0f * CAMERA_FAR_CLIP * CAMERA_NEAR_CLIP)
|
||||
/ (CAMERA_FAR_CLIP - CAMERA_NEAR_CLIP);
|
||||
|
||||
xZoom = 1.0f / tanf(DEG_TO_RAD(CAMERA_FOV/2.0f));
|
||||
yZoom = (xZoom * WINDOW_WIDTH) / WINDOW_HEIGHT;
|
||||
|
||||
xScale = (0.5f * WINDOW_WIDTH) - 0.5f;
|
||||
yScale = (0.5f * WINDOW_HEIGHT) - 0.5f;
|
||||
}
|
||||
|
||||
inline void SetFOV(float fov, int winWidth, int winHeight)
|
||||
{
|
||||
xZoom = 1.0f / tanf(DEG_TO_RAD(fov/2.0f));
|
||||
yZoom = (xZoom * winWidth) / winHeight;
|
||||
|
||||
xScale = (0.5f * winWidth) - 0.5f;
|
||||
yScale = (0.5f * winHeight) - 0.5f;
|
||||
}
|
||||
|
||||
|
||||
Point position;
|
||||
float rotation[3];
|
||||
float nearClip, farClip;
|
||||
Point rotation;
|
||||
float zClipBias0, zClipBias1;
|
||||
float xZoom, yZoom;
|
||||
float xScale, yScale;
|
||||
};
|
||||
|
|
|
@ -3,11 +3,22 @@
|
|||
#include <cstdint>
|
||||
|
||||
|
||||
// CONSTANTS
|
||||
// WINDOW CONFIGURATION
|
||||
#define WINDOW_WIDTH (1920)
|
||||
#define WINDOW_HEIGHT (1080)
|
||||
#define WINDOW_FPS (30)
|
||||
|
||||
// CAMERA CONFIGURATION
|
||||
#define CAMERA_FOV (90.0f)
|
||||
#define CAMERA_NEAR_CLIP (5.0f)
|
||||
#define CAMERA_FAR_CLIP (600.0f)
|
||||
|
||||
// GEOMETRY CONFIGURATION
|
||||
#define FACE_LIMIT (30000)
|
||||
#define MATERIAL_LIMIT (10)
|
||||
#define TEXTURE_SIZE_LIMIT (1024)
|
||||
#define VERTEX_LIMIT (20000)
|
||||
|
||||
|
||||
// ENUMS
|
||||
enum Engine_Input
|
||||
|
@ -40,7 +51,7 @@ struct Engine_Buffer
|
|||
|
||||
|
||||
// FUNCTIONS
|
||||
int Engine_Init(Engine_Buffer &buffer, char *objFilename, char *mtlFilename);
|
||||
int Engine_Init(char *objFilename, char *mtlFilename);
|
||||
void Engine_Render(Engine_Buffer &buffer, uint32_t input);
|
||||
void Engine_Shutdown(void);
|
||||
|
||||
|
|
|
@ -6,13 +6,6 @@
|
|||
#include <cstdint>
|
||||
|
||||
|
||||
// CONSTANTS
|
||||
#define VERTEX_LIMIT (20000)
|
||||
#define FACE_LIMIT (30000)
|
||||
#define MATERIAL_LIMIT (10)
|
||||
#define TEXTURE_SIZE_LIMIT (1024)
|
||||
|
||||
|
||||
// STRUCTURES
|
||||
struct Texture
|
||||
{
|
||||
|
@ -82,21 +75,8 @@ struct FaceList
|
|||
|
||||
struct Mesh
|
||||
{
|
||||
inline Mesh(void)
|
||||
{
|
||||
position.x = 0.0f;
|
||||
position.y = 0.0f;
|
||||
position.z = 0.0f;
|
||||
|
||||
rotation[0] = 0.0f;
|
||||
rotation[1] = 0.0f;
|
||||
rotation[2] = 0.0f;
|
||||
|
||||
scale = 1.0f;
|
||||
}
|
||||
|
||||
Point position;
|
||||
float rotation[3];
|
||||
Point rotation;
|
||||
float scale;
|
||||
};
|
||||
|
||||
|
|
|
@ -1,15 +1,15 @@
|
|||
#ifndef TRANSFORM_H
|
||||
|
||||
|
||||
#include "camera.h"
|
||||
#include "matrix.h"
|
||||
|
||||
|
||||
Matrix Transform_Translate(float x, float y, float z);
|
||||
Matrix Transform_Rotate(float x, float y, float z);
|
||||
Matrix Transform_Scale(float s);
|
||||
Matrix Transform_View(Point &position, float rotation[]);
|
||||
Matrix Transform_Perspective(float zoomX, float zoomY, float nearClip, float farClip);
|
||||
Matrix Transform_Screen(float xScale, float yScale);
|
||||
Matrix Transform_Translate(Point &translation);
|
||||
Matrix Transform_Rotate(Point &rotation);
|
||||
Matrix Transform_Scale(float scale);
|
||||
Matrix Transform_View(Camera &camera);
|
||||
Matrix Transform_Perspective(Camera &camera);
|
||||
Matrix Transform_Screen(Camera &camera);
|
||||
|
||||
|
||||
#define TRANSFORM_H
|
||||
|
|
207
src/engine.cpp
207
src/engine.cpp
|
@ -23,117 +23,94 @@ static FaceList transFaces;
|
|||
static UVList uvs;
|
||||
static MaterialList materials;
|
||||
static TextureList textures;
|
||||
static Matrix tPersp;
|
||||
static Matrix tScreen;
|
||||
|
||||
|
||||
// PRIVATE PROTOTYPES
|
||||
static void CheckInputs(uint32_t input);
|
||||
static void ComputeNormals(VertexList &verts, FaceList &faces);
|
||||
static void ComputeNormals(void);
|
||||
static void ClearDepthBuffer(Engine_Buffer &buffer);
|
||||
static void TransformToClipSpace(void);
|
||||
static void TransformToScreenSpace(void);
|
||||
static void ComputeLighting(void);
|
||||
|
||||
|
||||
// PUBLIC FUNCTIONS
|
||||
int Engine_Init(Engine_Buffer &buffer, char *objFilename, char *mtlFilename)
|
||||
int Engine_Init(char *objFilename, char *mtlFilename)
|
||||
{
|
||||
int result = ParseOBJ(objFilename, localVerts, localFaces, uvs);
|
||||
int result;
|
||||
|
||||
|
||||
result = ParseOBJ(objFilename, localVerts, localFaces, uvs);
|
||||
if (result < 0)
|
||||
{
|
||||
return result;
|
||||
return -1;
|
||||
}
|
||||
|
||||
|
||||
result = ParseMTL(mtlFilename, materials, textures);
|
||||
if (result < 0)
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
|
||||
|
||||
printf("Verts: %lu\n", localVerts.size);
|
||||
printf("Faces: %lu\n", localFaces.size);
|
||||
printf("Materials: %lu\n", materials.size);
|
||||
|
||||
transVerts.size = localVerts.size;
|
||||
|
||||
ComputeNormals(localVerts, localFaces);
|
||||
|
||||
// Compute vertex and face normals for lighting calculation
|
||||
ComputeNormals();
|
||||
|
||||
|
||||
// Mesh configuration
|
||||
mesh.position.z = 50;
|
||||
mesh.position.y = -50;
|
||||
mesh.scale = 1.0f;
|
||||
|
||||
camera.SetFOV(90.0f, buffer.width, buffer.height);
|
||||
|
||||
// Light configuration
|
||||
lights.ambient.intensity = 1.0f;
|
||||
lights.diffuse.intensity = 1.0f;
|
||||
lights.diffuse.direction = Vector(1.0f, 1.0f, 1.0f);
|
||||
|
||||
|
||||
// Transformation matrices that do not change
|
||||
tPersp = Transform_Perspective(camera);
|
||||
tScreen = Transform_Screen(camera);
|
||||
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
void Engine_Render(Engine_Buffer &buffer, uint32_t input)
|
||||
{
|
||||
// Check for user input
|
||||
CheckInputs(input);
|
||||
|
||||
|
||||
// Clear the z-buffer
|
||||
memset(buffer.zbuffer, 0, sizeof(float) * (size_t)(buffer.width * buffer.height));
|
||||
ClearDepthBuffer(buffer);
|
||||
|
||||
|
||||
// Local space to world space
|
||||
Matrix tTranslate = Transform_Translate(
|
||||
mesh.position.x, mesh.position.y, mesh.position.z);
|
||||
|
||||
Matrix tRotate = Transform_Rotate(
|
||||
mesh.rotation[0], mesh.rotation[1], mesh.rotation[2]);
|
||||
|
||||
Matrix tScale = Transform_Scale(mesh.scale);
|
||||
|
||||
// World space to camera (view) space
|
||||
Matrix tView = Transform_View(camera.position, camera.rotation);
|
||||
|
||||
// Camera space to perspective
|
||||
Matrix tPersp = Transform_Perspective(
|
||||
camera.xZoom, camera.yZoom, camera.nearClip, camera.farClip);
|
||||
|
||||
for (size_t v = 0; v < localVerts.size; ++v)
|
||||
{
|
||||
transVerts.data[v].point = localVerts.data[v].point * tScale * tRotate * tTranslate * tView * tPersp;
|
||||
transVerts.data[v].normal = localVerts.data[v].normal * tScale * tRotate * tTranslate;
|
||||
}
|
||||
// Transform vertices to clip space
|
||||
TransformToClipSpace();
|
||||
|
||||
|
||||
// Clip near and far Z, and cull backfaces
|
||||
// Clip near/far Z and cull backfaces
|
||||
ClipAndCull(transVerts, localFaces, transFaces, camera.position);
|
||||
|
||||
|
||||
// Lighting
|
||||
for (size_t f = 0; f < transFaces.size; ++f)
|
||||
{
|
||||
Face &face = transFaces.data[f];
|
||||
Material &material = materials.data[face.materialIndex];
|
||||
|
||||
// TODO: Fix weird lighting
|
||||
material.ambient = {1.0,1.0,1.0,1.0};
|
||||
material.diffuse = {0.5,0.5,0.5,0.5};
|
||||
|
||||
// Gouraud shading
|
||||
for (int i = 0; i < 3; ++i)
|
||||
{
|
||||
Vertex &vert = transVerts.data[face.vertIndex[i]];
|
||||
|
||||
vert.color =
|
||||
lights.ambient.ComputeColor(material.ambient)
|
||||
+ lights.diffuse.ComputeColor(material.diffuse, vert.normal);
|
||||
}
|
||||
}
|
||||
// Light vertices and/or faces
|
||||
ComputeLighting();
|
||||
|
||||
|
||||
// Perspective to screen
|
||||
Matrix tScreen = Transform_Screen(camera.xScale, camera.yScale);
|
||||
|
||||
for (size_t v = 0; v < transVerts.size; ++v)
|
||||
{
|
||||
transVerts.data[v].point *= tScreen;
|
||||
transVerts.data[v].point.x /= transVerts.data[v].point.w;
|
||||
transVerts.data[v].point.y /= transVerts.data[v].point.w;
|
||||
transVerts.data[v].point.z /= transVerts.data[v].point.w;
|
||||
}
|
||||
// Transform vertices to screen space
|
||||
TransformToScreenSpace();
|
||||
|
||||
|
||||
// Render
|
||||
|
@ -177,29 +154,29 @@ static void CheckInputs(uint32_t input)
|
|||
|
||||
if (CHECK_BIT(input, ROTATE_X_POS))
|
||||
{
|
||||
mesh.rotation[0] += .10;
|
||||
mesh.rotation.x += .10;
|
||||
}
|
||||
else if (CHECK_BIT(input, ROTATE_X_NEG))
|
||||
{
|
||||
mesh.rotation[0] -= .10;
|
||||
}
|
||||
|
||||
if (CHECK_BIT(input, ROTATE_Z_POS))
|
||||
{
|
||||
mesh.rotation[1] += .10;
|
||||
}
|
||||
else if (CHECK_BIT(input, ROTATE_Z_NEG))
|
||||
{
|
||||
mesh.rotation[1] -= .10;
|
||||
mesh.rotation.x -= .10;
|
||||
}
|
||||
|
||||
if (CHECK_BIT(input, ROTATE_Y_POS))
|
||||
{
|
||||
mesh.rotation[2] += .10;
|
||||
mesh.rotation.y += .10;
|
||||
}
|
||||
else if (CHECK_BIT(input, ROTATE_Y_NEG))
|
||||
{
|
||||
mesh.rotation[2] -= .10;
|
||||
mesh.rotation.y -= .10;
|
||||
}
|
||||
|
||||
if (CHECK_BIT(input, ROTATE_Z_POS))
|
||||
{
|
||||
mesh.rotation.z += .10;
|
||||
}
|
||||
else if (CHECK_BIT(input, ROTATE_Z_NEG))
|
||||
{
|
||||
mesh.rotation.z -= .10;
|
||||
}
|
||||
|
||||
if (CHECK_BIT(input, SCALE_UP))
|
||||
|
@ -213,19 +190,19 @@ static void CheckInputs(uint32_t input)
|
|||
}
|
||||
|
||||
|
||||
static void ComputeNormals(VertexList &verts, FaceList &faces)
|
||||
static void ComputeNormals(void)
|
||||
{
|
||||
int vertexNormalCount[VERTEX_LIMIT];
|
||||
int vertexNormalCount[VERTEX_LIMIT] = {};
|
||||
|
||||
for (size_t f = 0; f < faces.size; ++f)
|
||||
for (size_t f = 0; f < localFaces.size; ++f)
|
||||
{
|
||||
size_t v0 = (size_t)faces.data[f].vertIndex[0];
|
||||
size_t v1 = (size_t)faces.data[f].vertIndex[1];
|
||||
size_t v2 = (size_t)faces.data[f].vertIndex[2];
|
||||
size_t v0 = (size_t)localFaces.data[f].vertIndex[0];
|
||||
size_t v1 = (size_t)localFaces.data[f].vertIndex[1];
|
||||
size_t v2 = (size_t)localFaces.data[f].vertIndex[2];
|
||||
|
||||
Point &p0 = verts.data[v0].point;
|
||||
Point &p1 = verts.data[v1].point;
|
||||
Point &p2 = verts.data[v2].point;
|
||||
Point &p0 = localVerts.data[v0].point;
|
||||
Point &p1 = localVerts.data[v1].point;
|
||||
Point &p2 = localVerts.data[v2].point;
|
||||
|
||||
Vector v01 = p1 - p0;
|
||||
Vector v02 = p2 - p0;
|
||||
|
@ -233,9 +210,9 @@ static void ComputeNormals(VertexList &verts, FaceList &faces)
|
|||
Vector normal = Vector::Cross(v01, v02);
|
||||
|
||||
// Add each vertex's normal to the sum for future averaging
|
||||
verts.data[v0].normal += normal;
|
||||
verts.data[v1].normal += normal;
|
||||
verts.data[v2].normal += normal;
|
||||
localVerts.data[v0].normal += normal;
|
||||
localVerts.data[v1].normal += normal;
|
||||
localVerts.data[v2].normal += normal;
|
||||
|
||||
++vertexNormalCount[v0];
|
||||
++vertexNormalCount[v1];
|
||||
|
@ -247,8 +224,66 @@ static void ComputeNormals(VertexList &verts, FaceList &faces)
|
|||
if (vertexNormalCount[v] > 0)
|
||||
{
|
||||
// Compute the average normal for this vertex
|
||||
verts.data[v].normal /= vertexNormalCount[v];
|
||||
verts.data[v].normal.Normalize();
|
||||
localVerts.data[v].normal /= vertexNormalCount[v];
|
||||
localVerts.data[v].normal.Normalize();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
static void ClearDepthBuffer(Engine_Buffer &buffer)
|
||||
{
|
||||
memset(buffer.zbuffer, 0, sizeof(float) * (size_t)(buffer.width * buffer.height));
|
||||
}
|
||||
|
||||
|
||||
static void TransformToClipSpace(void)
|
||||
{
|
||||
Matrix tTranslate = Transform_Translate(mesh.position);
|
||||
Matrix tRotate = Transform_Rotate(mesh.rotation);
|
||||
Matrix tScale = Transform_Scale(mesh.scale);
|
||||
Matrix tView = Transform_View(camera);
|
||||
|
||||
for (size_t v = 0; v < localVerts.size; ++v)
|
||||
{
|
||||
transVerts.data[v].point =
|
||||
localVerts.data[v].point * tScale * tRotate * tTranslate * tView * tPersp;
|
||||
|
||||
transVerts.data[v].normal =
|
||||
localVerts.data[v].normal * tScale * tRotate * tTranslate;
|
||||
}
|
||||
}
|
||||
|
||||
static void TransformToScreenSpace(void)
|
||||
{
|
||||
for (size_t v = 0; v < transVerts.size; ++v)
|
||||
{
|
||||
transVerts.data[v].point *= tScreen;
|
||||
transVerts.data[v].point.x /= transVerts.data[v].point.w;
|
||||
transVerts.data[v].point.y /= transVerts.data[v].point.w;
|
||||
transVerts.data[v].point.z /= transVerts.data[v].point.w;
|
||||
}
|
||||
}
|
||||
|
||||
static void ComputeLighting(void)
|
||||
{
|
||||
for (size_t f = 0; f < transFaces.size; ++f)
|
||||
{
|
||||
Face &face = transFaces.data[f];
|
||||
Material &material = materials.data[face.materialIndex];
|
||||
|
||||
// TODO: Fix weird lighting
|
||||
material.ambient = {1.0,1.0,1.0,1.0};
|
||||
material.diffuse = {0.5,0.5,0.5,0.5};
|
||||
|
||||
// Gouraud shading
|
||||
for (int i = 0; i < 3; ++i)
|
||||
{
|
||||
Vertex &vert = transVerts.data[face.vertIndex[i]];
|
||||
|
||||
vert.color =
|
||||
lights.ambient.ComputeColor(material.ambient)
|
||||
+ lights.diffuse.ComputeColor(material.diffuse, vert.normal);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -28,7 +28,7 @@ int main(int argc, char *argv[])
|
|||
buffer.width = platform.surface->w;
|
||||
buffer.height = platform.surface->h;
|
||||
|
||||
result = Engine_Init(buffer, objFilename, mtlFilename);
|
||||
result = Engine_Init(objFilename, mtlFilename);
|
||||
|
||||
if (result < 0)
|
||||
{
|
||||
|
|
|
@ -154,19 +154,19 @@ static void HandleEvent(
|
|||
} break;
|
||||
case SDLK_j:
|
||||
{
|
||||
SET_BIT(platform.input, ROTATE_Z_POS);
|
||||
SET_BIT(platform.input, ROTATE_Y_POS);
|
||||
} break;
|
||||
case SDLK_l:
|
||||
{
|
||||
SET_BIT(platform.input, ROTATE_Z_NEG);
|
||||
SET_BIT(platform.input, ROTATE_Y_NEG);
|
||||
} break;
|
||||
case SDLK_u:
|
||||
{
|
||||
SET_BIT(platform.input, ROTATE_Y_POS);
|
||||
SET_BIT(platform.input, ROTATE_Z_POS);
|
||||
} break;
|
||||
case SDLK_o:
|
||||
{
|
||||
SET_BIT(platform.input, ROTATE_Y_NEG);
|
||||
SET_BIT(platform.input, ROTATE_Z_NEG);
|
||||
} break;
|
||||
case SDLK_UP:
|
||||
{
|
||||
|
@ -216,19 +216,19 @@ static void HandleEvent(
|
|||
} break;
|
||||
case SDLK_j:
|
||||
{
|
||||
CLEAR_BIT(platform.input, ROTATE_Z_POS);
|
||||
CLEAR_BIT(platform.input, ROTATE_Y_POS);
|
||||
} break;
|
||||
case SDLK_l:
|
||||
{
|
||||
CLEAR_BIT(platform.input, ROTATE_Z_NEG);
|
||||
CLEAR_BIT(platform.input, ROTATE_Y_NEG);
|
||||
} break;
|
||||
case SDLK_u:
|
||||
{
|
||||
CLEAR_BIT(platform.input, ROTATE_Y_POS);
|
||||
CLEAR_BIT(platform.input, ROTATE_Z_POS);
|
||||
} break;
|
||||
case SDLK_o:
|
||||
{
|
||||
CLEAR_BIT(platform.input, ROTATE_Y_NEG);
|
||||
CLEAR_BIT(platform.input, ROTATE_Z_NEG);
|
||||
} break;
|
||||
case SDLK_UP:
|
||||
{
|
||||
|
|
|
@ -4,22 +4,22 @@
|
|||
|
||||
|
||||
// PUBLIC FUNCTIONS
|
||||
Matrix Transform_Translate(float x, float y, float z)
|
||||
Matrix Transform_Translate(Point &translation)
|
||||
{
|
||||
Matrix result;
|
||||
|
||||
result.e41 = x;
|
||||
result.e42 = y;
|
||||
result.e43 = z;
|
||||
result.e41 = translation.x;
|
||||
result.e42 = translation.y;
|
||||
result.e43 = translation.z;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
Matrix Transform_Rotate(float x, float y, float z)
|
||||
Matrix Transform_Rotate(Point &rotation)
|
||||
{
|
||||
// YXZ Euler rotation
|
||||
float cosThetaY = cosf(y);
|
||||
float sinThetaY = sinf(y);
|
||||
float cosThetaY = cosf(rotation.y);
|
||||
float sinThetaY = sinf(rotation.y);
|
||||
|
||||
Matrix tRotateY;
|
||||
|
||||
|
@ -29,8 +29,8 @@ Matrix Transform_Rotate(float x, float y, float z)
|
|||
tRotateY.e33 = cosThetaY;
|
||||
|
||||
|
||||
float cosThetaX = cosf(x);
|
||||
float sinThetaX = sinf(x);
|
||||
float cosThetaX = cosf(rotation.x);
|
||||
float sinThetaX = sinf(rotation.x);
|
||||
|
||||
Matrix tRotateX;
|
||||
|
||||
|
@ -40,8 +40,8 @@ Matrix Transform_Rotate(float x, float y, float z)
|
|||
tRotateX.e33 = cosThetaX;
|
||||
|
||||
|
||||
float cosThetaZ = cosf(z);
|
||||
float sinThetaZ = sinf(z);
|
||||
float cosThetaZ = cosf(rotation.z);
|
||||
float sinThetaZ = sinf(rotation.z);
|
||||
|
||||
Matrix tRotateZ;
|
||||
|
||||
|
@ -56,49 +56,51 @@ Matrix Transform_Rotate(float x, float y, float z)
|
|||
return result;
|
||||
}
|
||||
|
||||
Matrix Transform_Scale(float s)
|
||||
Matrix Transform_Scale(float scale)
|
||||
{
|
||||
Matrix result;
|
||||
|
||||
result.e11 = s;
|
||||
result.e22 = s;
|
||||
result.e33 = s;
|
||||
result.e11 = scale;
|
||||
result.e22 = scale;
|
||||
result.e33 = scale;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
Matrix Transform_View(Point &position, float rotation[])
|
||||
Matrix Transform_View(Camera &camera)
|
||||
{
|
||||
Matrix tInvTranslate = Transform_Translate(-position.x, -position.y, -position.z);
|
||||
Point invPosition = -camera.position;
|
||||
Matrix tInvTranslate = Transform_Translate(invPosition);
|
||||
|
||||
Matrix tInvRotate = Transform_Rotate(-rotation[0], -rotation[1], -rotation[2]);
|
||||
Point invRotation = -camera.rotation;
|
||||
Matrix tInvRotate = Transform_Rotate(invRotation);
|
||||
|
||||
Matrix result = tInvTranslate * tInvRotate;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
Matrix Transform_Perspective(float zoomX, float zoomY, float nearClip, float farClip)
|
||||
Matrix Transform_Perspective(Camera &camera)
|
||||
{
|
||||
Matrix result;
|
||||
|
||||
result.e11 = zoomX;
|
||||
result.e22 = zoomY;
|
||||
result.e33 = (farClip + nearClip) / (farClip - nearClip);
|
||||
result.e11 = camera.xZoom;
|
||||
result.e22 = camera.yZoom;
|
||||
result.e33 = camera.zClipBias0;
|
||||
result.e34 = 1;
|
||||
result.e43 = (-2.0f * farClip * nearClip) / (farClip - nearClip);
|
||||
result.e43 = camera.zClipBias1;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
Matrix Transform_Screen(float xScale, float yScale)
|
||||
Matrix Transform_Screen(Camera &camera)
|
||||
{
|
||||
Matrix result;
|
||||
|
||||
result.e11 = xScale;
|
||||
result.e41 = xScale;
|
||||
result.e22 = -yScale;
|
||||
result.e42 = yScale;
|
||||
result.e11 = camera.xScale;
|
||||
result.e41 = camera.xScale;
|
||||
result.e22 = -camera.yScale;
|
||||
result.e42 = camera.yScale;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue