90 lines
1.8 KiB
C++
90 lines
1.8 KiB
C++
#ifndef GEOMETRY_H
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#include "color.h"
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#include "point.h"
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#include <cstdint>
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#include <vector>
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// STRUCTURES
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struct Material
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{
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ColorF32 kAmbient;
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ColorF32 kDiffuse;
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};
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struct Face
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{
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unsigned int vertIndex[3];
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ColorU32 color;
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};
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struct Mesh
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{
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inline Mesh(void)
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{
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position.x = 0.0f;
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position.y = 0.0f;
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position.z = 0.0f;
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rotation[0] = 0.0f;
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rotation[1] = 0.0f;
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rotation[2] = 0.0f;
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scale = 1.0f;
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}
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inline void CullBackfaces(Point camPosition)
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{
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culledFaces.clear();
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for (size_t f = 0; f < faces.size(); ++f)
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{
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unsigned int v0 = faces[f].vertIndex[0];
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unsigned int v1 = faces[f].vertIndex[1];
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unsigned int v2 = faces[f].vertIndex[2];
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Vector v01 = vertsTransformed[v1] - vertsTransformed[v0];
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Vector v02 = vertsTransformed[v2] - vertsTransformed[v0];
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Vector normal = Vector::Cross(v01, v02);
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// Invert for Blender-compatibility
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normal = -normal;
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// Eye vector to viewport
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Vector view = camPosition - vertsTransformed[v0];
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float dot = Vector::Dot(normal, view);
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if (dot < EPSILON_E3)
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{
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culledFaces.push_back(faces[f]);
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}
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}
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}
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Point position;
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float rotation[3];
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float scale;
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std::vector<Point> verts;
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std::vector<Point> vertsTransformed;
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std::vector<Face> faces;
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std::vector<Face> culledFaces;
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Material material;
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};
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// PUBLIC FUNCTIONS
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void FillTriangle(
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uint32_t *buffer, int width,
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float *zbuffer, uint32_t color,
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float x0, float y0, float z0,
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float x1, float y1, float z1,
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float x2, float y2, float z2);
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#define GEOMETRY_H
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#endif
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