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