// // Created by Иван Ильин on 14.01.2021. // #include "Camera.h" #include "utils/Log.h" #include "Consts.h" #include std::vector> Camera::project(std::shared_ptr mesh) { if(!_ready) { Log::log("Camera::project(): cannot project _tris without camera initialization ( Camera::init() ) "); return _triangles; } if(!mesh->isVisible()) { return this->_triangles; } // Model transform matrix: translate _tris in the origin of body. Matrix4x4 M = mesh->model(); Matrix4x4 V = Matrix4x4::View(left(), up(), lookAt(), position()); // We don't want to waste time re-allocating memory every time std::vector clippedTriangles, tempBuffer; for(auto& t : mesh->triangles()) { Triangle MTriangle = t * M; double dot = MTriangle.norm().dot((Vec3D(MTriangle[0]) - position()).normalized()); if(dot > 0) { continue; } Triangle VMTriangle = MTriangle * V; // It needs to be cleared because it's reused through iterations. Usually it doesn't free memory. clippedTriangles.clear(); tempBuffer.clear(); // In the beginning we need to to translate triangle from world coordinate to our camera system: // After that we apply clipping for all planes from _clipPlanes clippedTriangles.emplace_back(VMTriangle); for(auto& plane : _clipPlanes) { while(!clippedTriangles.empty()) { std::vector clipResult = plane.clip(clippedTriangles.back()); clippedTriangles.pop_back(); for(auto & i : clipResult) { tempBuffer.emplace_back(i); } } clippedTriangles.swap(tempBuffer); } for(auto& clipped : clippedTriangles) { sf::Color color = clipped.color(); sf::Color ambientColor = sf::Color((sf::Uint8)(color.r * (0.3 * std::abs(dot) + 0.7)), (sf::Uint8)(color.g * (0.3 * std::abs(dot) + 0.7)), (sf::Uint8)(color.b * (0.3 * std::abs(dot) + 0.7)), (sf::Uint8)color.a); // Finally its time to project our clipped colored drawTriangle from 3D -> 2D // and transform it's coordinate to screen space (in pixels): Triangle clippedProjected = clipped * _SP; Triangle clippedProjectedNormalized = Triangle(clippedProjected[0] / clippedProjected[0].w(), clippedProjected[1] / clippedProjected[1].w(), clippedProjected[2] / clippedProjected[2].w(), ambientColor); _triangles.emplace_back(std::make_shared(clippedProjectedNormalized)); } } return this->_triangles; } void Camera::init(int width, int height, double fov, double ZNear, double ZFar) { // We need to init camera only after creation or changing width, height, fov, ZNear or ZFar. // Because here we calculate matrix that does not change during the motion of _objects or camera _aspect = (double)width / (double)height; Matrix4x4 P = Matrix4x4::Projection(fov, _aspect, ZNear, ZFar); Matrix4x4 S = Matrix4x4::ScreenSpace(width, height); _SP = S * P; // screen-space-projections matrix // This is planes for clipping _tris. // Motivation: we are not interest in _tris that we cannot see. _clipPlanes.emplace_back(Plane(Vec3D{0, 0, 1}, Vec3D{0, 0, ZNear})); // near plane _clipPlanes.emplace_back(Plane(Vec3D{0, 0, -1}, Vec3D{0, 0, ZFar})); // far plane double thetta1 = Consts::PI*fov*0.5/180.0; double thetta2 = atan(_aspect * tan(thetta1)); _clipPlanes.emplace_back(Plane(Vec3D{-cos(thetta2), 0, sin(thetta2)}, Vec3D{0, 0, 0})); // left plane _clipPlanes.emplace_back(Plane(Vec3D{cos(thetta2), 0, sin(thetta2)}, Vec3D{0, 0, 0})); // right plane _clipPlanes.emplace_back(Plane(Vec3D{0, cos(thetta1), sin(thetta1)}, Vec3D{0, 0, 0})); // down plane _clipPlanes.emplace_back(Plane(Vec3D{0, -cos(thetta1), sin(thetta1)}, Vec3D{0, 0, 0})); // up plane _ready = true; Log::log("Camera::init(): camera successfully initialized."); } std::vector> Camera::sorted() { // Sort _tris from _back to front // This is some replacement for Z-buffer std::sort(_triangles.begin(), _triangles.end(), [](std::shared_ptr &t1, std::shared_ptr &t2) { std::vector v_z1({(*t1)[0].z(), (*t1)[1].z(), (*t1)[2].z()}); std::vector v_z2({(*t2)[0].z(), (*t2)[1].z(), (*t2)[2].z()}); std::sort(v_z1.begin(), v_z1.end()); std::sort(v_z2.begin(), v_z2.end()); double z1 = v_z1[0] + v_z1[1] + v_z1[2]; double z2 = v_z2[0] + v_z2[1] + v_z2[2]; return z1 > z2; }); return _triangles; } void Camera::clear() { // Cleaning all _tris and recalculation of View matrix _triangles.clear(); }