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+#include "../../DFPSR/includeFramework.h"
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+
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+using namespace dsr;
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+
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+// Get the application folder when possible, falling back on current directory on systems not offering the feature.
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+static const String applicationFolder = file_getApplicationFolder();
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+static const String mediaFolder = file_combinePaths(applicationFolder, U"media");
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+static BasicResourcePool pool(mediaFolder);
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+
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+// Global variables
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+static bool running = true;
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+static double cameraYaw = 0.0f;
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+static double cameraPitch = 0.0f;
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+static FVector3D cameraPosition = FVector3D(0.0f, 0.0f, 0.0f);
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+static bool showCursor = false;
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+
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+// The window handle
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+static Window window;
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+
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+static int createRoomPart(Model model, const FVector3D &min, const FVector3D &max) {
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+ // Add positions
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+ model_addPoint(model, FVector3D(min.x, min.y, min.z)); // 0: Left-down-near
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+ model_addPoint(model, FVector3D(min.x, min.y, max.z)); // 1: Left-down-far
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+ model_addPoint(model, FVector3D(min.x, max.y, min.z)); // 2: Left-up-near
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+ model_addPoint(model, FVector3D(min.x, max.y, max.z)); // 3: Left-up-far
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+ model_addPoint(model, FVector3D(max.x, min.y, min.z)); // 4: Right-down-near
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+ model_addPoint(model, FVector3D(max.x, min.y, max.z)); // 5: Right-down-far
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+ model_addPoint(model, FVector3D(max.x, max.y, min.z)); // 6: Right-up-near
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+ model_addPoint(model, FVector3D(max.x, max.y, max.z)); // 7: Right-up-far
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+ // Create a part for the polygons
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+ int part = model_addEmptyPart(model, U"cube");
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+ // Polygons using default texture coordinates on the 4 corners of the texture
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+ model_addQuad(model, part, 1, 0, 2, 3); // Left quad
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+ model_addQuad(model, part, 4, 5, 7, 6); // Right quad
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+ model_addQuad(model, part, 0, 4, 6, 2); // Front quad
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+ model_addQuad(model, part, 5, 1, 3, 7); // Back quad
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+ model_addQuad(model, part, 2, 6, 7, 3); // Top quad
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+ model_addQuad(model, part, 1, 5, 4, 0); // Bottom quad
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+ return part;
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+}
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+
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+static Model createRoomModel(const FVector3D &min, const FVector3D &max) {
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+ Model result = model_create();
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+ createRoomPart(result, min, max);
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+ return result;
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+}
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+
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+static IVector2D cursorOrigin;
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+static int32_t cursorLimitX = 10;
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+static int32_t cursorLimitY = 10;
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+static IVector2D previousCursorPosition;
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+static bool cursorWasReset = false;
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+static bool firstMouseEvent = true;
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+
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+static bool moveForward = false;
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+static bool moveBackward = false;
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+static bool moveUp = false;
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+static bool moveDown = false;
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+static bool moveLeft = false;
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+static bool moveRight = false;
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+static bool moveFaster = false;
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+
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+// The maximum camera pitch in both positive and negative direction.
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+// Goes a bit outside of 90 degrees (1.57079633 radians) just to show that it is possible when calculating the up vector instead of hardcoding it to a constant.
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+static const double maxPitch = 1.8;
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+
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+// Room coordinates.
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+static const FVector3D roomMinimum = FVector3D(-10.0f);
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+static const FVector3D roomMaximum = FVector3D(10.0f);
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+static const float cameraCollisionRadius = 1.0f;
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+static const FVector3D cameraMinimum = roomMinimum + cameraCollisionRadius;
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+static const FVector3D cameraMaximum = roomMaximum - cameraCollisionRadius;
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+
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+DSR_MAIN_CALLER(dsrMain)
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+void dsrMain(List<String> args) {
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+ // Create a full-screen window
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+ window = window_create_fullscreen(U"David Piuva's Software Renderer - Camera example");
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+ // Hide the cursor
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+ window_setCursorVisibility(window, false);
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+
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+ // Tell the application to terminate when the window is closed
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+ window_setCloseEvent(window, []() {
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+ running = false;
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+ });
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+
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+ // Get whole window key events
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+ window_setKeyboardEvent(window, [](const KeyboardEvent& event) {
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+ DsrKey key = event.dsrKey;
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+ if (event.keyboardEventType == KeyboardEventType::KeyDown) {
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+ if (key >= DsrKey_1 && key <= DsrKey_9) {
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+ window_setPixelScale(window, key - DsrKey_0);
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+ } else if (key == DsrKey_F11) {
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+ window_setFullScreen(window, !window_isFullScreen(window));
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+ } else if (key == DsrKey_Escape) {
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+ running = false;
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+ } else if (key == DsrKey_C) {
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+ // Press C to toggle visibility the cursor and debug drawing.
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+ showCursor = !showCursor;
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+ window_setCursorVisibility(window, showCursor);
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+ } else if (key == DsrKey_W) {
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+ moveForward = true;
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+ } else if (key == DsrKey_S) {
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+ moveBackward = true;
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+ } else if (key == DsrKey_E) {
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+ moveUp = true;
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+ } else if (key == DsrKey_Q) {
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+ moveDown = true;
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+ } else if (key == DsrKey_A) {
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+ moveLeft = true;
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+ } else if (key == DsrKey_D) {
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+ moveRight = true;
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+ } else if (key == DsrKey_Shift) {
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+ moveFaster = true;
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+ }
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+ } else if (event.keyboardEventType == KeyboardEventType::KeyUp) {
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+ if (key == DsrKey_W) {
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+ moveForward = false;
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+ } else if (key == DsrKey_S) {
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+ moveBackward = false;
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+ } else if (key == DsrKey_E) {
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+ moveUp = false;
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+ } else if (key == DsrKey_Q) {
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+ moveDown = false;
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+ } else if (key == DsrKey_A) {
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+ moveLeft = false;
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+ } else if (key == DsrKey_D) {
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+ moveRight = false;
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+ } else if (key == DsrKey_Shift) {
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+ moveFaster = false;
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+ }
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+ }
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+ });
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+
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+ // Get whole window mouse events
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+ window_setMouseEvent(window, [](const MouseEvent& event) {
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+ if (firstMouseEvent) {
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+ // Ignore motion from the first mouse event, because it has no previous cursor position to compare against.
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+ firstMouseEvent = false;
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+ } else {
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+ IVector2D movement = event.position - previousCursorPosition;
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+ IVector2D offset = event.position - cursorOrigin;
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+ if (cursorWasReset && offset.x == 0 && offset.y == 0) {
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+ // The first cursor at the image center after a reset is ignored.
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+ cursorWasReset = false;
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+ } else {
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+ // TODO: Adjust mouse sensitivity somehow.
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+ cameraYaw += double(movement.x) * 0.005;
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+ cameraPitch -= double(movement.y) * 0.005;
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+ if (cameraPitch > maxPitch) cameraPitch = maxPitch;
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+ if (cameraPitch < -maxPitch) cameraPitch = -maxPitch;
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+ if (offset.x < -cursorLimitX || offset.y < -cursorLimitY || offset.x > cursorLimitX || offset.y > cursorLimitY) {
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+ // The cursor traveled outside of the box, so it is moved to the center.
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+ window_setCursorPosition(window, cursorOrigin.x, cursorOrigin.y);
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+ // Remember that the cursor was reset, so that the next mouse move event going to the center can be ignored.
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+ cursorWasReset = true;
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+ }
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+ }
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+ }
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+ previousCursorPosition = event.position;
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+ });
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+
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+ // Create a room model
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+ Model roomModel = createRoomModel(roomMinimum, roomMaximum);
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+ model_setDiffuseMapByName(roomModel, 0, pool, "Grid");
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+
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+ // Create a renderer for multi-threading
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+ Renderer worker = renderer_create();
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+
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+ double lastTime = 0.0;
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+ while(running) {
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+ // Measure time
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+ double time = time_getSeconds();
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+ double timePerFrame = time - lastTime;
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+
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+ // Fetch mouse and keyboard events from the window.
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+ window_executeEvents(window);
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+
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+ // Request buffers after executing the events, to get newly allocated buffers after resize events
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+ ImageRgbaU8 colorBuffer = window_getCanvas(window);
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+ // For a sky box, the depth buffer can be replaced with ImageF32() as an empty image handle.
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+ //ImageF32 depthBuffer;
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+ // But for demonstration purposes, we render the room using a depth buffer.
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+ ImageF32 depthBuffer = window_getDepthBuffer(window);
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+
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+ // Get target size
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+ int targetWidth = image_getWidth(colorBuffer);
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+ int targetHeight = image_getHeight(colorBuffer);
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+
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+ // Reset the mouse to the center of the canvas when getting too far out.
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+ cursorOrigin = IVector2D(targetWidth / 2, targetHeight / 2);
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+ cursorLimitX = targetWidth / 4;
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+ cursorLimitY = targetHeight / 4;
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+
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+ // No need to paint the background for indoor scenes, because everything will be covered by geometry.
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+ // Any gap will be undefined behavior because some window backends use double buffering while others do not.
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+ // One way to make sure that this does not happen, is to let the debug version clear the color with a flashing color while looking for holes.
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+ //image_fill(colorBuffer, ColorRgbaI32(0, 0, 0, 0));
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+
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+ // Clear the depth buffer
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+ image_fill(depthBuffer, 0.0f); // Infinite reciprocal depth using zero
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+
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+
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+ // Calculate camera orientation from pitch and yaw in radians.
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+ FVector3D cameraForwardDirection = FVector3D(sin(cameraYaw) * cos(cameraPitch), sin(cameraPitch), cos(cameraYaw) * cos(cameraPitch));
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+ FVector3D cameraUpDirection = FVector3D(-sin(cameraYaw) * sin(cameraPitch), cos(cameraPitch), -cos(cameraYaw) * sin(cameraPitch));
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+ FMatrix3x3 cameraRotation = FMatrix3x3::makeAxisSystem(cameraForwardDirection, cameraUpDirection);
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+ Camera camera = Camera::createPerspective(Transform3D(cameraPosition, cameraRotation), targetWidth, targetHeight);
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+
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+ // Move the camera.
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+ double speed = moveFaster ? 40.0 : 10.0;
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+ double moveOffset = speed * timePerFrame;
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+ if (moveForward) cameraPosition = cameraPosition + cameraForwardDirection * moveOffset;
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+ if (moveBackward) cameraPosition = cameraPosition - cameraForwardDirection * moveOffset;
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+ if (moveUp) cameraPosition = cameraPosition + cameraUpDirection * moveOffset;
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+ if (moveDown) cameraPosition = cameraPosition - cameraUpDirection * moveOffset;
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+ if (moveLeft) cameraPosition = cameraPosition - cameraRotation.xAxis * moveOffset;
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+ if (moveRight) cameraPosition = cameraPosition + cameraRotation.xAxis * moveOffset;
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+
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+ // Collide against walls.
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+ if (cameraPosition.x < cameraMinimum.x) cameraPosition.x = cameraMinimum.x;
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+ if (cameraPosition.y < cameraMinimum.y) cameraPosition.y = cameraMinimum.y;
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+ if (cameraPosition.z < cameraMinimum.z) cameraPosition.z = cameraMinimum.z;
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+ if (cameraPosition.x > cameraMaximum.x) cameraPosition.x = cameraMaximum.x;
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+ if (cameraPosition.y > cameraMaximum.y) cameraPosition.y = cameraMaximum.y;
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+ if (cameraPosition.z > cameraMaximum.z) cameraPosition.z = cameraMaximum.z;
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+
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+ // Begin render batch
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+ renderer_begin(worker, colorBuffer, depthBuffer);
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+ // Projected triangles from the room's model
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+ renderer_giveTask(worker, roomModel, Transform3D(), camera);
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+ // Render the projected triangles
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+ renderer_end(worker);
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+
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+ // Debug draw the camera rotation system, which is toggled using the C button.
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+ if (showCursor) {
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+ IVector2D writer = IVector2D(10, 10);
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+ font_printLine(colorBuffer, font_getDefault(), string_combine(U"cameraYaw = ", cameraYaw, U" radians"), writer, ColorRgbaI32(255, 255, 255, 255)); writer.y += 20;
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+ font_printLine(colorBuffer, font_getDefault(), string_combine(U"cameraPitch = ", cameraPitch, U" radians"), writer, ColorRgbaI32(255, 255, 255, 255)); writer.y += 20;
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+ font_printLine(colorBuffer, font_getDefault(), string_combine(U"forward = ", cameraForwardDirection), writer, ColorRgbaI32(255, 255, 255, 255)); writer.y += 20;
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+ font_printLine(colorBuffer, font_getDefault(), string_combine(U"up = ", cameraUpDirection), writer, ColorRgbaI32(255, 255, 255, 255)); writer.y += 20;
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+ // Draw the region that the cursor can move within without jumping to the center.
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+ int32_t left = cursorOrigin.x - cursorLimitX;
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+ int32_t right = cursorOrigin.x + cursorLimitX;
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+ int32_t top = cursorOrigin.y - cursorLimitY;
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+ int32_t bottom = cursorOrigin.y + cursorLimitY;
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+ draw_line(colorBuffer, left, top, right, top, ColorRgbaI32(255, 255, 255, 255));
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+ draw_line(colorBuffer, left, bottom, right, bottom, ColorRgbaI32(255, 255, 255, 255));
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+ draw_line(colorBuffer, left, top, left, bottom, ColorRgbaI32(255, 255, 255, 255));
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+ draw_line(colorBuffer, right, top, right, bottom, ColorRgbaI32(255, 255, 255, 255));
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+ } else {
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+ int32_t crosshairRadius = cursorLimitY / 16;
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+ int32_t left = cursorOrigin.x - crosshairRadius;
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+ int32_t right = cursorOrigin.x + crosshairRadius;
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+ int32_t top = cursorOrigin.y - crosshairRadius;
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+ int32_t bottom = cursorOrigin.y + crosshairRadius;
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+ draw_line(colorBuffer, left, cursorOrigin.y, right, cursorOrigin.y, ColorRgbaI32(255, 255, 255, 255));
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+ draw_line(colorBuffer, cursorOrigin.x, top, cursorOrigin.x, bottom, ColorRgbaI32(255, 255, 255, 255));
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+ }
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+
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+ // Upload canvas to window.
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+ window_showCanvas(window);
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+
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+ lastTime = time;
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+ }
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+}
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