refactor, start work on camera

This commit is contained in:
opfez 2021-11-05 22:12:14 +01:00
parent 2b53462b56
commit b6c3dd298c
4 changed files with 450 additions and 243 deletions

View File

@ -1,5 +1,5 @@
CFLAGS = -Wall -Wextra -std=c99 -pedantic -O2
CFLAGS = -Wall -Wextra -std=c99 -pedantic -O2 -g
LIBS = -lSDL2 -lm
out: main.c
$(CC) $(CFLAGS) $(LIBS) $< -o $@
out: main.c types.h
$(CC) $(CFLAGS) $(LIBS) main.c -o $@

499
main.c
View File

@ -1,3 +1,5 @@
#define DEBUG
#include <assert.h>
#include <stdio.h>
#include <stdlib.h>
@ -7,67 +9,97 @@
#include <SDL2/SDL.h>
/* cursed struct definitions, thanks bx */
#include "types.h"
#define W 800
#define H 600
#define PI 3.14159265358979323844
int wireframe = 0;
void
die(char *msg)
{
fprintf(stderr, "%s\n", msg);
exit(1);
}
typedef struct {
unsigned char r, g, b, a;
} rgb_t;
const rgb_t WHITE = {255, 255, 255, 255};
const rgb_t BLACK = {0, 0, 0, 255};
const rgb_t RED = {255, 0, 0, 255};
const rgb_t GREEN = {0, 255, 0, 255};
const rgb_t BLUE = {0, 0, 255, 255};
} rgb;
const rgb WHITE = {255, 255, 255, 255};
const rgb BLACK = {0, 0, 0, 255};
const rgb RED = {255, 0, 0, 255};
const rgb GREEN = {0, 255, 0, 255};
const rgb BLUE = {0, 0, 255, 255};
typedef struct {
SDL_Renderer *renderer;
SDL_Window *window;
SDL_Texture *tex;
rgb_t *canvas;
} sdl_state_t;
rgb *canvas;
} sdl_state;
typedef struct {
double x, y;
} vec2_t;
vec2 a, b, c;
} triangle2;
typedef struct {
double x, y, z;
} vec3_t;
typedef struct {
double range;
} cam_t;
typedef struct {
vec2_t a, b, c;
} triangle2_t;
typedef struct {
vec3_t a, b, c;
} triangle3_t;
vec3 a, b, c;
} triangle3;
typedef struct {
uint32_t vertex_num;
uint32_t tri_num; /* for loops */
uint32_t index_num;
vec3_t *vertices;
vec3 *vertices;
uint32_t *indices;
} mesh_t;
} mesh;
typedef struct {
double nums[3][3];
} matrix3x3_t;
} matrix3x3;
mesh_t
new_mesh(uint32_t vertex_num, uint32_t tri_num, uint32_t index_num, vec3_t vertices[], uint32_t indices[])
vec3
vec3_matrix3x3_multiply(vec3 v, matrix3x3 r)
{
mesh_t ret;
return (vec3) {
.x = (v.x * r.nums[0][0]) + (v.y * r.nums[0][1]) + (v.z * r.nums[0][2]),
.y = (v.x * r.nums[1][0]) + (v.y * r.nums[1][1]) + (v.z * r.nums[1][2]),
.z = (v.x * r.nums[2][0]) + (v.y * r.nums[2][1]) + (v.z * r.nums[2][2])
};
}
camera
new_camera(double range, vec3 pos, vec3 target, vec3 up)
{
if (pos.x == target.x &&
pos.y == target.y &&
pos.z == target.z)
die("cannot create camera with same target and position");
camera ret = {
.range = range,
.pos = pos,
.target = target,
.up = up,
};
ret.dir = vec3_normalize(vec3_sub(pos, target));
ret.right = vec3_normalize(vec3_cross(up, ret.dir));
return ret;
}
mesh
new_mesh(uint32_t vertex_num, uint32_t tri_num, uint32_t index_num, vec3 vertices[], uint32_t indices[])
{
mesh ret;
ret.vertex_num = vertex_num;
ret.tri_num = tri_num;
ret.index_num = index_num;
ret.vertices = malloc(sizeof(vec3_t) * vertex_num);
ret.vertices = malloc(sizeof(vec3) * vertex_num);
for (uint32_t i = 0; i < vertex_num; i++)
ret.vertices[i] = vertices[i];
ret.indices = malloc(sizeof(uint32_t) * index_num);
@ -77,7 +109,7 @@ new_mesh(uint32_t vertex_num, uint32_t tri_num, uint32_t index_num, vec3_t verti
return ret;
}
void free_mesh(mesh_t mesh) { free(mesh.vertices); free(mesh.indices); }
void free_mesh(mesh mesh) { free(mesh.vertices); free(mesh.indices); }
#define max(x, y) ((x) > (y) ? (x) : (y))
#define min(x, y) ((x) < (y) ? (x) : (y))
@ -86,6 +118,7 @@ void free_mesh(mesh_t mesh) { free(mesh.vertices); free(mesh.indices); }
(y) ^= (x); \
(x) ^= (y); \
} while (0)
#define clamp(x, min, max) (((x) >= (min)) ? ((x) <= (max)) ? (x) : (max) : (min))
void
swapd(double *a, double *b)
@ -95,20 +128,20 @@ swapd(double *a, double *b)
*b = tmp;
}
void clear_canvas(rgb_t canvas[], rgb_t colour);
sdl_state_t init_sdl(void);
void free_sdl(sdl_state_t state);
void render(sdl_state_t state);
void plot_rgb(rgb_t canvas[], int32_t x, int32_t y, rgb_t colour);
void draw_line(rgb_t canvas[], rgb_t c, vec2_t p0, vec2_t p1);
vec2_t project(cam_t c, vec3_t v);
void clear_canvas(rgb canvas[], rgb colour);
sdl_state init_sdl(void);
void free_sdl(sdl_state state);
void render(sdl_state state);
void plot_rgb(rgb canvas[], int32_t x, int32_t y, rgb colour);
void draw_line(rgb canvas[], rgb c, vec2 p0, vec2 p1);
vec2 project(camera c, vec3 v);
sdl_state_t
sdl_state
init_sdl(void)
{
SDL_Init(SDL_INIT_VIDEO);
sdl_state_t ret;
sdl_state ret;
ret.window = SDL_CreateWindow("Game",
SDL_WINDOWPOS_UNDEFINED,
@ -129,14 +162,14 @@ init_sdl(void)
SDL_TEXTUREACCESS_STATIC,
W, H);
ret.canvas = malloc(sizeof(rgb_t) * W * H);
clear_canvas(ret.canvas, (rgb_t){0, 0, 0, 255});
ret.canvas = malloc(sizeof(rgb) * W * H);
clear_canvas(ret.canvas, (rgb){0, 0, 0, 255});
return ret;
}
void
free_sdl(sdl_state_t state)
free_sdl(sdl_state state)
{
SDL_DestroyRenderer(state.renderer);
SDL_DestroyWindow(state.window);
@ -146,7 +179,7 @@ free_sdl(sdl_state_t state)
}
uint32_t
rgb_to_int(rgb_t c)
rgb_to_int(rgb c)
{
return (((uint32_t)c.a << 24)
| ((uint32_t)c.r << 16)
@ -156,20 +189,7 @@ rgb_to_int(rgb_t c)
/* display the contents of the canvas */
void
oldrender(sdl_state_t state)
{
for (size_t y = 0; y < H; y++) {
for (size_t x = 0; x < W; x++) {
rgb_t cur = state.canvas[x + y * W];
SDL_SetRenderDrawColor(state.renderer, cur.r, cur.g, cur.b, cur.a);
SDL_RenderDrawPoint(state.renderer, x, y);
}
}
SDL_RenderPresent(state.renderer);
}
void
render(sdl_state_t state)
render(sdl_state state)
{
uint32_t pixels[H*W];
for (size_t y = 0; y < H; y++) {
@ -186,21 +206,21 @@ render(sdl_state_t state)
void
plot_rgb(rgb_t canvas[], int32_t x, int32_t y, rgb_t colour)
plot_rgb(rgb canvas[], int32_t x, int32_t y, rgb colour)
{
if (x < W && y < H && x >= 0 && y >= 0)
canvas[x + y * W] = colour;
}
void
clear_canvas_trailing(rgb_t canvas[], rgb_t colour)
clear_canvas_trailing(rgb canvas[], rgb colour)
{
for (size_t i = 0; i < W * H; i++)
if ((rand()&31)==0) canvas[i] = colour;
}
void
clear_canvas(rgb_t canvas[], rgb_t colour)
clear_canvas(rgb canvas[], rgb colour)
{
for (size_t i = 0; i < W * H; i += 2) {
canvas[i] = colour;
@ -209,7 +229,7 @@ clear_canvas(rgb_t canvas[], rgb_t colour)
}
void
draw_line(rgb_t canvas[], rgb_t c, vec2_t p0, vec2_t p1)
draw_line(rgb canvas[], rgb c, vec2 p0, vec2 p1)
{
int32_t x0 = (int32_t)p0.x,
x1 = (int32_t)p1.x,
@ -278,17 +298,19 @@ draw_line(rgb_t canvas[], rgb_t c, vec2_t p0, vec2_t p1)
}
void
draw_horizontal_line(rgb_t canvas[], rgb_t c, uint32_t x0, uint32_t x1, uint32_t y)
draw_horizontal_line(rgb canvas[], rgb c, int32_t x0, int32_t x1, int32_t y)
{
for (uint32_t x = x0; x <= x1; x++) {
size_t index = x + y * W;
if (index < H * W)
canvas[x + y * W] = c;
}
if (y < 0) return;
if (x0 < 0) x0 = 0;
if (x1 >= W) x1 = W - 1;
if (y >= H) return;
for (int32_t x = x0; x <= x1; x++)
canvas[x + y * W] = c;
}
void
draw_triangle(rgb_t canvas[], rgb_t col, triangle2_t tri)
draw_triangle(rgb canvas[], rgb col, triangle2 tri)
{
draw_line(canvas, col, tri.a, tri.b);
draw_line(canvas, col, tri.b, tri.c);
@ -296,59 +318,118 @@ draw_triangle(rgb_t canvas[], rgb_t col, triangle2_t tri)
}
void
fill_bottom_flat_triangle(rgb_t canvas[], rgb_t c, triangle2_t tri)
fill_bottom_flat_triangle(rgb canvas[], rgb c, triangle2 tri)
{
assert(tri.b.y == tri.c.y);
if (tri.b.x > tri.c.x) {
swapd(&tri.b.y, &tri.c.y);
if (tri.b.x > tri.c.x)
swapd(&tri.b.x, &tri.c.x);
}
double slope0 = (tri.b.x - tri.a.x) / (tri.b.y - tri.a.y);
double slope1 = (tri.c.x - tri.a.x) / (tri.c.y - tri.a.y);
/* tri.a x
* / \
* / \
* tri.b x_____x tri.c
*/
double x0, x1;
x0 = x1 = tri.a.x;
int32_t ax = (int32_t)tri.a.x,
bx = (int32_t)tri.b.x,
cx = (int32_t)tri.c.x,
ay = (int32_t)tri.a.y,
by = (int32_t)tri.b.y,
cy = (int32_t)tri.c.y;
for (int y = tri.a.y; y <= tri.b.y; y++) {
/* draw_line(canvas, c, (vec2_t){x0, y}, (vec2_t){x1, y}); */
draw_horizontal_line(canvas, c, x0, x1, y);
x0 += slope0;
x1 += slope1;
assert(ay <= cy);
assert(ay <= by);
assert(bx <= cx);
int32_t dx_right = abs(cx - ax);
int32_t dy_right = abs(cy - ay);
int32_t dx_left = abs(bx - ax);
int32_t dy_left = abs(by - ay);
int32_t eps_r = 0;
int32_t eps_l = 0;
int32_t xr = ax;
int32_t xl = ax;
int32_t xr_change = ax < cx ? 1 : -1;
int32_t xl_change = ax < bx ? 1 : -1;
for (int32_t y = ay; y < by; y++) {
eps_r += dx_right;
eps_l += dx_left;
while (eps_r > 0) {
eps_r -= dy_right;
xr += xr_change;
}
while (eps_l > 0) {
eps_l -= dy_left;
xl += xl_change;
}
draw_horizontal_line(canvas, c, xl, xr, y);
}
}
void
fill_top_flat_triangle(rgb_t canvas[], rgb_t c, triangle2_t tri)
fill_top_flat_triangle(rgb canvas[], rgb c, triangle2 tri)
{
assert(tri.a.y == tri.b.y);
if (tri.a.x > tri.b.x) {
swapd(&tri.a.y, &tri.b.y);
if (tri.a.x > tri.b.x)
swapd(&tri.a.x, &tri.b.x);
}
double slope0 = (tri.c.x - tri.a.x) / (tri.c.y - tri.a.y);
double slope1 = (tri.c.x - tri.b.x) / (tri.c.y - tri.b.y);
double x0, x1;
x0 = x1 = tri.c.x;
/* note: the predicate here is y > tri.a.y - 1 because using tri.a.y
* directly causes small dots on the points of triangles.
/* tri.a x_____x tri.b
* \ /
* \ /
* tri.c x
*/
for (int y = tri.c.y; y > tri.a.y - 1; y--) {
draw_horizontal_line(canvas, c, x0, x1, y);
/* draw_line(canvas, c, (vec2_t){x0, y}, (vec2_t){x1, y}); */
x0 -= slope0;
x1 -= slope1;
int32_t ax = (int32_t)tri.a.x,
bx = (int32_t)tri.b.x,
cx = (int32_t)tri.c.x,
ay = (int32_t)tri.a.y,
by = (int32_t)tri.b.y,
cy = (int32_t)tri.c.y;
assert(cy >= ay);
assert(cy >= by);
assert(ax <= bx);
int32_t dx_right = abs(cx - bx);
int32_t dy_right = abs(cy - by);
int32_t dx_left = abs(cx - ax);
int32_t dy_left = abs(cy - ay);
int32_t eps_r = 0;
int32_t eps_l = 0;
int32_t xr = cx;
int32_t xl = cx;
int32_t xr_change = cx < bx ? 1 : -1;
int32_t xl_change = cx < ax ? 1 : -1;
int32_t y;
for (y = cy; y > by; y--) {
eps_r += dx_right;
eps_l += dx_left;
while (eps_r > 0) {
eps_r -= dy_right;
xr += xr_change;
}
while (eps_l > 0) {
eps_l -= dy_left;
xl += xl_change;
}
draw_horizontal_line(canvas, c, xl, xr, y);
}
/* We're missing one line, but setting the loop conditional to be y >= by
* messes up the drawing.
*/
draw_horizontal_line(canvas, c, xl, xr, y);
}
/* http://www.sunshine2k.de/coding/java/TriangleRasterization/TriangleRasterization.html */
void
fill_triangle(rgb_t canvas[], rgb_t c, triangle2_t tri)
fill_triangle(rgb canvas[], rgb c, triangle2 tri)
{
/* tri.a <= tri.b <= tri.c */
if (tri.b.y < tri.a.y) {
@ -365,14 +446,14 @@ fill_triangle(rgb_t canvas[], rgb_t c, triangle2_t tri)
}
/* simple solutions */
if (tri.b.y == tri.c.y) {
if ((int32_t)tri.b.y == (int32_t)tri.c.y) {
fill_bottom_flat_triangle(canvas, c, tri);
}
else if (tri.a.y == tri.b.y) {
else if ((int32_t)tri.a.y == (int32_t)tri.b.y) {
fill_top_flat_triangle(canvas, c, tri);
}
else {
vec2_t trid = {
vec2 trid = {
(tri.a.x + (tri.b.y - tri.a.y) / (tri.c.y - tri.a.y) * (tri.c.x - tri.a.x)),
tri.b.y};
@ -381,35 +462,35 @@ fill_triangle(rgb_t canvas[], rgb_t c, triangle2_t tri)
swapd(&tri.a.x, &tri.b.x);
}
fill_bottom_flat_triangle(canvas, c, (triangle2_t) {
tri.a, tri.b, trid
});
fill_top_flat_triangle(canvas, c, (triangle2_t) {
fill_top_flat_triangle(canvas, c, (triangle2) {
tri.b, trid, tri.c
});
fill_bottom_flat_triangle(canvas, c, (triangle2) {
tri.a, tri.b, trid
});
}
}
vec2_t
midpoint(vec2_t a, vec2_t b)
vec2
midpoint(vec2 a, vec2 b)
{
return (vec2_t) {
return (vec2) {
(a.x + b.x) / 2,
(a.y + b.y) / 2
};
}
vec2_t
project(cam_t c, vec3_t v)
vec2
project(camera c, vec3 v)
{
double r = 200 / (v.z + c.range);
return (vec2_t){W / 2 + r * v.x, H / 2 + r * v.y};
return (vec2){W / 2 + r * v.x, H / 2 + r * v.y};
}
triangle2_t
project_triangle(cam_t c, triangle3_t tri)
triangle2
project_triangle(camera c, triangle3 tri)
{
return (triangle2_t) {
return (triangle2) {
.a = project(c, tri.a),
.b = project(c, tri.b),
.c = project(c, tri.c),
@ -418,7 +499,7 @@ project_triangle(cam_t c, triangle3_t tri)
/* saves canvas as a P6 image */
void
screenshot(rgb_t canvas[])
screenshot(rgb canvas[])
{
time_t t = time(NULL);
char output[64];
@ -427,7 +508,7 @@ screenshot(rgb_t canvas[])
fprintf(out, "P6\n%d %d\n255\n", W, H);
for (int y = 0; y < H; y++) {
for (int x = 0; x < W; x++) {
rgb_t cur = canvas[x + y * W];
rgb cur = canvas[x + y * W];
fprintf(out, "%c%c%c", cur.r, cur.g, cur.b);
}
}
@ -436,107 +517,30 @@ screenshot(rgb_t canvas[])
}
void
cool_effect(rgb_t canvas[])
{
draw_line(canvas,
WHITE,
(vec2_t) {
cos(SDL_GetTicks()*0.001) * 300 + W/2,
sin(SDL_GetTicks()*0.001) * 300 + H/2,
},
(vec2_t) {
W/2,
H/2
});
draw_line(canvas,
WHITE,
(vec2_t) {
cos(SDL_GetTicks()*0.001+1.333*PI) * 300 + W/2,
sin(SDL_GetTicks()*0.001+1.333*PI) * 300 + H/2,
},
(vec2_t) {
W/2,
H/2
});
draw_line(canvas,
WHITE,
(vec2_t) {
cos(SDL_GetTicks()*0.001+0.667*PI) * 300 + W/2,
sin(SDL_GetTicks()*0.001+0.667*PI) * 300 + H/2,
},
(vec2_t) {
W/2,
H/2
});
/* vec2_t a = {0, 100}, b = {200, 0}, c = {200, 200}; */
vec2_t a = {
cos(SDL_GetTicks()*0.001) * 300 + W/2,
sin(SDL_GetTicks()*0.001) * 300 + H/2
};
vec2_t b = {
cos(SDL_GetTicks()*0.001+0.667*PI) * 300 + W/2,
sin(SDL_GetTicks()*0.001+0.667*PI) * 300 + H/2
};
vec2_t c = {
cos(SDL_GetTicks()*0.001+1.333*PI) * 300 + W/2,
sin(SDL_GetTicks()*0.001+1.333*PI) * 300 + H/2,
};
for (int i = 0; i < 10; i++) {
fill_triangle(canvas, i % 2 ? BLACK : WHITE, (triangle2_t){a, b, c});
vec2_t tmp_a = midpoint(a, b);
vec2_t tmp_b = midpoint(b, c);
vec2_t tmp_c = midpoint(c, a);
a = tmp_a;
b = tmp_b;
c = tmp_c;
}
}
/* void */
/* draw_plane(rgb_t canvas[], cam_t c, rgb_t col, mesh_t plane) */
/* { */
/* assert(plane.n == 2); */
/* draw_triangle(canvas, col, project_triangle(c, plane.tris[0])); */
/* draw_triangle(canvas, col, project_triangle(c, plane.tris[1])); */
/* } */
void
draw_mesh(rgb_t canvas[],
rgb_t col,
cam_t c,
mesh_t mesh
)
draw_mesh(rgb canvas[], rgb col, camera c, mesh mesh)
{
for (uint32_t i = 0; i < mesh.tri_num; i++) {
draw_triangle(canvas, col, project_triangle(c, (triangle3_t) {
mesh.vertices[mesh.indices[3*i ]],
mesh.vertices[mesh.indices[3*i+1]],
mesh.vertices[mesh.indices[3*i+2]],
}));
if (wireframe)
draw_triangle(canvas, col, project_triangle(c, (triangle3) {
mesh.vertices[mesh.indices[3*i ]],
mesh.vertices[mesh.indices[3*i+1]],
mesh.vertices[mesh.indices[3*i+2]],
}));
else
fill_triangle(canvas, col, project_triangle(c, (triangle3) {
mesh.vertices[mesh.indices[3*i ]],
mesh.vertices[mesh.indices[3*i+1]],
mesh.vertices[mesh.indices[3*i+2]],
}));
}
}
vec3_t
vec3_matrix3x3_multiply(vec3_t v, matrix3x3_t r)
{
return (vec3_t) {
.x = (v.x * r.nums[0][0]) + (v.y * r.nums[0][1]) + (v.z * r.nums[0][2]),
.y = (v.x * r.nums[1][0]) + (v.y * r.nums[1][1]) + (v.z * r.nums[1][2]),
.z = (v.x * r.nums[2][0]) + (v.y * r.nums[2][1]) + (v.z * r.nums[2][2])
};
}
matrix3x3_t
matrix3x3_multiply(matrix3x3_t r, matrix3x3_t s)
matrix3x3
matrix3x3_multiply(matrix3x3 r, matrix3x3 s)
{
#define a r.nums
#define b s.nums
return (matrix3x3_t) {
return (matrix3x3) {
.nums =
{{a[0][0] * b[0][0] + a[0][1] * b[1][0] + a[0][2] * b[2][0],
a[0][0] * b[0][1] + a[0][1] * b[1][1] + a[0][2] * b[2][1],
@ -552,49 +556,57 @@ matrix3x3_multiply(matrix3x3_t r, matrix3x3_t s)
#undef b
}
matrix3x3_t
double
to_deg(double deg)
{
return deg * 2 * PI / 360.0;
}
matrix3x3
x_rotation(double deg)
{
return (matrix3x3_t) {
return (matrix3x3) {
.nums =
{{1, 0, 0},
{0, cos(deg/360.0), -sin(deg/360.0)},
{0, sin(deg/360.0), cos(deg/360.0)}}
{{1, 0, 0},
{0, cos(to_deg(deg)), -sin(to_deg(deg))},
{0, sin(to_deg(deg)), cos(to_deg(deg))}}
};
}
matrix3x3_t
matrix3x3
y_rotation(double deg)
{
return (matrix3x3_t) {
return (matrix3x3) {
.nums =
{{ cos(deg/360.0), 0, sin(deg/360.0)},
{ 0, 1, 0},
{-sin(deg/360.0), 0, cos(deg/360.0)}}
{{ cos(to_deg(deg)), 0, sin(to_deg(deg))},
{ 0, 1, 0},
{-sin(to_deg(deg)), 0, cos(to_deg(deg))}}
};
}
matrix3x3_t
matrix3x3
z_rotation(double deg)
{
return (matrix3x3_t) {
return (matrix3x3) {
.nums =
{{cos(deg/360.0), -sin(deg/360.0), 0},
{sin(deg/360.0), cos(deg/360.0), 0},
{0, 0, 1}}
{{cos(to_deg(deg)), -sin(to_deg(deg)), 0},
{sin(to_deg(deg)), cos(to_deg(deg)), 0},
{0, 0, 1}}
};
}
#include "other.h"
int
main(void)
{
sdl_state_t state = init_sdl();
cam_t cam = {180};
sdl_state state = init_sdl();
camera cam = new_camera(180, (vec3){0, 0, 3}, (vec3){0, 0, 0}, UP);
print_camera(&cam);
SDL_Event event;
vec3_t vertices[8] = {
vec3 vertices[8] = {
/* front */
{0, 0, 0},
{100, 0, 0},
@ -626,23 +638,27 @@ main(void)
3, 2, 6,
6, 7, 3,
};
const mesh_t box = new_mesh(8, 12, 3 * 12, vertices, indices);
mesh_t box_copy = new_mesh(8, 12, 3 * 12, vertices, indices);
const mesh box = new_mesh(8, 12, 3 * 12, vertices, indices);
mesh box_copy = new_mesh(8, 12, 3 * 12, vertices, indices);
uint64_t t = 0;
for (;;) {
matrix3x3_t m = matrix3x3_multiply(
double elapsed, start = SDL_GetPerformanceCounter();
matrix3x3 m = matrix3x3_multiply(
matrix3x3_multiply(
z_rotation(0.7 * t),
y_rotation(0.8 * t)),
x_rotation(0.9 * t));
z_rotation(1.2 * t),
y_rotation(1.1 * t)),
x_rotation(1.0 * t));
int x, y;
uint32_t buttons = SDL_GetMouseState(&x, &y);
if (buttons & SDL_BUTTON(2))
screenshot(state.canvas);
else if (buttons & (SDL_BUTTON(1)))
wireframe = !wireframe;
clear_canvas(state.canvas, BLACK);
@ -656,6 +672,9 @@ main(void)
if (SDL_PollEvent(&event) && event.type == SDL_QUIT)
break;
elapsed = (SDL_GetPerformanceCounter() - start) / (double)SDL_GetPerformanceFrequency() * 1000.0;
SDL_Delay(clamp(16.666f - elapsed, 0, 1000));
t++;
}

60
other.h Normal file
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@ -0,0 +1,60 @@
void
cool_effect(rgb canvas[])
{
draw_line(canvas,
WHITE,
(vec2) {
cos(SDL_GetTicks()*0.001) * 300 + W/2,
sin(SDL_GetTicks()*0.001) * 300 + H/2,
},
(vec2) {
W/2,
H/2
});
draw_line(canvas,
WHITE,
(vec2) {
cos(SDL_GetTicks()*0.001+1.333*PI) * 300 + W/2,
sin(SDL_GetTicks()*0.001+1.333*PI) * 300 + H/2,
},
(vec2) {
W/2,
H/2
});
draw_line(canvas,
WHITE,
(vec2) {
cos(SDL_GetTicks()*0.001+0.667*PI) * 300 + W/2,
sin(SDL_GetTicks()*0.001+0.667*PI) * 300 + H/2,
},
(vec2) {
W/2,
H/2
});
/* vec2 a = {0, 100}, b = {200, 0}, c = {200, 200}; */
vec2 a = {
cos(SDL_GetTicks()*0.001) * 300 + W/2,
sin(SDL_GetTicks()*0.001) * 300 + H/2
};
vec2 b = {
cos(SDL_GetTicks()*0.001+0.667*PI) * 300 + W/2,
sin(SDL_GetTicks()*0.001+0.667*PI) * 300 + H/2
};
vec2 c = {
cos(SDL_GetTicks()*0.001+1.333*PI) * 300 + W/2,
sin(SDL_GetTicks()*0.001+1.333*PI) * 300 + H/2,
};
for (int i = 0; i < 10; i++) {
fill_triangle(canvas, i % 2 ? BLACK : WHITE, (triangle2){a, b, c});
vec2 tmp_a = midpoint(a, b);
vec2 tmp_b = midpoint(b, c);
vec2 tmp_c = midpoint(c, a);
a = tmp_a;
b = tmp_b;
c = tmp_c;
}
}

128
types.h Normal file
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@ -0,0 +1,128 @@
#ifdef SUB_INCLUDE_TYPES
#undef SUB_INCLUDE_TYPES
STRUCT(vec2)
FIELD(x, double)
FIELD(y, double)
END_STRUCT
STRUCT(vec3)
FIELD(x, double)
FIELD(y, double)
FIELD(z, double)
END_STRUCT
STRUCT(vec4)
FIELD(x, double)
FIELD(y, double)
FIELD(z, double)
FIELD(w, double)
END_STRUCT
STRUCT(camera)
FIELD(range, double)
FIELD(pos, vec3)
FIELD(target, vec3)
FIELD(up, vec3)
FIELD(dir, vec3)
FIELD(right, vec3)
END_STRUCT
#else // sub include guard
#include <stdio.h>
#define STRUCT(N) typedef struct N N; struct N {
#define END_STRUCT };
#define FIELD(N, T) T N;
#define SUB_INCLUDE_TYPES
#include __FILE__
// undefs to get rid of redef warnings
#undef STRUCT
#undef FIELD
#undef END_STRUCT
void print_double(double *d) {
printf(" %f ", *d);
}
#define STRUCT(N) \
void print_##N (N *s) { \
printf("(" #N ") {");
#define FIELD(N, T) \
print_##T(&s -> N);
#define END_STRUCT \
printf("}\n"); \
}
#define SUB_INCLUDE_TYPES
#include __FILE__
// undefs to get rid of redef warnings
#undef STRUCT
#undef FIELD
#undef END_STRUCT
const vec3 UP = {0, 1, 0};
vec3
vec3_add(vec3 u, vec3 v)
{
return (vec3) {
.x = u.x + v.x,
.y = u.y + v.y,
.z = u.z + v.z,
};
}
vec3
vec3_sub(vec3 u, vec3 v)
{
return (vec3) {
.x = u.x - v.x,
.y = u.y - v.y,
.z = u.z - v.z,
};
}
vec3
vec3_cross(vec3 u, vec3 v)
{
return (vec3) {
.x = u.y * v.z - u.z * v.y,
.y = u.z * v.x - u.x * v.z,
.z = u.x * v.y - u.y * v.x,
};
}
vec3
vec3_normalize(vec3 u)
{
double len = sqrt(u.x*u.x + u.y*u.y + u.z*u.z);
return (vec3) {
.x = u.x / len,
.y = u.y / len,
.z = u.z / len,
};
}
vec4
vec4_add(vec4 u, vec4 v)
{
return (vec4) {
.x = u.x + v.x,
.y = u.y + v.y,
.z = u.z + v.z,
};
}
vec4
vec4_sub(vec4 u, vec4 v)
{
return (vec4) {
.x = u.x - v.x,
.y = u.y - v.y,
.z = u.z - v.z,
};
}
#endif /* SUB_INCLUDE_TYPES */