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olcEngine3D.h
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olcEngine3D.h
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#ifndef OLCENGINE3D_H
#define OLCENGINE3D_H
#include "mesh.h"
#include "mat4x4.h"
#include "Console.h"
#include "vec3d.h"
#include "triangle.h"
#include <algorithm>
#include "Drawer.h"
#include "clipper.h"
#include "basicShapes.h"
class olcEngine3D : public Drawer
{
public:
olcEngine3D() { m_sAppName = L"3D Engine"; }
private:
std::vector<mesh> myObjects;
mat4x4 matProj, rotationTranslationMatrix;
float fThetaX = 0.0f, fThetaZ = 0.0f, fYaw = 0.0f;
vec3d translation{ 0.0f, 0.0f, 8.0f };
mat4x4 matNewCoordsToOriginal{ 0.0f };
vec3d cameraLocation{ 0.0f };
CHAR_INFO GetColour(float luminosity);
void applyKeyboardInputsToRotationsAndTranslations(float fElapsedTime);
mat4x4 makeRotTranMat(float fElapsedTime);
public:
bool OnUserCreate() override;
void clearScreen();
void drawAllTriangles(std::vector<triangle> &trianglesInPaintersOrder, bool debug);
void sortByZComponent(std::vector<triangle> &trianglesInPaintersOrder);
void convertToCameraCoordsAndZClip(mesh &myMesh, std::list<triangle> &trianglesBeingProcessed);
void cullAccordingToOrientation(std::list<triangle> &trianglesBeingProcessed);
void applyLighting(std::list<triangle> &triangles, vec3d lightDirection);
void projectTrianglesToScreen(std::list<triangle> &triangles);
void updateViewMatrices(float fElapsedTime);
std::list<triangle> collectAllTrianglesInOnePlace();
void translateAndRotateToCameraSpace(std::list<triangle> &ourTriangles);
void cullAndApplyLighting(std::list<triangle> &ourTriangles);
void screenBorderClip(std::list<triangle> &tris);
std::vector<triangle> convertListToVector(std::list<triangle> &tris);
void sortTrianglesByZCoord(std::vector<triangle> &tris);
bool OnUserUpdate(float fElapsedTime) override;
};
#endif