wireframe cube
This commit is contained in:
parent
d38ce455af
commit
cec7699ea5
@ -13,7 +13,7 @@ file(GLOB SOURCES "src/*.c")
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add_executable(renderer ${SOURCES})
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add_executable(renderer ${SOURCES})
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# Link SDL2 library to the executable
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# Link SDL2 library to the executable
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target_link_libraries(renderer PRIVATE ${SDL2_LIBRARIES})
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target_link_libraries(renderer PRIVATE ${SDL2_LIBRARIES} m)
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# Set compiler options
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# Set compiler options
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target_compile_options(renderer PRIVATE -Wall -g) # -g adds debugging information
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target_compile_options(renderer PRIVATE -Wall -g) # -g adds debugging information
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2
Makefile
2
Makefile
@ -1,7 +1,7 @@
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SRCS = $(shell find ./src -type f -name *.c)
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SRCS = $(shell find ./src -type f -name *.c)
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build:
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build:
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gcc -Wall -std=c99 $(SRCS) -lSDL2 -o renderer
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gcc -Wall -std=c99 $(SRCS) -lSDL2 -lm -o renderer
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./renderer
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./renderer
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run: build
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run: build
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@ -105,3 +105,25 @@ void destroy_window(void) {
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SDL_Quit();
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SDL_Quit();
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}
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}
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void draw_line(int x0, int y0, int x1, int y1, uint32_t color) {
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int delta_x = x1-x0;
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int delta_y = y1-y0;
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int longest_side_length = abs(delta_x) >= abs(delta_y) ? abs(delta_x) : abs(delta_y);
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float xInc = delta_x / (float)longest_side_length;
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float yInc = delta_y / (float)longest_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 < longest_side_length; i++) {
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draw_pixel(round(current_x), round(current_y), color);
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current_x += xInc;
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current_y += yInc;
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}
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}
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void draw_triangle(int x0, int y0, int x1, int y1, int x2, int y2, uint32_t color){
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draw_line(x0, y0, x1, y1, color);
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draw_line(x1, y1, x2, y2, color);
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draw_line(x2, y2, x0, y0, color);
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}
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@ -12,6 +12,8 @@ extern uint32_t *color_buffer;
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extern SDL_Texture *color_buffer_texture;
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extern SDL_Texture *color_buffer_texture;
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extern int window_width;
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extern int window_width;
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extern int window_height;
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extern int window_height;
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#define FPS 60
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#define FRAME_TARGET_TIME (1000/FPS)
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bool initialize_window(void);
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bool initialize_window(void);
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@ -19,6 +21,8 @@ void draw_grid();
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void draw_pixel(int x, int y, uint32_t color);
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void draw_pixel(int x, int y, uint32_t color);
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void draw_line(int x0, int y0, int x1, int y1, uint32_t color);
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void draw_triangle(int x0, int y0, int x1, int y1, int x2, int y2, 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_rect(int x, int y, int width, int height, uint32_t color);
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void clear_color_buffer(uint32_t color);
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void clear_color_buffer(uint32_t color);
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167
src/main.c
167
src/main.c
@ -3,112 +3,129 @@
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#include <SDL2/SDL.h>
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#include <SDL2/SDL.h>
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#include "display.h"
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#include "display.h"
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#include "vector.h"
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#include "vector.h"
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#include "mesh.h"
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////////////////////////////////////////////////////////////
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// Declare an array of points
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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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vec3_t camera_position = {0, 0, -5};
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vec3_t camera_position = {0, 0, -5};
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vec3_t cube_rotation = {.x = 0, .y = 0, .z = 0};
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triangle_t triangles_to_render[N_MESH_FACES];
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float fov_factor = 640;
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float fov_factor = 640;
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bool is_running = false;
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bool is_running = false;
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uint32_t previous_frame_time = 0;
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void setup(void) {
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void setup(void) {
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// Allocate the required memory in bytes to hold color buffer
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// Allocate the required memory in bytes to hold color buffer
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color_buffer = (uint32_t *) malloc(sizeof(uint32_t) * window_width * window_height);
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color_buffer = (uint32_t *) malloc(sizeof(uint32_t) * window_width * window_height);
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// Creating the SDL Texture that is uses to display the color buffer
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// Creating the SDL Texture that is uses to display the color buffer
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color_buffer_texture = SDL_CreateTexture(
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color_buffer_texture = SDL_CreateTexture(
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renderer,
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renderer,
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SDL_PIXELFORMAT_ARGB8888,
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SDL_PIXELFORMAT_ARGB8888,
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SDL_TEXTUREACCESS_STREAMING,
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SDL_TEXTUREACCESS_STREAMING,
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window_width,
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window_width,
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window_height
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window_height
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);
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);
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int point_count = 0;
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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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}
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void process_input(void) {
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void process_input(void) {
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SDL_Event event;
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SDL_Event event;
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SDL_PollEvent(&event);
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SDL_PollEvent(&event);
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switch (event.type) {
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switch (event.type) {
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case SDL_QUIT:
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case SDL_QUIT:
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is_running = false;
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is_running = false;
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break;
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break;
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case SDL_KEYDOWN:
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case SDL_KEYDOWN:
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if (event.key.keysym.sym == SDLK_ESCAPE) {
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if (event.key.keysym.sym == SDLK_ESCAPE) {
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is_running = false;
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is_running = false;
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}
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}
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break;
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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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////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////
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// Function that receives a 3d Vector and returns a 2d projected point
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// Function that receives a 3d Vector and returns a 2d projected point
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////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////
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vec2_t project(vec3_t point) {
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vec2_t project(vec3_t point) {
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vec2_t projected_point = {
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vec2_t projected_point = {
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.x = (fov_factor * point.x) / point.z,
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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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.y = (fov_factor * point.y) / point.z,
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};
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};
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return projected_point;
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return projected_point;
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}
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}
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void update(void) {
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void update(void) {
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for (int i = 0; i < N_POINTS; i++){
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// lock execution to the next tick
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vec3_t point = cube_points[i];
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uint32_t time_to_wait = FRAME_TARGET_TIME - (SDL_GetTicks() - previous_frame_time);
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point.z -= camera_position.z;
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if (time_to_wait > 0 && time_to_wait <= FRAME_TARGET_TIME) {
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vec2_t projected_point = project(point);
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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.y += 0.01f;
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cube_rotation.z += 0.01f;
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cube_rotation.x += 0.01f;
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for (int i = 0; i < N_MESH_FACES; i++) {
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face_t mesh_face = mesh_faces[i];
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vec3_t face_vertices[3];
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face_vertices[0] = mesh_vertices[mesh_face.a - 1];
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face_vertices[1] = mesh_vertices[mesh_face.b - 1];
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face_vertices[2] = mesh_vertices[mesh_face.c - 1];
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//loop all three vertices
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triangle_t projected_triangle;
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for (int j = 0; j < 3; j++) {
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vec3_t transformed_vertex = face_vertices[j];
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transformed_vertex = vec3_rotate_y(transformed_vertex, cube_rotation.y);
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transformed_vertex = vec3_rotate_x(transformed_vertex, cube_rotation.x);
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transformed_vertex = vec3_rotate_z(transformed_vertex, cube_rotation.z);
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transformed_vertex.z -= camera_position.z;
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vec2_t projected_point = project(transformed_vertex);
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projected_point.x += (window_width / 2);
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projected_point.y += (window_height / 2);
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projected_triangle.points[j] = projected_point;
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}
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// save projected triangle in array of triangles to render
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triangles_to_render[i] = projected_triangle;
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}
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projected_points[i] = projected_point;
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}
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}
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}
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void render(void) {
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void render(void) {
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draw_grid();
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draw_grid();
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for (int i = 0; i < N_POINTS; i++){
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for (int i = 0; i < N_MESH_FACES; i++) {
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vec2_t projected_point = projected_points[i];
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triangle_t triangle = triangles_to_render[i];
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draw_rect(
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uint32_t color = 0xFFFFFF00;
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projected_point.x + (window_width/2),
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for (int j = 0; j < 3; j++) {
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projected_point.y + (window_height/2),
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draw_rect(triangle.points[j].x, triangle.points[j].y, 3, 3, color);
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4,
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}
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4,
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draw_triangle(triangle.points[0].x, triangle.points[0].y,
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0xFFFFFF00
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triangle.points[1].x, triangle.points[1].y,
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);
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triangle.points[2].x, triangle.points[2].y,
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}
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color);
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render_color_buffer();
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}
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clear_color_buffer(0xFF000000);
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SDL_RenderPresent(renderer);
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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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}
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int main(void) {
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int main(void) {
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is_running = initialize_window();
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is_running = initialize_window();
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setup();
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setup();
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while (is_running) {
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while (is_running) {
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process_input();
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process_input();
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update();
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update();
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render();
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render();
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}
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}
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destroy_window();
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destroy_window();
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return 0;
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return 0;
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}
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}
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33
src/mesh.c
Normal file
33
src/mesh.c
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@ -0,0 +1,33 @@
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#include "mesh.h"
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vec3_t mesh_vertices[N_MESH_VERTICES] = {
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{.x = -1, .y = -1, .z = -1},
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{.x = -1, .y = 1, .z = -1},
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{.x = 1, .y = 1, .z = -1},
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{.x = 1, .y = -1, .z = -1},
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{.x = 1, .y = 1, .z = 1},
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{.x = 1, .y = -1, .z = 1},
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{.x = -1, .y = 1, .z = 1},
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{.x = -1, .y = -1, .z = 1},
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};
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face_t mesh_faces[N_MESH_FACES] = {
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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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11
src/mesh.h
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11
src/mesh.h
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#ifndef RENDERER_MESH_H
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#define RENDERER_MESH_H
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#include "vector.h"
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#include "triangle.h"
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#define N_MESH_VERTICES 8
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#define N_MESH_FACES (6 * 2 )
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extern vec3_t mesh_vertices[N_MESH_VERTICES];
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extern face_t mesh_faces[N_MESH_FACES];
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#endif //RENDERER_MESH_H
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3
src/triangle.c
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3
src/triangle.c
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#include "triangle.h"
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// TODO
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16
src/triangle.h
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16
src/triangle.h
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#ifndef RENDERER_TRIANGLE_H
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#define RENDERER_TRIANGLE_H
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#include "vector.h"
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typedef struct {
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int a;
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int b;
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int c;
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} face_t;
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typedef struct {
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vec2_t points[3];
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} triangle_t;
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#endif //RENDERER_TRIANGLE_H
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25
src/vector.c
25
src/vector.c
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#include <math.h>
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#include "vector.h"
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#include "vector.h"
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// Implement all vector functons
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// Implement all vector functons
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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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@ -13,6 +13,9 @@ typedef struct {
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float z;
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float z;
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} vec3_t;
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} vec3_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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#endif
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