updating changes
This commit is contained in:
2
Makefile
2
Makefile
@@ -1,5 +1,5 @@
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build:
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gcc -Wall -std=c99 ./src/*.c -lSDL2 -o renderer
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gcc -Wall -std=c99 ./src/*.c -lSDL2 -lm -o renderer
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run:
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./renderer
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@@ -27,23 +27,23 @@ bool initialize_window(void) {
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// Create a SDL window
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window = SDL_CreateWindow(
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NULL,
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SDL_WINDOWPOS_CENTERED,
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SDL_WINDOWPOS_CENTERED,
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window_width,
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window_height,
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SDL_WINDOW_BORDERLESS
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NULL,
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SDL_WINDOWPOS_CENTERED,
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SDL_WINDOWPOS_CENTERED,
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window_width,
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window_height,
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SDL_WINDOW_BORDERLESS
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);
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if (!window) {
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fprintf(stderr, "Error creating SDL window.\n");
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return false;
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fprintf(stderr, "Error creating SDL window.\n");
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return false;
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}
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// Create a SDL renderer
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renderer = SDL_CreateRenderer(window, -1, 0);
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if (!renderer) {
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fprintf(stderr, "Error creating SDL error.\n");
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return false;
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fprintf(stderr, "Error creating SDL error.\n");
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return false;
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}
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SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN);
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@@ -63,31 +63,54 @@ void render_color_buffer(void){
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void clear_color_buffer(uint32_t color){
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for (int y = 0; y < window_height; y++){
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for (int x = 0; x < window_width; x++){
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color_buffer[(window_width * y) + x] = color;
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}
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for (int x = 0; x < window_width; x++){
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color_buffer[(window_width * y) + x] = color;
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}
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}
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}
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void draw_rect(int x, int y, int width, int height, uint32_t color){
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for (int j = x; j <= x + width; j++){
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for (int k = y; k <= y + height; k++){
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color_buffer[(window_width * j) + k] = color;
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for (int j = 0; j < width; j++){
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for (int k = 0; k < height; k++){
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int current_x = x + j;
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int current_y = y + k;
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draw_pixel(current_x, current_y, color);
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//color_buffer[(window_width * j) + k] = color;
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}
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}
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}
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void draw_pixel(int x, int y, uint32_t color){
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if (x < window_width && y < window_height){
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color_buffer[(window_width * y) + x] = color;
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if (x >= 0 && x < window_width && y >= 0 && y < window_height){
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color_buffer[(window_width * y) + x] = color;
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}
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}
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void draw_grid(void){
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for (int y = 0; y < window_height; y += 10){
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for (int x = 0; x < window_width; x += 10){
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color_buffer[(window_width * y) + x ] = 0xFF133343;
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}
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for (int x = 0; x < window_width; x += 10){
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color_buffer[(window_width * y) + x ] = 0xFF133343;
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}
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}
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}
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void draw_line(int x0, int y0, int x1, int y1) {
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int delta_x = (x1 - x0);
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int delta_y = (y1 - y0);
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int side_length = abs(delta_x) >= abs(delta_y) ? abs(delta_x) : abs(delta_y);
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// Find how much we should increment in both x and y each step
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float x_inc = delta_x / (float)side_length;
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float y_inc = delta_y / (float)side_length;
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float current_x = x0;
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float current_y = y0;
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for (int i = 0; i <=side_length; i++) {
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draw_pixel(round(current_x), round(current_y), 0xFFFFFF00);
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current_x += x_inc;
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current_y += y_inc;
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}
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}
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@@ -5,6 +5,9 @@
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#include <stdbool.h>
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#include <SDL2/SDL.h>
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#define FPS 30
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#define FRAME_TARGET_TIME (1000 / FPS)
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extern SDL_Window* window;
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extern SDL_Renderer* renderer;
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@@ -14,6 +17,7 @@ extern int window_width;
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extern int window_height;
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bool initialize_window(void);
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void draw_line(int x0, int y0, int x1, int y1);
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void draw_pixel(int x, int y, uint32_t color);
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void draw_rect(int x, int y, int width, int height, uint32_t color);
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void draw_grid(void);
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107
src/main.c
107
src/main.c
@@ -1,9 +1,25 @@
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#include <stdint.h>
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#include <stdio.h>
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#include <stdbool.h>
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#include <SDL2/SDL.h>
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#include "display.h"
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#include "vector.h"
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#define N_POINTS (9 * 9 * 9)
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// Declare an array of vectors/points
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vec3_t cube_points[N_POINTS]; // 9x9x9 cube
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vec2_t projected_points[N_POINTS];
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vec3_t camera_position = { .x = 0, .y = 0, .z = -5};
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vec3_t cube_rotation = { .x = 0, .y = 0, .z = 0};
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float fov_factor = 640;
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bool is_running = false;
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int previous_frame_time = 0;
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void setup(void){
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// Allocates the memory in bytes required to hold for color_buffer, using sizeof to allocate the # of bytes required
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@@ -17,6 +33,19 @@ void setup(void){
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window_width,
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window_height
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);
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int point_count = 0;
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// Start loading my array of vectors
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// From -1 to 1 (in this 9x9x9 cube)
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for (float x = -1; x <= 1; x += 0.25) {
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for (float y = -1; y <= 1; y += 0.25){
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for (float z = -1; z <= 1; z += 0.25){
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vec3_t new_point = { .x = x, .y = y, .z = z };
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cube_points[point_count++] = new_point;
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}
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}
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}
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}
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void process_input(void){
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@@ -32,20 +61,78 @@ void process_input(void){
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is_running = false;
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break;
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}
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}
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}
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/*
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* Function that receives a 3D vector and returns a 2D point
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*/
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vec2_t project(vec3_t point){
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vec2_t projected_point = {
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.x = (fov_factor * point.x) / point.z,
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.y = (fov_factor * point.y) / point.z
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};
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return projected_point;
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}
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void update(void){
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//TODO
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//while (!SDL_TICKS_PASSED(SDL_GetTicks(), previous_frame_time + FRAME_TARGET_TIME));
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int time_to_wait = FRAME_TARGET_TIME - (SDL_GetTicks() - previous_frame_time);
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if (time_to_wait > 0 && time_to_wait <= FRAME_TARGET_TIME) {
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SDL_Delay(time_to_wait);
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}
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previous_frame_time = SDL_GetTicks();
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cube_rotation.x += 0.01;
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cube_rotation.y += 0.01;
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cube_rotation.z += 0.01;
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for (int i = 0; i < N_POINTS; i++) {
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vec3_t point = cube_points[i];
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vec3_t transformed_point = vec3_rotate_x(point, cube_rotation.x);
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transformed_point = vec3_rotate_y(transformed_point, cube_rotation.y);
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transformed_point = vec3_rotate_z(transformed_point, cube_rotation.z);
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// Translate point away from the camera
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transformed_point.z -= camera_position.z;
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// Project the current point
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vec2_t projected_point = project(transformed_point);
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// Save the projected 2D vector in the array of projected points
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projected_points[i] = projected_point;
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}
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}
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void render(void){
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SDL_SetRenderDrawColor(renderer, 255, 0, 0, 255);
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SDL_RenderClear(renderer);
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draw_grid();
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draw_pixel(20, 20, 0xFFFFFF00);
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//draw_rect(100, 200, 200, 400, 0xFF998500);
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//Loop all projected points and render them
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for (int i = 0; i < N_POINTS; i++){
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vec2_t projected_point = projected_points[i];
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draw_rect(
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projected_point.x + (window_width / 2.0),
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projected_point.y + (window_height / 2.0),
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4,
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4,
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0xFFFFFF00
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);
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draw_line(projected_point.x,
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projected_point.y,
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projected_point.x + projected_point.x, projected_point.y + projected_point.y);
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}
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draw_line(75, 75, 25, 25);
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// draw_pixel(20, 20, 0xFFFFFF00);
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// draw_rect(300, 200, 300, 150, 0xFF998500);
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render_color_buffer();
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clear_color_buffer(0xFF000000);
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SDL_RenderPresent(renderer);
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@@ -58,9 +145,9 @@ int main(void) {
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setup();
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while (is_running) {
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process_input();
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update();
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render();
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process_input();
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update();
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render();
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}
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destroy_window();
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61
src/vector.c
Normal file
61
src/vector.c
Normal file
@@ -0,0 +1,61 @@
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#include "vector.h"
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#include <math.h>
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vec3_t vec3_rotate_x(vec3_t v, float angle) {
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vec3_t rotated_vector = {
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.x = v.x,
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.y = v.y * cos(angle) - v.z * sin(angle),
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.z = v.y * sin(angle) + v.z * cos(angle)
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};
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return rotated_vector;
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}
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vec3_t vec3_rotate_y(vec3_t v, float angle) {
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vec3_t rotated_vector = {
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.x = v.x * cos(angle) - v.z * sin(angle),
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.y = v.y,
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.z = v.x * sin(angle) + v.z * cos(angle)
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};
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return rotated_vector;
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}
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vec3_t vec3_rotate_z(vec3_t v, float angle) {
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vec3_t rotated_vector = {
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.x = v.x * cos(angle) - v.y * sin(angle),
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.y = v.x * sin(angle) + v.y * cos(angle),
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.z = v.z
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};
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return rotated_vector;
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}
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vec3_t cube_vertice[8] = {
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{ .x = -1, .y = -1, .z = -1 }, // 1
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{ .x = -1, .y = 1, .z = -1 }, // 2
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{ .x = 1, .y = 1, .z = -1 }, // 3
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{ .x = 1, .y = -1, .z = -1 }, // 4
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{ .x = 1, .y = 1, .z = 1 }, // 5
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{ .x = 1, .y = -1, .z = 1 }, // 6
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{ .x = -1, .y = 1, .z = 1 }, // 7
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{ .x = -1, .y = -1, .z = 1 } // 8
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};
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face_t cube_faces[12] = {
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// front
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{ .a = 1, .b = 2, .c = 3 },
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{ .a = 1, .b = 3, .c = 4 },
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// right
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{ .a = 4, .b = 3, .c = 5 },
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{ .a = 4, .b = 5, .c = 6 },
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// back
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{ .a = 6, .b = 5, .c = 7 },
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{ .a = 6, .b = 7, .c = 8 },
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// left
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{ .a = 8, .b = 7, .c = 2 },
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{ .a = 8, .b = 2, .c = 1 },
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// top
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{ .a = 2, .b = 7, .c = 5 },
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{ .a = 2, .b = 5, .c = 3 },
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// bottom
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{ .a = 6, .b = 8, .c = 1 },
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{ .a = 6, .b = 1, .c = 4 }
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};
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23
src/vector.h
Normal file
23
src/vector.h
Normal file
@@ -0,0 +1,23 @@
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#ifndef VECTOR_H
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#define VECTOR_H
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typedef struct {
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float x;
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float y;
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} vec2_t;
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typedef struct {
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float x;
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float y;
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float z;
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} vec3_t;
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typedef struct {
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int a, b, c;
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} face_t;
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vec3_t vec3_rotate_x(vec3_t v, float angle);
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vec3_t vec3_rotate_y(vec3_t v, float angle);
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vec3_t vec3_rotate_z(vec3_t v, float angle);
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#endif
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