render and culling options
This commit is contained in:
parent
86ebc14924
commit
57699deea9
@ -17,6 +17,18 @@ extern SDL_Texture* color_buffer_texture;
|
||||
extern int window_width;
|
||||
extern int window_height;
|
||||
|
||||
enum render_methods {
|
||||
RENDER_WIRE_VERTEX,
|
||||
RENDER_WIRE,
|
||||
RENDER_FILL_TRIANGLE,
|
||||
RENDER_FILL_TRIANGLE_LINE,
|
||||
};
|
||||
|
||||
enum cull_methods {
|
||||
CULL_NONE,
|
||||
CULL_BACKFACE,
|
||||
};
|
||||
|
||||
bool initialize_window(void);
|
||||
void draw_grid(void);
|
||||
void draw_pixel(int x, int y, uint32_t color);
|
||||
|
||||
@ -33,6 +33,10 @@ vec3_t camera_position = { 0, 0, 0 };
|
||||
float fov_factor = 640;
|
||||
|
||||
bool is_running = false;
|
||||
|
||||
int cull_method = CULL_BACKFACE;
|
||||
int render_method = RENDER_WIRE_VERTEX;
|
||||
|
||||
uint32_t previous_frame_time = 0;
|
||||
|
||||
void setup(void) {
|
||||
@ -72,6 +76,26 @@ void process_input(void) {
|
||||
if (event.key.keysym.sym == SDLK_RIGHT)
|
||||
mesh.rotation.y += STEP;
|
||||
break;
|
||||
case SDL_KEYUP:
|
||||
SDL_Keycode key = event.key.keysym.sym;
|
||||
if (key == SDLK_c) {
|
||||
cull_method = !cull_method;
|
||||
}
|
||||
|
||||
if (key == SDLK_1) {
|
||||
render_method = RENDER_WIRE_VERTEX;
|
||||
}
|
||||
if (key == SDLK_2) {
|
||||
render_method = RENDER_WIRE;
|
||||
}
|
||||
if (key == SDLK_3) {
|
||||
render_method = RENDER_FILL_TRIANGLE;
|
||||
}
|
||||
if (key == SDLK_4) {
|
||||
render_method = RENDER_FILL_TRIANGLE_LINE;
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
|
||||
|
||||
@ -132,29 +156,31 @@ void update(void) {
|
||||
transformed_vertices[j] = transformed_vertex;
|
||||
}
|
||||
|
||||
// check backface culling
|
||||
vec3_t vector_a = transformed_vertices[0]; /* A */
|
||||
vec3_t vector_b = transformed_vertices[1]; /* / \ */
|
||||
vec3_t vector_c = transformed_vertices[2]; /* C---B */
|
||||
if (cull_method == CULL_BACKFACE) {
|
||||
// check backface culling
|
||||
vec3_t vector_a = transformed_vertices[0]; /* A */
|
||||
vec3_t vector_b = transformed_vertices[1]; /* / \ */
|
||||
vec3_t vector_c = transformed_vertices[2]; /* C---B */
|
||||
|
||||
// get the vector subtraction of B-A and C-A
|
||||
vec3_t vector_ab = vec3_subtract(vector_b, vector_a);
|
||||
vec3_t vector_ac = vec3_subtract(vector_c, vector_a);
|
||||
vec3_normalize(&vector_ab);
|
||||
vec3_normalize(&vector_ac);
|
||||
// get the vector subtraction of B-A and C-A
|
||||
vec3_t vector_ab = vec3_subtract(vector_b, vector_a);
|
||||
vec3_t vector_ac = vec3_subtract(vector_c, vector_a);
|
||||
vec3_normalize(&vector_ab);
|
||||
vec3_normalize(&vector_ac);
|
||||
|
||||
// compute the face normal using the cross product to find perpindicular
|
||||
vec3_t normal = vec3_cross(vector_ab, vector_ac);
|
||||
vec3_normalize(&normal);
|
||||
// compute the face normal using the cross product to find perpindicular
|
||||
vec3_t normal = vec3_cross(vector_ab, vector_ac);
|
||||
vec3_normalize(&normal);
|
||||
|
||||
// find the vector between a point in the triangle and the camera origin
|
||||
vec3_t camera_ray = vec3_subtract(camera_position, vector_a);
|
||||
// find the vector between a point in the triangle and the camera origin
|
||||
vec3_t camera_ray = vec3_subtract(camera_position, vector_a);
|
||||
|
||||
// calculate how aligned the camera ray is with the face normal
|
||||
float dot_normal_camera = vec3_dot(normal, camera_ray);
|
||||
// calculate how aligned the camera ray is with the face normal
|
||||
float dot_normal_camera = vec3_dot(normal, camera_ray);
|
||||
|
||||
if (dot_normal_camera < 0) {
|
||||
continue;
|
||||
if (dot_normal_camera < 0) {
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
triangle_t projected_triangle;
|
||||
@ -188,13 +214,28 @@ void render(void) {
|
||||
|
||||
for (int i = 0; i < array_length(triangles_to_render); i++) {
|
||||
triangle_t triangle = triangles_to_render[i];
|
||||
draw_filled_triangle(triangle, 0xFF00FF00);
|
||||
draw_triangle(triangle, 0x0000ff);
|
||||
|
||||
//draw_triangle(triangle, 0xFFFF0000);
|
||||
//draw_rect(triangle.points[0].x, triangle.points[0].y, 3, 3, 0xFFFFFF00);
|
||||
//draw_rect(triangle.points[1].x, triangle.points[1].y, 3, 3, 0xFFFFFF00);
|
||||
//draw_rect(triangle.points[2].x, triangle.points[2].y, 3, 3, 0xFFFFFF00);
|
||||
switch (render_method) {
|
||||
case RENDER_WIRE:
|
||||
draw_triangle(triangle, 0x0000ff);
|
||||
break;
|
||||
case RENDER_WIRE_VERTEX:
|
||||
draw_triangle(triangle, 0x000055);
|
||||
draw_rect(triangle.points[0].x, triangle.points[0].y, 3, 3, 0xFFFFFF00);
|
||||
draw_rect(triangle.points[1].x, triangle.points[1].y, 3, 3, 0xFFFFFF00);
|
||||
draw_rect(triangle.points[2].x, triangle.points[2].y, 3, 3, 0xFFFFFF00);
|
||||
break;
|
||||
case RENDER_FILL_TRIANGLE:
|
||||
draw_filled_triangle(triangle, 0x0000ff);
|
||||
break;
|
||||
case RENDER_FILL_TRIANGLE_LINE:
|
||||
draw_filled_triangle(triangle, 0xff00);
|
||||
draw_triangle(triangle, 0x0000ff);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
//vec2_t m = triangle_midpoint(t);
|
||||
|
||||
@ -75,7 +75,7 @@ void load_file(void) {
|
||||
FILE* fp;
|
||||
char* tok;
|
||||
|
||||
fp = fopen("..\\assets\\cube.obj", "r");
|
||||
fp = fopen("..\\assets\\f22.obj", "r");
|
||||
|
||||
if (fp == NULL) {
|
||||
exit(EXIT_FAILURE);
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user