cube foo init
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@ -14,9 +14,9 @@ typedef struct TRIANGLE {
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} TRIANGLE;
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class Mesh {
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protected:
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usu::vector<VECTOR> m_vertices;
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usu::vector<TRIANGLE> m_triangles;
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public:
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usu::vector<VECTOR> vertices;
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usu::vector<TRIANGLE> triangles;
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};
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#endif // MESH_HPP
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@ -8,10 +8,14 @@
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class ModelInstance : Renderable {
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private:
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FIXED m_scale;
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VECTOR m_rotation;
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VECTOR m_rotation; // though technically "FIXED"'s, these are simply s32's
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// where [0, 2pi] -> [0, 0xFFFF] in the x,y,z axes
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VECTOR m_pos;
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std::shared_ptr<Mesh> m_mesh;
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public:
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void render(std::shared_ptr<Scene> scene_context);
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};
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#endif // MODEL_INSTANCE_HPP
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@ -1,20 +1,23 @@
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#ifndef CANVAS_HPP
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#define CANVAS_HPP
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#ifndef SCENE_HPP
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#define SCENE_HPP
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#include "mesh.hpp"
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#include "model_instance.hpp"
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#include "vector.hpp"
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#include <cstdint>
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#include <tonc.h>
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class Scene {
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private:
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usu::vector<Mesh> meshes;
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std::uint32_t width;
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std::uint32_t height;
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public:
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Scene();
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usu::vector<Renderable> renderables;
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std::tuple<std::uint16_t, std::uint16_t>
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viewport_dimension; // <width, height>
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std::tuple<std::uint16_t, std::uint16_t> scene_dimension;
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VECTOR directional_light;
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FIXED z_plane;
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Scene();
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void render();
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POINT project_2d(VECTOR vertex);
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};
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#endif // SCENE_HPP
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@ -2,5 +2,5 @@
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Cube::Cube() {
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for (std::uint8_t i = 0; i < 8; ++i)
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m_vertices.add({(i >> 2) & 1, (i >> 1) & 1, i & 1});
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vertices.add({(i >> 2) & 1, (i >> 1) & 1, i & 1});
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}
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11
src/mesh.hpp
11
src/mesh.hpp
@ -1,11 +0,0 @@
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#include "mesh.hpp"
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#include "scene.hpp"
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#include <tuple>
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void Mesh::render(std::shared_ptr<Scene> scene_context) {
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for (const TRIANGLE triangle : m_triangles) {
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VECTOR v0 = m_vertices[std::get<0>(triangle.vertex_indices)];
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VECTOR v1 = m_vertices[std::get<1>(triangle.vertex_indices)];
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VECTOR v2 = m_vertices[std::get<2>(triangle.vertex_indices)];
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}
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}
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161
src/model_instance.cpp
Normal file
161
src/model_instance.cpp
Normal file
@ -0,0 +1,161 @@
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#include "model_instance.hpp"
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#include "scene.hpp"
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#include <tuple>
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/**
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static inline POINT viewportToScreen (POINT *point) {
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// Convert a viewport coordinate to screen x, y
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return createPoint(fixed_multiply(point->x, fixed_divide(WINDOW_WIDTH <<
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FIX_SHIFT, viewport_width << FIX_SHIFT)), fixed_multiply(point->y,
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fixed_divide(WINDOW_HEIGHT << FIX_SHIFT, viewport_height << FIX_SHIFT))
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);
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}
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static inline POINT projectVertex(VERTEX *vertex) {
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// Project a vertex to a point
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POINT temp;
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if (vertex->z != 0) {
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// Make sure we don't divide by zero
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temp = createPoint(fixed_multiply(vertex->x, fixed_divide(ZPlane <<
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FIX_SHIFT, vertex->z)), fixed_multiply(vertex->y, fixed_divide(ZPlane <<
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FIX_SHIFT, vertex->z))
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);
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}
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else {
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temp = createPoint(0, 0);
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}
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temp = viewportToScreen(&temp);
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return temp;
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}
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void renderInstance(INSTANCE *instance, SDL_Renderer *renderer) {
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// Render an instance
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// Array for projected points
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POINT projected[instance->model->vertices_length];
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// Pointers for transformed vertices
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VERTEX *transformed = malloc(sizeof(VERTEX) *
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instance->model->vertices_length);
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for (int i = 0; i < instance->model->vertices_length; i++) {
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// Apply translation and rotation
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*(transformed + i) = *(instance->model->vertices + i);
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applyXRotation((transformed + i), *instance->xRotation);
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applyYRotation((transformed + i), *instance->yRotation);
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applyZRotation((transformed + i), *instance->zRotation);
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*(transformed + i) = addVertices((transformed + i),
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instance->position);
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// Project vertices
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projected[i] = projectVertex(transformed + i);
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}
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VERTEX n, copyV;
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// A directional light source
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VERTEX playerLight = createVertex(0, 0, -1 << FIX_SHIFT);
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normalizeVertex(&playerLight);
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TRIANGLE *addr;
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FIXED intensity;
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COLOR clr;
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for (int i = 0; i < instance->model->triangles_length; i++) {
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// Render the triangle
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addr = (instance->model->triangles + i);
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n = computeNormal(transformed, addr);
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normalizeVertex(&n);
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// Intensity of light on the triangle
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intensity = fixed_multiply(dotProduct(&n, &playerLight) + (1 <<
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FIX_SHIFT), 127 << FIX_SHIFT); copyV = *(transformed + addr->v2);
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normalizeVertex(©V);
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// Grayscale color of the triangle from light intensity
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clr = createColor(intensity >> FIX_SHIFT, intensity >> FIX_SHIFT,
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intensity >> FIX_SHIFT);
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if (dotProduct(&n, ©V) < 0) {
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// The triangle is viewable by the camera
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drawFilledTriangle(
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&(projected[addr->v0]),
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&(projected[addr->v1]),
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&(projected[addr->v2]),
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&clr,
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renderer
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);
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}
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}
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transformed = NULL;
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free(transformed);
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static inline void applyXRotation(VERTEX *vertex, FIXED xRotation) {
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// Apply rotation to vertex on x-axis
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FIXED sinTheta = float_to_fixed(sin(fixed_to_float(xRotation) * (3.14159 /
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180))); FIXED cosTheta = float_to_fixed(cos(fixed_to_float(xRotation) * (3.14159
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/ 180))); FIXED y = vertex->y; FIXED z = vertex->z; vertex->y =
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fixed_multiply(y, cosTheta) - fixed_multiply(z, sinTheta); vertex->z =
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fixed_multiply(z, cosTheta) + fixed_multiply(y, sinTheta);
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}
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static inline void applyYRotation(VERTEX *vertex, FIXED yRotation) {
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// Apply rotation to vertex on y-axis
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FIXED sinTheta = float_to_fixed(sin(fixed_to_float(yRotation) * (3.14159 /
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180))); FIXED cosTheta = float_to_fixed(cos(fixed_to_float(yRotation) * (3.14159
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/ 180))); FIXED x = vertex->x; FIXED z = vertex->z; vertex->x =
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fixed_multiply(x, cosTheta) + fixed_multiply(z, sinTheta); vertex->z =
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fixed_multiply(z, cosTheta) - fixed_multiply(x, sinTheta);
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}
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static inline void applyZRotation(VERTEX *vertex, FIXED zRotation) {
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// Apply rotation to vertex on z-axis
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FIXED sinTheta = float_to_fixed(sin(fixed_to_float(zRotation) * (3.14159 /
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180))); FIXED cosTheta = float_to_fixed(cos(fixed_to_float(zRotation) * (3.14159
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/ 180))); FIXED x = vertex->x; FIXED y = vertex->y; vertex->x =
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fixed_multiply(x, cosTheta) - fixed_multiply(y, sinTheta); vertex->y =
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fixed_multiply(y, cosTheta) + fixed_multiply(x, sinTheta);
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}
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}
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*/
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VECTOR rotate(VECTOR v, VECTOR rot) {
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FIXED sin_theta_x, sin_theta_y, sin_theta_z;
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FIXED cos_theta_x, cos_theta_y, cos_theta_z;
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VECTOR res = {v.x, v.y, v.z};
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if (rot.x != 0) {
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sin_theta_x = lu_sin(rot.x) >> 4;
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cos_theta_x = lu_cos(rot.x) >> 4;
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res.y = fxmul(res.y, cos_theta_x) - fxmul(res.z, sin_theta_x);
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res.z = fxmul(res.z, cos_theta_x) + fxmul(res.y, sin_theta_x);
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}
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if (rot.y != 0) {
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sin_theta_y = lu_sin(rot.y) >> 4;
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cos_theta_y = lu_cos(rot.y) >> 4;
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res.x = fxmul(res.x, cos_theta_y) + fxmul(res.z, sin_theta_y);
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res.z = fxmul(res.z, cos_theta_y) - fxmul(res.x, sin_theta_y);
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}
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if (rot.z != 0) {
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sin_theta_z = lu_sin(rot.z) >> 4;
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cos_theta_z = lu_cos(rot.z) >> 4;
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res.x = fxmul(res.x, cos_theta_z) - fxmul(res.y, sin_theta_z);
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res.y = fxmul(res.z, cos_theta_z) + fxmul(res.x, sin_theta_z);
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}
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return res;
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};
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void ModelInstance::render(std::shared_ptr<Scene> scene_context) {
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usu::vector<VECTOR> transformed(m_mesh->vertices.size());
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usu::vector<POINT> projected(transformed.size());
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for (std::uint32_t i = 0; i < transformed.size(); i++) {
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transformed[i] = rotate(m_mesh->vertices[i], m_rotation);
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projected[i] = scene_context->project_2d(m_mesh->vertices[i]);
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}
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for (const TRIANGLE triangle : m_mesh->triangles) {
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VECTOR v0 = transformed[std::get<0>(triangle.vertex_indices)];
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VECTOR v1 = transformed[std::get<1>(triangle.vertex_indices)];
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VECTOR v2 = transformed[std::get<2>(triangle.vertex_indices)];
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}
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}
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@ -0,0 +1,29 @@
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#include "scene.hpp"
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#include <memory>
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Scene::Scene() {
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directional_light = {0, 0, -1};
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viewport_dimension = {2, 3};
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scene_dimension = {SCREEN_WIDTH, SCREEN_HEIGHT};
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z_plane = int2fx(1);
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}
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void Scene::render() {
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auto this_ptr = std::make_shared<Scene>(this);
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for (auto renderable : renderables) {
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renderable.render(this_ptr);
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}
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}
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POINT Scene::project_2d(VECTOR vertex) {
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POINT pt = {0, 0};
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if (vertex.z != 0) {
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pt.x = fxdiv(z_plane, vertex.z);
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pt.y = fxmul(vertex.y, pt.x);
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pt.x = fxmul(vertex.x, pt.x);
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}
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return pt;
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}
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