diff options
author | vimene <vincent.menegaux@gmail.com> | 2025-01-02 13:25:14 +0100 |
---|---|---|
committer | vimene <vincent.menegaux@gmail.com> | 2025-01-02 13:25:14 +0100 |
commit | 26b4b82a7be2c029491f3009b66b3cbf8db5d93c (patch) | |
tree | ddc247a0600b5933185677212f158ebea5a87530 /src/fb/chfb.cpp | |
parent | 9fdb5881d46f5d80626f961f9c9f133cc25dab70 (diff) | |
download | engine-26b4b82a7be2c029491f3009b66b3cbf8db5d93c.tar.gz |
various improvements
- cleaned up the computation of the camera's matrix
- changed VertexData to being a struct which transmit data between the "vertex shader" and the "fragment shader"
- started working on keyboard and mouse controls
- added fov (field of view)
- changed quaternion to euler angles conversion, from zyx to zxy
- fixed computations of z coordinates in triangle rendering
- improved naming in the triangle rasterizer
Diffstat (limited to 'src/fb/chfb.cpp')
-rw-r--r-- | src/fb/chfb.cpp | 10 |
1 files changed, 7 insertions, 3 deletions
diff --git a/src/fb/chfb.cpp b/src/fb/chfb.cpp index 71259aa..8068d8f 100644 --- a/src/fb/chfb.cpp +++ b/src/fb/chfb.cpp @@ -4,9 +4,13 @@ #include "math/vector.h" #include "math/quat.h" #include "o3d/vertex_data.h" +#include "o3d/camera.h" using namespace engine::fb; -using engine::math::Vector3, engine::math::Quaternion, engine::o3d::VertexData; +using + engine::math::Vector3, + engine::o3d::VertexData, + engine::o3d::Camera; CharacterFrameBuffer::CharacterFrameBuffer(unsigned int w, unsigned int h) { resize(w, h); @@ -25,12 +29,12 @@ void CharacterFrameBuffer::clear() { // taken from https://stackoverflow.com/a/74186686 char brightness_chars[] = " `.-':_,^=;><+!rc*/z?sLTv)J7(|Fi{C}fI31tlu[neoZ5Yxjya]2ESwqkP6h9d4VpOGbUAKXHm8RD#$Bg0MNWQ%&@"; -extern Quaternion camera_quat; +extern Camera* camera; void CharacterFrameBuffer::draw_point(int x, int y, const Vector3& loc, const VertexData& vd, const Vector3& normal) { (void) loc; (void) vd; - auto v = normal.rot(camera_quat.conjugate()); + auto v = normal.rot(camera->transform.rot.conjugate()); float light = .1f + (v.z < 0.f ? 0.f : v.z) * .9f; std::uint32_t c = (int) (light * static_cast<float>(sizeof(brightness_chars) - 1)); chars_vector[x + y * w] = brightness_chars[c]; |