Files
Graphics-Rasterizer/Rasteriser.cpp
IDunnoDev 3b374c1e17 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
2021-12-11 13:24:09 +00:00

115 lines
3.6 KiB
C++

#include "Rasteriser.h"
#include <cmath>
using namespace std;
Rasteriser app;
bool Rasteriser::Initialise()
{
//_initialVertexArray.push_back(Vertex(175, 175, 0, 1));
//_initialVertexArray.push_back(Vertex(225, 175, 0, 1));
//_initialVertexArray.push_back(Vertex(225, 225, 0, 1));
//_initialVertexArray.push_back(Vertex(175, 225, 0, 1));
_initialVertexArray.push_back(Vertex(150, 200, 1));
_initialVertexArray.push_back(Vertex(187.5f, 187.5f, 1));
_initialVertexArray.push_back(Vertex(200, 150, 1));
_initialVertexArray.push_back(Vertex(212.5f, 187.5f, 1));
_initialVertexArray.push_back(Vertex(250, 200, 1));
_initialVertexArray.push_back(Vertex(212.5f, 212.5f, 1));
_initialVertexArray.push_back(Vertex(200, 250, 1));
_initialVertexArray.push_back(Vertex(187.5, 212.5f, 1));
_currentVertexArray = _initialVertexArray;
return true;
}
void Rasteriser::Update(const Bitmap& bitmap)
{
int currentRot = (_rotation % 360);
for (int i = 0; i < _initialVertexArray.size(); i++) {
Matrix currentTransfomation = GetRotationMatrixFromPoint(Axis::Z, (float) currentRot, _initialVertexArray[0].GetX(), _initialVertexArray[0].GetY(), 0);
_currentVertexArray[i] = currentTransfomation * _initialVertexArray[i];
}
_rotation += 1;
}
void Rasteriser::Render(const Bitmap& bitmap)
{
ClearViewport(bitmap);
SelectObject(bitmap.GetDC(), GetStockObject(DC_BRUSH));
//DrawSquare(bitmap.GetDC(), _initialVertexArray);
DrawShape(bitmap.GetDC(), _currentVertexArray);
}
void Rasteriser::ClearViewport(const Bitmap& bitmap)
{
bitmap.Clear(RGB(255, 255, 255));
}
Matrix Rasteriser::GetTranslateMatrix(const float x, const float y, const float z)
{
return Matrix({ 1, 0, 0, x, 0, 1, 0, y, 0, 0, 1, z, 0, 0, 0, 1 });
}
Matrix Rasteriser::GetScaleMatrix(const float x, const float y, const float z)
{
return Matrix({ x, 0, 0, 0, 0, y, 0, 0, 0, 0, z, 0, 0, 0, 0, 1 });
}
Matrix Rasteriser::GetRotationMatrix(const Axis rotAxis, const float rotDegrees)
{
float rotationRadian = DegreesToRadians(rotDegrees);
switch (rotAxis)
{
case (Axis::X):
return Matrix({ 1, 0, 0, 0, 0, cos(rotationRadian), -sin(rotationRadian), 0, 0, sin(rotationRadian), cos(rotationRadian), 0, 0, 0, 0, 1 });
case (Axis::Y):
return Matrix({ cos(rotationRadian), 0, sin(rotationRadian), 0, 0, 1, 0, 0, -sin(rotationRadian), 0, cos(rotationRadian), 0, 0, 0, 0, 1 });
default:
case (Axis::Z):
return Matrix({ cos(rotationRadian), -sin(rotationRadian), 0, 0, sin(rotationRadian), cos(rotationRadian), 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 });
}
}
Matrix Rasteriser::GetRotationMatrixFromPoint(const Axis rotAxis, const float rotDegrees, const float x, const float y, const float z)
{
return GetTranslateMatrix(x, y, z) * GetRotationMatrix(rotAxis, rotDegrees) * GetTranslateMatrix(-x, -y, -z);
}
float Rasteriser::DegreesToRadians(const float degrees)
{
return (degrees * _PI) / 180;
}
void Rasteriser::DrawSquare(HDC hDc, const vector<Vertex> verticies)
{
POINT pointArray[4];
for (int i = 0; i < 4; i++)
{
pointArray[i].x = (long) verticies[i].GetX();
pointArray[i].y = (long) verticies[i].GetY();
}
SetDCBrushColor(hDc, RGB(255, 0, 255));
SetDCPenColor(hDc, RGB(0, 0, 255));
Polygon(hDc, pointArray, 4);
}
void Rasteriser::DrawShape(HDC hDc, const vector<Vertex> verticies)
{
vector<POINT> pointArray;
for (int i = 0; i < verticies.size(); i++)
{
POINT newPoint;
newPoint.x = (long)verticies[i].GetX();
newPoint.y = (long)verticies[i].GetY();
pointArray.push_back(newPoint);
}
SetDCBrushColor(hDc, RGB(rand() % 256, rand() % 256, rand() % 256));
SetDCPenColor(hDc, RGB(rand() % 256, rand() % 256, rand() % 256));
Polygon(hDc, pointArray.data(), (int) verticies.size());
}