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ThreeCEngine.h
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223 lines (180 loc) · 7.68 KB
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/*
This is Engine is based on the OLCPixelGameEngine by Javidx9 (OneLoneCoder).
Please read the copyright notice in olcPixelGameEngine.h before usage of this header file.
If you are familiar with usage of olcPixelGameEngine, then you can be relieved to know
that all of the syntax is the same. The only new additions are the 3D rendering functions.
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2018 - 2020 OneLoneCoder.com
Redistribution and use in source and binary forms, with or without modification,
are permitted provided that the following conditions are met:
1. Redistributions or derivations of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
2. Redistributions or derivative works in binary form must reproduce the above
copyright notice. This list of conditions and the following disclaimer must be
reproduced in the documentation and/or other materials provided with the distribution.
3. Neither the name of the copyright holder nor the names of its contributors may
be used to endorse or promote products derived from this software without specific
prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
SUCH DAMAGE.
Compiling
~~~~~~~~~
Compiling intructions are given in olcPixelGameEngine.h, but make sure both of these
headers are present in your workspace beforehand.
Compiling on Mac
~~~~~~~~~~~~~~~~
The official version of olcPGE does not support MacOS. The olcPGE Header in this Xcode Project
is a fork of the original version to support Macs. You will require Xcode to run this Xcode
Project. Source: https://github.com/MumflrFumperdink/olcPGEMac
*/
#pragma once
#define INVALID 69420
#include <iostream>
#include "olcPixelGameEngine.h"
namespace tce
{
struct Vec3D
{
public:
float x;
float y;
float z;
};
// ONLY TO BE USED BY THE RENDERER CLASS
// YOU CAN CHANGE THE OPTIONS BY REFERING TO THEM FROM A RENDERER INSTANCE
struct Options
{
float fov = 100;
float renderDistance[2] = {10, 500};
};
// ONLY TO BE USED BY THE RENDERER CLASS
// YOU CAN CHANGE THE CAMERA PROPERTIES BY REFERING TO THEM FROM A RENDERER INSTANCE
struct Camera
{
Vec3D position = {0, 0, 0};
};
class Renderer
{
public:
olc::PixelGameEngine *game;
Options options;
Camera camera;
std::vector<std::vector<olc::vf2d>> renderPipeline;
Renderer(olc::PixelGameEngine *game)
{
this->game = game;
}
olc::vf2d getProjectedVertex(Vec3D vertex)
{
if (vertex.z > options.renderDistance[0] + camera.position.z && vertex.z < options.renderDistance[1] + camera.position.z)
{
olc::vf2d projectedVertex = olc::vf2d(
options.fov * (vertex.x - camera.position.x) / (vertex.z - camera.position.z),
options.fov * (vertex.y - camera.position.y) / (vertex.z - camera.position.z));
return projectedVertex;
}
else
return olc::vf2d(INVALID, INVALID);
}
bool vertexIsValid(olc::vf2d vertex)
{
return !(vertex.x == INVALID && vertex.y == INVALID);
}
void render()
{
for (int i = 0; i < renderPipeline.size(); i++)
{
std::vector<olc::vf2d> face = renderPipeline[i];
unsigned long length = face.size();
// Triangulation algorithm only for convex shapes
for (int j = 1; j < length - 1; j++)
if (vertexIsValid(face[0]) && vertexIsValid(face[j]) && vertexIsValid(face[j + 1]))
game->FillTriangle(face[0], face[j], face[j + 1]);
}
renderPipeline.clear();
}
};
class Face
{
public:
std::vector<Vec3D> vertices;
Face(std::vector<Vec3D> vertices)
{
this->vertices = vertices;
}
void addToRenderPipeline(Renderer *renderer)
{
std::vector<olc::vf2d> projectedVertices;
for (int i = 0; i < vertices.size(); i++)
{
olc::vf2d projectedVertex = renderer->getProjectedVertex(vertices[i]);
// Offset points to make origin point center
projectedVertex.x += renderer->game->ScreenWidth() / 2;
projectedVertex.y += renderer->game->ScreenHeight() / 2;
projectedVertices.push_back(projectedVertex);
}
renderer->renderPipeline.push_back(projectedVertices);
}
};
void DrawCube(Vec3D position, Vec3D size, Renderer *renderer)
{
size.z /= 5; // To counteract weird projection glitches
std::vector<Vec3D> frontVertices = {
position,
{position.x, position.y + size.y, position.z},
{position.x + size.x, position.y + size.y, position.z},
{position.x + size.x, position.y, position.z}
};
std::vector<Vec3D> backVertices = {
{position.x, position.y, position.z + size.z},
{position.x, position.y + size.y, position.z + size.z},
{position.x + size.x, position.y + size.y, position.z + size.z},
{position.x + size.x, position.y, position.z + size.z}
};
std::vector<Vec3D> leftVertices = {
position,
{position.x, position.y, position.z + size.z},
{position.x, position.y + size.y, position.z + size.z},
{position.x, position.y + size.y, position.z}
};
std::vector<Vec3D> rightVertices = {
{position.x + size.x, position.y, position.z},
{position.x + size.x, position.y, position.z + size.z},
{position.x + size.x, position.y + size.y, position.z + size.z},
{position.x + size.x, position.y + size.y, position.z}
};
std::vector<Vec3D> topVertices = {
position,
{position.x, position.y, position.z + size.z},
{position.x + size.x, position.y, position.z + size.z},
{position.x + size.x, position.y, position.z}
};
std::vector<Vec3D> bottomVertices = {
{position.x, position.y + size.y, position.z},
{position.x, position.y + size.y, position.z + size.z},
{position.x + size.x, position.y + size.y, position.z + size.z},
{position.x + size.x, position.y + size.y, position.z}
};
Face front(frontVertices);
Face back(backVertices);
Face left(leftVertices);
Face right(rightVertices);
Face top(topVertices);
Face bottom(bottomVertices);
front.addToRenderPipeline(renderer);
back.addToRenderPipeline(renderer);
left.addToRenderPipeline(renderer);
right.addToRenderPipeline(renderer);
top.addToRenderPipeline(renderer);
bottom.addToRenderPipeline(renderer);
}
} // namespace tce