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Clean up structs and operators

master
Austin Morlan 4 years ago
parent b3991a4651
commit 84d096c246
Signed by: austin
GPG Key ID: FD6B27654AF5E348
  1. 7
      Makefile
  2. 31
      include/color.h
  3. 8
      include/matrix.h
  4. 6
      include/point.h
  5. 74
      include/vec.h
  6. 20
      src/color.cpp
  7. 8
      src/engine.cpp
  8. 14
      src/geometry.cpp
  9. 9
      src/light.cpp
  10. 58
      src/vec.cpp

@ -40,11 +40,12 @@ WARNINGS_OFF=-Wno-missing-braces -Wno-gnu-anonymous-struct -Wno-old-style-cast\
CFLAGS=$(D) $(O) -std=c++11 $(WARNINGS_ON) $(WARNINGS_OFF) -I$(INCLUDE_DIR)
LIBS=-lSDL2
_HEADERS = camera.h color.h engine.h geometry.h light.h loader.h platform.h point.h\
transform.h util.h vec.h
_HEADERS = camera.h color.h engine.h geometry.h light.h loader.h matrix.h\
platform.h point.h transform.h util.h vec.h
HEADERS = $(patsubst %,$(INCLUDE_DIR)/%,$(_HEADERS))
_OBJS = engine.o geometry.o light.o loader.o main.o platform.o transform.o
_OBJS = color.o engine.o geometry.o light.o loader.o main.o platform.o transform.o\
vec.o
OBJS = $(patsubst %,$(BUILD_DIR)/%,$(_OBJS))
$(BUILD_DIR)/%.o: $(SRC_DIR)/%.cpp $(HEADERS)

@ -4,6 +4,7 @@
#include <cstdint>
// STRUCTURES
struct ColorU32
{
union
@ -25,7 +26,7 @@ struct ColorF32
// OPERATORS
// c1 + c2
inline ColorF32 operator+(ColorF32 c1, ColorF32 c2)
inline ColorF32 operator+(ColorF32 const &c1, ColorF32 const &c2)
{
ColorF32 result;
@ -38,7 +39,7 @@ inline ColorF32 operator+(ColorF32 c1, ColorF32 c2)
}
// c1 += c2
inline ColorF32 &operator+=(ColorF32 &c1, ColorF32 c2)
inline ColorF32 &operator+=(ColorF32 &c1, ColorF32 const &c2)
{
c1 = c1 + c2;
@ -46,7 +47,7 @@ inline ColorF32 &operator+=(ColorF32 &c1, ColorF32 c2)
}
// c * f
inline ColorF32 operator*(ColorF32 c, float f)
inline ColorF32 operator*(ColorF32 const &c, float f)
{
ColorF32 result;
@ -59,7 +60,7 @@ inline ColorF32 operator*(ColorF32 c, float f)
}
// f * c
inline ColorF32 operator*(float f, ColorF32 c)
inline ColorF32 operator*(float f, ColorF32 const &c)
{
ColorF32 result;
@ -69,7 +70,7 @@ inline ColorF32 operator*(float f, ColorF32 c)
}
// c1 * c2
inline ColorF32 operator*(ColorF32 c1, ColorF32 c2)
inline ColorF32 operator*(ColorF32 const &c1, ColorF32 const &c2)
{
ColorF32 result;
@ -82,7 +83,7 @@ inline ColorF32 operator*(ColorF32 c1, ColorF32 c2)
}
// c / f
inline ColorF32 operator/(ColorF32 c, float f)
inline ColorF32 operator/(ColorF32 const &c, float f)
{
ColorF32 result;
@ -105,22 +106,8 @@ inline ColorF32 &operator/=(ColorF32 &c, float f)
}
inline void ScaleColor(ColorF32 &c)
{
float blue = MAX(c.b, 0.0f);
float green = MAX(c.g, 0.0f);
float red = MAX(c.r, 0.0f);
float alpha = MAX(c.a, 0.0f);
float max = MAX(MAX(MAX(blue,green),red),1.0f);
ColorF32 scaled = {blue, green, red, alpha};
scaled /= max;
c.b = scaled.b;
c.g = scaled.g;
c.r = scaled.r;
c.a = scaled.a;
}
// PUBLIC FUNCTIONS
void ScaleColor(ColorF32 &c);
#define COLOR_H

@ -32,7 +32,7 @@ struct Matrix
// OPERATORS
// m1 * m2
inline Matrix operator*(Matrix m1, Matrix m2)
inline Matrix operator*(Matrix const &m1, Matrix const &m2)
{
Matrix result;
@ -55,7 +55,7 @@ inline Matrix operator*(Matrix m1, Matrix m2)
}
// v * m
inline Point operator*(Point v, Matrix m)
inline Point operator*(Point const &v, Matrix const &m)
{
Point result;
@ -75,7 +75,7 @@ inline Point operator*(Point v, Matrix m)
}
// v *=m
inline Point &operator*=(Point &v, Matrix m)
inline Point &operator*=(Point &v, Matrix const &m)
{
v = v * m;
@ -83,7 +83,7 @@ inline Point &operator*=(Point &v, Matrix m)
}
// v * m
inline Vector operator*(Vector v, Matrix m)
inline Vector operator*(Vector const &v, Matrix const &m)
{
Vector result;

@ -23,7 +23,7 @@ struct Point
// OPERATORS
// p / f
inline Point operator/(Point p, float f)
inline Point operator/(Point const &p, float f)
{
Point result;
@ -45,7 +45,7 @@ inline Point &operator/=(Point &p, float f)
}
// p1 - p2
inline Vector operator-(Point p1, Point p2)
inline Vector operator-(Point const &p1, Point const &p2)
{
Vector result;
@ -57,7 +57,7 @@ inline Vector operator-(Point p1, Point p2)
}
// -p
inline Point operator-(Point p)
inline Point operator-(Point const &p)
{
Point result;

@ -1,8 +1,5 @@
#ifndef VEC_H
#include "util.h"
#include <cmath>
// STRUCTURE
struct Vector
@ -10,60 +7,6 @@ struct Vector
inline Vector(void) : x(0), y(0), z(0), w(0) {}
inline Vector(float x, float y, float z) : x(x), y(y), z(z), w(0) {}
inline void Normalize(void)
{
float length = Length();
// zero length
if (length == 0.0f)
{
x = 0.0f;
y = 0.0f;
z = 0.0f;
}
else
{
float lengthInv = 1.0f / length;
x *= lengthInv;
y *= lengthInv;
z *= lengthInv;
}
}
inline float Length(void)
{
float result = sqrtf(x*x + y*y + z*z);
// zero length
if (result < EPSILON_E3)
{
result = 0.0f;
}
return result;
}
inline static float Dot(Vector v1, Vector v2)
{
float result;
result = (v1.x * v2.x) + (v1.y * v2.y) + (v1.z * v2.z);
return result;
}
inline static Vector Cross(Vector v1, Vector v2)
{
Vector result;
result.x = (v1.y * v2.z) - (v1.z * v2.y);
result.y = (v1.z * v2.x) - (v1.x * v2.z);
result.z = (v1.x * v2.y) - (v1.y * v2.x);
return result;
}
union
{
float e[4];
@ -78,7 +21,7 @@ struct Vector
// OPERATORS
// -v
inline Vector operator-(Vector v)
inline Vector operator-(Vector const &v)
{
Vector result;
@ -90,7 +33,7 @@ inline Vector operator-(Vector v)
}
// v1 + v2
inline Vector operator+(Vector v1, Vector v2)
inline Vector operator+(Vector const &v1, Vector const &v2)
{
Vector result;
@ -102,7 +45,7 @@ inline Vector operator+(Vector v1, Vector v2)
}
// v1 += v2
inline Vector &operator+=(Vector &v1, Vector v2)
inline Vector &operator+=(Vector &v1, Vector const &v2)
{
v1 = v1 + v2;
@ -110,7 +53,7 @@ inline Vector &operator+=(Vector &v1, Vector v2)
}
// f * v
inline Vector operator*(float f, Vector &v)
inline Vector operator*(float f, Vector const &v)
{
Vector result;
@ -122,7 +65,7 @@ inline Vector operator*(float f, Vector &v)
}
// v / f
inline Vector operator/(Vector v, float f)
inline Vector operator/(Vector const &v, float f)
{
Vector result;
@ -144,6 +87,13 @@ inline Vector &operator/=(Vector &v, float f)
}
// PUBLIC FUNCTIONS
void VectorNormalize(Vector &v);
float VectorLength(Vector &v);
float VectorDot(Vector &v1, Vector &v2);
Vector VectorCross(Vector &v1, Vector &v2);
#define VEC_H
#endif

@ -0,0 +1,20 @@
#include "color.h"
void ScaleColor(ColorF32 &c)
{
float blue = MAX(c.b, 0.0f);
float green = MAX(c.g, 0.0f);
float red = MAX(c.r, 0.0f);
float alpha = MAX(c.a, 0.0f);
float max = MAX(MAX(MAX(blue,green),red),1.0f);
ColorF32 scaled = {blue, green, red, alpha};
scaled /= max;
c.b = scaled.b;
c.g = scaled.g;
c.r = scaled.r;
c.a = scaled.a;
}

@ -68,8 +68,8 @@ int Engine_Init(char *objFilename, char *mtlFilename)
// Mesh configuration
mesh.position.z = 125;
mesh.position.y = -125;
mesh.position.z = 50;
mesh.position.y = -75;
mesh.scale = 1.0f;
@ -213,7 +213,7 @@ static void ComputeNormals(void)
Vector v01 = p1 - p0;
Vector v02 = p2 - p0;
Vector normal = Vector::Cross(v01, v02);
Vector normal = VectorCross(v01, v02);
// Add each vertex's normal to the sum for future averaging
localVerts.data[v0].normal += normal;
@ -231,7 +231,7 @@ static void ComputeNormals(void)
{
// Compute the average normal for this vertex
localVerts.data[v].normal /= vertexNormalCount[v];
localVerts.data[v].normal.Normalize();
VectorNormalize(localVerts.data[v].normal);
}
}
}

@ -58,12 +58,12 @@ void ClipAndCull(
// Calculate the face's normal (inverted for Blender-compatibility)
Vector v01 = p1 - p0;
Vector v02 = p2 - p0;
Vector normal = -Vector::Cross(v01, v02);
Vector normal = -VectorCross(v01, v02);
// Eye vector to viewport
Vector view = camPosition - p0;
float dot = Vector::Dot(normal, view);
float dot = VectorDot(normal, view);
// Not a backface; add it to the list
@ -100,9 +100,9 @@ void RenderMesh(
// Constants for this triangle used for barycentric calculations
Vector v01 = p1 - p0;
Vector v02 = p2 - p0;
float dot0101 = Vector::Dot(v01, v01);
float dot0102 = Vector::Dot(v01, v02);
float dot0202 = Vector::Dot(v02, v02);
float dot0101 = VectorDot(v01, v01);
float dot0102 = VectorDot(v01, v02);
float dot0202 = VectorDot(v02, v02);
// Iterate over the bounding box and determine if each point is in the triangle
@ -113,8 +113,8 @@ void RenderMesh(
// Calculate the barycentric coordinate of this point
Point p(x, y, 1.0f);
Vector v0P = p - p0;
float dot0P01 = Vector::Dot(v0P, v01);
float dot0P02 = Vector::Dot(v0P, v02);
float dot0P01 = VectorDot(v0P, v01);
float dot0P02 = VectorDot(v0P, v02);
float denomInv = 1.0f / ((dot0101 * dot0202) - (dot0102 * dot0102));
float barycenter[3];
barycenter[1] = (dot0202 * dot0P01 - dot0102 * dot0P02) * denomInv;

@ -16,8 +16,8 @@ static ColorF32 ComputeDiffuseLight(
ColorF32 ComputeLight(Vertex &vert, Material &material, Light &light)
{
// Distance from light to vertex
Vector d = light.position - vert.point;
float distance = d.Length();
Vector direction = light.position - vert.point;
float distance = VectorLength(direction);
// Intensity is a function of the falloff factors and the distance
@ -66,13 +66,12 @@ static ColorF32 ComputeDiffuseLight(
{
// Light is a function of the position of the light source and the surface
Vector direction = lightPosition - vertPosition;
direction.Normalize();
VectorNormalize(direction);
float dot = Vector::Dot(vertNormal, direction);
float dot = VectorDot(vertNormal, direction);
ColorF32 result = surfaceReflectivity * lightIntensity * dot;
return result;
}

@ -0,0 +1,58 @@
#include "vec.h"
#include "util.h"
#include <cmath>
void VectorNormalize(Vector &v)
{
float length = VectorLength(v);
// zero length
if (length == 0.0f)
{
v.x = 0.0f;
v.y = 0.0f;
v.z = 0.0f;
}
else
{
float lengthInv = 1.0f / length;
v.x *= lengthInv;
v.y *= lengthInv;
v.z *= lengthInv;
}
}
float VectorLength(Vector &v)
{
float result = sqrtf(v.x * v.x + v.y * v.y + v.z * v.z);
// zero length
if (result < EPSILON_E3)
{
result = 0.0f;
}
return result;
}
float VectorDot(Vector &v1, Vector &v2)
{
float result;
result = (v1.x * v2.x) + (v1.y * v2.y) + (v1.z * v2.z);
return result;
}
Vector VectorCross(Vector &v1, Vector &v2)
{
Vector result;
result.x = (v1.y * v2.z) - (v1.z * v2.y);
result.y = (v1.z * v2.x) - (v1.x * v2.z);
result.z = (v1.x * v2.y) - (v1.y * v2.x);
return result;
}
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