Really dumb functions

This commit is contained in:
Carlos Sanchez 2024-08-02 00:56:29 -04:00
parent ccc2823c83
commit 362ed0802c
2 changed files with 23 additions and 35 deletions

View File

@ -158,6 +158,22 @@ func (m *Mat44f) SetRotationZ(radang float32) {
m[2] = -m[4]
}
// TODO: need roll too
func (m *Mat44f) SetModel(loc *Vec3f, yaw float32, pitch float32, scale float32, up *Vec3f) Vec3f {
// Use sphere equation to compute lookat vector through the two
// player-controled angles (pitch and yaw)
lookvec := Vec3f{
Z: float32(-math.Sin(float64(pitch)) * math.Cos(float64(yaw))),
X: float32(math.Sin(float64(pitch)) * math.Sin(float64(yaw))),
Y: float32(math.Cos(float64(pitch))),
}
m.SetLookAt(loc, loc.Add(&lookvec), up)
m.Set(0, 0, m.Get(0, 0)*scale)
m.Set(1, 1, m.Get(1, 1)*scale)
m.Set(2, 2, m.Get(2, 2)*scale)
return lookvec
}
// Note: use {0,1,0} for up for normal use
func (m *Mat44f) SetLookAt(from *Vec3f, to *Vec3f, up *Vec3f) {
forward := from.Sub(to).Normalize()

View File

@ -94,12 +94,6 @@ func main() {
rb := hrend.NewRenderbuffer(fb, Width, Height)
o, texture := loadDefault()
// light := hrend.Vec3f{
// X: 0,
// Y: 0,
// Z: -1,
// }
var thing hrend.Vec2i
log.Print(thing)
@ -118,19 +112,11 @@ func main() {
camtrans := hrend.Vec3f{X: 0, Y: 0, Z: ZOffset}
camup := hrend.Vec3f{X: 0, Y: 1, Z: 0}
lookvec := hrend.Vec3f{X: 0, Y: 0, Z: -1}
// In our system, 0 degree yaw is facing -Z, into the scene
yaw := float32(0)
pitch := float32(math.Pi / 2) // Start looking flat
// in all three directions... I think??
//yrot := float32(0.0)
//var camrotation, camtrans hrend.Mat44f
//camrotation.SetIdentity()
//var camrotx, camroty, camrotz hrend.Mat44f
//var camrotx, camroty hrend.Mat44f
var camera hrend.Mat44f
var camera, moverot hrend.Mat44f
for !rl.WindowShouldClose() {
@ -156,7 +142,7 @@ func main() {
newcamtrans.X -= Movement / Fps
}
// Moving forward moves in the negative z direction, since we FACE
// the -z axis
// the -z axis (the camera does anyway)
if rl.IsKeyDown(rl.KeyW) {
newcamtrans.Z -= Movement / Fps
}
@ -170,23 +156,14 @@ func main() {
newcamtrans.Y -= Movement / Fps
}
lookvec.Z = float32(-math.Sin(float64(pitch)) * math.Cos(float64(yaw)))
lookvec.X = float32(math.Sin(float64(pitch)) * math.Sin(float64(yaw)))
lookvec.Y = float32(math.Cos(float64(pitch)))
//camrotx.SetRotationX(rotvec.X)
//camroty.SetRotationY(rotvec.Y)
//lookvec := camroty.Multiply(&camrotx).MultiplyPoint3(baselook)
// translate the new camera movement based on the yaw
moverot.SetRotationY(-yaw)
newcamtrans = moverot.MultiplyPoint3(newcamtrans)
camtrans = *camtrans.Add(&newcamtrans)
//camrotz.SetRotationZ(zrot)
//camrotation = *camrotation.Multiply(
// This might (thought not currently)
//camtrans.SetTranslation(xofs, yofs, zofs)
// The camera is really just a model
lookvec := camera.SetModel(&camtrans, yaw, pitch, 1.0, &camup)
camera.SetLookAt(&camtrans, camtrans.Add(&lookvec), &camup)
//screenmat := camrotx.Multiply(&camroty).Multiply(&camrotz).Multiply(&camtrans).Inverse().Multiply(&projection)
screenmat := camera.Inverse().Multiply(&projection)
screenmat = screenmat.Multiply(&viewport)
@ -195,19 +172,15 @@ func main() {
fb.Data[i].G = 0
fb.Data[i].B = 0
}
//rl.ImageDrawRectangle(fb.Image, 0, 0, Width, Height, rl.Black)
//rl.ImageClearBackground(fb.Image, rl.Black)
var sc [3]hrend.Vertex
rb.ResetZBuffer()
for _, f := range o.Faces {
// Precompute perspective for vertices to save time. Notice Z
// is not considered: is this orthographic projection? Yeah probably...
//var fpt [3]hrend.Vec3f
for i := range 3 { // Triangles, bro
sc[i] = f[i]
sc[i].Pos = screenmat.MultiplyPoint3(f[i].Pos)
//fpt[i] = worldToCamera.MultiplyPoint3(f[i].Pos)
}
l1 := f[2].Pos.Sub(&f[0].Pos)
@ -217,7 +190,6 @@ func main() {
if intensity < 0 {
intensity = 0
}
//intensity := float32(1.0)
hrend.TriangleTextured(&rb, texture, intensity, sc[0], sc[1], sc[2])
//hrend.TriangleFlat(&rb, hrend.Col2Uint(byte(255*intensity), byte(255*intensity), byte(255*intensity)), sc[0].Pos, sc[1].Pos, sc[2].Pos)
}