perspective projection is in baby, with a rudimentary camera in place.
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@ -10,9 +10,21 @@
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#define POINTS (9 * 9 * 9)
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Vec3F32 cube_points[POINTS];
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Vec2F32 g_projected_points[POINTS];
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Vec3F32 camera_position = {.x = 0, .y = 0, .z = -5};
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int is_running;
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// Perspective Projection
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// Perspective divide formula
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// P'x = Px/Pz
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//
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// P'y = Py/Pz
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Vec2F32 perspective_projection(Vec3F32 points) {
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Vec2F32 projected_point = {.x = (field_of_view_factor * points.x) / points.z,
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.y = (field_of_view_factor * points.y) / points.z};
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return projected_point;
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}
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// Orthographic Projection - convert 3D points into a 2D projected point
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Vec2F32 orthographic_projection(Vec3F32 points) {
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Vec2F32 projected_point = {.x = (field_of_view_factor * points.x), .y = (field_of_view_factor * points.y)};
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@ -58,8 +70,11 @@ void update(void) {
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for (s32 i = 0; i < POINTS; i++) {
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Vec3F32 point = cube_points[i];
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// Move things away from the camera
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point.z -= camera_position.z;
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// Project the current point
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Vec2F32 projected_point = orthographic_projection(point);
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Vec2F32 projected_point = perspective_projection(point);
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// Save the projected 2D vector in the global array of projected points
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g_projected_points[i] = projected_point;
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@ -10,8 +10,8 @@ int initialize_window(void) {
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// window_width = display_mode.w;
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// window_height = display_mode.h;
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window = SDL_CreateWindow("Ragar: 3D Software Renderer", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
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window_width, window_height, 0);
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window = SDL_CreateWindow("Ragar: 3D Software Renderer", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, window_width,
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window_height, 0);
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if (!window) {
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fprintf(stderr, "SDL could not create a window.\n");
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return false;
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@ -9,7 +9,7 @@ SDL_Texture *colour_buffer_texture = NULL;
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global s32 window_width = 800;
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global s32 window_height = 600;
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global f32 field_of_view_factor = 128;
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global f32 field_of_view_factor = 940;
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global u32 *colour_buffer;
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int initialize_window(void);
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