Files
3d-cube/main.c
T

228 lines
4.6 KiB
C

#include <SDL2/SDL.h>
#include <SDL2/SDL_render.h>
#include <math.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,
};
}
VEC2 toScreenCoord(VEC2 v)
{
// -1..1 -> 0..2 -> 0..1 -> 0..WINDOW_W/H
return (VEC2) {
x: (v.x + 1) / 2 * WINDOW_W,
y: (1 - (v.y + 1) / 2) * WINDOW_H,
};
}
VEC3 rotate(VEC3 v, double angle)
{
return (VEC3) {
x: v.x * cos(angle) - v.z * sin(angle),
// y: v.y * cos(angle) - v.x * sin(angle),
y: v.y,
z: v.x * sin(angle) + v.z * cos(angle),
};
}
VEC3 translate_z(VEC3 v)
{
return (VEC3) {
v.x,
v.y,
v.z + 1,
};
}
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;
VEC3 vertecies[8] = {
{x: 0.25, y: 0.25, z: 0.25},
{x: -0.25, y: 0.25, z: 0.25},
{x: -0.25, y: -0.25, z: 0.25},
{x: 0.25, y: -0.25, z: 0.25},
{x: 0.25, y: 0.25, z: -0.25},
{x: -0.25, y: 0.25, z: -0.25},
{x: -0.25, y: -0.25, z: -0.25},
{x: 0.25, y: -0.25, z: -0.25},
};
int faces[6][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 += 3.141592654 * delta;
// 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 faces
// SDL_RenderDrawLine(renderer, x1, y1, x2, y2)
for (int i = 0; i < 6; i++)
{
for (int j = 0; j < 4; j++)
{
VEC3 ao = vertecies[faces[i][j]];
VEC3 bo = vertecies[faces[i][(j + 1) % 4]];
ao = rotate(ao, angle);
bo = rotate(bo, angle);
ao = translate_z(ao);
bo = translate_z(bo);
VEC2 a = project(ao);
VEC2 b = project(bo);
a = toScreenCoord(a);
b = toScreenCoord(b);
SDL_RenderDrawLine(renderer, a.x, a.y, b.x, b.y);
}
}
// 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;
}