Compare commits
2
Commits
| Author | SHA1 | Date | |
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ad6536bdab
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403ddc132d |
@@ -9,6 +9,10 @@ typedef enum {
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OVERDRAW
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} framebuffer_e;
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typedef struct {
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double x, y;
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} v2;
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typedef struct {
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SDL_Event event;
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bool is_running;
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@@ -17,9 +21,9 @@ typedef struct {
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SDL_Rect dirty_rect;
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uint16_t width, height;
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// base layer ~ layer 0
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uint32_t *framebuffer_base;
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uint32_t *framebuffer_base;
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// layer on top of that ~ layer 1
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uint32_t *framebuffer_overdraw;
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uint32_t *framebuffer_overdraw;
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} game_state_t;
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extern game_state_t *game_state;
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@@ -4,16 +4,33 @@
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#include <stdint.h>
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void
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void
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put_pixel(
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framebuffer_e framebuffer,
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unsigned int x,
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unsigned int y,
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unsigned int x,
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unsigned int y,
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uint32_t color
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);
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void
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void
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clear_framebuffer(
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framebuffer_e framebuffer,
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uint32_t color
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);
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void
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put_line(
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v2 a,
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v2 b,
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framebuffer_e framebuffer,
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uint32_t color
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);
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void
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put_triangle(
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v2 a,
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v2 b,
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v2 c,
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framebuffer_e framebuffer,
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uint32_t color
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);
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@@ -6,6 +6,8 @@
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#include "internal/util/error.h"
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#include <stdint.h>
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#include <stdlib.h>
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#include <math.h>
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// helper function to return the correct pointer to a framebuffer for drawing selection
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uint32_t*
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@@ -23,11 +25,11 @@ get_framebuffer(
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}
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// alter a pixel at an imaginary x & y coordinates
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void
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void
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put_pixel(
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framebuffer_e framebuffer,
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unsigned int x,
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unsigned int y,
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unsigned int x,
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unsigned int y,
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uint32_t color
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) {
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uint32_t *current_framebuffer = get_framebuffer(framebuffer);
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@@ -55,7 +57,7 @@ clear_framebuffer(
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uint32_t color
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) {
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uint32_t *current_framebuffer = get_framebuffer(framebuffer);
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for (size_t i = 0;
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i < (size_t)game_state->width * game_state->height;
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++i) {
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@@ -69,3 +71,84 @@ clear_framebuffer(
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game_state->height
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);
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}
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void
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normalize_v2(
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v2 input,
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v2 *output
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) {
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double min = (input.x > input.y) ? input.y : input.x;
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for (int i = min; i > 1; i--) {
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if ((int)input.x % (int)min == 0 && (int)input.y % (int)min == 0) {
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input.x /= min;
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input.y /= min;
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break;
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}
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}
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output->x = input.x;
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output->y = input.y;
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}
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// subtract vector b from vector a
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void
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sub_v2(
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v2 a,
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v2 b,
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v2 *dest
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) {
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dest->x = b.x - a.x;
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dest->y = b.y - a.y;
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}
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// draw a line between two points with a given color
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void
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put_line(
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v2 a, v2 b,
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framebuffer_e fb,
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uint32_t color
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) {
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int x0 = (int)round(a.x);
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int y0 = (int)round(a.y);
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int x1 = (int)round(b.x);
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int y1 = (int)round(b.y);
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int dx = abs(x1 - x0);
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int sx = x0 < x1 ? 1 : -1;
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int dy = -abs(y1 - y0);
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int sy = y0 < y1 ? 1 : -1;
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int err = dx + dy;
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while (1) {
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put_pixel(fb, x0, y0, color);
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if (x0 == x1 && y0 == y1)
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break;
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int e2 = 2 * err;
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if (e2 >= dy) {
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err += dy;
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x0 += sx;
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}
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if (e2 <= dx) {
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err += dx;
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y0 += sy;
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}
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}
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}
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// draw a frame of a triangle with a given color
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void
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put_triangle(
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v2 a,
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v2 b,
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v2 c,
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framebuffer_e framebuffer,
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uint32_t color
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) {
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put_line(a, b, framebuffer, color);
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put_line(b, c, framebuffer, color);
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put_line(a, c, framebuffer, color);
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}
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@@ -0,0 +1,231 @@
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#include <dangerzone/engine.h>
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#include <dangerzone/render/misc.h>
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#include <math.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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// a point in 3D space
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typedef struct
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{
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double x, y, z;
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} v3;
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// a triangle with 3 points in 3D space
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typedef struct
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{
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v3 p[3];
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} tri;
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// a grouping of triangles - can desribe any 3D object
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typedef struct
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{
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tri *tris;
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} mesh;
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typedef struct
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{
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float m[4][4];
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} mat4x4;
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#define PI 3.1415926535
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void multiply_matrix_vector(v3 input, v3 *output, mat4x4 m)
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{
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output->x = input.x * m.m[0][0] + input.y * m.m[1][0] + input.z * m.m[2][0] + m.m[3][0];
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output->y = input.x * m.m[0][1] + input.y * m.m[1][1] + input.z * m.m[2][1] + m.m[3][1];
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output->z = input.x * m.m[0][2] + input.y * m.m[1][2] + input.z * m.m[2][2] + m.m[3][2];
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double w = input.x * m.m[0][3] + input.y * m.m[1][3] + input.z * m.m[2][3] + m.m[3][3];
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if (w != 0)
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{
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output->x /= w;
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output->y /= w;
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output->z /= w;
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}
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}
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#define ASSERT(_e) do { if (!(_e)) { fprintf(stderr, "assert failed for %s\n", #_e); exit(1); } } while (0)
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struct {
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mesh m;
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mat4x4 mproj;
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double near, far, fov;
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unsigned int screen_width, screen_height;
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} state;
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// a unit-sized cube mesh defined with triangles
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#define CUBE_TRI_AMOUNT 12
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tri cube_mesh[CUBE_TRI_AMOUNT] =
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{
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// south
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{{ {0,0,0}, {0,1,0}, {1,1,0} }},
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{{ {0,0,0}, {1,1,0}, {1,0,0} }},
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// west
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{{ {1,0,0}, {1,1,0}, {1,1,1} }},
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{{ {1,0,0}, {1,1,1}, {1,0,1} }},
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// north
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{{ {1,0,1}, {1,1,1}, {0,1,1} }},
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{{ {1,0,1}, {0,1,1}, {0,0,1} }},
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// east
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{{ {0,0,1}, {0,1,1}, {0,1,0} }},
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{{ {0,0,1}, {0,1,0}, {0,0,0} }},
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// top
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{{ {0,1,0}, {0,1,1}, {1,1,1} }},
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{{ {0,1,0}, {1,1,1}, {1,1,0} }},
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// bottom
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{{ {0,0,1}, {0,0,0}, {1,0,0} }},
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{{ {0,0,1}, {1,0,0}, {1,0,1} }},
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};
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void
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game_init()
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{
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state.m.tris = cube_mesh;
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memset(&state.mproj, 0, sizeof(state.mproj));
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state.near = 0.1;
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state.far = 1000000.0;
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state.fov = 90.0;
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state.screen_width = 500;
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state.screen_height = 500;
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// aspect ratio
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double a = (float)state.screen_height / (float)state.screen_width;
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// fov tangent
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double fov_rad = 1.0 / tanf(state.fov * 0.5 / 180.0 * PI);
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state.mproj.m[0][0] = a * fov_rad;
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state.mproj.m[1][1] = fov_rad;
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state.mproj.m[2][2] = state.far / (state.far - state.near);
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state.mproj.m[3][2] = (-state.far * state.near) / (state.far - state.near);
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state.mproj.m[2][3] = 1.0;
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}
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void
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client_poll_events()
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{
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SDL_Event ev = game_state->event;
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if (ev.type == SDL_EVENT_QUIT) {
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game_state->is_running = false;
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}
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if (ev.type == SDL_EVENT_KEY_DOWN) {
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switch (ev.key.key) {
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case SDLK_Q:
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game_state->is_running = false;
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break;
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default:
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break;
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}
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}
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}
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void
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client_update_framebuffer()
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{
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clear_framebuffer(BASE, 0x000000);
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clear_framebuffer(OVERDRAW, 0x000000);
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mat4x4 mrotz = { 0 }, mrotx = { 0 };
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double theta = SDL_GetTicks() / 1000.0;
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// Rotation Z
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mrotz.m[0][0] = cosf(theta);
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mrotz.m[0][1] = sinf(theta);
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mrotz.m[1][0] = -sinf(theta);
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mrotz.m[1][1] = cosf(theta);
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mrotz.m[2][2] = 1;
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mrotz.m[3][3] = 1;
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// Rotation X
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mrotx.m[0][0] = 1;
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mrotx.m[1][1] = cosf(theta * 0.5f);
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mrotx.m[1][2] = sinf(theta * 0.5f);
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mrotx.m[2][1] = -sinf(theta * 0.5f);
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mrotx.m[2][2] = cosf(theta * 0.5f);
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mrotx.m[3][3] = 1;
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for (int i = 0; i < CUBE_TRI_AMOUNT; i++)
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{
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// project from 3D to 2D
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tri triangle = state.m.tris[i];
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for (int k = 0; k < 3; k++) {
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triangle.p[k].x -= 0.5;
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triangle.p[k].y -= 0.5;
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triangle.p[k].z -= 0.5;
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}
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tri projected, translated, rotatedz, rotatedzx;
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multiply_matrix_vector(triangle.p[0], &rotatedz.p[0], mrotz);
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multiply_matrix_vector(triangle.p[1], &rotatedz.p[1], mrotz);
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multiply_matrix_vector(triangle.p[2], &rotatedz.p[2], mrotz);
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multiply_matrix_vector(rotatedz.p[0], &rotatedzx.p[0], mrotx);
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multiply_matrix_vector(rotatedz.p[1], &rotatedzx.p[1], mrotx);
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multiply_matrix_vector(rotatedz.p[2], &rotatedzx.p[2], mrotx);
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translated = rotatedzx;
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translated.p[0].z = rotatedzx.p[0].z + 3.0;
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translated.p[1].z = rotatedzx.p[1].z + 3.0;
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translated.p[2].z = rotatedzx.p[2].z + 3.0;
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multiply_matrix_vector(translated.p[0], &projected.p[0], state.mproj);
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multiply_matrix_vector(translated.p[1], &projected.p[1], state.mproj);
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multiply_matrix_vector(translated.p[2], &projected.p[2], state.mproj);
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// scale into view
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projected.p[0].x += 1.0;
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projected.p[0].y += 1.0;
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projected.p[1].x += 1.0;
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projected.p[1].y += 1.0;
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projected.p[2].x += 1.0;
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projected.p[2].y += 1.0;
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projected.p[0].x *= 0.5 * state.screen_width;
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projected.p[0].y *= 0.5 * state.screen_height;
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projected.p[1].x *= 0.5 * state.screen_width;
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projected.p[1].y *= 0.5 * state.screen_height;
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projected.p[2].x *= 0.5 * state.screen_width;
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projected.p[2].y *= 0.5 * state.screen_height;
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put_triangle(
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(v2){.x=projected.p[0].x, .y=projected.p[0].y},
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(v2){.x=projected.p[1].x, .y=projected.p[1].y},
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(v2){.x=projected.p[2].x, .y=projected.p[2].y},
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OVERDRAW, 0xFFFFFF
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);
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}
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}
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int main()
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{
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game_init();
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if (engine_init(
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state.screen_width, state.screen_height, "3D demo",
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client_poll_events, client_update_framebuffer
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)) {
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engine_start();
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engine_stop();
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return 0;
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} else {
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return 1;
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}
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}
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@@ -5,5 +5,9 @@ add_executable(game_2048 2048.c)
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target_link_libraries(game_2048 PRIVATE dangerzone_engine)
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target_link_libraries(game_2048 PRIVATE m)
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add_executable(game_3d 3d.c)
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target_link_libraries(game_3d PRIVATE dangerzone_engine)
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target_link_libraries(game_3d PRIVATE m)
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#add_executable(game_window window.c)
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#target_link_libraries(game_window PRIVATE dangerzone_engine)
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Reference in New Issue
Block a user