pctm + foundation for obj models
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@@ -0,0 +1,41 @@
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#ifndef DELTA_ASSETLOADER
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#define DELTA_ASSETLOADER
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#include <SDL3/SDL.h>
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#include <vector>
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#include <unordered_map>
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#include <map>
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#include <string>
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#include "math.hpp"
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struct SDL_SurfaceDeleter {
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void operator()(SDL_Surface* surface) const {
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if (surface) {
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SDL_DestroySurface(surface);
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}
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}
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};
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class DeltaAssetLoader {
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public:
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~DeltaAssetLoader() {
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for (auto& [id, surface] : textures) {
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SDL_DestroySurface(surface);
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}
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}
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void loadTexture(std::string id, const char *path);
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void loadModel(std::string id, const char *path);
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SDL_Surface* getSurface(const std::string& id);
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void getModel(std::string id, const char *path);
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private:
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std::string base_path = "assets";
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std::string img_path = "images";
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std::string model_path = "models";
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std::unordered_map<std::string, SDL_Surface*> textures;
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std::unordered_map<std::string, DeltaModel> models;
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};
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#endif
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+2
-2
@@ -1,8 +1,8 @@
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#ifndef DELTA_GLOBALS
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#define DELTA_GLOBALS
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const int SIMULATED_WIDTH = 800;
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const int SIMULATED_HEIGHT = 600;
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const int SIMULATED_WIDTH = 1200;
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const int SIMULATED_HEIGHT = 800;
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const int FOCAL = 300;
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#endif
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+26
-7
@@ -1,6 +1,8 @@
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#ifndef DELTA_MATH
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#define DELTA_MATH
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#include <vector>
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class DeltaVector2 {
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public:
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float x, y;
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@@ -35,9 +37,6 @@ class DeltaVector3 {
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float length() const;
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};
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float getDeterminant(const DeltaVector2 &pointA, const DeltaVector2 &pointB, const DeltaVector2 &candidate);
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DeltaVector2 barycentricToScreen(const DeltaVector3 &baryPoint, const DeltaVector2 &a, const DeltaVector2 &b, const DeltaVector2 &c);
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DeltaVector3 intersect(DeltaVector3 a, DeltaVector3 b, float nearZ);
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struct DeltaTriangle {
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DeltaVector3 a, b, c;
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@@ -47,14 +46,34 @@ struct DeltaTriangle2D {
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DeltaVector2 a, b, c;
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};
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struct DeltaRenderTriangle {
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DeltaVector3 a, b, c;
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DeltaVector2 uva, uvb, uvc;
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struct DeltaVertex {
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DeltaVector3 pos;
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DeltaVector2 uv;
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};
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struct DeltaModelConnector {
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int ind1, ind2;
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};
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struct DeltaRenderTriangle {
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DeltaVertex a, b, c;
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bool invert;
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};
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struct DeltaModel {
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std::vector<DeltaVertex> vertexes;
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std::vector<DeltaModelConnector> lines;
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std::vector<DeltaRenderTriangle> triangles;
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};
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float getDeterminant(const DeltaVector2 &pointA, const DeltaVector2 &pointB, const DeltaVector2 &candidate);
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DeltaVector2 barycentricToScreen(const DeltaVector3 &baryPoint, const DeltaVector2 &a, const DeltaVector2 &b, const DeltaVector2 &c);
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DeltaVertex intersect(DeltaVertex a, DeltaVertex b, float nearZ);
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int clipTriangleAgainstNearPlane(float nearY, const DeltaRenderTriangle &in, DeltaRenderTriangle &out1, DeltaRenderTriangle &out2);
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std::vector<DeltaTriangle2D> triangulatePolygon(std::vector<DeltaVertex>& points);
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uint32_t SDLColorToUint32(SDL_Color color);
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#endif
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@@ -4,9 +4,11 @@
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#include <SDL3/SDL.h>
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#include "math.hpp"
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#include "assetloader.hpp"
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void rasterizeTriangle(SDL_Renderer *renderer, const DeltaVector2 &a, const DeltaVector2 &b, const DeltaVector2 &c);
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// void rasterizeTriangle(SDL_Renderer *renderer, const DeltaVector2 &a, const DeltaVector2 &b, const DeltaVector2 &c);
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void rasterizeTriangleFast(SDL_Surface* surface, const DeltaVector2& v0, const DeltaVector2& v1, const DeltaVector2& v2, uint32_t color);
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void rasterizeTriangleSurface(SDL_Surface* surface, const DeltaVector2& v0, const DeltaVector2& v1, const DeltaVector2& v2, uint32_t color, float u0, float v0_uv, float u1, float v1_uv, float u2, float v2_uv);
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void rasterizeTriangleSurface(DeltaAssetLoader& assets, std::vector<float>& depthbuffer, SDL_Surface* surface, const DeltaVector3& v0, const DeltaVector3& v1, const DeltaVector3& v2, const std::string& textureID, float u0, float v0_uv, float u1, float v1_uv, float u2, float v2_uv);
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void setPixel(SDL_Surface* surface, int x, int y, uint32_t color);
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uint32_t getPixel(SDL_Surface* surface, int x, int y);
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#endif
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@@ -11,9 +11,9 @@ class DeltaCamera {
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DeltaCamera() {pos = DeltaVector3(); angle = DeltaVector2();};
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DeltaCamera(float x, float y, float z);
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DeltaVector3 translatePoint(const DeltaVector3 &worldPos);
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DeltaVector2 projectPointVec(const DeltaVector3 &worldPos);
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int projectTriangle(const DeltaTriangle &in, DeltaTriangle2D &out1, DeltaTriangle2D &out2);
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DeltaVector2 projectPoint(float worldX, float worldY, float worldZ);
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DeltaVector3 projectPointVec(const DeltaVector3 &worldPos);
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int projectTriangle(const DeltaRenderTriangle &in, DeltaTriangle &out1, DeltaTriangle &out2, DeltaTriangle2D &uv1, DeltaTriangle2D &uv2);
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DeltaVector3 projectPoint(float worldX, float worldY, float worldZ);
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};
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#endif
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