整理文件结构目录,Gfx 里放底层图形库相关函数,Apps 放上层的应用(启动器、游戏)
This commit is contained in:
@@ -1,14 +0,0 @@
|
||||
#pragma once
|
||||
#include "Vector2.h"
|
||||
|
||||
namespace RenderData
|
||||
{
|
||||
struct BoundingBox2D
|
||||
{
|
||||
Math::Vector2Int min;
|
||||
Math::Vector2Int max;
|
||||
|
||||
BoundingBox2D() : min(), max() {}
|
||||
BoundingBox2D(const Math::Vector2Int min, const Math::Vector2Int max) : min(min), max(max) {}
|
||||
};
|
||||
}
|
||||
@@ -1,40 +0,0 @@
|
||||
#pragma once
|
||||
#include <cstdint>
|
||||
|
||||
namespace RenderData
|
||||
{
|
||||
struct Color
|
||||
{
|
||||
uint8_t r;
|
||||
uint8_t g;
|
||||
uint8_t b;
|
||||
uint8_t a;
|
||||
Color() : r(0), g(0), b(0), a(0) {}
|
||||
Color(uint8_t r, uint8_t g, uint8_t b, uint8_t a)
|
||||
{
|
||||
this->r = ClampToByte(r);
|
||||
this->g = ClampToByte(g);
|
||||
this->b = ClampToByte(b);
|
||||
this->a = ClampToByte(a);
|
||||
}
|
||||
|
||||
uint32_t to_rgba() const
|
||||
{
|
||||
uint32_t value = (static_cast<uint32_t>(r) << 24) | (static_cast<uint32_t>(g) << 16) | (static_cast<uint32_t>(b) << 8) | (static_cast<uint32_t>(a));
|
||||
return value;
|
||||
}
|
||||
|
||||
static uint8_t ClampToByte(const int32_t value)
|
||||
{
|
||||
if (value < 0) return 0;
|
||||
if (value > 255) return 255;
|
||||
return static_cast<uint8_t>(value);
|
||||
}
|
||||
|
||||
static Color Red() { return Color(255, 0, 0, 255); }
|
||||
static Color Green() { return Color(0, 255, 0, 255); }
|
||||
static Color Blue() { return Color(0, 0, 255, 255); }
|
||||
static Color White() { return Color(255, 255, 255, 255); }
|
||||
static Color Black() { return Color(0, 0, 0, 255); }
|
||||
};
|
||||
}
|
||||
@@ -1,67 +0,0 @@
|
||||
#pragma once
|
||||
#include "Vector2.h"
|
||||
#include "BoundingBox.h"
|
||||
#include "Vertex.h"
|
||||
#include <cstdint>
|
||||
#include <algorithm>
|
||||
#include <cmath>
|
||||
#include <Vector3.h>
|
||||
#include <cstdlib>
|
||||
|
||||
namespace RenderData
|
||||
{
|
||||
struct Triangle
|
||||
{
|
||||
Scene::Vertex v0;
|
||||
Scene::Vertex v1;
|
||||
Scene::Vertex v2;
|
||||
Triangle() : v0(), v1(), v2() {}
|
||||
Triangle(const Scene::Vertex a, const Scene::Vertex b, const Scene::Vertex c) : v0(a), v1(b), v2(c) {}
|
||||
|
||||
BoundingBox2D get_boundingBox() const
|
||||
{
|
||||
using namespace Math;
|
||||
|
||||
int32_t minX = static_cast<int32_t>(std::floor(std::min({ v0.position.x, v1.position.x, v2.position.x })));
|
||||
int32_t maxX = static_cast<int32_t>(std::ceil(std::max({ v0.position.x, v1.position.x, v2.position.x })));
|
||||
int32_t minY = static_cast<int32_t>(std::floor(std::min({ v0.position.y, v1.position.y, v2.position.y })));
|
||||
int32_t maxY = static_cast<int32_t>(std::ceil(std::max({ v0.position.y, v1.position.y, v2.position.y })));
|
||||
|
||||
Vector2Int min(minX, minY);
|
||||
Vector2Int max(maxX, maxY);
|
||||
|
||||
return BoundingBox2D(min, max);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 给定屏幕像素坐标,输出该点的面积坐标
|
||||
/// </summary>
|
||||
/// <param name="pos">要计算的屏幕像素点</param>
|
||||
/// <param name="w0">面积坐标的 x 分量(引用)</param>
|
||||
/// <param name="w1">面积坐标的 y 分量(引用)</param>
|
||||
/// <param name="w2">面积坐标的 z 分量(引用)</param>
|
||||
/// <returns>是否计算成功</returns>
|
||||
bool get_barycentric(const Math::Vector2& p, float& w0, float& w1, float& w2) const
|
||||
{
|
||||
using namespace Math;
|
||||
|
||||
const float x0 = v0.position.x;
|
||||
const float y0 = v0.position.y;
|
||||
const float x1 = v1.position.x;
|
||||
const float y1 = v1.position.y;
|
||||
const float x2 = v2.position.x;
|
||||
const float y2 = v2.position.y;
|
||||
|
||||
const float square2D = (y1 - y2) * (x0 - x2) + (x2 - x1) * (y0 - y2);
|
||||
if (std::abs(square2D) < 1e-6f)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
w0 = ((y1 - y2) * (p.x - x2) + (x2 - x1) * (p.y - y2)) / square2D;
|
||||
w1 = ((y2 - y0) * (p.x - x2) + (x0 - x2) * (p.y - y2)) / square2D;
|
||||
w2 = 1.0f - w0 - w1;
|
||||
return true;
|
||||
}
|
||||
};
|
||||
}
|
||||
Reference in New Issue
Block a user