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404 lines
9.4 KiB
C

#include <stdlib.h>
#ifndef M_PI
#define M_PI 3.141592653589793238462643383279502884 /* pi */
#endif
#include <SDL2/SDL.h>
#include <SDL2/SDL_render.h>
#include <math.h>
#include <stdbool.h>
#define WINDOW_W 800
#define WINDOW_H 800
#define BACKGROUND_R 20
#define BACKGROUND_G 20
#define BACKGROUND_B 20
#define BACKGROUND_A 255
#define RAINDROP_R 156
#define RAINDROP_G 174
#define RAINDROP_B 255
#define RAINDROP_A 255
typedef struct {
float x; // -1 .. 1
float y; // -1 .. 1
float z; // -1 .. 1
} VEC3;
typedef struct {
float x; // 0 .. WINDOW_W
float y; // 0 .. WINDOW_H
} VEC2;
VEC2 project(VEC3 v)
{
return (VEC2)
{
x: v.x / v.z,
y: v.y / v.z,
};
}
void toScreenCoord(VEC2 *v)
{
// -1..1 -> 0..2 -> 0..1 -> 0..WINDOW_W/H
v->x = (v->x + 1) / 2 * WINDOW_W;
v->y = (1 - (v->y + 1) / 2) * WINDOW_H;
}
void rotate_x(VEC3 *v, double angle)
{
float y = v->y;
float z = v->z;
v->y = y * cos(angle) - z * sin(angle);
v->z = y * sin(angle) + z * cos(angle);
}
void rotate_y(VEC3 *v, double angle)
{
float x = v->x;
float z = v->z;
v->x = x * cos(angle) - z * sin(angle);
v->z = x * sin(angle) + z * cos(angle);
}
void rotate_z(VEC3 *v, double angle)
{
float x = v->x;
float y = v->y;
v->x = x * cos(angle) - y * sin(angle);
v->y = x * sin(angle) + y * cos(angle);
}
void translate_x(VEC3 *v, float dx)
{
v->x = v->x + dx;
}
void translate_y(VEC3 *v, float dy)
{
v->y = v->y + dy;
}
void translate_z(VEC3 *v, float dz)
{
v->z = v->z + dz;
}
void draw_point(SDL_Renderer *renderer, VEC2 v)
{
const float size = 2.0;
SDL_Rect point_rect;
point_rect.x = v.x - size / 2;
point_rect.y = v.y - size / 2;
point_rect.w = size;
point_rect.h = size;
SDL_RenderFillRect(renderer, &point_rect);
}
void draw_ellipse_points(SDL_Renderer *renderer, VEC2 *points, size_t num_points, bool open)
{
for (size_t i = 0; i < (open ? num_points - 1 : num_points); ++i)
{
VEC2 a = points[i];
VEC2 b = open ? points[i + 1] : points[(i + 1) % num_points];
SDL_RenderDrawLine(renderer, a.x, a.y, b.x, b.y);
}
}
void draw_ellipse(SDL_Renderer *renderer, int x, int y, int rx, int ry, int detail)
{
VEC2 points[detail];
for (int i = 0; i < detail; ++i)
{
float angle = 2.0f * M_PI * i / detail;
VEC2 p = (VEC2){
x + (int)(rx * cosf(angle)),
y + (int)(ry * sinf(angle)),
};
// printf("(%f, %f)\n" ,p.x, p.y);
// draw_point(renderer, p);
points[i] = p;
}
draw_ellipse_points(renderer, points, detail, false);
for (int i = 0; i < detail; ++i)
{
VEC2 a = points[i];
VEC2 b = points[(i + 1) % (detail)];
SDL_RenderDrawLine(renderer, a.x, a.y, b.x, b.y);
}
}
int main(void)
{
if (SDL_Init(SDL_INIT_VIDEO) != 0)
{
SDL_Log("Error initializing: %s", SDL_GetError());
return 1;
}
SDL_Window *window;
SDL_Renderer *renderer;
window = SDL_CreateWindow(
"Cube",
SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED,
WINDOW_W,
WINDOW_H,
SDL_WINDOW_SHOWN
);
if (!window)
{
SDL_Log("Error creating window: %s", SDL_GetError());
SDL_Quit();
return 1;
}
renderer = SDL_CreateRenderer(
window,
-1,
SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC
);
if (!renderer)
{
SDL_Log("Error creating renderer: %s", SDL_GetError());
SDL_DestroyWindow(window);
SDL_Quit();
return 1;
}
int running;
SDL_Event event;
Uint32 last_time;
double angle = 0;
int stacks = 10;
int slices = 12;
float r = 0.175;
// Generate sphere vectors
VEC3 sphere_vectors_3d[stacks * slices];
for (int i = 0; i < stacks; i++)
{
// Phi (angle of latitude, ranges from 0 to PI)
float phi = M_PI * (float)i / (float)(stacks - 1);
float sinPhi = sin(phi);
float cosPhi = cos(phi);
for (int j = 0; j < slices; j++)
{
// Theta (angle of longitude, ranges from 0 to 2*PI)
float theta = 2.f * M_PI * (float)j / (float)slices;
float sinTheta = sin(theta);
float cosTheta = cos(theta);
// Convert spherical coordinates to Cartesian (x, y, z)
// The choice of axis mapping may vary. Here Y is vertical.
sphere_vectors_3d[i * slices + j] = (VEC3){
x: r * cosTheta * sinPhi,
y: r * cosPhi,
z: r * sinTheta * sinPhi,
};
}
}
// size_t num_sphere_vectors = sizeof(sphere_vectors_3d) / sizeof(sphere_vectors_3d[0]);
// CUBE
VEC3 vertecies[8] = {
{x: 0.3, y: 0.3, z: 0.3},
{x: -0.3, y: 0.3, z: 0.3},
{x: -0.3, y: -0.3, z: 0.3},
{x: 0.3, y: -0.3, z: 0.3},
{x: 0.3, y: 0.3, z: -0.3},
{x: -0.3, y: 0.3, z: -0.3},
{x: -0.3, y: -0.3, z: -0.3},
{x: 0.3, y: -0.3, z: -0.3},
};
int faces[4][4] = {
{0, 1, 2, 3}, // front
{4, 5, 6, 7}, // back
{0, 1, 5, 4}, // top
{2, 3, 7, 6}, // bottom
};
last_time = SDL_GetTicks();
running = 1;
while (running)
{
while (SDL_PollEvent(&event))
{
if (event.type == SDL_QUIT)
{
running = 0;
}
}
// delta time
Uint32 now;
float delta;
now = SDL_GetTicks();
delta = (now - last_time) / 1000.0f; // seconds
last_time = now;
angle += M_PI * delta * 0.5;
// clear scren
SDL_SetRenderDrawColor(
renderer,
BACKGROUND_R,
BACKGROUND_G,
BACKGROUND_B,
BACKGROUND_A
);
SDL_RenderClear(renderer);
// render
SDL_SetRenderDrawColor(
renderer,
RAINDROP_R,
RAINDROP_G,
RAINDROP_B,
RAINDROP_A
);
// draw sphere
// draw_ellipse(renderer, WINDOW_W/2, WINDOW_H/2, 150, 150, 500);
// render latitude ellipses
for (int i = 0; i < stacks; i++)
{
VEC2 ellipse[slices];
for (int j = 0; j < slices; j++)
{
VEC3 v3d = sphere_vectors_3d[i * slices + j];
// rotate_y(&v3d, angle);
// rotate_x(&v3d, angle);
// rotate_z(&v3d, angle);
rotate_y(&v3d, -angle);
rotate_x(&v3d, -angle);
translate_x(&v3d, sin(angle) / -2);
translate_y(&v3d, cos(angle) / -2);
translate_z(&v3d, 1 + sin(angle) / 2);
VEC2 v2d = project(v3d);
toScreenCoord(&v2d);
ellipse[j] = v2d;
}
draw_ellipse_points(renderer, ellipse, slices, false);
}
// render verticle ellipses
for (int j = 0; j < slices; j++)
{
VEC2 ellipse[stacks];
for (int i = 0; i < stacks; i++)
{
VEC3 v3d = sphere_vectors_3d[i * slices + j];
// rotate_y(&v3d, angle);
// rotate_x(&v3d, angle);
// rotate_z(&v3d, angle);
rotate_y(&v3d, -angle);
rotate_x(&v3d, -angle);
translate_x(&v3d, sin(angle) / -2);
translate_y(&v3d, cos(angle) / -2);
translate_z(&v3d, 1 + sin(angle) / 2);
VEC2 v2d = project(v3d);
toScreenCoord(&v2d);
ellipse[i] = v2d;
}
draw_ellipse_points(renderer, ellipse, stacks, true);
}
// Draw faces of cube
// SDL_RenderDrawLine(renderer, x1, y1, x2, y2)
for (size_t i = 0; i < sizeof(faces) / sizeof(faces[0]); i++)
{
for (size_t j = 0; j < sizeof(faces[0]) / sizeof(faces[0][0]); j++)
{
VEC3 vec3A = vertecies[faces[i][j]];
VEC3 vec3B = vertecies[faces[i][(j + 1) % 4]];
rotate_y(&vec3A, angle);
rotate_y(&vec3B, angle);
rotate_x(&vec3A, angle);
rotate_x(&vec3B, angle);
translate_x(&vec3A, sin(angle));
translate_x(&vec3B, sin(angle));
translate_y(&vec3A, cos(angle));
translate_y(&vec3B, cos(angle));
translate_z(&vec3A, 2 + sin(-angle) / 2);
translate_z(&vec3B, 2 + sin(-angle) / 2);
VEC2 vec2A = project(vec3A);
VEC2 vec2B = project(vec3B);
toScreenCoord(&vec2A);
toScreenCoord(&vec2B);
SDL_RenderDrawLine(renderer, vec2A.x, vec2A.y, vec2B.x, vec2B.y);
}
}
// draw vertecies of cube
// for (int i = 0; i < sizeof(vertecies) / sizeof(vertecies[0]); i++)
// {
// VEC3 v3 = vertecies[i];
// v3 = rotate(v3, angle);
// v3 = translate_z(v3);
// VEC2 v2 = project(v3);
// v2 = toScreenCoord(v2);
// SDL_Rect point_rect;
// // Adjust x and y to center the point visually, if desired
// point_rect.x = v2.x - 10 / 2;
// point_rect.y = v2.y - 10 / 2;
// point_rect.w = 10;
// point_rect.h = 10;
// // Draw the filled rectangle
// SDL_RenderFillRect(renderer, &point_rect);
// }
SDL_RenderPresent(renderer);
}
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}