private void Render(object sender, EventArgs e) { PainterHelper.ClearScreen(bm); camera.vForward = Vec3D.VectorMul(camera.vLookDir, 0.05F); List <Triangle> trianglesToRaster = new List <Triangle>(); Matrix matView = camera.RotateCamera(); foreach (var tri in scene.triangles) { Triangle triProjected, triTransformed, triViewed; triViewed = new Triangle(3); triTransformed = Triangle.TransformTriangle(tri, transformations.matWorld); Vec3D vCameraRay = Vec3D.VectorSub(triTransformed.points[0], camera.vCamera); if (Vec3D.VectorDotProduct(triTransformed.Normal, vCameraRay) < 0.0F) { float lightIntensity = light.GetLightIntensityForSurface(triTransformed.Normal); Color color = PainterHelper.ChangeColorBrightness(Color.Black, lightIntensity); triViewed = Triangle.TransformTriangle(triTransformed, matView); triProjected = Triangle.ProjectTriangle(transformations.matProj, triViewed); triProjected.InvertXAndY(); //// Scale into view Vec3D vOffsetView = new Vec3D { x = 1, y = 1, z = 0 }; triProjected.Offset(vOffsetView, bm); triProjected.color = color; triProjected.zTotal = (triProjected.points[0].z + triProjected.points[1].z + triProjected.points[2].z) / 3.0F; trianglesToRaster.Add(triProjected); } } trianglesToRaster.Sort((p, q) => q.zTotal.CompareTo(p.zTotal)); foreach (var triangle in trianglesToRaster) { PainterHelper.DrawTriangle(triangle, bm); pictureBoxCanvas.Image = bm; } }
public static Matrix Matrix_PointAt(Vec3D pos, Vec3D target, Vec3D up) { Vec3D newForward = Vec3D.VectorSub(target, pos); newForward = Vec3D.VectorNormalise(newForward); Vec3D a = Vec3D.VectorMul(newForward, Vec3D.VectorDotProduct(up, newForward)); Vec3D newUp = Vec3D.VectorSub(up, a); newUp = Vec3D.VectorNormalise(newUp); Vec3D newRight = Vec3D.VectorCrossProduct(newUp, newForward); Matrix matrix = new Matrix(4); matrix.matrix[0, 0] = newRight.x; matrix.matrix[0, 1] = newRight.y; matrix.matrix[0, 2] = newRight.z; matrix.matrix[0, 3] = 0.0f; matrix.matrix[1, 0] = newUp.x; matrix.matrix[1, 1] = newUp.y; matrix.matrix[1, 2] = newUp.z; matrix.matrix[1, 3] = 0.0f; matrix.matrix[2, 0] = newForward.x; matrix.matrix[2, 1] = newForward.y; matrix.matrix[2, 2] = newForward.z; matrix.matrix[2, 3] = 0.0f; matrix.matrix[3, 0] = pos.x; matrix.matrix[3, 1] = pos.y; matrix.matrix[3, 2] = pos.z; matrix.matrix[3, 3] = 1.0f; return(matrix); }