Added a very simple light source so the 3D models now have simple shading applied to them.

This commit is contained in:
2020-07-15 04:12:39 -05:00
parent 05d2beb8ac
commit 34f5917359
4 changed files with 98 additions and 32 deletions
+2 -3
View File
@@ -1,5 +1,6 @@
from vectors import Vector2d, Vector3d, Vector4d
from matrix import Matrix3x3
from triangle import Triangle
class Engine:
def __init__(self, width, height):
@@ -40,7 +41,5 @@ class Mesh:
row0 = self.vertices[int(tmp[1]) - 1]
row1 = self.vertices[int(tmp[2]) - 1]
row2 = self.vertices[int(tmp[3]) - 1]
tri = Matrix3x3(row0, row1, row2)
self.triangles.append(tri)#Vector3d(x - 1, y - 1, z - 1))
self.triangles.append(Triangle(Matrix3x3(row0, row1, row2)))
+88 -28
View File
@@ -4,16 +4,31 @@ import copy
from matrix import Matrix4x4, Matrix3x3
from vectors import Vector4d, Vector3d, Vector2d
from engine import Mesh
from triangle import Triangle
ui = window.Window(600, 600)
near_plane = 0.1
far_plane = 1000.0
fov = 90.0
tris = Mesh()
tris =[
Matrix3x3(Vector3d(0.0,0.0,0.0),Vector3d(0.0,1.0,0.0),Vector3d(1.0,1.0,0.0)),
Matrix3x3(Vector3d(0.0,0.0,0.0),Vector3d(1.0,1.0,0.0),Vector3d(1.0,0.0,0.0)),
Matrix3x3(Vector3d(1.0,0.0,0.0),Vector3d(1.0,1.0,0.0),Vector3d(1.0,1.0,1.0)),
Matrix3x3(Vector3d(1.0,0.0,0.0),Vector3d(1.0,1.0,1.0),Vector3d(1.0,0.0,1.0)),
Matrix3x3(Vector3d(1.0,0.0,1.0),Vector3d(1.0,1.0,1.0),Vector3d(0.0,1.0,1.0)),
Matrix3x3(Vector3d(1.0,0.0,1.0),Vector3d(0.0,1.0,1.0),Vector3d(0.0,0.0,1.0)),
Matrix3x3(Vector3d(0.0,0.0,1.0),Vector3d(0.0,1.0,1.0),Vector3d(0.0,1.0,0.0)),
Matrix3x3(Vector3d(0.0,0.0,1.0),Vector3d(0.0,1.0,0.0),Vector3d(0.0,0.0,0.0)),
Matrix3x3(Vector3d(0.0,1.0,0.0),Vector3d(0.0,1.0,1.0),Vector3d(1.0,1.0,1.0)),
Matrix3x3(Vector3d(0.0,1.0,0.0),Vector3d(1.0,1.0,1.0),Vector3d(1.0,1.0,0.0)),
Matrix3x3(Vector3d(1.0,0.0,1.0),Vector3d(0.0,0.0,1.0),Vector3d(0.0,0.0,0.0)),
Matrix3x3(Vector3d(1.0,0.0,1.0),Vector3d(0.0,0.0,0.0),Vector3d(1.0,0.0,0.0))
]
#tris = Mesh()
def main():
tris.load_obj_file('shuttle.obj')
#tris.load_obj_file('shuttle.obj')
ui.thetax = 1
ui.window.bind('<Left>', left)
@@ -31,8 +46,7 @@ def right(event):
ui.theta += .01
def mouse_start(event):
#x, y =
ui.canvas.old_coords = event.x, event.y #x, y
ui.canvas.old_coords = event.x, event.y
def mouse_end(event):
x, y = ui.canvas.old_coords[0] - event.x, ui.canvas.old_coords[1] - event.y
@@ -47,6 +61,8 @@ def mouse_end(event):
ui.thetax += .01
else:
ui.thetax -= .01
draw_scene()
#ui.theta += x / ui.width
def draw_scene():
@@ -76,7 +92,9 @@ def draw_scene():
rotation_matrix_x = Matrix4x4(row0, row1, row2, row3)
for tri in tris.triangles:
triangles = []
for tri in tris:
# Rotate on the z-axis
row0 = rotation_matrix_z.multiply_3d(tri.row0)
row1 = rotation_matrix_z.multiply_3d(tri.row1)
@@ -91,34 +109,76 @@ def draw_scene():
rotated_x = Matrix3x3(row0, row1, row2)
# The offset into the screen
translated = copy.copy(rotated_x)
translated.row0.z += 8.0
translated.row1.z += 8.0
translated.row2.z += 8.0
# Scale into view
row0 = projection_matrix.multiply_3d(translated.row0)
row1 = projection_matrix.multiply_3d(translated.row1)
row2 = projection_matrix.multiply_3d(translated.row2)
translated.row0.z += 3.0
translated.row1.z += 3.0
translated.row2.z += 3.0
projected = Matrix3x3(row0, row1, row2)
# Use cross-product to get the surface normal (a Vector3d)
x = translated.row1.x - translated.row0.x
y = translated.row1.y - translated.row0.y
z = translated.row1.z - translated.row0.z
line1 = Vector3d(x, y, z)
projected.row0.x += 1
projected.row0.y += 1
projected.row1.x += 1
projected.row1.y += 1
projected.row2.x += 1
projected.row2.y += 1
projected.row0.x *= .5 * ui.width
projected.row0.y *= .5 * ui.height
projected.row1.x *= .5 * ui.width
projected.row1.y *= .5 * ui.height
projected.row2.x *= .5 * ui.width
projected.row2.y *= .5 * ui.height
x = translated.row2.x - translated.row0.x
y = translated.row2.y - translated.row0.y
z = translated.row2.z - translated.row0.z
line2 = Vector3d(x, y, z)
coords = [projected.row0.x, projected.row0.y, projected.row1.x, projected.row1.y, projected.row2.x, projected.row2.y]
ui.canvas.create_polygon(coords, fill="", outline="black")
normal = line1.cross_product(line2)
# Now we normalize the normal
w = math.sqrt(normal.x * normal.x + normal.y * normal.y + normal.z * normal.z)
normal.x /= w
normal.y /= w
normal.z /= w
# Do we display this triangle?
if normal.dot_product(translated.row0) < 0.0:
# Lighting
light = Vector3d(0, 0, -1) # Shining at the player.
w = math.sqrt(light.x * light.x + light.y * light.y + light.z * light.z)
light.x /= w
light.y /= w
light.z /= w
dot_product = normal.dot_product(light)
r = abs(int(255 * dot_product))
# Scale into view
row0 = projection_matrix.multiply_3d(translated.row0)
row1 = projection_matrix.multiply_3d(translated.row1)
row2 = projection_matrix.multiply_3d(translated.row2)
projected = Matrix3x3(row0, row1, row2)
projected.row0.x += 1
projected.row0.y += 1
projected.row1.x += 1
projected.row1.y += 1
projected.row2.x += 1
projected.row2.y += 1
projected.row0.x *= .5 * ui.width
projected.row0.y *= .5 * ui.height
projected.row1.x *= .5 * ui.width
projected.row1.y *= .5 * ui.height
projected.row2.x *= .5 * ui.width
projected.row2.y *= .5 * ui.height
t = Triangle(projected)
t.color = r
triangles.append(t)
for projected in triangles:
r = projected.color
coords = [projected.coords.row0.x, projected.coords.row0.y, projected.coords.row1.x, projected.coords.row1.y, projected.coords.row2.x, projected.coords.row2.y]
ui.canvas.create_polygon(coords, fill=from_rgb(r, r, r), outline="black")
ui.canvas.update()
ui.canvas.after(100, draw_scene)
#ui.canvas.after(100, draw_scene)
def from_rgb(r, b, g):
return "#%02x%02x%02x" %(r, g, b)
main()
+7
View File
@@ -0,0 +1,7 @@
import vectors
class Triangle:
def __init__(self, coords):
self.coords = coords # Matrix3x3
self.object_id = None
self.color = None
+1 -1
View File
@@ -17,7 +17,7 @@ class Vector3d:
# Returns the 'normal'.
x = self.y * vector3d.z - self.z * vector3d.y
y = self.z * vector3d.x - self.x * vector3d.z
z = self.x * vectored.y - self.y * vector3d.x
z = self.x * vector3d.y - self.y * vector3d.x
return Vector3d(x, y, z)