
Added Lighting Changes for Vertex Normal Calculation Added Method to Get a Polygons Vertices as a Vector array Added Methods to Add the Color to a Polygon and Vertex Object Added Normalization to the Polygon normal vector Added Vector Normal Calculation to the Model Class Added Light Calculation method to the Rasterizer Class Added Flag to Rasterizer to stop processing when the screen is minimised Added Flat and Gouraud Drawing Methods to the Resterizer Added Standard and INT triangle drawing Methods Added Function to mimic sgn function from Java Added Length to Vector3D class Added / operator to Vector3D class Added Get(x,y,z,w)Int methods to Vertex class Changed Color Variables on the Vertex/Polygon classes to use r, g and b values rather than COLORREF Changed Camera translation functions to use normal Translation Functions Cleaned up Code Removed Unused code from the Camera Class
119 lines
3.5 KiB
C++
119 lines
3.5 KiB
C++
#include "SharedTools.h"
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int SharedTools::BoundsCheck(int min, int max, int value)
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{
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int result = value;
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if (value < min)
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{
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result = min;
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}
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else if (value > max)
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{
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result = max;
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}
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return result;
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}
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float SharedTools::BoundsCheck(float min, float max, float value)
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{
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float result = value;
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if (value < min)
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{
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result = min;
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}
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else if (value > max)
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{
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result = max;
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}
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return result;
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}
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Matrix SharedTools::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 SharedTools::GetTranslateMatrix(const Vertex& position)
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{
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return GetTranslateMatrix(position.GetX(), position.GetY(), position.GetZ());
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}
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Matrix SharedTools::GetScaleMatrix(const float x, const float y, const float z)
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{
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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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Matrix SharedTools::GetRotationMatrix(const Axis rotAxis, const float rotDegrees)
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{
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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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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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default:
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throw "Invalid axis selected";
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}
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}
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Matrix SharedTools::GetRotationMatrixFromPoint(const Axis rotAxis, const float rotDegrees, const float x, const float y, const float z)
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{
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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 SharedTools::DegreesToRadians(const float degrees)
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{
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return (degrees * PI) / 180;
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}
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Matrix SharedTools::GetOrthegraphicProjectionMatrix(float d)
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{
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return Matrix({ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, d, 0, 0, 0, 1 });
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}
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Matrix SharedTools::GetPerspectiveProjectionMatrix(float d, float aspectRatio)
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{
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float distanceAspect = d / aspectRatio;
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return Matrix({ distanceAspect, 0, 0, 0, 0, d, 0, 0, 0, 0, d, 0, 0, 0, 1, 0 });
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}
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Matrix SharedTools::GetViewMatrix(float d, int width, int height)
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{
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float widthCenter = (float) width / 2.0f;
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float heightCenter = (float) height / 2.0f;
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float distanceCenter = (float) d / 2.0f;
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return Matrix({ widthCenter, 0, 0, widthCenter, 0, -heightCenter, 0, heightCenter, 0, 0, distanceCenter, distanceCenter, 0, 0, 0, 1 });
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}
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Matrix SharedTools::GetCameraTranslateMatrix(const float x, const float y, const float z)
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{
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return GetTranslateMatrix(-x, -y, -z);
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}
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Matrix SharedTools::GetCameraTranslateMatrix(const Vertex& position)
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{
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return GetTranslateMatrix(-position.GetX(), -position.GetY(), -position.GetZ());
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}
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Matrix SharedTools::GetCameraRotationMatrix(const Axis rotAxis, const float rotDegrees)
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{
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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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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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default:
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throw "Invalid axis selected";
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}
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}
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