379 lines
8.9 KiB
C
379 lines
8.9 KiB
C
#ifndef M_PI
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#define M_PI 3.141592653589793238462643383279502884 /* pi */
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#endif
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_render.h>
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#include <math.h>
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#define WINDOW_W 800
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#define WINDOW_H 800
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#define BACKGROUND_R 20
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#define BACKGROUND_G 20
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#define BACKGROUND_B 20
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#define BACKGROUND_A 255
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#define RAINDROP_R 156
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#define RAINDROP_G 174
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#define RAINDROP_B 255
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#define RAINDROP_A 255
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typedef struct {
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float x; // -1 .. 1
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float y; // -1 .. 1
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float z; // -1 .. 1
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} VEC3;
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typedef struct {
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float x; // 0 .. WINDOW_W
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float y; // 0 .. WINDOW_H
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} VEC2;
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VEC2 project(VEC3 v)
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{
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return (VEC2)
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{
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x: v.x / v.z,
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y: v.y / v.z,
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};
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}
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VEC2 toScreenCoord(VEC2 v)
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{
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// -1..1 -> 0..2 -> 0..1 -> 0..WINDOW_W/H
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return (VEC2) {
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x: (v.x + 1) / 2 * WINDOW_W,
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y: (1 - (v.y + 1) / 2) * WINDOW_H,
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};
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}
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VEC3 rotate(VEC3 v, double angle)
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{
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return (VEC3) {
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x: v.x * cos(angle) - v.z * sin(angle),
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// y: v.x * sin(angle) + v.y * cos(angle),
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// z: v.z,
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y: v.y,
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z: v.x * sin(angle) + v.z * cos(angle),
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};
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}
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VEC3 translate_z(VEC3 v)
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{
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return (VEC3) {
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v.x,
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v.y,
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v.z + 1,
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};
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}
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void draw_point(SDL_Renderer *renderer, VEC2 v)
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{
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const float size = 2.0;
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SDL_Rect point_rect;
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// Adjust x and y to center the point visually, if desired
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point_rect.x = v.x - size / 2;
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point_rect.y = v.y - size / 2;
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point_rect.w = size;
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point_rect.h = size;
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// Draw the filled rectangle
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SDL_RenderFillRect(renderer, &point_rect);
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}
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void draw_circle(SDL_Renderer *renderer, VEC2 v, float r)
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{
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float x = r, y = 0.0;
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// Initialising the value of P
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int P = 1 - r;
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while (x > y)
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{
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y++;
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// Mid-point is inside or on the perimeter
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if (P <= 0)
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P = P + 2*y + 1;
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// Mid-point is outside the perimeter
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else
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{
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x--;
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P = P + 2*y - 2*x + 1;
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}
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// All the perimeter points have already been printed
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if (x < y)
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break;
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// Printing the generated point and its reflection
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// in the other octants after translation
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draw_point(renderer, (VEC2){x + v.x, y + v.y});
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draw_point(renderer, (VEC2){-x + v.x, y + v.y});
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draw_point(renderer, (VEC2){x + v.x, -y + v.y});
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draw_point(renderer, (VEC2){-x + v.x, -y + v.y});
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// If the generated point is on the line x = y then
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// the perimeter points have already been printed
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if (x != y)
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{
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draw_point(renderer, (VEC2){y + v.x, x + v.y});
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draw_point(renderer, (VEC2){-y + v.x, x + v.y});
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draw_point(renderer, (VEC2){y + v.x, -x + v.y});
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draw_point(renderer, (VEC2){-y + v.x, -x + v.y});
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}
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}
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}
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void draw_ellipse_points(SDL_Renderer *renderer, VEC2 *points, size_t num_points)
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{
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for (size_t i = 0; i < num_points; ++i)
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{
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VEC2 a = points[i];
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VEC2 b = points[(i + (size_t) sqrt(num_points)) % num_points];
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SDL_RenderDrawLine(renderer, a.x, a.y, b.x, b.y);
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}
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}
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void draw_2d_ellipse(SDL_Renderer *renderer, int x, int y, int rx, int ry) {
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// Number of points to approximate the ellipse
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const int num_points = 100;
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VEC2 points[num_points];
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for (int i = 0; i < num_points; ++i)
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{
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float angle = 2.0f * M_PI * i / num_points;
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VEC2 p = (VEC2){
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x + (int)(rx * cosf(angle)),
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y + (int)(ry * sinf(angle)),
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};
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// printf("(%f, %f)\n" ,p.x, p.y);
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// draw_point(renderer, p);
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points[i] = p;
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}
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draw_ellipse_points(renderer, points, num_points);
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for (int i = 0; i < num_points; ++i)
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{
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VEC2 a = points[i];
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VEC2 b = points[(i + 1) % (num_points)];
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SDL_RenderDrawLine(renderer, a.x, a.y, b.x, b.y);
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}
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}
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int main(void)
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{
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if (SDL_Init(SDL_INIT_VIDEO) != 0)
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{
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SDL_Log("Error initializing: %s", SDL_GetError());
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return 1;
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}
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SDL_Window *window;
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SDL_Renderer *renderer;
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window = SDL_CreateWindow(
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"Cube",
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SDL_WINDOWPOS_CENTERED,
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SDL_WINDOWPOS_CENTERED,
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WINDOW_W,
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WINDOW_H,
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SDL_WINDOW_SHOWN
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);
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if (!window)
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{
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SDL_Log("Error creating window: %s", SDL_GetError());
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SDL_Quit();
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return 1;
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}
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renderer = SDL_CreateRenderer(
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window,
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-1,
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SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC
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);
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if (!renderer)
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{
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SDL_Log("Error creating renderer: %s", SDL_GetError());
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SDL_DestroyWindow(window);
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SDL_Quit();
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return 1;
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}
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int running;
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SDL_Event event;
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Uint32 last_time;
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double angle = 0;
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int stacks = 20;
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int slices = 20;
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float r = 0.175;
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VEC3 sphere[(stacks) * (slices)];
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for (int i = 0; i < stacks; i++) {
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// Phi (angle of latitude, ranges from 0 to PI)
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float phi = M_PI * (float)i / (float)stacks;
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float sinPhi = sin(phi);
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float cosPhi = cos(phi);
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for (int j = 0; j < slices; j++) {
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// Theta (angle of longitude, ranges from 0 to 2*PI)
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float theta = 2.f * M_PI * (float)j / (float)slices;
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float sinTheta = sin(theta);
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float cosTheta = cos(theta);
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// Convert spherical coordinates to Cartesian (x, y, z)
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// The choice of axis mapping may vary. Here Y is vertical.
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sphere[i * stacks + j] = (VEC3){
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x: r * cosTheta * sinPhi,
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y: r * cosPhi,
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z: r * sinTheta * sinPhi,
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};
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}
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}
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size_t num_points = sizeof(sphere) / sizeof(sphere[0]);
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// CUBE
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VEC3 vertecies[8] = {
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{x: 0.3, y: 0.3, z: 0.3},
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{x: -0.3, y: 0.3, z: 0.3},
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{x: -0.3, y: -0.3, z: 0.3},
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{x: 0.3, y: -0.3, z: 0.3},
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{x: 0.3, y: 0.3, z: -0.3},
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{x: -0.3, y: 0.3, z: -0.3},
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{x: -0.3, y: -0.3, z: -0.3},
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{x: 0.3, y: -0.3, z: -0.3},
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};
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int faces[6][4] = {
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{0, 1, 2, 3}, // front
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{4, 5, 6, 7}, // back
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{0, 1, 5, 4}, // top
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{2, 3, 7, 6}, // bottom
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};
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last_time = SDL_GetTicks();
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running = 1;
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while (running)
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{
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while (SDL_PollEvent(&event))
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{
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if (event.type == SDL_QUIT)
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{
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running = 0;
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}
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}
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// delta time
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Uint32 now;
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float delta;
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now = SDL_GetTicks();
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delta = (now - last_time) / 1000.0f; // seconds
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last_time = now;
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angle += M_PI * delta * 0.5;
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// clear scren
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SDL_SetRenderDrawColor(
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renderer,
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BACKGROUND_R,
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BACKGROUND_G,
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BACKGROUND_B,
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BACKGROUND_A
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);
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SDL_RenderClear(renderer);
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// render
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SDL_SetRenderDrawColor(
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renderer,
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RAINDROP_R,
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RAINDROP_G,
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RAINDROP_B,
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RAINDROP_A
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);
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// draw sphere
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// draw_circle(renderer, (VEC2){WINDOW_W/2, WINDOW_H/2}, 150);
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// draw_2d_ellipse(renderer, WINDOW_W/2, WINDOW_H/2, 150, 150);
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VEC2 ellipse[num_points];
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for (size_t i = 0; i < num_points; i++)
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{
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VEC3 v = sphere[i];
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v = rotate(v, angle);
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v = translate_z(v);
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// v.y = v.y - 0.125;
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VEC2 v2 = project(v);
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v2 = toScreenCoord(v2);
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ellipse[i] = v2;
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}
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draw_ellipse_points(renderer, ellipse, num_points);
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// Draw faces of cube
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// SDL_RenderDrawLine(renderer, x1, y1, x2, y2)
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for (int i = 0; i < 6; i++)
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{
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for (int j = 0; j < 4; j++)
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{
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VEC3 ao = vertecies[faces[i][j]];
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VEC3 bo = vertecies[faces[i][(j + 1) % 4]];
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ao = rotate(ao, -angle);
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bo = rotate(bo, -angle);
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ao = translate_z(ao);
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bo = translate_z(bo);
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VEC2 a = project(ao);
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VEC2 b = project(bo);
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a = toScreenCoord(a);
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b = toScreenCoord(b);
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SDL_RenderDrawLine(renderer, a.x, a.y, b.x, b.y);
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}
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}
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// draw vertecies of cube
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// for (int i = 0; i < sizeof(vertecies) / sizeof(vertecies[0]); i++)
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// {
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// VEC3 v3 = vertecies[i];
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// v3 = rotate(v3, angle);
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// v3 = translate_z(v3);
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// VEC2 v2 = project(v3);
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// v2 = toScreenCoord(v2);
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// SDL_Rect point_rect;
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// // Adjust x and y to center the point visually, if desired
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// point_rect.x = v2.x - 10 / 2;
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// point_rect.y = v2.y - 10 / 2;
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// point_rect.w = 10;
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// point_rect.h = 10;
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// // Draw the filled rectangle
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// SDL_RenderFillRect(renderer, &point_rect);
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// }
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SDL_RenderPresent(renderer);
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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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return 0;
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}
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