ortho projection
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src/camera.c
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0
src/camera.c
Normal file
11
src/camera.h
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11
src/camera.h
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@ -0,0 +1,11 @@
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#ifndef CAMERA_H
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#define CAMERA_H
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typedef struct {
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vec3_t position;
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vec3_t rotation;
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float fov_angle;
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} camera_t;
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#endif
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@ -1,3 +1,4 @@
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#include <stdio.h>
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#include "display.h"
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SDL_Window *window = NULL;
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@ -64,26 +65,34 @@ void render_color_buffer(void) {
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SDL_RenderCopy(renderer, color_buffer_texture, NULL, NULL);
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}
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void draw_grid(int size) {
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void draw_grid() {
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if (color_buffer == NULL) {
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return;
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}
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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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if (y % size == 0 || x % size == 0) {
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draw_pixel(x, y, 0xFF333333);
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if (y % 10 == 0 || x % 10 == 0) {
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color_buffer[(window_width * y) + x] = 0xFF444444;
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}
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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 >= 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_rect(int x, int y, int width, int height, uint32_t color) {
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if (color_buffer == NULL) {
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return;
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}
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for (int i = y; i < height + y; i++) {
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for (int j = x; j < width; j++) {
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draw_pixel(x + j, y + i, color);
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for (int i = 0; i < width; i++) {
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for (int j = 0; j < height; j++) {
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int current_x = x + i;
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int current_y = y + j;
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draw_pixel(current_x, current_y, color);
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}
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}
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}
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@ -96,8 +105,3 @@ void destroy_window(void) {
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SDL_Quit();
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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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}
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}
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@ -15,7 +15,7 @@ extern int window_height;
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bool initialize_window(void);
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void draw_grid(int size);
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void draw_grid();
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void draw_pixel(int x, int y, uint32_t color);
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37
src/main.c
37
src/main.c
@ -9,6 +9,8 @@
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////////////////////////////////////////////////////////////
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#define N_POINTS (9 * 9 * 9)
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vec3_t cube_points[N_POINTS];
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vec2_t projected_points[N_POINTS];
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float fov_factor = 128;
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bool is_running = false;
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@ -52,19 +54,44 @@ void process_input(void) {
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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 projected 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),
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.y = (fov_factor * point.y),
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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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for (int i = 0; i < N_POINTS; i++){
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vec3_t point = cube_points[i];
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vec2_t projected_point = project(point);
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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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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),
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projected_point.y + (window_height/2),
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4,
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4,
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0xFFFFFF00
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);
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}
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clear_color_buffer(0xFF000000);
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draw_grid(10);
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draw_rect(50, 50, 640, 480, 0xFFDD00DD);
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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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}
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3
src/vector.c
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3
src/vector.c
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@ -0,0 +1,3 @@
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#include "vector.h"
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// Implement all vector functons
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src/vector.h
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src/vector.h
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@ -0,0 +1,18 @@
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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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#endif
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