Really dumb functions
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ccc2823c83
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@ -158,6 +158,22 @@ func (m *Mat44f) SetRotationZ(radang float32) {
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m[2] = -m[4]
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}
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// TODO: need roll too
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func (m *Mat44f) SetModel(loc *Vec3f, yaw float32, pitch float32, scale float32, up *Vec3f) Vec3f {
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// Use sphere equation to compute lookat vector through the two
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// player-controled angles (pitch and yaw)
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lookvec := Vec3f{
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Z: float32(-math.Sin(float64(pitch)) * math.Cos(float64(yaw))),
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X: float32(math.Sin(float64(pitch)) * math.Sin(float64(yaw))),
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Y: float32(math.Cos(float64(pitch))),
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}
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m.SetLookAt(loc, loc.Add(&lookvec), up)
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m.Set(0, 0, m.Get(0, 0)*scale)
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m.Set(1, 1, m.Get(1, 1)*scale)
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m.Set(2, 2, m.Get(2, 2)*scale)
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return lookvec
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}
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// Note: use {0,1,0} for up for normal use
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func (m *Mat44f) SetLookAt(from *Vec3f, to *Vec3f, up *Vec3f) {
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forward := from.Sub(to).Normalize()
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@ -94,12 +94,6 @@ func main() {
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rb := hrend.NewRenderbuffer(fb, Width, Height)
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o, texture := loadDefault()
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// light := hrend.Vec3f{
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// X: 0,
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// Y: 0,
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// Z: -1,
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// }
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var thing hrend.Vec2i
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log.Print(thing)
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@ -118,19 +112,11 @@ func main() {
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camtrans := hrend.Vec3f{X: 0, Y: 0, Z: ZOffset}
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camup := hrend.Vec3f{X: 0, Y: 1, Z: 0}
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lookvec := hrend.Vec3f{X: 0, Y: 0, Z: -1}
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// In our system, 0 degree yaw is facing -Z, into the scene
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yaw := float32(0)
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pitch := float32(math.Pi / 2) // Start looking flat
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// in all three directions... I think??
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//yrot := float32(0.0)
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//var camrotation, camtrans hrend.Mat44f
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//camrotation.SetIdentity()
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//var camrotx, camroty, camrotz hrend.Mat44f
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//var camrotx, camroty hrend.Mat44f
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var camera hrend.Mat44f
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var camera, moverot hrend.Mat44f
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for !rl.WindowShouldClose() {
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@ -156,7 +142,7 @@ func main() {
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newcamtrans.X -= Movement / Fps
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}
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// Moving forward moves in the negative z direction, since we FACE
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// the -z axis
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// the -z axis (the camera does anyway)
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if rl.IsKeyDown(rl.KeyW) {
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newcamtrans.Z -= Movement / Fps
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}
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@ -170,23 +156,14 @@ func main() {
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newcamtrans.Y -= Movement / Fps
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}
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lookvec.Z = float32(-math.Sin(float64(pitch)) * math.Cos(float64(yaw)))
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lookvec.X = float32(math.Sin(float64(pitch)) * math.Sin(float64(yaw)))
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lookvec.Y = float32(math.Cos(float64(pitch)))
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//camrotx.SetRotationX(rotvec.X)
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//camroty.SetRotationY(rotvec.Y)
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//lookvec := camroty.Multiply(&camrotx).MultiplyPoint3(baselook)
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// translate the new camera movement based on the yaw
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moverot.SetRotationY(-yaw)
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newcamtrans = moverot.MultiplyPoint3(newcamtrans)
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camtrans = *camtrans.Add(&newcamtrans)
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//camrotz.SetRotationZ(zrot)
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//camrotation = *camrotation.Multiply(
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// This might (thought not currently)
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//camtrans.SetTranslation(xofs, yofs, zofs)
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// The camera is really just a model
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lookvec := camera.SetModel(&camtrans, yaw, pitch, 1.0, &camup)
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camera.SetLookAt(&camtrans, camtrans.Add(&lookvec), &camup)
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//screenmat := camrotx.Multiply(&camroty).Multiply(&camrotz).Multiply(&camtrans).Inverse().Multiply(&projection)
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screenmat := camera.Inverse().Multiply(&projection)
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screenmat = screenmat.Multiply(&viewport)
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@ -195,19 +172,15 @@ func main() {
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fb.Data[i].G = 0
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fb.Data[i].B = 0
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}
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//rl.ImageDrawRectangle(fb.Image, 0, 0, Width, Height, rl.Black)
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//rl.ImageClearBackground(fb.Image, rl.Black)
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var sc [3]hrend.Vertex
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rb.ResetZBuffer()
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for _, f := range o.Faces {
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// Precompute perspective for vertices to save time. Notice Z
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// is not considered: is this orthographic projection? Yeah probably...
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//var fpt [3]hrend.Vec3f
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for i := range 3 { // Triangles, bro
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sc[i] = f[i]
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sc[i].Pos = screenmat.MultiplyPoint3(f[i].Pos)
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//fpt[i] = worldToCamera.MultiplyPoint3(f[i].Pos)
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}
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l1 := f[2].Pos.Sub(&f[0].Pos)
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@ -217,7 +190,6 @@ func main() {
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if intensity < 0 {
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intensity = 0
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}
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//intensity := float32(1.0)
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hrend.TriangleTextured(&rb, texture, intensity, sc[0], sc[1], sc[2])
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//hrend.TriangleFlat(&rb, hrend.Col2Uint(byte(255*intensity), byte(255*intensity), byte(255*intensity)), sc[0].Pos, sc[1].Pos, sc[2].Pos)
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}
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