wireframe cube

This commit is contained in:
Tyrel Souza 2024-04-19 00:02:54 -04:00
parent d38ce455af
commit cec7699ea5
11 changed files with 211 additions and 77 deletions

View File

@ -13,7 +13,7 @@ file(GLOB SOURCES "src/*.c")
add_executable(renderer ${SOURCES})
# Link SDL2 library to the executable
target_link_libraries(renderer PRIVATE ${SDL2_LIBRARIES})
target_link_libraries(renderer PRIVATE ${SDL2_LIBRARIES} m)
# Set compiler options
target_compile_options(renderer PRIVATE -Wall -g) # -g adds debugging information

View File

@ -1,7 +1,7 @@
SRCS = $(shell find ./src -type f -name *.c)
build:
gcc -Wall -std=c99 $(SRCS) -lSDL2 -o renderer
gcc -Wall -std=c99 $(SRCS) -lSDL2 -lm -o renderer
./renderer
run: build

View File

@ -105,3 +105,25 @@ void destroy_window(void) {
SDL_Quit();
}
void draw_line(int x0, int y0, int x1, int y1, uint32_t color) {
int delta_x = x1-x0;
int delta_y = y1-y0;
int longest_side_length = abs(delta_x) >= abs(delta_y) ? abs(delta_x) : abs(delta_y);
float xInc = delta_x / (float)longest_side_length;
float yInc = delta_y / (float)longest_side_length;
float current_x = x0;
float current_y = y0;
for (int i = 0; i < longest_side_length; i++) {
draw_pixel(round(current_x), round(current_y), color);
current_x += xInc;
current_y += yInc;
}
}
void draw_triangle(int x0, int y0, int x1, int y1, int x2, int y2, uint32_t color){
draw_line(x0, y0, x1, y1, color);
draw_line(x1, y1, x2, y2, color);
draw_line(x2, y2, x0, y0, color);
}

View File

@ -12,6 +12,8 @@ extern uint32_t *color_buffer;
extern SDL_Texture *color_buffer_texture;
extern int window_width;
extern int window_height;
#define FPS 60
#define FRAME_TARGET_TIME (1000/FPS)
bool initialize_window(void);
@ -19,6 +21,8 @@ void draw_grid();
void draw_pixel(int x, int y, uint32_t color);
void draw_line(int x0, int y0, int x1, int y1, uint32_t color);
void draw_triangle(int x0, int y0, int x1, int y1, int x2, int y2, uint32_t color);
void draw_rect(int x, int y, int width, int height, uint32_t color);
void clear_color_buffer(uint32_t color);

View File

@ -3,112 +3,129 @@
#include <SDL2/SDL.h>
#include "display.h"
#include "vector.h"
////////////////////////////////////////////////////////////
// Declare an array of points
////////////////////////////////////////////////////////////
#define N_POINTS (9 * 9 * 9)
vec3_t cube_points[N_POINTS];
vec2_t projected_points[N_POINTS];
#include "mesh.h"
vec3_t camera_position = {0, 0, -5};
vec3_t cube_rotation = {.x = 0, .y = 0, .z = 0};
triangle_t triangles_to_render[N_MESH_FACES];
float fov_factor = 640;
bool is_running = false;
uint32_t previous_frame_time = 0;
void setup(void) {
// Allocate the required memory in bytes to hold color buffer
color_buffer = (uint32_t *) malloc(sizeof(uint32_t) * window_width * window_height);
// Allocate the required memory in bytes to hold color buffer
color_buffer = (uint32_t *) malloc(sizeof(uint32_t) * window_width * window_height);
// Creating the SDL Texture that is uses to display the color buffer
color_buffer_texture = SDL_CreateTexture(
renderer,
SDL_PIXELFORMAT_ARGB8888,
SDL_TEXTUREACCESS_STREAMING,
window_width,
window_height
);
int point_count = 0;
for (float x = -1; x <= 1; x += 0.25) {
for (float y = -1; y <= 1; y += 0.25) {
for (float z = -1; z <= 1; z += 0.25) {
vec3_t new_point = { .x = x, .y = y, .z = z };
cube_points[point_count++] = new_point;
}
}
}
// Creating the SDL Texture that is uses to display the color buffer
color_buffer_texture = SDL_CreateTexture(
renderer,
SDL_PIXELFORMAT_ARGB8888,
SDL_TEXTUREACCESS_STREAMING,
window_width,
window_height
);
}
void process_input(void) {
SDL_Event event;
SDL_PollEvent(&event);
SDL_Event event;
SDL_PollEvent(&event);
switch (event.type) {
case SDL_QUIT:
is_running = false;
break;
case SDL_KEYDOWN:
if (event.key.keysym.sym == SDLK_ESCAPE) {
is_running = false;
}
break;
}
switch (event.type) {
case SDL_QUIT:
is_running = false;
break;
case SDL_KEYDOWN:
if (event.key.keysym.sym == SDLK_ESCAPE) {
is_running = false;
}
break;
}
}
////////////////////////////////////////////////////////////////////////////////
// Function that receives a 3d Vector and returns a 2d projected point
////////////////////////////////////////////////////////////////////////////////
vec2_t project(vec3_t point) {
vec2_t projected_point = {
.x = (fov_factor * point.x) / point.z,
.y = (fov_factor * point.y) / point.z,
};
return projected_point;
vec2_t projected_point = {
.x = (fov_factor * point.x) / point.z,
.y = (fov_factor * point.y) / point.z,
};
return projected_point;
}
void update(void) {
for (int i = 0; i < N_POINTS; i++){
vec3_t point = cube_points[i];
point.z -= camera_position.z;
vec2_t projected_point = project(point);
// lock execution to the next tick
uint32_t time_to_wait = FRAME_TARGET_TIME - (SDL_GetTicks() - previous_frame_time);
if (time_to_wait > 0 && time_to_wait <= FRAME_TARGET_TIME) {
SDL_Delay(time_to_wait);
}
previous_frame_time = SDL_GetTicks();
cube_rotation.y += 0.01f;
cube_rotation.z += 0.01f;
cube_rotation.x += 0.01f;
for (int i = 0; i < N_MESH_FACES; i++) {
face_t mesh_face = mesh_faces[i];
vec3_t face_vertices[3];
face_vertices[0] = mesh_vertices[mesh_face.a - 1];
face_vertices[1] = mesh_vertices[mesh_face.b - 1];
face_vertices[2] = mesh_vertices[mesh_face.c - 1];
//loop all three vertices
triangle_t projected_triangle;
for (int j = 0; j < 3; j++) {
vec3_t transformed_vertex = face_vertices[j];
transformed_vertex = vec3_rotate_y(transformed_vertex, cube_rotation.y);
transformed_vertex = vec3_rotate_x(transformed_vertex, cube_rotation.x);
transformed_vertex = vec3_rotate_z(transformed_vertex, cube_rotation.z);
transformed_vertex.z -= camera_position.z;
vec2_t projected_point = project(transformed_vertex);
projected_point.x += (window_width / 2);
projected_point.y += (window_height / 2);
projected_triangle.points[j] = projected_point;
}
// save projected triangle in array of triangles to render
triangles_to_render[i] = projected_triangle;
}
projected_points[i] = projected_point;
}
}
void render(void) {
draw_grid();
draw_grid();
for (int i = 0; i < N_POINTS; i++){
vec2_t projected_point = projected_points[i];
draw_rect(
projected_point.x + (window_width/2),
projected_point.y + (window_height/2),
4,
4,
0xFFFFFF00
);
}
for (int i = 0; i < N_MESH_FACES; i++) {
triangle_t triangle = triangles_to_render[i];
uint32_t color = 0xFFFFFF00;
for (int j = 0; j < 3; j++) {
draw_rect(triangle.points[j].x, triangle.points[j].y, 3, 3, color);
}
draw_triangle(triangle.points[0].x, triangle.points[0].y,
triangle.points[1].x, triangle.points[1].y,
triangle.points[2].x, triangle.points[2].y,
color);
render_color_buffer();
clear_color_buffer(0xFF000000);
}
SDL_RenderPresent(renderer);
render_color_buffer();
clear_color_buffer(0xFF000000);
SDL_RenderPresent(renderer);
}
int main(void) {
is_running = initialize_window();
setup();
is_running = initialize_window();
setup();
while (is_running) {
process_input();
update();
render();
}
destroy_window();
return 0;
while (is_running) {
process_input();
update();
render();
}
destroy_window();
return 0;
}

33
src/mesh.c Normal file
View File

@ -0,0 +1,33 @@
#include "mesh.h"
vec3_t mesh_vertices[N_MESH_VERTICES] = {
{.x = -1, .y = -1, .z = -1},
{.x = -1, .y = 1, .z = -1},
{.x = 1, .y = 1, .z = -1},
{.x = 1, .y = -1, .z = -1},
{.x = 1, .y = 1, .z = 1},
{.x = 1, .y = -1, .z = 1},
{.x = -1, .y = 1, .z = 1},
{.x = -1, .y = -1, .z = 1},
};
face_t mesh_faces[N_MESH_FACES] = {
// Front
{.a = 1, .b = 2, .c = 3},
{.a = 1, .b = 3, .c = 4},
// right
{.a = 4, .b = 3, .c = 5},
{.a = 4, .b = 5, .c = 6},
// back
{.a = 6, .b = 5, .c = 7},
{.a = 6, .b = 7, .c = 8},
// left
{.a = 8, .b = 7, .c = 2},
{.a = 8, .b = 2, .c = 1},
// top
{.a = 2, .b = 7, .c = 5},
{.a = 2, .b = 5, .c = 3},
// bottom
{.a = 6, .b = 8, .c = 1},
{.a = 6, .b = 1, .c = 4},
};

11
src/mesh.h Normal file
View File

@ -0,0 +1,11 @@
#ifndef RENDERER_MESH_H
#define RENDERER_MESH_H
#include "vector.h"
#include "triangle.h"
#define N_MESH_VERTICES 8
#define N_MESH_FACES (6 * 2 )
extern vec3_t mesh_vertices[N_MESH_VERTICES];
extern face_t mesh_faces[N_MESH_FACES];
#endif //RENDERER_MESH_H

3
src/triangle.c Normal file
View File

@ -0,0 +1,3 @@
#include "triangle.h"
// TODO

16
src/triangle.h Normal file
View File

@ -0,0 +1,16 @@
#ifndef RENDERER_TRIANGLE_H
#define RENDERER_TRIANGLE_H
#include "vector.h"
typedef struct {
int a;
int b;
int c;
} face_t;
typedef struct {
vec2_t points[3];
} triangle_t;
#endif //RENDERER_TRIANGLE_H

View File

@ -1,3 +1,28 @@
#include <math.h>
#include "vector.h"
// Implement all vector functons
vec3_t vec3_rotate_x(vec3_t v, float angle){
vec3_t rotated_vector = {
.x = v.x,
.y = v.y * cos(angle) - v.z * sin(angle),
.z = v.y * sin(angle) + v.z * cos(angle)
};
return rotated_vector;
}
vec3_t vec3_rotate_y(vec3_t v, float angle) {
vec3_t rotated_vector = {
.x = v.x * cos(angle) - v.z * sin(angle),
.y = v.y,
.z = v.x * sin(angle) + v.z * cos(angle)
};
return rotated_vector;
}
vec3_t vec3_rotate_z(vec3_t v, float angle) {
vec3_t rotated_vector = {
.x = v.x * cos(angle) - v.y * sin(angle),
.y = v.x * sin(angle) + v.y * cos(angle),
.z = v.z
};
return rotated_vector;
}

View File

@ -13,6 +13,9 @@ typedef struct {
float z;
} vec3_t;
vec3_t vec3_rotate_x(vec3_t v, float angle);
vec3_t vec3_rotate_y(vec3_t v, float angle);
vec3_t vec3_rotate_z(vec3_t v, float angle);
#endif