fixed
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8 changed files with 667 additions and 485 deletions
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@ -1,6 +1,6 @@
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#include "defines.h"
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fixed sintab[360], costab[360], inv_table[321];
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fixed sintab[360], costab[360];
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Point2D v_cache[MAX_VERTEX];
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void mat3_identity(Matrix3 *mat) {
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@ -10,17 +10,13 @@ void mat3_identity(Matrix3 *mat) {
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void init_engine_math() {
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int i;
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for (i = 0; i < 360; i++) {
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double r = (double)i * 3.14159265 / 180.0;
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sintab[i] = (fixed)(sin(r) * 65536.0);
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costab[i] = (fixed)(cos(r) * 65536.0);
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}
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inv_table[0] = 0;
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for (i = 1; i <= 320; i++) inv_table[i] = (int_to_f(1) / i);
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}
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// Normalisation pour le Gouraud (à la création uniquement)
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void normalize(Vector3 *v) {
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double dx = (double)v->x, dy = (double)v->y, dz = (double)v->z;
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double d = sqrt(dx*dx + dy*dy + dz*dz);
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@ -29,25 +25,6 @@ void normalize(Vector3 *v) {
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}
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}
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// Génère une matrice de rotation sur l'axe X
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void mat3_rotate_x(Matrix3 *m, int angle) {
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fixed c = costab[angle % 360];
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fixed s = sintab[angle % 360];
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mat3_identity(m);
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m->m[1][1] = c; m->m[1][2] = -s;
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m->m[2][1] = s; m->m[2][2] = c;
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}
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// Génère une matrice de rotation sur l'axe Y
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void mat3_rotate_y(Matrix3 *m, int angle) {
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fixed c = costab[angle % 360];
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fixed s = sintab[angle % 360];
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mat3_identity(m);
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m->m[0][0] = c; m->m[0][2] = s;
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m->m[2][0] = -s; m->m[2][2] = c;
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}
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// Multiplie deux matrices 3x3 : res = a * b
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void mat3_mul(Matrix3 *res, Matrix3 *a, Matrix3 *b) {
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int i, j;
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for (i = 0; i < 3; i++) {
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@ -59,61 +36,77 @@ void mat3_mul(Matrix3 *res, Matrix3 *a, Matrix3 *b) {
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}
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}
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void render_scene(Mesh *m, Matrix3 *rot, int global_mode) {
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int i;
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fixed pz, rx, ry, rz;
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Vector3 *v;
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Vector3 *n;
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fixed nz;
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int intensity;
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void mat3_rotate_x(Matrix3 *m, int angle) {
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int a = ((angle % 360) + 360) % 360;
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fixed c = costab[a], s = sintab[a];
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mat3_identity(m);
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m->m[1][1] = c; m->m[1][2] = -s; m->m[2][1] = s; m->m[2][2] = c;
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}
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void mat3_rotate_y(Matrix3 *m, int angle) {
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int a = ((angle % 360) + 360) % 360;
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fixed c = costab[a], s = sintab[a];
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mat3_identity(m);
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m->m[0][0] = c; m->m[0][2] = s; m->m[2][0] = -s; m->m[2][2] = c;
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}
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for (i = 0; i < m->num_verts; i++) {
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v = &m->verts[i];
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n = &m->v_normals[i];
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void render_universe(Object3D *objs, int num_objs, Camera *cam, int mode) {
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int o, i, front;
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fixed rx, ry, rz, pz, nz;
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uint8_t wire_col;
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// --- 1. Rotation de la normale (pour la lumière) ---
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nz = f_mul(n->x, rot->m[0][2]) + f_mul(n->y, rot->m[1][2]) + f_mul(n->z, rot->m[2][2]);
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intensity = f_to_int(nz * 15);
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if (intensity < 0) intensity = 0;
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for (o = 0; o < num_objs; o++) {
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Object3D *obj = &objs[o];
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Mesh *m = obj->mesh;
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// --- 2. Rotation du sommet (LA PIÈCE MANQUANTE) ---
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// On applique la multiplication Matrice * Vecteur
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rx = f_mul(v->x, rot->m[0][0]) + f_mul(v->y, rot->m[1][0]) + f_mul(v->z, rot->m[2][0]);
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ry = f_mul(v->x, rot->m[0][1]) + f_mul(v->y, rot->m[1][1]) + f_mul(v->z, rot->m[2][1]);
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rz = f_mul(v->x, rot->m[0][2]) + f_mul(v->y, rot->m[1][2]) + f_mul(v->z, rot->m[2][2]);
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for (i = 0; i < m->num_verts; i++) {
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Vector3 *v = &m->verts[i], *n = &m->v_normals[i];
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// --- 3. Projection avec les coordonnées tournées ---
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pz = rz; // On utilise le Z tourné
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if (pz < int_to_f(10)) pz = int_to_f(10);
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rx = f_mul(v->x, obj->rot.m[0][0]) + f_mul(v->y, obj->rot.m[1][0]) + f_mul(v->z, obj->rot.m[2][0]) + obj->pos.x - cam->pos.x;
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ry = f_mul(v->x, obj->rot.m[0][1]) + f_mul(v->y, obj->rot.m[1][1]) + f_mul(v->z, obj->rot.m[2][1]) + obj->pos.y - cam->pos.y;
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rz = f_mul(v->x, obj->rot.m[0][2]) + f_mul(v->y, obj->rot.m[1][2]) + f_mul(v->z, obj->rot.m[2][2]) + obj->pos.z - cam->pos.z;
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v_cache[i].z = pz;
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v_cache[i].intensity = intensity;
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v_cache[i].x = 160 + f_to_int(f_div(rx << 8, pz)); // On utilise rx tourné
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v_cache[i].y = 100 - f_to_int(f_div(ry << 8, pz)); // On utilise ry tourné
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}
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pz = (rz < int_to_f(20)) ? int_to_f(20) : rz;
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v_cache[i].z = pz;
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v_cache[i].x = 160 + f_to_int(f_div(rx << 8, pz));
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v_cache[i].y = 100 - f_to_int(f_div(ry << 8, pz));
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for (i = 0; i < m->num_faces; i++) {
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Face *f = &m->faces[i];
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Point2D *p1 = &v_cache[f->a];
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Point2D *p2 = &v_cache[f->b];
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Point2D *p3 = &v_cache[f->c];
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int back = (p2->x - p1->x) * (p3->y - p1->y) - (p2->y - p1->y) * (p3->x - p1->x);
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nz = f_mul(n->x, obj->rot.m[0][2]) + f_mul(n->y, obj->rot.m[1][2]) + f_mul(n->z, obj->rot.m[2][2]);
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v_cache[i].intensity = (nz >= 0) ? int_to_f(1) : ((-nz) * 14) + int_to_f(1);
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}
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if (global_mode == MODE_WIRE) {
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draw_line_z(p1, p2, f->color, 0);
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draw_line_z(p2, p3, f->color, 0);
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draw_line_z(p3, p1, f->color, 0);
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} else {
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if (back < 0) {
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if (f->force_wire || global_mode == MODE_HIDDEN) {
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fill_triangle_zonly(p1, p2, p3);
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draw_line_z(p1, p2, f->color, 1);
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draw_line_z(p2, p3, f->color, 1);
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draw_line_z(p3, p1, f->color, 1); // Ajouté pour fermer le triangle
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} else {
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fill_triangle_gouraud(p1, p2, p3, f->color);
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}
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wire_col = (uint8_t)((obj->color << 4) | 15);
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for (i = 0; i < m->num_faces; i++) {
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Face *f = &m->faces[i];
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Point2D *p1 = &v_cache[f->a], *p2 = &v_cache[f->b], *p3 = &v_cache[f->c];
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front = ((p2->x - p1->x) * (p3->y - p1->y) - (p2->y - p1->y) * (p3->x - p1->x)) > 0;
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switch (mode) {
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case MODE_WIRE:
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draw_line_z(p1, p2, wire_col, 0);
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draw_line_z(p2, p3, wire_col, 0);
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draw_line_z(p3, p1, wire_col, 0);
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break;
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case MODE_HIDDEN:
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if (front) {
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draw_line_z(p1, p2, wire_col, 1);
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draw_line_z(p2, p3, wire_col, 1);
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draw_line_z(p3, p1, wire_col, 1);
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}
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break;
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case MODE_SOLID:
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default:
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if (front) {
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if (f->force_wire) {
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draw_line_z(p1, p2, wire_col, 1);
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draw_line_z(p2, p3, wire_col, 1);
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draw_line_z(p3, p1, wire_col, 1);
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} else {
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fill_triangle_gouraud(p1, p2, p3, obj->color);
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}
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}
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break;
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}
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}
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}
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