add a cube
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parent
2d7da84f8d
commit
d38ce455af
3
Makefile
3
Makefile
@ -2,11 +2,10 @@ SRCS = $(shell find ./src -type f -name *.c)
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build:
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gcc -Wall -std=c99 $(SRCS) -lSDL2 -o renderer
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./renderer
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run: build
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./renderer
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clean:
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rm renderer
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all: clean build run
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133
src/main.c
133
src/main.c
@ -10,102 +10,105 @@
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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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vec3_t camera_position = {0, 0, -5};
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float fov_factor = 640;
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bool is_running = false;
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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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color_buffer = (uint32_t *) malloc(sizeof(uint32_t) * window_width * window_height);
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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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// 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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renderer,
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SDL_PIXELFORMAT_ARGB8888,
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SDL_TEXTUREACCESS_STREAMING,
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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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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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// 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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renderer,
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SDL_PIXELFORMAT_ARGB8888,
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SDL_TEXTUREACCESS_STREAMING,
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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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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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SDL_Event event;
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SDL_PollEvent(&event);
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SDL_Event event;
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SDL_PollEvent(&event);
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switch (event.type) {
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case SDL_QUIT:
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is_running = false;
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break;
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case SDL_KEYDOWN:
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if (event.key.keysym.sym == SDLK_ESCAPE) {
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is_running = false;
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}
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break;
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}
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switch (event.type) {
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case SDL_QUIT:
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is_running = false;
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break;
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case SDL_KEYDOWN:
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if (event.key.keysym.sym == SDLK_ESCAPE) {
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is_running = false;
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}
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break;
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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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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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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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for (int i = 0; i < N_POINTS; i++){
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vec3_t point = cube_points[i];
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point.z -= camera_position.z;
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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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projected_points[i] = projected_point;
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}
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}
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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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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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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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render_color_buffer();
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clear_color_buffer(0xFF000000);
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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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SDL_RenderPresent(renderer);
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}
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int main(void) {
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is_running = initialize_window();
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setup();
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is_running = initialize_window();
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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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}
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destroy_window();
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return 0;
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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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}
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destroy_window();
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return 0;
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}
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