Files
ImprovGFX/OpenWindow/renderer.cpp
T
Youssef Assem 23dd149d48 importing data
2019-12-16 02:06:28 +02:00

118 lines
3.5 KiB
C++

#include "model.h"
#include "renderer.h"
#include "util_window.h"
#include "camera.h"
#include "util_renderer.h"
#include "colladamodel.h"
#define HORIZONTAL_CAMERA_SPEED 0.1
#define VERTICAL_CAMERA_SPEED 0.1
#define VERTICAL_CAMERA_CLAMP_UP 90
#define VERTICAL_CAMERA_CLAMP_DOWN -90
#define NEAR_CLIP_PLANE 0
#define FAR_CLIP_PLANE 10
#define FOV 30
#define CAMERA_MOVEMENT_SPEED 0.05f
#define DEFAULT_CAMERA_POS Vec3f(0, 0, 5)
#define DEFAULT_CAMERA_ROT Vec3f(0, 0, 0)
#define LIGHT_INTENSITY 2.f
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);
Matrix ViewPort = Matrix::identity();
Matrix ModelView = Matrix::identity();
Matrix Projection = Matrix::identity();
ColladaModel* model = new ColladaModel("sssssssssssss.dae");
Camera camera;
Vec3f light_dir = Vec3f(1, 1, 1).normalize();
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.SetMovementSpeed(CAMERA_MOVEMENT_SPEED);
camera.ApplyChanges();
}
void clear_zbuffer()
{
for (int i = 0; i < screen_width * screen_height; i++)
z_buffer[i] = 0;
}
struct TextureShader : public IShader {
mat<2, 3, float> varying_uv_coords;
Matrix uniform_mit;
Matrix uniform_m;
virtual Vec4f vertex(int iface, int nthvert) {
varying_uv_coords.set_col(nthvert, model->uv(iface, nthvert));
Vec4f gl_Vertex = embed<4>(model->vertix(iface, nthvert));
return ViewPort * Projection * ModelView * gl_Vertex; // transform it to screen coordinates
}
virtual bool fragment(Vec3f bar, TGAColor &color) {
Vec2f uv = varying_uv_coords * bar;
Vec3f normal = Vec3f(uniform_mit * Vec4f(model->normal(uv))).normalize();
Vec3f light = Vec3f(uniform_m * Vec4f(light_dir)).normalize();
Vec3f reflection = (normal * (normal*light*2.f) - light).normalize();
float spec_intensity = pow(std::fmax(reflection.z, 0.f), model->specular(uv));
float diff_intensity = std::fmax(0.f, (normal*light));
TGAColor c = model->diffuse(uv);
color = c;
for (int i = 0; i < 3; i++)
color[i] = std::fmin(1 + c[i] * (diff_intensity + 0.8 * spec_intensity), 255) * LIGHT_INTENSITY;
return false;
}
};
void render()
{
{
//light_dir = camera.GetForward().normalize() * -1;
}
{
viewport(0, 0, screen_width, screen_height, FAR_CLIP_PLANE, NEAR_CLIP_PLANE);
Projection = camera.GetProjectionMatrix();
ModelView = camera.GetModelViewMatrix();
}
//Matrix z = ViewPort * Projection * ModelView * model->Transform;
clear_zbuffer();
TextureShader shader;
shader.uniform_m = (Projection);
shader.uniform_mit = (Projection).invert_transpose();
#pragma omp parallel for
for (int i = 0; i < model->nfaces(); i++) {
Vec4f screen_coords[3];
bool out = true;
#pragma omp parallel for
for (int j = 0; j < 3; j++) {
screen_coords[j] = shader.vertex(i, j);
Vec3f screen3(screen_coords[j]);
if (screen3.x > 0 && screen3.x < screen_width && screen3.y > 0 && screen3.y < screen_height) out = false;
}
if(!out)
triangle(screen_coords, shader);
}
}