Adding a buggy FPS Camera with position and rotation

This commit is contained in:
2019-12-09 05:46:30 +02:00
parent ad56096eb3
commit b51c63ea0c
9 changed files with 255 additions and 106 deletions
+2
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@@ -115,6 +115,7 @@
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="camera.cpp" />
<ClCompile Include="geometry.cpp" />
<ClCompile Include="main.cpp" />
<ClCompile Include="model.cpp" />
@@ -124,6 +125,7 @@
</ItemGroup>
<ItemGroup>
<ClInclude Include="geometry.h" />
<ClInclude Include="camera.h" />
<ClInclude Include="model.h" />
<ClInclude Include="renderer.h" />
<ClInclude Include="tgaimage.h" />
+6
View File
@@ -33,6 +33,9 @@
<ClCompile Include="renderer.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="camera.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="util_window.h">
@@ -50,5 +53,8 @@
<ClInclude Include="renderer.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="camera.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
</Project>
+120
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@@ -0,0 +1,120 @@
#include "camera.h"
Camera::Camera()
{
fov = 30;
position = Vec3f(0, 0, 0);
rotation = Vec3f(0, 0, 0);
up = Vec3f(0, 0, 0);
right = Vec3f(0, 0, 0);
forward = Vec3f(0, 0, 0);
near_plane = 0;
far_plane = 15;
horizontal_camera_speed = 0.5;
vertical_camera_speed = 0.5;
vertical_camera_clamp_up = 90;
vertical_camera_clamp_down = -90;
}
Vec3f Camera::GetForward() {
return forward;
}
void Camera::Move(Vec3f move_vec) {
position = position + move_vec;
}
void Camera::SetPosition(Vec3f pos) {
position = pos;
}
void Camera::Rotate(Vec3f rot_vec) {
rotation = rotation + rot_vec;
}
void Camera::SetRotation(Vec3f rot) {
rotation = rot;
}
void Camera::SetFOV(int angle) {
fov = angle;
}
void Camera::SetVerticalRotSpeed(float speed) {
vertical_camera_speed = speed;
}
void Camera::SetHorizontalRotSpeed(float speed) {
horizontal_camera_speed = speed;
}
void Camera::SetClampRotUp(float angle) {
vertical_camera_clamp_up = angle;
}
void Camera::SetClampRotDown(float angle) {
vertical_camera_clamp_down = angle;
}
void Camera::SetNearPlane(float near_val) {
near_plane = near_val;
}
void Camera::SetFarPlane(float far_val) {
far_plane = far_val;
}
void Camera::rotate_camera_right() {
rotation.y += horizontal_camera_speed;
}
void Camera::rotate_camera_left() {
rotation.y -= horizontal_camera_speed;
}
void Camera::rotate_camera_up() {
rotation.x += vertical_camera_speed;
if (rotation.x > vertical_camera_clamp_up) rotation.x = 90;
}
void Camera::rotate_camera_down() {
rotation.x -= vertical_camera_speed;
if (rotation.x < vertical_camera_clamp_down) rotation.x = -90;
}
#define MOVEMENT_SPEED 0.05f;
void Camera::move_camera_left() {
position = position - right * MOVEMENT_SPEED;
}
void Camera::move_camera_right() {
position = position + right * MOVEMENT_SPEED;
}
void Camera::move_camera_forward() {
position = position + forward * MOVEMENT_SPEED;
}
void Camera::move_camera_backward() {
position = position - forward * MOVEMENT_SPEED;
}
void Camera::ApplyChanges() {
forward = Vec3f(sin(rotation.y * DEG2RAD), -sin(rotation.x * DEG2RAD), -cosf(rotation.y*DEG2RAD) * cosf(rotation.x*DEG2RAD));
right = Vec3f(cos(rotation.y*DEG2RAD), 0, sin(rotation.y * DEG2RAD));
up = cross(right, forward);
}
Matrix Camera::GetModelViewMatrix() {
Vec3f center = position + forward;
Vec3f z = (position - center).normalize();
Vec3f x = cross(up, z).normalize();
Vec3f y = cross(z, x).normalize();
Matrix Minv = Matrix::identity();
Matrix Tr = Matrix::identity();
for (int i = 0; i < 3; i++) {
Minv[0][i] = x[i];
Minv[1][i] = y[i];
Minv[2][i] = z[i];
Tr[i][3] = -center[i];
}
return Minv * Tr;
}
Matrix Camera::GetProjectionMatrix() {
Matrix Projection = Matrix::identity();
Projection[0][0] = 1 / tan(fov * DEG2RAD);
Projection[1][1] = 1 / tan(fov * DEG2RAD);
Projection[2][2] = (far_plane + near_plane) / (far_plane - near_plane);
Projection[2][3] = (-2 * far_plane * near_plane) / (far_plane - near_plane);
Projection[3][2] = -1;
return Projection;
}
+48
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@@ -0,0 +1,48 @@
#ifndef __CAMERA_HEADER__
#define __CAMERA_HEADER__
#include "geometry.h"
class Camera {
private:
Vec3f position;
Vec3f rotation;
Vec3f up;
Vec3f right;
Vec3f forward;
float fov;
float near_plane;
float far_plane;
float horizontal_camera_speed;
float vertical_camera_speed;
float vertical_camera_clamp_up;
float vertical_camera_clamp_down;
public:
Camera();
void SetPosition(Vec3f pos);
void SetRotation(Vec3f rot);
void Move(Vec3f move_vec);
void Rotate(Vec3f rot_vec);
void SetFOV(int angle);
void SetNearPlane(float near_val);
void SetFarPlane(float far_val);
void SetVerticalRotSpeed(float speed);
void SetHorizontalRotSpeed(float speed);
void SetClampRotUp(float angle);
void SetClampRotDown(float angle);
Vec3f GetForward();
void rotate_camera_right();
void rotate_camera_left();
void rotate_camera_up();
void rotate_camera_down();
void move_camera_left();
void move_camera_right();
void move_camera_forward();
void move_camera_backward();
void ApplyChanges();
Matrix GetModelViewMatrix();
Matrix GetProjectionMatrix();
};
#endif
+3
View File
@@ -1,10 +1,13 @@
#ifndef __GEOMETRY_H__
#define __GEOMETRY_H__
#define _USE_MATH_DEFINES
#include <cmath>
#include <vector>
#include <cassert>
#include <iostream>
#define DEG2RAD M_PI/180
template<size_t DimCols,size_t DimRows,typename T> class mat;
template <size_t DIM, typename T> struct vec {
+36 -25
View File
@@ -6,8 +6,10 @@
const int screen_width = 1000;
const int screen_height = 1000;
int prev_mouse_x = 0;
int prev_mouse_y = 0;
#define TARGET_FRAMERATE 30
int prev_mouse_x = screen_width/2;
int prev_mouse_y = screen_height/2;
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
{
@@ -15,17 +17,13 @@ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine
MSG Msg;
hwnd = create_window(hInstance);
ShowCursor(false);
ShowWindow(hwnd, nCmdShow);
char debug_str[100];
init_camera();
clock_t first_time = clock();
render();
clock_t end_time = clock();
Update();
sprintf_s(debug_str, "%f\n", (double)(end_time - first_time) / CLOCKS_PER_SEC);
OutputDebugString(debug_str);
SetTimer(hwnd, NULL, 1000 / TARGET_FRAMERATE, (TIMERPROC)FixedUpdate);
while (GetMessage(&Msg, NULL, 0, 0))
{
@@ -35,34 +33,49 @@ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine
return Msg.wParam;
}
bool HandleMouseMovement(LPARAM lParam) {
bool HandleMouseMovement() {
int xPos, yPos;
xPos = LOWORD(lParam);
yPos = HIWORD(lParam);
POINT point;
GetCursorPos(&point);
bool movement_detected_x = true;
bool movement_detected_y = true;
if (xPos > prev_mouse_x)
move_camera_right();
else if (xPos < prev_mouse_x)
move_camera_left();
if (point.x > prev_mouse_x)
camera.rotate_camera_right();
else if (point.x < prev_mouse_x)
camera.rotate_camera_left();
else
movement_detected_x = false;
prev_mouse_x = xPos;
if (yPos > prev_mouse_y)
move_camera_up();
else if (yPos < prev_mouse_y)
move_camera_down();
if (point.y > prev_mouse_y)
camera.rotate_camera_up();
else if (point.y < prev_mouse_y)
camera.rotate_camera_down();
else
movement_detected_y = false;
prev_mouse_y = yPos;
SetCursorPos(prev_mouse_x, prev_mouse_y);
return movement_detected_x || movement_detected_y;
}
void Update_Window() {
bool HandleButtonPressed() {
if (GetAsyncKeyState(VK_UP) & 0x8000)
camera.move_camera_forward();
if (GetAsyncKeyState(VK_DOWN) & 0x8000)
camera.move_camera_backward();
if (GetAsyncKeyState(VK_RIGHT) & 0x8000)
camera.move_camera_right();
if (GetAsyncKeyState(VK_LEFT) & 0x8000)
camera.move_camera_left();
return true;
}
void CALLBACK FixedUpdate(HWND hwnd, UINT message, UINT uInt, DWORD dWord)
{
HandleMouseMovement();
HandleButtonPressed();
camera.ApplyChanges();
render();
Update();
}
@@ -72,8 +85,6 @@ LRESULT CALLBACK WndProc(HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam)
switch (message)
{
case WM_MOUSEMOVE:
if(HandleMouseMovement(lParam))
Update_Window();
break;
case WM_RBUTTONDOWN:
break;
+31 -70
View File
@@ -1,5 +1,4 @@
#define _USE_MATH_DEFINES
#include <vector>
#include <vector>
#include <algorithm>
#include <limits>
#include "tgaimage.h"
@@ -8,44 +7,41 @@
#include "renderer.h"
#include "util_window.h"
#include <ctime>
#include "camera.h"
#define DEG2RAD M_PI/180
#define HORIZONTAL_CAMERA_SPEED 1
#define VERTICAL_CAMERA_SPEED 1
#define VERTICAL_CAMERA_CLAMP_UP 90
#define VERTICAL_CAMERA_CLAMP_DOWN -90
#define NEAR_CLIP_PLANE 0
#define FAR_CLIP_PLANE 15
#define FOV 15
#define FOV 30
#define DEFAULT_CAMERA_POS Vec3f(0, 0, 5)
#define DEFAULT_CAMERA_ROT Vec3f(0, 0, 0)
const TGAColor white = TGAColor(255, 255, 255, 255);
const TGAColor red = TGAColor(255, 0, 0, 255);
const TGAColor green = TGAColor(0, 255, 0, 255);
const TGAColor blue = TGAColor(0, 0, 255, 255);
const int depth = 255;
int angle_hor = 0;
int angle_ver = 0;
bool wireframe = false;
Model* model = new Model("african_head.obj");
Camera camera;
float* z_buffer = new float[screen_width * screen_height];
Vec3f light_dir = Vec3f(0, 0, 1).normalize();
Vec3f eye(0, 0, 5);
Vec3f center(0, 0, 0);
Matrix viewport(int x, int y, int w, int h) {
Matrix m = Matrix::identity();
m[0][3] = x + w / 2.f;
m[1][3] = y + h / 2.f;
m[2][3] = depth / 2.f;
m[2][3] = (FAR_CLIP_PLANE-NEAR_CLIP_PLANE) / 2.f;
m[0][0] = w / 2.f;
m[1][1] = h / 2.f;
m[2][2] = depth / 2.f;
m[2][2] = (FAR_CLIP_PLANE+NEAR_CLIP_PLANE) / 2.f;
return m;
}
@@ -143,6 +139,7 @@ void triangle(
Vec2i clamp(screen_width - 1, screen_height - 1);
TGAColor color = white;
#pragma omp parallel for
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 2; j++) {
bounding_box_min[j] = std::fmax(0, std::fmin(bounding_box_min[j], (int)pts[i][j]));
@@ -151,6 +148,7 @@ void triangle(
}
Vec3f P;
#pragma omp parallel for
for (P.x = bounding_box_min.x; P.x <= bounding_box_max.x; P.x++) {
for (P.y = bounding_box_min.y; P.y <= bounding_box_max.y; P.y++) {
Vec3f bc_coord = barycentric(pts, P);
@@ -168,7 +166,7 @@ void triangle(
for (int i = 0; i < 3; i++) P.z += pts[i][2] * bc_coord[i];
// Coloring according to the Z-Buffer
if (P.z > z_buffer[(int)(P.x + P.y * screen_width)] && P.z > 20 && P.z < 50)
if (P.z > z_buffer[(int)(P.x + P.y * screen_width)] && P.z > 0)
{
z_buffer[(int)(P.x + P.y * screen_width)] = P.z;
@@ -196,77 +194,40 @@ int color_to_int(TGAColor col) {
return (col[2] << 16) | (col[1] << 8) | col[0];
}
void init_camera() {
camera.SetPosition(DEFAULT_CAMERA_POS);
camera.SetRotation(DEFAULT_CAMERA_ROT);
camera.SetFOV(FOV);
camera.SetNearPlane(NEAR_CLIP_PLANE);
camera.SetFarPlane(FAR_CLIP_PLANE);
camera.SetClampRotDown(VERTICAL_CAMERA_CLAMP_DOWN);
camera.SetClampRotUp(VERTICAL_CAMERA_CLAMP_UP);
camera.SetHorizontalRotSpeed(HORIZONTAL_CAMERA_SPEED);
camera.SetVerticalRotSpeed(VERTICAL_CAMERA_SPEED);
camera.ApplyChanges();
}
void clear_zbuffer()
{
for (int i = 0; i < screen_width * screen_height; i++)
z_buffer[i] = INT_MIN;
}
Matrix lookat(Vec3f eye, Vec3f center, Vec3f up) {
Vec3f z = (eye-center).normalize();
Vec3f x = cross(up,z).normalize();
Vec3f y = cross(z,x).normalize();
Matrix Minv = Matrix::identity();
Matrix Tr = Matrix::identity();
for (int i=0; i<3; i++) {
Minv[0][i] = x[i];
Minv[1][i] = y[i];
Minv[2][i] = z[i];
Tr[i][3] = -center[i];
}
return Minv*Tr;
}
void move_camera_right() {
angle_hor += HORIZONTAL_CAMERA_SPEED;
}
void move_camera_left() {
angle_hor -= HORIZONTAL_CAMERA_SPEED;
}
void move_camera_up() {
angle_ver += VERTICAL_CAMERA_SPEED;
if (angle_ver > 90) angle_ver = 90;
}
void move_camera_down() {
angle_ver -= VERTICAL_CAMERA_SPEED;
if (angle_ver < -90) angle_ver = -90;
}
Matrix ViewPort = Matrix::identity();
Matrix Projection = Matrix::identity();
Matrix ModelView = Matrix::identity();
void render()
{
Vec3f forward = Vec3f(
sinf(angle_hor * DEG2RAD),
-sinf(angle_ver * DEG2RAD),
-cosf(angle_hor*DEG2RAD) * cosf(angle_ver*DEG2RAD));
Vec3f right = Vec3f(sinf(angle_hor*DEG2RAD + M_PI_2), 0, 0);
center = eye + forward;
//ViewPort = viewport(0, 0, screen_width, screen_height);
ViewPort = viewport(screen_width / 8, screen_height / 8, screen_width * 3 / 4, screen_height * 3 / 4);
ModelView = lookat(eye, center, cross(right, forward));
Projection[0][0] = 1 / tanf(FOV * DEG2RAD);
Projection[1][1] = 1 / tanf(FOV * DEG2RAD);
Projection[2][2] = (FAR_CLIP_PLANE + NEAR_CLIP_PLANE) / (FAR_CLIP_PLANE - NEAR_CLIP_PLANE);
Projection[2][3] = (-2 * FAR_CLIP_PLANE * NEAR_CLIP_PLANE) / (FAR_CLIP_PLANE - NEAR_CLIP_PLANE);
Projection[3][2] = -1.f / (forward).norm();
//Projection[3][2] = 1;
//Projection[3][3] = 0;
// model->rotate(Vec3f(0, 180, 0));
// model->ApplyTransform();
light_dir = camera.GetForward() * -1;
ViewPort = viewport(0, 0, screen_width, screen_height);
Projection = camera.GetProjectionMatrix();
ModelView = camera.GetModelViewMatrix();
Matrix z = ViewPort * Projection * ModelView * model->Transform;
clear_zbuffer();
#pragma omp parallel for
for (int i = 0; i < model->nfaces(); i++)
{
std::vector<int> face = model->face(i);
+3 -6
View File
@@ -1,16 +1,13 @@
#ifndef RENDERER_HEADER
#define RENDERER_HEADER
#include "tgaimage.h"
#include "camera.h"
extern int angle_hor;
extern int angle_ver;
extern float* z_buffer;
extern Camera camera;
void move_camera_right();
void move_camera_left();
void move_camera_up();
void move_camera_down();
void init_camera();
void render();
int color_to_int(TGAColor col);
#endif
+1
View File
@@ -31,5 +31,6 @@ void set_pixel(unsigned int x, unsigned int y, unsigned int color);
void Update();
LRESULT CALLBACK WndProc(HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam);
void CALLBACK FixedUpdate(HWND hwnd, UINT message, UINT uInt, DWORD dWord);
#endif