split parts, vector, tc
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@ -63,28 +63,27 @@ void render_color_buffer(void) {
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);
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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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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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color_buffer[(window_width * y) + x] = 0xFF333333;
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if (y % size == 0 || x % size == 0) {
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draw_pixel(x, y, 0xFF333333);
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}
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}
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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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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 i = y; i < height + y; i++) {
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for (int j = x; j < width; j++) {
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int cur_x = x+j;
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int cur_y = y+i;
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color_buffer[(window_width * cur_y) + cur_x] = color;
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draw_pixel(x + j, y + i, color);
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}
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}
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}
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@ -96,3 +95,9 @@ void destroy_window(void) {
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SDL_DestroyTexture(color_buffer_texture);
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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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@ -1,5 +1,6 @@
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#ifndef DISPLAY_H
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#define DISPLAY_H
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#include <stdio.h>
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#include <stdint.h>
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#include <stdbool.h>
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@ -13,10 +14,17 @@ extern int window_width;
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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_pixel(int x, int y, 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 render_color_buffer(void);
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void destroy_window(void);
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94
src/main.c
94
src/main.c
@ -2,37 +2,54 @@
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#include <stdbool.h>
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#include <SDL2/SDL.h>
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#include "display.h"
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#include "vector.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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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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// 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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@ -41,26 +58,27 @@ void update(void) {
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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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SDL_SetRenderDrawColor(renderer, 255, 0, 0, 255);
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SDL_RenderClear(renderer);
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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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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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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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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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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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}
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