Added files
This commit is contained in:
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b323ae0ca0
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ebd81999b7
41
src/Makefile
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41
src/Makefile
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# A simple Makefile for compiling small SDL projects
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# set the compiler
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CC := gcc
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# set the compiler flags
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CFLAGS := `sdl2-config --libs --cflags` -ggdb3 -O0 --std=c99 -Wall -lSDL2_image -lm -g
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# add header files here
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HDRS := color.h defs.h fixed.h model.h triangle.h vertex.h model.h instance.h
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# add source files here
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SRCS := main.c model.c instance.c
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# generate names of object files
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OBJS := $(SRCS:.c=.o)
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# name of executable
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EXEC := a.out
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# default recipe
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all: $(EXEC)
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showfont: showfont.c Makefile
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$(CC) -o $@ $@.c $(CFLAGS) $(LIBS)
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glfont: glfont.c Makefile
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$(CC) -o $@ $@.c $(CFLAGS) $(LIBS)
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# recipe for building the final executable
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$(EXEC): $(OBJS) $(HDRS) Makefile
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$(CC) -o $@ $(OBJS) $(CFLAGS)
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# recipe for building object files
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#$(OBJS): $(@:.o=.c) $(HDRS) Makefile
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# $(CC) -o $@ $(@:.o=.c) -c $(CFLAGS)
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# recipe to clean the workspace
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clean:
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rm -f $(EXEC) $(OBJS)
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.PHONY: all clean
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19
src/color.h
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19
src/color.h
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#ifndef COLOR_H
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#define COLOR_H
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typedef struct COLOR {
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unsigned char red;
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unsigned char green;
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unsigned char blue;
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} COLOR;
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static inline COLOR createColor(unsigned char red, unsigned char green, unsigned char blue) {
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// Create a color given values
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COLOR temp;
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temp.red = red;
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temp.green = green;
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temp.blue = blue;
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return temp;
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}
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#endif // COLOR_H
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39
src/defs.h
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39
src/defs.h
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#include "color.h"
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#include <SDL2/SDL.h>
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#ifndef DEFS_H
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#define DEFS_H
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#define WINDOW_WIDTH 960
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#define WINDOW_HEIGHT 640
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#define ZPlane 1
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#define viewport_width 3
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#define viewport_height 2
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typedef unsigned char u8;
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typedef unsigned short u16;
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typedef unsigned int u32;
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typedef signed char s8;
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typedef signed short s16;
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typedef signed int s32;
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static inline void drawPixel(int x, int y, COLOR clr, SDL_Renderer *renderer) {
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// Draw pixel to screen
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SDL_SetRenderDrawColor(renderer, clr.red, clr.green, clr.blue, 255);
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SDL_RenderDrawPoint(renderer, WINDOW_WIDTH / 2 + x, WINDOW_HEIGHT / 2 - y - 1);
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}
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static inline void updateDisplay(SDL_Renderer *renderer) {
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// Update a SDL renderer
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SDL_RenderPresent(renderer);
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}
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static inline void fillDisplay(SDL_Renderer *renderer, COLOR clr) {
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// Fill a renderer with color
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SDL_SetRenderDrawColor(renderer, clr.red, clr.blue, clr.green, 255);
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SDL_RenderClear(renderer);
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}
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#endif // DEFS_H
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74
src/fixed.h
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74
src/fixed.h
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#include "defs.h"
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#ifndef FIXED_H
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#define FIXED_H
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#define FIX_SHIFT 8
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#define HALF_FIX_SHIFT 4
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#define FIX_SCALE ( 1 << FIX_SHIFT )
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#define FIX_SCALE_FLOAT ((float)(FIX_SCALE))
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typedef s32 FIXED;
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static inline FIXED fixed_OverMultiply(FIXED a, FIXED b) {
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// This should multiply two fixed-point numbers sacrificing a little
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// accuracy in exchange for less chance of an overflow
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return ((a >> HALF_FIX_SHIFT) * (b >> HALF_FIX_SHIFT));
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}
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static inline FIXED fixed_multiply (FIXED a, FIXED b) {
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// Multiply two fixed numbers. Possibility of overflow.
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return (a * b) >> FIX_SHIFT;
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}
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static inline FIXED fixed_divide(FIXED a, FIXED b) {
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if (b != 0){
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return (a * FIX_SCALE) / b;
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}
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else {
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return 100000 << FIX_SHIFT;
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}
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}
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static inline FIXED float_to_fixed(float a) {
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// Convert a float to fixed point
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return ((FIXED)(a * FIX_SCALE_FLOAT));
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}
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static inline float fixed_to_float(FIXED a) {
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// Convert fixed point to float
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return (a / FIX_SCALE_FLOAT);
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}
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static inline void swapFixed(FIXED *a, FIXED *b) {
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// Swap two fixed point integer pointers
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FIXED temp;
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temp = *a;
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*a = *b;
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*b = temp;
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}
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static inline FIXED fixed_sqrt(FIXED a, int iterations) {
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// Calculate square root of a fixed-point number using Binary-Search
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FIXED low = 0;
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FIXED high = a;
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FIXED mid;
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FIXED midSquared;
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for (int i = 0; i < iterations; i++) {
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mid = fixed_divide((low + high), 2 << FIX_SHIFT);
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midSquared = fixed_OverMultiply(mid, mid);
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if (midSquared == a) {
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return mid;
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}
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else if (midSquared > a) {
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high = mid;
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}
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else {
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low = mid;
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}
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}
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return mid;
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}
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#endif // FIXED_H
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63
src/instance.c
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63
src/instance.c
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#include "instance.h"
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void renderInstance(INSTANCE *instance, SDL_Renderer *renderer) {
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// Render an instance
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// Array for projected points
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POINT projected[instance->model->vertices_length];
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// Pointers for transformed vertices
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VERTEX *transformed = malloc(sizeof(VERTEX) * instance->model->vertices_length);
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for (int i = 0; i < instance->model->vertices_length; i++) {
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// Apply translation and rotation
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*(transformed + i) = *(instance->model->vertices + i);
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applyXRotation((transformed + i), *instance->xRotation);
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applyYRotation((transformed + i), *instance->yRotation);
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applyZRotation((transformed + i), *instance->zRotation);
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*(transformed + i) = addVertices((transformed + i), instance->position);
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// Project vertices
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projected[i] = projectVertex(transformed + i);
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}
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VERTEX n, copyV;
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// A directional light source
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VERTEX playerLight = createVertex(0, 0, -1 << FIX_SHIFT);
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normalizeVertex(&playerLight);
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TRIANGLE *addr;
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FIXED intensity;
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COLOR clr;
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for (int i = 0; i < instance->model->triangles_length; i++) {
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// Render the triangle
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addr = (instance->model->triangles + i);
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n = computeNormal(transformed, addr);
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normalizeVertex(&n);
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// Intensity of light on the triangle
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intensity = fixed_multiply(dotProduct(&n, &playerLight) + (1 << FIX_SHIFT), 127 << FIX_SHIFT);
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copyV = *(transformed + addr->v2);
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normalizeVertex(©V);
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// Grayscale color of the triangle from light intensity
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clr = createColor(intensity >> FIX_SHIFT, intensity >> FIX_SHIFT, intensity >> FIX_SHIFT);
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if (dotProduct(&n, ©V) < 0) {
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// The triangle is viewable by the camera
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drawFilledTriangle(
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&(projected[addr->v0]),
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&(projected[addr->v1]),
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&(projected[addr->v2]),
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&clr,
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renderer
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);
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}
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}
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transformed = NULL;
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free(transformed);
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}
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void destroyInstance(INSTANCE *instance) {
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// Free memory from instance
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instance->model = NULL;
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instance->position = NULL;
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instance->zRotation = NULL;
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instance->xRotation = NULL;
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instance->yRotation = NULL;
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}
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24
src/instance.h
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24
src/instance.h
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#include "defs.h"
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#include "pt.h"
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#include "vertex.h"
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#include "triangle.h"
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#include "model.h"
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#include <math.h>
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#include <stdlib.h>
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#ifndef INSTANCE_H
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#define INSTANCE_H
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typedef struct INSTANCE {
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MODEL *model;
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VERTEX *position;
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FIXED scale;
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FIXED *xRotation;
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FIXED *yRotation;
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FIXED *zRotation;
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} INSTANCE;
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void renderInstance();
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void destroyInstance();
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#endif // INSTANCE_H
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111
src/main.c
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111
src/main.c
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#include "defs.h"
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#include "color.h"
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#include "model.h"
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#include "instance.h"
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#include "fixed.h"
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#include <stdlib.h>
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#include <SDL2/SDL.h>
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#include <unistd.h>
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int runningGame = 1;
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int main() {
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// Create sdl window
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SDL_Event event;
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SDL_Renderer *renderer;
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SDL_Window *window;
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// Array of keys being pressed
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const unsigned char *keys = SDL_GetKeyboardState(NULL);
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// Initialize sdl window
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SDL_Init(SDL_INIT_VIDEO);
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SDL_CreateWindowAndRenderer(WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer);
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fillDisplay(renderer, createColor(0, 0, 0));
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// Positions and rotations of each cube
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VERTEX positions[2] = {createVertex(2 << FIX_SHIFT, 0 << FIX_SHIFT, 7 << FIX_SHIFT),
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createVertex(-2 << FIX_SHIFT, 0, 7 << FIX_SHIFT)
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};
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FIXED xRots[2] = {0 << FIX_SHIFT, 0 << FIX_SHIFT};
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FIXED yRots[2] = {30 << FIX_SHIFT, 30 << FIX_SHIFT};
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FIXED zRots[2] = {0 << FIX_SHIFT, 0 << FIX_SHIFT};
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// Create cube and instances of cube
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MODEL cube;
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INSTANCE instances[2];
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for (int i = 0; i < 2; i++) {
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// Set properties of each cube
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instances[i].scale = 1;
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instances[i].xRotation = &xRots[i];
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instances[i].yRotation = &yRots[i];
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instances[i].zRotation = &zRots[i];
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instances[i].model = &cube;
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instances[i].position = &positions[i];
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}
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// Initialize the base cube model
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initializeCube(&cube);
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while(runningGame) {
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// Draw the cubes and interact with them
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fillDisplay(renderer, createColor(0,0,0));
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for (int i = 0; i < 2; i++) {
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renderInstance(&instances[i], renderer);
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}
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updateDisplay(renderer);
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while (SDL_PollEvent(&event)) {
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for (int i = 0; i < 2; i++) {
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// Check events and update each cube accordingly
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if (event.type == SDL_QUIT) {
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runningGame = 0;
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}
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if (keys[SDL_SCANCODE_RIGHT]) {
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positions[i].x += float_to_fixed(0.2);
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}
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if (keys[SDL_SCANCODE_LEFT]) {
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positions[i].x -= float_to_fixed(0.2);
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}
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if (keys[SDL_SCANCODE_DOWN]) {
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positions[i].y -= float_to_fixed(0.1);
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}
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if (keys[SDL_SCANCODE_UP]) {
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positions[i].y += float_to_fixed(0.1);
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}
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if (keys[SDL_SCANCODE_W]) {
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positions[i].z += float_to_fixed(0.1);
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}
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if (keys[SDL_SCANCODE_S]) {
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positions[i].z -= float_to_fixed(0.1);
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}
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if (keys[SDL_SCANCODE_Q]) {
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xRots[i] += float_to_fixed(1);
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}
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if (keys[SDL_SCANCODE_E]) {
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xRots[i] += float_to_fixed(-1);
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}
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if (keys[SDL_SCANCODE_Z]) {
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zRots[i] += float_to_fixed(1);
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}
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if (keys[SDL_SCANCODE_C]) {
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zRots[i] += float_to_fixed(-1);
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}
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if (keys[SDL_SCANCODE_A]) {
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yRots[i] += float_to_fixed(1);
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}
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if (keys[SDL_SCANCODE_D]) {
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yRots[i] += float_to_fixed(-1);
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}
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}
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}
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sleep(.1);
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}
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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SDL_Quit();
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destroyModel(&cube);
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for (int i = 0; i < 2; i++) {
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destroyInstance(&instances[i]);
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}
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return EXIT_SUCCESS;
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}
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57
src/model.c
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57
src/model.c
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#include "model.h"
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#include <stdlib.h>
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void initializeCube(MODEL *cube) {
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// Initialize a cube model
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cube->bounds_center = createVertex(0, 0, 0);
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COLOR red = createColor(255,0,0);
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COLOR green = createColor(0,255,0);
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COLOR blue = createColor(0,0,255);
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COLOR yellow = createColor(255,255,0);
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COLOR pink = createColor(255, 0, 100);
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COLOR weird = createColor(100, 255, 70);
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cube->vertices = malloc(sizeof(VERTEX) * 8);
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cube->triangles = malloc(sizeof(TRIANGLE) * 12);
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cube->vertices_length = 8;
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cube->triangles_length = 12;
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VERTEX vertices[8] = {
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createVertex( -1 << FIX_SHIFT, -1 << FIX_SHIFT, -1 << FIX_SHIFT), // (0,0,0) 0
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createVertex( -1 << FIX_SHIFT, 1 << FIX_SHIFT, -1 << FIX_SHIFT), // (0,1,0) 1
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createVertex( 1 << FIX_SHIFT, 1 << FIX_SHIFT, -1 << FIX_SHIFT), // (1,1,0) 2
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createVertex( 1 << FIX_SHIFT, -1 << FIX_SHIFT, -1 << FIX_SHIFT), // (1,0,0) 3
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createVertex( 1 << FIX_SHIFT, 1 << FIX_SHIFT, 1 << FIX_SHIFT), // (1,1,1) 4
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createVertex( 1 << FIX_SHIFT, -1 << FIX_SHIFT, 1 << FIX_SHIFT), // (1,0,1) 5
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createVertex( -1 << FIX_SHIFT, 1 << FIX_SHIFT, 1 << FIX_SHIFT), // (0,1,1) 6
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createVertex( -1 << FIX_SHIFT, -1 << FIX_SHIFT, 1 << FIX_SHIFT), // (0,0,1) 7
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};
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TRIANGLE triangles[12] = {
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createTriangle( 0, 1, 2, red),
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createTriangle( 0, 2, 3, red),
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createTriangle( 3, 2, 4, green),
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createTriangle( 3, 4, 5, green),
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createTriangle( 5, 4, 6, blue),
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createTriangle( 5, 6, 7, blue),
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createTriangle( 7, 6, 1, yellow),
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createTriangle( 7, 1, 0, yellow),
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createTriangle( 1, 6, 4, pink),
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createTriangle( 1, 4, 2, pink),
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createTriangle( 5, 7, 0, weird),
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createTriangle( 5, 0, 3, weird),
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};
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for (int i = 0; i < 8; i++) {
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// Copy vertices data to cube
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*(cube->vertices + i) = vertices[i];
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}
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for (int i = 0; i < 12; i++) {
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// Copy triangles to cube
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*(cube->triangles + i) = triangles[i];
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}
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}
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void destroyModel(MODEL *model) {
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// Free memory of a model
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model->vertices = NULL;
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model->triangles = NULL;
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free(model->vertices);
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free(model->triangles);
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}
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21
src/model.h
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21
src/model.h
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#include "defs.h"
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#include "fixed.h"
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#include "vertex.h"
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#include "triangle.h"
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#include "pt.h"
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#ifndef MODEL_H
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#define MODEL_H
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typedef struct MODEL {
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VERTEX *vertices;
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int vertices_length;
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TRIANGLE *triangles;
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int triangles_length;
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VERTEX bounds_center;
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} MODEL;
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void initializeCube();
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void destroyModel();
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#endif // MODEL_H
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21
src/plane.h
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21
src/plane.h
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#include "defs.h"
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#include "vertex.h"
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#include "fixed.h"
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#ifndef PLANE_H
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#define PLANE_H
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typedef struct PLANE {
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VERTEX normal;
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FIXED distance;
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} PLANE;
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static inline PLANE createPlane(VERTEX *normal, FIXED distance) {
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// Create a plane from data
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PLANE temp;
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temp.normal = *normal;
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temp.distance = distance;
|
||||
return temp;
|
||||
}
|
||||
|
||||
#endif // PLANE_H
|
36
src/pt.h
Normal file
36
src/pt.h
Normal file
@ -0,0 +1,36 @@
|
||||
#include "defs.h"
|
||||
#include "fixed.h"
|
||||
|
||||
#ifndef PT_H
|
||||
#define PT_H
|
||||
|
||||
typedef struct POINT {
|
||||
FIXED x;
|
||||
FIXED y;
|
||||
} POINT;
|
||||
|
||||
static inline void convertPointToScreen(POINT *point) {
|
||||
// Convert point where (SCREEN_WIDTH / 2 * x,
|
||||
// SCREEN_HEIGHT / 2 - y - 1)
|
||||
// is the origin (0,0)
|
||||
point->x += (WINDOW_WIDTH / 2) << FIX_SHIFT;
|
||||
point->y = (WINDOW_HEIGHT / 2 - (point->y >> FIX_SHIFT) - 1) << FIX_SHIFT;
|
||||
}
|
||||
|
||||
static inline POINT createPoint(FIXED x, FIXED y) {
|
||||
// Create a point from data
|
||||
POINT temp;
|
||||
temp.x = x;
|
||||
temp.y = y;
|
||||
return temp;
|
||||
}
|
||||
|
||||
|
||||
static inline void swapPoint(POINT *p1, POINT *p2) {
|
||||
POINT temp;
|
||||
temp = *p1;
|
||||
*p1 = *p2;
|
||||
*p2 = temp;
|
||||
}
|
||||
|
||||
#endif // PT_H
|
139
src/triangle.h
Normal file
139
src/triangle.h
Normal file
@ -0,0 +1,139 @@
|
||||
#include "fixed.h"
|
||||
#include "defs.h"
|
||||
#include "vertex.h"
|
||||
#include "plane.h"
|
||||
#include "color.h"
|
||||
#include <math.h>
|
||||
|
||||
#ifndef TRIANGLE_H
|
||||
#define TRIANGLE_H
|
||||
|
||||
typedef struct TRIANGLE {
|
||||
int v0;
|
||||
int v1;
|
||||
int v2;
|
||||
COLOR color;
|
||||
} TRIANGLE;
|
||||
|
||||
static inline TRIANGLE createTriangle(int v0, int v1, int v2, COLOR color) {
|
||||
// Create a triangle from data
|
||||
TRIANGLE temp;
|
||||
temp.v0 = v0;
|
||||
temp.v1 = v1;
|
||||
temp.v2 = v2;
|
||||
temp.color = color;
|
||||
return temp;
|
||||
}
|
||||
|
||||
static inline VERTEX computeNormal(VERTEX *vertices, TRIANGLE *triangle) {
|
||||
// Use cross product to compute a normal vector to a triangle
|
||||
VERTEX normal, v1, v2;
|
||||
|
||||
// Compute vectors for cross product
|
||||
v1.x = (vertices + triangle->v1)->x - (vertices + triangle->v0)->x;
|
||||
v1.y = (vertices + triangle->v1)->y - (vertices + triangle->v0)->y;
|
||||
v1.z = (vertices + triangle->v1)->z - (vertices + triangle->v0)->z;
|
||||
v2.x = (vertices + triangle->v2)->x - (vertices + triangle->v0)->x;
|
||||
v2.y = (vertices + triangle->v2)->y - (vertices + triangle->v0)->y;
|
||||
v2.z = (vertices + triangle->v2)->z - (vertices + triangle->v0)->z;
|
||||
|
||||
// Compute cross product
|
||||
normal.x = fixed_multiply(v1.y, v2.z) - fixed_multiply(v1.z, v2.y);
|
||||
normal.y = fixed_multiply(v1.z, v2.x) - fixed_multiply(v1.x, v2.z);
|
||||
normal.z = fixed_multiply(v1.x, v2.y) - fixed_multiply(v1.y, v2.x);
|
||||
|
||||
return normal;
|
||||
}
|
||||
|
||||
static inline void drawTriangle(POINT *v1, POINT *v2, POINT *v3, COLOR *clr, SDL_Renderer *renderer) {
|
||||
// Draw a triangle to screen from data
|
||||
int x1, x2, x3, y1, y2, y3;
|
||||
SDL_SetRenderDrawColor(renderer, clr->red, clr->green, clr->blue, 255);
|
||||
x1 = (v1->x >> FIX_SHIFT) + WINDOW_WIDTH / 2;
|
||||
x2 = (v2->x >> FIX_SHIFT) + WINDOW_WIDTH / 2;
|
||||
x3 = (v3->x >> FIX_SHIFT) + WINDOW_WIDTH / 2;
|
||||
y1 = WINDOW_HEIGHT / 2 - (v1->y >> FIX_SHIFT) - 1;
|
||||
y2 = WINDOW_HEIGHT / 2 - (v2->y >> FIX_SHIFT) - 1;
|
||||
y3 = WINDOW_HEIGHT / 2 - (v3->y >> FIX_SHIFT) - 1;
|
||||
|
||||
SDL_RenderDrawLine(renderer, x1, y1, x2, y2);
|
||||
SDL_RenderDrawLine(renderer, x1, y1, x3, y3);
|
||||
SDL_RenderDrawLine(renderer, x2, y2, x3, y3);
|
||||
}
|
||||
|
||||
static inline void fillBottomFlatTriangle(POINT *v1, POINT *v2, POINT *v3, COLOR *clr, SDL_Renderer *renderer) {
|
||||
// Ported from sunshine2k.de
|
||||
SDL_SetRenderDrawColor(renderer, clr->red, clr->green, clr->blue, 255);
|
||||
FIXED iSlope1 = fixed_divide(v2->x - v1->x, v2->y - v1->y);
|
||||
FIXED iSlope2 = fixed_divide(v3->x - v1->x, v3->y - v1->y);
|
||||
|
||||
FIXED curx1 = v1->x;
|
||||
FIXED curx2 = curx1;
|
||||
int scanline;
|
||||
for (int scanlineY = ((v1->y + (1 << FIX_SHIFT)) >> FIX_SHIFT); scanlineY <= (v2->y >> FIX_SHIFT); scanlineY++) {
|
||||
scanline = WINDOW_HEIGHT / 2 - scanlineY - 1;
|
||||
SDL_RenderDrawLine(renderer, ((curx1 >> FIX_SHIFT) + WINDOW_WIDTH / 2),
|
||||
scanline, ((curx2 >> FIX_SHIFT) + WINDOW_WIDTH / 2), scanline
|
||||
);
|
||||
curx1 += iSlope1;
|
||||
curx2 += iSlope2;
|
||||
}
|
||||
}
|
||||
|
||||
static inline void fillTopFlatTriangle(POINT *v1, POINT *v2, POINT *v3, COLOR *clr, SDL_Renderer *renderer) {
|
||||
// Ported from sunshine2k.de
|
||||
SDL_SetRenderDrawColor(renderer, clr->red, clr->green, clr->blue, 255);
|
||||
FIXED iSlope1 = fixed_divide(v3->x - v1->x, v3->y - v1->y);
|
||||
FIXED iSlope2 = fixed_divide(v3->x - v2->x, v3->y - v2->y);
|
||||
|
||||
FIXED curx1 = v3->x;
|
||||
FIXED curx2 = curx1;
|
||||
int scanline;
|
||||
for (int scanlineY = ((v3->y - (1 << FIX_SHIFT)) >> FIX_SHIFT); scanlineY > (v1->y >> FIX_SHIFT); scanlineY--) {
|
||||
scanline = WINDOW_HEIGHT / 2 - scanlineY - 1;
|
||||
SDL_RenderDrawLine(renderer, ((curx1 >> FIX_SHIFT) + WINDOW_WIDTH / 2),
|
||||
scanline, ((curx2 >> FIX_SHIFT) + WINDOW_WIDTH / 2), scanline
|
||||
);
|
||||
curx1 -= iSlope1;
|
||||
curx2 -= iSlope2;
|
||||
}
|
||||
}
|
||||
|
||||
static inline void drawFilledTriangle(POINT *v1, POINT *v2, POINT *v3, COLOR *clr, SDL_Renderer *renderer) {
|
||||
// Draw a filled triangle at points
|
||||
// Sort the vertex points
|
||||
|
||||
POINT p1, p2, p3;
|
||||
p1 = *v1;
|
||||
p2 = *v2;
|
||||
p3 = *v3;
|
||||
if (p1.y > p2.y) {
|
||||
swapPoint(&p1, &p2);
|
||||
}
|
||||
if (p1.y > p3.y) {
|
||||
swapPoint(&p1, &p3);
|
||||
}
|
||||
if (p2.y > p3.y) {
|
||||
swapPoint(&p2, &p3);
|
||||
}
|
||||
|
||||
// Check if bottom of triangle is flat
|
||||
if (p2.y == p3.y) {
|
||||
fillBottomFlatTriangle(&p1, &p2, &p3, clr, renderer);
|
||||
}
|
||||
// Check if top of triangle is flat
|
||||
else if (p1.y == p2.y) {
|
||||
fillTopFlatTriangle(&p1, &p2, &p3, clr, renderer);
|
||||
}
|
||||
else {
|
||||
// General case where neither top or bottom is flat
|
||||
POINT p4 = createPoint(
|
||||
p1.x + fixed_multiply(fixed_divide(p2.y - p1.y, p3.y - p1.y), (p3.x - p1.x))
|
||||
,p2.y
|
||||
);
|
||||
fillBottomFlatTriangle(&p1, &p2, &p4, clr, renderer);
|
||||
fillTopFlatTriangle(&p2, &p4, &p3, clr, renderer);
|
||||
}
|
||||
}
|
||||
|
||||
#endif // TRIANGLE_H
|
112
src/vertex.h
Normal file
112
src/vertex.h
Normal file
@ -0,0 +1,112 @@
|
||||
#include "defs.h"
|
||||
#include "fixed.h"
|
||||
#include "pt.h"
|
||||
#include <math.h>
|
||||
|
||||
#ifndef VERTEX_H
|
||||
#define VERTEX_H
|
||||
|
||||
typedef struct VERTEX {
|
||||
FIXED x;
|
||||
FIXED y;
|
||||
FIXED z;
|
||||
} VERTEX;
|
||||
|
||||
static inline POINT viewportToScreen (POINT *point) {
|
||||
// Convert a viewport coordinate to screen x, y
|
||||
return createPoint(fixed_multiply(point->x, fixed_divide(WINDOW_WIDTH << FIX_SHIFT, viewport_width << FIX_SHIFT)),
|
||||
fixed_multiply(point->y, fixed_divide(WINDOW_HEIGHT << FIX_SHIFT, viewport_height << FIX_SHIFT))
|
||||
);
|
||||
}
|
||||
|
||||
static inline POINT projectVertex(VERTEX *vertex) {
|
||||
// Project a vertex to a point
|
||||
POINT temp;
|
||||
if (vertex->z != 0) {
|
||||
// Make sure we don't divide by zero
|
||||
temp = createPoint(fixed_multiply(vertex->x, fixed_divide(ZPlane << FIX_SHIFT, vertex->z)),
|
||||
fixed_multiply(vertex->y, fixed_divide(ZPlane << FIX_SHIFT, vertex->z))
|
||||
);
|
||||
}
|
||||
else {
|
||||
temp = createPoint(0, 0);
|
||||
}
|
||||
temp = viewportToScreen(&temp);
|
||||
return temp;
|
||||
}
|
||||
|
||||
static inline VERTEX createVertex(FIXED x, FIXED y, FIXED z) {
|
||||
// Create a vertex from data
|
||||
VERTEX temp;
|
||||
temp.x = x;
|
||||
temp.y = y;
|
||||
temp.z = z;
|
||||
return temp;
|
||||
}
|
||||
|
||||
static inline VERTEX addVertices(VERTEX *a, VERTEX *b) {
|
||||
// Add two vertices together
|
||||
VERTEX temp = createVertex(a->x + b->x, a->y + b->y, a->z + b->z);
|
||||
return temp;
|
||||
}
|
||||
|
||||
static inline void applyXRotation(VERTEX *vertex, FIXED xRotation) {
|
||||
// Apply rotation to vertex on x-axis
|
||||
FIXED sinTheta = float_to_fixed(sin(fixed_to_float(xRotation) * (3.14159 / 180)));
|
||||
FIXED cosTheta = float_to_fixed(cos(fixed_to_float(xRotation) * (3.14159 / 180)));
|
||||
FIXED y = vertex->y;
|
||||
FIXED z = vertex->z;
|
||||
vertex->y = fixed_multiply(y, cosTheta) - fixed_multiply(z, sinTheta);
|
||||
vertex->z = fixed_multiply(z, cosTheta) + fixed_multiply(y, sinTheta);
|
||||
}
|
||||
|
||||
static inline void applyYRotation(VERTEX *vertex, FIXED yRotation) {
|
||||
// Apply rotation to vertex on y-axis
|
||||
FIXED sinTheta = float_to_fixed(sin(fixed_to_float(yRotation) * (3.14159 / 180)));
|
||||
FIXED cosTheta = float_to_fixed(cos(fixed_to_float(yRotation) * (3.14159 / 180)));
|
||||
FIXED x = vertex->x;
|
||||
FIXED z = vertex->z;
|
||||
vertex->x = fixed_multiply(x, cosTheta) + fixed_multiply(z, sinTheta);
|
||||
vertex->z = fixed_multiply(z, cosTheta) - fixed_multiply(x, sinTheta);
|
||||
}
|
||||
|
||||
static inline void applyZRotation(VERTEX *vertex, FIXED zRotation) {
|
||||
// Apply rotation to vertex on z-axis
|
||||
FIXED sinTheta = float_to_fixed(sin(fixed_to_float(zRotation) * (3.14159 / 180)));
|
||||
FIXED cosTheta = float_to_fixed(cos(fixed_to_float(zRotation) * (3.14159 / 180)));
|
||||
FIXED x = vertex->x;
|
||||
FIXED y = vertex->y;
|
||||
vertex->x = fixed_multiply(x, cosTheta) - fixed_multiply(y, sinTheta);
|
||||
vertex->y = fixed_multiply(y, cosTheta) + fixed_multiply(x, sinTheta);
|
||||
}
|
||||
|
||||
static inline VERTEX crossProduct(VERTEX *a, VERTEX *b) {
|
||||
// Calculate the cross product of two vertices
|
||||
return createVertex(
|
||||
fixed_multiply(a->y, b->z) - fixed_multiply(a->z, b->y),
|
||||
fixed_multiply(a->z, b->x) - fixed_multiply(a->x, b->z),
|
||||
fixed_multiply(a->x, b->y) - fixed_multiply(a->y, b->x)
|
||||
);
|
||||
}
|
||||
|
||||
static inline FIXED dotProduct(VERTEX *a, VERTEX *b) {
|
||||
// Dot two vertices
|
||||
FIXED product = fixed_multiply(a->x, b->x) +
|
||||
fixed_multiply(a->y, b->y) +
|
||||
fixed_multiply(a->z, b->z);
|
||||
return product;
|
||||
}
|
||||
|
||||
static inline void normalizeVertex(VERTEX *vertex) {
|
||||
// Normalize (magnitude = 1) a vertex
|
||||
float x = fixed_to_float(vertex->x);
|
||||
float y = fixed_to_float(vertex->y);
|
||||
float z = fixed_to_float(vertex->z);
|
||||
float d = sqrtf(x*x + y*y + z*z);
|
||||
|
||||
vertex->x = float_to_fixed(fixed_to_float(vertex->x) / d);
|
||||
vertex->y = float_to_fixed(fixed_to_float(vertex->y) / d);
|
||||
vertex->z = float_to_fixed(fixed_to_float(vertex->z) / d);
|
||||
}
|
||||
|
||||
#endif // VERTEX_H
|
Loading…
Reference in New Issue
Block a user