Draw cube using vertices and triangles lists

This commit is contained in:
Abdelrahman Said 2024-06-29 19:28:57 +01:00
parent fa5453d399
commit 7f251e7704

View File

@ -1,8 +1,10 @@
#include "camera/camera.h"
#include "list/typed_list.h"
#include "mem_arena.h"
#include "mem_utils.h"
#include "misc/misc_utils.h"
#include "rasteriser/rasteriser.h"
#include "scene/scene.h"
#include "vector/vec.h"
#include "window/window.h"
#include <SDL2/SDL_events.h>
@ -24,6 +26,68 @@ int main(void) {
return EXIT_FAILURE;
}
Arena *arena = NULL;
u64 main_arena_capacity = 20ull * 1024ull * 1024ull * 1024ull;
if (!wapp_mem_arena_init(&arena, main_arena_capacity, WAPP_MEM_ALLOC_RESERVE,
false)) {
return EXIT_FAILURE;
}
vec3f_t translation = {-1.5f, 0.0f, 7.0f};
list_vec3f_t *vertices = list_create(vec3f_t, arena);
if (!vertices) {
return EXIT_FAILURE;
}
// Vertices
vec3f_t v0 = vec_add(vec3f_t, translation, ((vec3f_t){1, 1, 1}));
vec3f_t v1 = vec_add(vec3f_t, translation, ((vec3f_t){-1, 1, 1}));
vec3f_t v2 = vec_add(vec3f_t, translation, ((vec3f_t){-1, -1, 1}));
vec3f_t v3 = vec_add(vec3f_t, translation, ((vec3f_t){1, -1, 1}));
vec3f_t v4 = vec_add(vec3f_t, translation, ((vec3f_t){1, 1, -1}));
vec3f_t v5 = vec_add(vec3f_t, translation, ((vec3f_t){-1, 1, -1}));
vec3f_t v6 = vec_add(vec3f_t, translation, ((vec3f_t){-1, -1, -1}));
vec3f_t v7 = vec_add(vec3f_t, translation, ((vec3f_t){1, -1, -1}));
list_append(vec3f_t, arena, vertices, v0);
list_append(vec3f_t, arena, vertices, v1);
list_append(vec3f_t, arena, vertices, v2);
list_append(vec3f_t, arena, vertices, v3);
list_append(vec3f_t, arena, vertices, v4);
list_append(vec3f_t, arena, vertices, v5);
list_append(vec3f_t, arena, vertices, v6);
list_append(vec3f_t, arena, vertices, v7);
list_scene_triangle_t *triangles = list_create(scene_triangle_t, arena);
if (!triangles) {
return EXIT_FAILURE;
}
// Triangles
list_append(scene_triangle_t, arena, triangles,
((scene_triangle_t){0, 1, 2, (colour_t){.colour = 0xff0000ff}}));
list_append(scene_triangle_t, arena, triangles,
((scene_triangle_t){0, 2, 3, (colour_t){.colour = 0xff0000ff}}));
list_append(scene_triangle_t, arena, triangles,
((scene_triangle_t){4, 0, 3, (colour_t){.colour = 0x00ff00ff}}));
list_append(scene_triangle_t, arena, triangles,
((scene_triangle_t){4, 3, 7, (colour_t){.colour = 0x00ff00ff}}));
list_append(scene_triangle_t, arena, triangles,
((scene_triangle_t){5, 4, 7, (colour_t){.colour = 0x0000ffff}}));
list_append(scene_triangle_t, arena, triangles,
((scene_triangle_t){5, 7, 6, (colour_t){.colour = 0x0000ffff}}));
list_append(scene_triangle_t, arena, triangles,
((scene_triangle_t){1, 5, 6, (colour_t){.colour = 0xffff00ff}}));
list_append(scene_triangle_t, arena, triangles,
((scene_triangle_t){1, 6, 2, (colour_t){.colour = 0xffff00ff}}));
list_append(scene_triangle_t, arena, triangles,
((scene_triangle_t){4, 5, 1, (colour_t){.colour = 0xff00ffff}}));
list_append(scene_triangle_t, arena, triangles,
((scene_triangle_t){4, 1, 0, (colour_t){.colour = 0xff00ffff}}));
list_append(scene_triangle_t, arena, triangles,
((scene_triangle_t){2, 6, 7, (colour_t){.colour = 0x00ffffff}}));
list_append(scene_triangle_t, arena, triangles,
((scene_triangle_t){2, 7, 3, (colour_t){.colour = 0x00ffffff}}));
bool running = true;
SDL_Event event = {0};
@ -32,59 +96,13 @@ int main(void) {
// i32 h_min = ((i32)window.half_height) * -1;
// i32 h_max = (i32)window.half_height;
// The four "front" vertices
vec3f_t vAf = {-2, -0.5, 5};
vec3f_t vBf = {-2, 0.5, 5};
vec3f_t vCf = {-1, 0.5, 5};
vec3f_t vDf = {-1, -0.5, 5};
// The four "back" vertices
vec3f_t vAb = {-2, -0.5, 6};
vec3f_t vBb = {-2, 0.5, 6};
vec3f_t vCb = {-1, 0.5, 6};
vec3f_t vDb = {-1, -0.5, 6};
// The front face
line_t lABf = {project_point(vAf, &window, &camera, viewport),
project_point(vBf, &window, &camera, viewport)};
line_t lBCf = {project_point(vBf, &window, &camera, viewport),
project_point(vCf, &window, &camera, viewport)};
line_t lCDf = {project_point(vCf, &window, &camera, viewport),
project_point(vDf, &window, &camera, viewport)};
line_t lDAf = {project_point(vDf, &window, &camera, viewport),
project_point(vAf, &window, &camera, viewport)};
// The back face
line_t lABb = {project_point(vAb, &window, &camera, viewport),
project_point(vBb, &window, &camera, viewport)};
line_t lBCb = {project_point(vBb, &window, &camera, viewport),
project_point(vCb, &window, &camera, viewport)};
line_t lCDb = {project_point(vCb, &window, &camera, viewport),
project_point(vDb, &window, &camera, viewport)};
line_t lDAb = {project_point(vDb, &window, &camera, viewport),
project_point(vAb, &window, &camera, viewport)};
// The front-to-back edges
line_t lABfb = {project_point(vAf, &window, &camera, viewport),
project_point(vAb, &window, &camera, viewport)};
line_t lBCfb = {project_point(vBf, &window, &camera, viewport),
project_point(vBb, &window, &camera, viewport)};
line_t lCDfb = {project_point(vCf, &window, &camera, viewport),
project_point(vCb, &window, &camera, viewport)};
line_t lDAfb = {project_point(vDf, &window, &camera, viewport),
project_point(vDb, &window, &camera, viewport)};
Arena *frame_arena = NULL;
u64 capacity = 10ull * 1024ull * 1024ull * 1024ull;
if (!wapp_mem_arena_init(&frame_arena, capacity, WAPP_MEM_ALLOC_RESERVE,
false)) {
u64 frame_arena_capacity = 10ull * 1024ull * 1024ull * 1024ull;
if (!wapp_mem_arena_init(&frame_arena, frame_arena_capacity,
WAPP_MEM_ALLOC_RESERVE, false)) {
return EXIT_FAILURE;
}
colour_t front = {.colour = 0x00ffaaff};
colour_t back = {.colour = 0xee0099ff};
colour_t fb = {.colour = 0xffaa00ff};
while (running) {
while (SDL_PollEvent(&event)) {
switch (event.type) {
@ -96,20 +114,7 @@ int main(void) {
clear_window(&window, bg);
draw_line(&window, frame_arena, lABf, front);
draw_line(&window, frame_arena, lBCf, front);
draw_line(&window, frame_arena, lCDf, front);
draw_line(&window, frame_arena, lDAf, front);
draw_line(&window, frame_arena, lABb, back);
draw_line(&window, frame_arena, lBCb, back);
draw_line(&window, frame_arena, lCDb, back);
draw_line(&window, frame_arena, lDAb, back);
draw_line(&window, frame_arena, lABfb, fb);
draw_line(&window, frame_arena, lBCfb, fb);
draw_line(&window, frame_arena, lCDfb, fb);
draw_line(&window, frame_arena, lDAfb, fb);
render_object(&window, arena, &camera, viewport, vertices, triangles);
swap_buffers(&window);
@ -117,6 +122,7 @@ int main(void) {
}
wapp_mem_arena_destroy(&frame_arena);
wapp_mem_arena_destroy(&arena);
close_window(&window);
return EXIT_SUCCESS;