📄 t3dlib5.cpp
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case TRANSFORM_LOCAL_TO_TRANS:
{
// transform each local/model vertex of the render list and store result
// in "transformed" vertex list
for (int poly = 0; poly < rend_list->num_polys; poly++)
{
// acquire current polygon
POLYF4DV1_PTR curr_poly = rend_list->poly_ptrs[poly];
// is this polygon valid?
// transform this polygon if and only if it's not clipped, not culled,
// active, and visible, note however the concept of "backface" is
// irrelevant in a wire frame engine though
if ((curr_poly==NULL) || !(curr_poly->state & POLY4DV1_STATE_ACTIVE) ||
(curr_poly->state & POLY4DV1_STATE_CLIPPED ) ||
(curr_poly->state & POLY4DV1_STATE_BACKFACE) )
continue; // move onto next poly
// all good, let's transform
for (int vertex = 0; vertex < 3; vertex++)
{
// transform the vertex by mt
Mat_Mul_VECTOR4D_4X4(&curr_poly->vlist[vertex], mt, &curr_poly->tvlist[vertex]);
} // end for vertex
} // end for poly
} break;
default: break;
} // end switch
} // end Transform_RENDERLIST4DV1
/////////////////////////////////////////////////////////////////////////
void Model_To_World_RENDERLIST4DV1(RENDERLIST4DV1_PTR rend_list,
POINT4D_PTR world_pos,
int coord_select)
{
// NOTE: Not matrix based
// this function converts the local model coordinates of the
// sent render list into world coordinates, the results are stored
// in the transformed vertex list (tvlist) within the renderlist
// interate thru vertex list and transform all the model/local
// coords to world coords by translating the vertex list by
// the amount world_pos and storing the results in tvlist[]
// is this polygon valid?
if (coord_select == TRANSFORM_LOCAL_TO_TRANS)
{
for (int poly = 0; poly < rend_list->num_polys; poly++)
{
// acquire current polygon
POLYF4DV1_PTR curr_poly = rend_list->poly_ptrs[poly];
// transform this polygon if and only if it's not clipped, not culled,
// active, and visible, note however the concept of "backface" is
// irrelevant in a wire frame engine though
if ((curr_poly==NULL) || !(curr_poly->state & POLY4DV1_STATE_ACTIVE) ||
(curr_poly->state & POLY4DV1_STATE_CLIPPED ) ||
(curr_poly->state & POLY4DV1_STATE_BACKFACE) )
continue; // move onto next poly
// all good, let's transform
for (int vertex = 0; vertex < 3; vertex++)
{
// translate vertex
VECTOR4D_Add(&curr_poly->vlist[vertex], world_pos, &curr_poly->tvlist[vertex]);
} // end for vertex
} // end for poly
} // end if local
else // TRANSFORM_TRANS_ONLY
{
for (int poly = 0; poly < rend_list->num_polys; poly++)
{
// acquire current polygon
POLYF4DV1_PTR curr_poly = rend_list->poly_ptrs[poly];
// transform this polygon if and only if it's not clipped, not culled,
// active, and visible, note however the concept of "backface" is
// irrelevant in a wire frame engine though
if ((curr_poly==NULL) || !(curr_poly->state & POLY4DV1_STATE_ACTIVE) ||
(curr_poly->state & POLY4DV1_STATE_CLIPPED ) ||
(curr_poly->state & POLY4DV1_STATE_BACKFACE) )
continue; // move onto next poly
for (int vertex = 0; vertex < 3; vertex++)
{
// translate vertex
VECTOR4D_Add(&curr_poly->tvlist[vertex], world_pos, &curr_poly->tvlist[vertex]);
} // end for vertex
} // end for poly
} // end else
} // end Model_To_World_RENDERLIST4DV1
////////////////////////////////////////////////////////////
void Convert_From_Homogeneous4D_RENDERLIST4DV1(RENDERLIST4DV1_PTR rend_list)
{
// this function convertes all valid polygons vertices in the transformed
// vertex list from 4D homogeneous coordinates to normal 3D coordinates
// by dividing each x,y,z component by w
for (int poly = 0; poly < rend_list->num_polys; poly++)
{
// acquire current polygon
POLYF4DV1_PTR curr_poly = rend_list->poly_ptrs[poly];
// is this polygon valid?
// transform this polygon if and only if it's not clipped, not culled,
// active, and visible, note however the concept of "backface" is
// irrelevant in a wire frame engine though
if ((curr_poly==NULL) || !(curr_poly->state & POLY4DV1_STATE_ACTIVE) ||
(curr_poly->state & POLY4DV1_STATE_CLIPPED ) ||
(curr_poly->state & POLY4DV1_STATE_BACKFACE) )
continue; // move onto next poly
// all good, let's transform
for (int vertex = 0; vertex < 3; vertex++)
{
// convert to non-homogenous coords
VECTOR4D_DIV_BY_W(&curr_poly->tvlist[vertex]);
} // end for vertex
} // end for poly
} // end Convert_From_Homogeneous4D_RENDERLIST4DV1
/////////////////////////////////////////////////////////////////////////
void World_To_Camera_RENDERLIST4DV1(RENDERLIST4DV1_PTR rend_list,
CAM4DV1_PTR cam)
{
// NOTE: this is a matrix based function
// this function transforms each polygon in the global render list
// to camera coordinates based on the sent camera transform matrix
// you would use this function instead of the object based function
// if you decided earlier in the pipeline to turn each object into
// a list of polygons and then add them to the global render list
// the conversion of an object into polygons probably would have
// happened after object culling, local transforms, local to world
// and backface culling, so the minimum number of polygons from
// each object are in the list, note that the function assumes
// that at LEAST the local to world transform has been called
// and the polygon data is in the transformed list tvlist of
// the POLYF4DV1 object
// transform each polygon in the render list into camera coordinates
// assumes the render list has already been transformed to world
// coordinates and the result is in tvlist[] of each polygon object
for (int poly = 0; poly < rend_list->num_polys; poly++)
{
// acquire current polygon
POLYF4DV1_PTR curr_poly = rend_list->poly_ptrs[poly];
// is this polygon valid?
// transform this polygon if and only if it's not clipped, not culled,
// active, and visible, note however the concept of "backface" is
// irrelevant in a wire frame engine though
if ((curr_poly==NULL) || !(curr_poly->state & POLY4DV1_STATE_ACTIVE) ||
(curr_poly->state & POLY4DV1_STATE_CLIPPED ) ||
(curr_poly->state & POLY4DV1_STATE_BACKFACE) )
continue; // move onto next poly
// all good, let's transform
for (int vertex = 0; vertex < 3; vertex++)
{
// transform the vertex by the mcam matrix within the camera
// it better be valid!
POINT4D presult; // hold result of each transformation
// transform point
Mat_Mul_VECTOR4D_4X4(&curr_poly->tvlist[vertex], &cam->mcam, &presult);
// store result back
VECTOR4D_COPY(&curr_poly->tvlist[vertex], &presult);
} // end for vertex
} // end for poly
} // end World_To_Camera_RENDERLIST4DV1
///////////////////////////////////////////////////////////////
void Camera_To_Perspective_RENDERLIST4DV1(RENDERLIST4DV1_PTR rend_list,
CAM4DV1_PTR cam)
{
// NOTE: this is not a matrix based function
// this function transforms each polygon in the global render list
// into perspective coordinates, based on the
// sent camera object,
// you would use this function instead of the object based function
// if you decided earlier in the pipeline to turn each object into
// a list of polygons and then add them to the global render list
// transform each polygon in the render list into camera coordinates
// assumes the render list has already been transformed to world
// coordinates and the result is in tvlist[] of each polygon object
for (int poly = 0; poly < rend_list->num_polys; poly++)
{
// acquire current polygon
POLYF4DV1_PTR curr_poly = rend_list->poly_ptrs[poly];
// is this polygon valid?
// transform this polygon if and only if it's not clipped, not culled,
// active, and visible, note however the concept of "backface" is
// irrelevant in a wire frame engine though
if ((curr_poly==NULL) || !(curr_poly->state & POLY4DV1_STATE_ACTIVE) ||
(curr_poly->state & POLY4DV1_STATE_CLIPPED ) ||
(curr_poly->state & POLY4DV1_STATE_BACKFACE) )
continue; // move onto next poly
// all good, let's transform
for (int vertex = 0; vertex < 3; vertex++)
{
float z = curr_poly->tvlist[vertex].z;
// transform the vertex by the view parameters in the camera
curr_poly->tvlist[vertex].x = cam->view_dist*curr_poly->tvlist[vertex].x/z;
curr_poly->tvlist[vertex].y = cam->view_dist*curr_poly->tvlist[vertex].y*cam->aspect_ratio/z;
// z = z, so no change
// not that we are NOT dividing by the homogenous w coordinate since
// we are not using a matrix operation for this version of the function
} // end for vertex
} // end for poly
} // end Camera_To_Perspective_RENDERLIST4DV1
////////////////////////////////////////////////////////////////
void Camera_To_Perspective_Screen_RENDERLIST4DV1(RENDERLIST4DV1_PTR rend_list,
CAM4DV1_PTR cam)
{
// NOTE: this is not a matrix based function
// this function transforms the camera coordinates of an object
// into Screen scaled perspective coordinates, based on the
// sent camera object, that is, view_dist_h and view_dist_v
// should be set to cause the desired (viewport_width X viewport_height)
// it only works on the vertices in the tvlist[] list
// finally, the function also inverts the y axis, so the coordinates
// generated from this function ARE screen coordinates and ready for
// rendering
// transform each polygon in the render list to perspective screen
// coordinates assumes the render list has already been transformed
// to camera coordinates and the result is in tvlist[]
for (int poly = 0; poly < rend_list->num_polys; poly++)
{
// acquire current polygon
POLYF4DV1_PTR curr_poly = rend_list->poly_ptrs[poly];
// is this polygon valid?
// transform this polygon if and only if it's not clipped, not culled,
// active, and visible, note however the concept of "backface" is
// irrelevant in a wire frame engine though
if ((curr_poly==NULL) || !(curr_poly->state & POLY4DV1_STATE_ACTIVE) ||
(curr_poly->state & POLY4DV1_STATE_CLIPPED ) ||
(curr_poly->state & POLY4DV1_STATE_BACKFACE) )
continue; // move onto next poly
float alpha = (0.5*cam->viewport_width-0.5);
float beta = (0.5*cam->viewport_height-0.5);
// all good, let's transform
for (int vertex = 0; vertex < 3; vertex++)
{
float z = curr_poly->tvlist[vertex].z;
// transform the vertex by the view parameters in the camera
curr_poly->tvlist[vertex].x = cam->view_dist*curr_poly->tvlist[vertex].x/z;
curr_poly->tvlist[vertex].y = cam->view_dist*curr_poly->tvlist[vertex].y/z;
// z = z, so no change
// not that we are NOT dividing by the homogenous w coordinate since
// we are not using a matrix operation for this version of the function
// now the coordinates are in the range x:(-viewport_width/2 to viewport_width/2)
// and y:(-viewport_height/2 to viewport_height/2), thus we need a translation and
// since the y-axis is inverted, we need to invert y to complete the screen
// transform:
curr_poly->tvlist[vertex].x = curr_poly->tvlist[vertex].x + alpha;
curr_poly->tvlist[vertex].y = -curr_poly->tvlist[vertex].y + beta;
} // end for vertex
} // end for poly
} // end Camera_To_Perspective_Screen_RENDERLIST4DV1
//////////////////////////////////////////////////////////////
void Perspective_To_Screen_RENDERLIST4DV1(RENDERLIST4DV1_PTR rend_list,
CAM4DV1_PTR cam)
{
// NOTE: this is not a matrix based function
// this function transforms the perspective coordinates of the render
// list into screen coordinates, based on the sent viewport in the camera
// assuming that the viewplane coordinates were normalized
// you would use this function instead of the object based function
// if you decided earlier in the pipeline to turn each object into
// a list of polygons and then add them to the global render list
// you would only call this function if you previously performed
// a normalized perspective transform
// transform each polygon in the render list from perspective to screen
// coordinates assumes the render list has already been transformed
// to normalized perspective coordinates and the result is in tvlist[]
for (int poly = 0; poly < rend_list->num_polys; poly++)
{
// acquire current polygon
POLYF4DV1_PTR curr_poly = rend_list->poly_ptrs[poly];
// is this polygon valid?
// transform this polygon if and only if it's not clipped, not culled,
// active, and visible, note however the concept of "backface" is
// irrelevant in a wire frame engine though
if ((curr_poly==NULL) || !(curr_poly->state & POLY4DV1_STATE_ACTIVE) ||
(curr_poly->state & POLY4DV1_STATE_CLIPPED ) ||
(curr_poly->state & POLY4DV1_STATE_BACKFACE) )
continue; // move onto next poly
float alpha = (0.5*cam->viewport_width-0.5);
float beta = (0.5*cam->viewport_height-0.5);
// all good, let's transform
for (int vertex = 0; vertex < 3; vertex++)
{
// the vertex is in perspective normalized coords from -1 to 1
// on each axis, simple scale them and invert y axis and project
// to screen
// transform the vertex by th
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