Week5 [26/10]
Added the Z Access to the Matrix class Added the Identity Matrix Method to the Matrix Class Added MD2Loader Class Added Model Class Added Polygon Class Added Clear Viewport Method to Rasterizer Added Z Axis to the Vertex Class Updated Transformation Matrices to pass a matrix back so that we can do the multiplication at once
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@ -7,58 +7,76 @@ Rasteriser app;
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bool Rasteriser::Initialise()
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{
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//_vertexArray.push_back(Vertex(175, 175, 1));
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//_vertexArray.push_back(Vertex(225, 175, 1));
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//_vertexArray.push_back(Vertex(225, 225, 1));
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//_vertexArray.push_back(Vertex(175, 225, 1));
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//_initialVertexArray.push_back(Vertex(175, 175, 0, 1));
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//_initialVertexArray.push_back(Vertex(225, 175, 0, 1));
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//_initialVertexArray.push_back(Vertex(225, 225, 0, 1));
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//_initialVertexArray.push_back(Vertex(175, 225, 0, 1));
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_vertexArray.push_back(Vertex(150, 200, 1));
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_vertexArray.push_back(Vertex(187.5f, 187.5f, 1));
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_vertexArray.push_back(Vertex(200, 150, 1));
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_vertexArray.push_back(Vertex(212.5f, 187.5f, 1));
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_vertexArray.push_back(Vertex(250, 200, 1));
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_vertexArray.push_back(Vertex(212.5f, 212.5f, 1));
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_vertexArray.push_back(Vertex(200, 250, 1));
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_vertexArray.push_back(Vertex(187.5, 212.5f, 1));
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_initialVertexArray.push_back(Vertex(150, 200, 1));
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_initialVertexArray.push_back(Vertex(187.5f, 187.5f, 1));
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_initialVertexArray.push_back(Vertex(200, 150, 1));
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_initialVertexArray.push_back(Vertex(212.5f, 187.5f, 1));
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_initialVertexArray.push_back(Vertex(250, 200, 1));
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_initialVertexArray.push_back(Vertex(212.5f, 212.5f, 1));
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_initialVertexArray.push_back(Vertex(200, 250, 1));
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_initialVertexArray.push_back(Vertex(187.5, 212.5f, 1));
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_currentVertexArray = _initialVertexArray;
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return true;
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}
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void Rasteriser::Update(const Bitmap& bitmap)
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{
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for (int i = 0; i < _vertexArray.size(); i++) {
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_vertexArray[i] = Translate(_vertexArray[i], 2, 0);
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_vertexArray[i] = Rotate(_vertexArray[i], 1);
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_vertexArray[i] = Scale(_vertexArray[i], 1.001f, 1.001f);
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{
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int currentRot = (_rotation % 360);
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for (int i = 0; i < _initialVertexArray.size(); i++) {
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Matrix currentTransfomation = GetRotationMatrixFromPoint(Axis::Z, (float) currentRot, _initialVertexArray[0].GetX(), _initialVertexArray[0].GetY(), 0);
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_currentVertexArray[i] = currentTransfomation * _initialVertexArray[i];
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}
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_rotation += 1;
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}
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void Rasteriser::Render(const Bitmap& bitmap)
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{
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bitmap.Clear(RGB(255, 255, 255));
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ClearViewport(bitmap);
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SelectObject(bitmap.GetDC(), GetStockObject(DC_BRUSH));
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//DrawSquare(bitmap.GetDC(), _vertexArray);
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DrawShape(bitmap.GetDC(), _vertexArray);
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//DrawSquare(bitmap.GetDC(), _initialVertexArray);
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DrawShape(bitmap.GetDC(), _currentVertexArray);
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}
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Vertex Rasteriser::Translate(const Vertex vertexIn, const float moveXBy, const float moveYBy)
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void Rasteriser::ClearViewport(const Bitmap& bitmap)
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{
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bitmap.Clear(RGB(255, 255, 255));
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}
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Matrix Rasteriser::GetTranslateMatrix(const float x, const float y, const float z)
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{
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return Matrix({ 1, 0, 0, x, 0, 1, 0, y, 0, 0, 1, z, 0, 0, 0, 1 });
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}
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Matrix Rasteriser::GetScaleMatrix(const float x, const float y, const float z)
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{
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Matrix translationMatrix = Matrix({ 1, 0, moveXBy, 0, 1, moveYBy, 0, 0, 1 });
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return translationMatrix * vertexIn;
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return Matrix({ x, 0, 0, 0, 0, y, 0, 0, 0, 0, z, 0, 0, 0, 0, 1 });
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}
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Vertex Rasteriser::Scale(const Vertex vertexIn, const float scaleXBy, const float scaleYBy)
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Matrix Rasteriser::GetRotationMatrix(const Axis rotAxis, const float rotDegrees)
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{
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Matrix scaleFactorMatrix = Matrix({ scaleXBy, 0, 0, 0, scaleYBy, 0, 0, 0, 1 });
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return scaleFactorMatrix * vertexIn;
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float rotationRadian = DegreesToRadians(rotDegrees);
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switch (rotAxis)
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{
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case (Axis::X):
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return Matrix({ 1, 0, 0, 0, 0, cos(rotationRadian), -sin(rotationRadian), 0, 0, sin(rotationRadian), cos(rotationRadian), 0, 0, 0, 0, 1 });
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case (Axis::Y):
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return Matrix({ cos(rotationRadian), 0, sin(rotationRadian), 0, 0, 1, 0, 0, -sin(rotationRadian), 0, cos(rotationRadian), 0, 0, 0, 0, 1 });
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default:
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case (Axis::Z):
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return Matrix({ cos(rotationRadian), -sin(rotationRadian), 0, 0, sin(rotationRadian), cos(rotationRadian), 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 });
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}
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}
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Vertex Rasteriser::Rotate(const Vertex vertexIn, const float rotationDegrees)
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Matrix Rasteriser::GetRotationMatrixFromPoint(const Axis rotAxis, const float rotDegrees, const float x, const float y, const float z)
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{
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float rotationRadian = DegreesToRadians(rotationDegrees);
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Matrix rotationFactorMatrix = Matrix({ cos(rotationRadian), -sin(rotationRadian), 0, sin(rotationRadian), cos(rotationRadian), 0, 0, 0, 1});
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return rotationFactorMatrix * vertexIn;
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return GetTranslateMatrix(x, y, z) * GetRotationMatrix(rotAxis, rotDegrees) * GetTranslateMatrix(-x, -y, -z);
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}
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float Rasteriser::DegreesToRadians(const float degrees)
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