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https://github.com/SleepingInsomniac/pixelfaucet
synced 2025-01-18 22:26:32 +01:00
Add sorting and lighting
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parent
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commit
76c0ba1cf0
2 changed files with 19978 additions and 77 deletions
241
examples/cube.cr
241
examples/cube.cr
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@ -77,12 +77,23 @@ struct Vec3d(T)
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end
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struct Mat4
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property matrix = Slice(Float64).new(4*4, 0.0)
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alias T = Float64
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alias RowT = Tuple(T, T, T, T)
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property matrix = Slice(T).new(4*4, 0.0)
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def index(x : Int, y : Int)
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y * 4 + x
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end
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def set(value : Tuple(RowT, RowT, RowT, RowT))
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{% for y in (0..4) %}
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{% for x in (0..4) %}
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self[x,y] = value[x][y]
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{% end %}
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{% end %}
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end
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def [](x : Int, y : Int)
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self[index(x, y)]
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end
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@ -122,77 +133,151 @@ struct Tri
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line2 = @p3 - @p1
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@normal ||= line1.cross_product(line2).normalized
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end
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def z
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(@p1.z + @p2.z + @p3.z) / 3.0
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end
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end
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class Mesh
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property tris = [] of Tri
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def initialize(@tris)
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end
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def self.load(path)
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verticies = [] of Vec3d(Float64)
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tris = [] of Tri
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File.open(path) do |file|
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file.each_line do |line|
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case line[0]
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when 'v'
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parts = line.split(/\s+/)
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verticies << Vec3d.new(parts[1].to_f64, parts[2].to_f64, parts[3].to_f64)
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when 'f'
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parts = line.split(/\s+/)
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tris << Tri.new(verticies[parts[1].to_i - 1], verticies[parts[2].to_i - 1], verticies[parts[3].to_i - 1])
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end
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end
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end
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new(tris)
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end
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end
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class Cube
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property mesh : Array(Tri)
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property mesh : Mesh
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property position = Vec3d(Float64).new(0.0, 0.0, 0.0)
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property rotation = Vec3d(Float64).new(0.0, 0.0, 0.0)
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@mat_rx = Mat4.new
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@mat_ry = Mat4.new
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@mat_rz = Mat4.new
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def initialize
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@mesh = [
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# south
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Tri.new(0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0),
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Tri.new(0.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0),
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# east
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Tri.new(1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 1.0),
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Tri.new(1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.0, 1.0),
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# north
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Tri.new(1.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.0, 1.0, 1.0),
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Tri.new(1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0),
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# west
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Tri.new(0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0),
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Tri.new(0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0),
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# top
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Tri.new(0.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0),
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Tri.new(0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.0),
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# bottom
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Tri.new(1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0),
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Tri.new(1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0),
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]
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@mesh = Mesh.load("/Users/alex/Desktop/ship.obj")
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# @mesh = Mesh.new([
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# # south
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# Tri.new(0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0),
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# Tri.new(0.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0),
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#
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# # east
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# Tri.new(1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0, 1.0),
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# Tri.new(1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.0, 1.0),
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#
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# # north
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# Tri.new(1.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.0, 1.0, 1.0),
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# Tri.new(1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0),
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#
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# # west
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# Tri.new(0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0),
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# Tri.new(0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0),
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#
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# # top
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# Tri.new(0.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0),
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# Tri.new(0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.0),
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#
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# # bottom
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# Tri.new(1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0),
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# Tri.new(1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0),
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# ])
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end
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def update(dt : Float64)
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@mat_rz[0, 0] = Math.cos(@rotation.z)
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@mat_rz[0, 1] = Math.sin(@rotation.z)
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@mat_rz[1, 0] = -Math.sin(@rotation.z)
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@mat_rz[1, 1] = Math.cos(@rotation.z)
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@mat_rz[2, 2] = 1.0
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@mat_rz[3, 3] = 1.0
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@mat_rx[0, 0] = 1.0
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@mat_rx[1, 1] = Math.cos(@rotation.x)
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@mat_rx[1, 2] = Math.sin(@rotation.x)
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@mat_rx[2, 1] = -Math.sin(@rotation.x)
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@mat_rx[2, 2] = Math.cos(@rotation.x)
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@mat_rx[3, 3] = 1.0
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@mat_ry[0, 0] = Math.cos(@rotation.y)
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@mat_ry[0, 2] = Math.sin(@rotation.y)
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@mat_ry[1, 1] = 1.0
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@mat_ry[2, 0] = -Math.sin(@rotation.y)
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@mat_ry[2, 2] = Math.cos(@rotation.y)
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@mat_ry[3, 3] = 1.0
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end
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def draw(engine : PF::Game, mat_proj, mat_rz, mat_rx, camera)
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@mesh.each do |tri|
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tri.p1 *= mat_rx
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tri.p2 *= mat_rx
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tri.p3 *= mat_rx
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def draw(engine : PF::Game, mat_proj, camera, light)
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# Translation and rotation
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tris = @mesh.tris.map do |tri|
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tri.p1 *= @mat_rx
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tri.p2 *= @mat_rx
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tri.p3 *= @mat_rx
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tri.p1 *= mat_rz
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tri.p2 *= mat_rz
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tri.p3 *= mat_rz
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tri.p1 *= @mat_ry
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tri.p2 *= @mat_ry
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tri.p3 *= @mat_ry
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tri.p1.z = tri.p1.z + 3.0
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tri.p2.z = tri.p2.z + 3.0
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tri.p3.z = tri.p3.z + 3.0
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tri.p1 *= @mat_rz
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tri.p2 *= @mat_rz
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tri.p3 *= @mat_rz
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if tri.normal.dot(tri.p1 - camera) < 0
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tri.p1 *= mat_proj
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tri.p2 *= mat_proj
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tri.p3 *= mat_proj
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tri.p1.z = tri.p1.z + 8.0
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tri.p2.z = tri.p2.z + 8.0
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tri.p3.z = tri.p3.z + 8.0
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tri.p1 += 1.0
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tri.p2 += 1.0
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tri.p3 += 1.0
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tri
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end
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tri.p1 *= 0.5 * engine.width
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tri.p2 *= 0.5 * engine.width
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tri.p3 *= 0.5 * engine.width
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# only draw triangles facing the camera
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tris = tris.select do |tri|
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tri.normal.dot(tri.p1 - camera) < 0
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end
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engine.draw_triangle(
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PF::Point.new(tri.p1.x.to_i, tri.p1.y.to_i),
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PF::Point.new(tri.p2.x.to_i, tri.p2.y.to_i),
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PF::Point.new(tri.p3.x.to_i, tri.p3.y.to_i)
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)
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end
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# sort triangles
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tris = tris.sort { |a, b| b.z <=> a.z }
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tris.each do |tri|
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shade : UInt8 = (tri.normal.dot(light) * 255.0).clamp(0.0..255.0).to_u8
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tri.p1 *= mat_proj
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tri.p2 *= mat_proj
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tri.p3 *= mat_proj
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tri.p1 += 1.0
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tri.p2 += 1.0
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tri.p3 += 1.0
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tri.p1 *= 0.5 * engine.width
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tri.p2 *= 0.5 * engine.width
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tri.p3 *= 0.5 * engine.width
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engine.fill_triangle(
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PF::Point.new(tri.p1.x.to_i, tri.p1.y.to_i),
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PF::Point.new(tri.p2.x.to_i, tri.p2.y.to_i),
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PF::Point.new(tri.p3.x.to_i, tri.p3.y.to_i),
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pixel: PF::Pixel.new(shade, shade, shade, 255)
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)
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end
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end
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end
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@ -207,10 +292,10 @@ class CubeGame < PF::Game
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@near : Float64
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@far : Float64
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@camera : Vec3d(Float64)
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@light : Vec3d(Float64) = Vec3d.new(0.0, 0.0, -1.0).normalized
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@mat_proj : Mat4
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@mat_rx : Mat4
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@mat_rz : Mat4
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@speed = 3.0
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def initialize(@width, @height, @scale)
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super(@width, @height, @scale)
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@ -220,6 +305,8 @@ class CubeGame < PF::Game
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@controller = PF::Controller(LibSDL::Keycode).new({
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LibSDL::Keycode::RIGHT => "Rotate Right",
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LibSDL::Keycode::LEFT => "Rotate Left",
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LibSDL::Keycode::UP => "Rotate Up",
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LibSDL::Keycode::DOWN => "Rotate Down",
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LibSDL::Keycode::SPACE => "Pause",
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})
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@ -238,41 +325,41 @@ class CubeGame < PF::Game
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@mat_proj[2, 3] = 1.0
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@mat_proj[3, 3] = 0.0
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@mat_rx = Mat4.new
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@mat_rz = Mat4.new
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@theta = 0.0
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end
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def update(dt)
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@paused = !@paused if @controller.pressed?("Pause")
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if @controller.action?("Rotate Right")
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@cube.rotation = Vec3d.new(@cube.rotation.x + @speed * dt, @cube.rotation.y, @cube.rotation.z)
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end
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if @controller.action?("Rotate Left")
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@cube.rotation = Vec3d.new(@cube.rotation.x - @speed * dt, @cube.rotation.y, @cube.rotation.z)
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end
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if @controller.action?("Rotate Up")
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@cube.rotation = Vec3d.new(@cube.rotation.x, @cube.rotation.y, @cube.rotation.z - @speed * dt)
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end
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if @controller.action?("Rotate Down")
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@cube.rotation = Vec3d.new(@cube.rotation.x, @cube.rotation.y, @cube.rotation.z + @speed * dt)
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end
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unless @paused
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@theta += dt
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@mat_rz[0, 0] = Math.cos(@theta)
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@mat_rz[0, 1] = Math.sin(@theta)
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@mat_rz[1, 0] = -Math.sin(@theta)
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@mat_rz[1, 1] = Math.cos(@theta)
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@mat_rz[2, 2] = 1.0
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@mat_rz[3, 3] = 1.0
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@mat_rx[0, 0] = 1.0
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@mat_rx[1, 1] = Math.cos(@theta * 0.3)
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@mat_rx[1, 2] = Math.sin(@theta * 0.3)
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@mat_rx[2, 1] = -Math.sin(@theta * 0.3)
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@mat_rx[2, 2] = Math.cos(@theta * 0.3)
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@mat_rx[3, 3] = 1.0
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@cube.update(dt)
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@cube.rotation = Vec3d.new(@cube.rotation.x, @cube.rotation.y + 1.0 * dt, @cube.rotation.z)
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end
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@cube.update(dt)
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end
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def draw
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clear(0, 0, 100)
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@cube.draw(self, @mat_proj, @mat_rz, @mat_rx, @camera)
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@cube.draw(self, @mat_proj, @camera, @light)
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end
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end
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engine = CubeGame.new(400, 400, 2)
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engine = CubeGame.new(200, 200, 3)
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engine.run!
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19814
examples/teapot.obj
Normal file
19814
examples/teapot.obj
Normal file
File diff suppressed because it is too large
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