Reorganise window functions

This commit is contained in:
Abdelrahman Said 2024-01-24 22:13:38 +00:00
parent afd09d7742
commit bdb4a52771
2 changed files with 40 additions and 35 deletions

View File

@ -8,6 +8,7 @@
#include <stdbool.h>
typedef struct point point;
typedef point vec2;
typedef struct line line;
typedef struct triangle triangle;
typedef struct quad quad;
@ -67,13 +68,15 @@ bool init_window(window *wnd, const char *title, u32 width, u32 height, i32 x,
void cleanup_window(window *wnd);
void clear_window(const window *wnd, colour colour);
void swap_buffers(const window *wnd);
void draw_point(const window *wnd, point p, colour colour);
void draw_line(const window *wnd, const line *ln, colour colour);
void draw_triangle(const window *wnd, triangle triangle, colour colour);
void fill_triangle(const window *wnd, triangle triangle, colour colour);
void draw_quad(const window *wnd, quad qd, colour colour);
void fill_quad(const window *wnd, quad qd, colour colour);
void draw_rect(const window *wnd, rect rec, colour colour);
void fill_triangle(const window *wnd, triangle triangle, colour colour);
void fill_quad(const window *wnd, quad qd, colour colour);
void fill_rect(const window *wnd, rect rec, colour colour);
#endif // !WINDOW_H

View File

@ -6,6 +6,8 @@
#include <SDL2/SDL_video.h>
#include <stdbool.h>
INTERNAL inline bool inside_triangle(triangle tri, point p);
bool init_window(window *wnd, const char *title, u32 width, u32 height, i32 x,
i32 y) {
i32 pos_x = x >= 0 ? x : SDL_WINDOWPOS_CENTERED;
@ -90,21 +92,24 @@ void draw_triangle(const window *wnd, triangle triangle, colour colour) {
draw_line(wnd, &ln2, colour);
}
INTERNAL inline bool inside_triangle(triangle tri, point p) {
// Based on the following video:
// https://www.youtube.com/watch?v=HYAgJN3x4GA
f32 cy_min_ay = tri.p2.y - tri.p0.y;
f32 cx_min_ax = tri.p2.x - tri.p0.x;
f32 by_min_ay = tri.p1.y - tri.p0.y;
f32 bx_min_ax = tri.p1.x - tri.p0.x;
void draw_rect(const window *wnd, rect rec, colour colour) {
set_colour(wnd, colour);
f32 w1 =
(tri.p0.x * cy_min_ay + (p.y - tri.p0.y) * cx_min_ax - p.x * cy_min_ay) /
(by_min_ay * cx_min_ax - bx_min_ax * cy_min_ay);
SDL_Rect dst = {rec.topleft.x, rec.topleft.y, rec.w, rec.h};
f32 w2 = (p.y - tri.p0.y - w1 * by_min_ay) / cy_min_ay;
SDL_RenderDrawRect(wnd->renderer, &dst);
}
return w1 >= 0.0f && w2 >= 0.0f && (w1 + w2) <= 1.0f;
void draw_quad(const window *wnd, quad qd, colour colour) {
line l0 = (line){qd.p0, qd.p1};
line l1 = (line){qd.p1, qd.p3};
line l2 = (line){qd.p3, qd.p2};
line l3 = (line){qd.p2, qd.p0};
draw_line(wnd, &l0, colour);
draw_line(wnd, &l1, colour);
draw_line(wnd, &l2, colour);
draw_line(wnd, &l3, colour);
}
void fill_triangle(const window *wnd, triangle tri, colour colour) {
@ -134,16 +139,12 @@ void fill_triangle(const window *wnd, triangle tri, colour colour) {
}
}
void draw_quad(const window *wnd, quad qd, colour colour) {
line l0 = (line){qd.p0, qd.p1};
line l1 = (line){qd.p1, qd.p3};
line l2 = (line){qd.p3, qd.p2};
line l3 = (line){qd.p2, qd.p0};
void fill_rect(const window *wnd, rect rec, colour colour) {
set_colour(wnd, colour);
draw_line(wnd, &l0, colour);
draw_line(wnd, &l1, colour);
draw_line(wnd, &l2, colour);
draw_line(wnd, &l3, colour);
SDL_Rect dst = {rec.topleft.x, rec.topleft.y, rec.w, rec.h};
SDL_RenderFillRect(wnd->renderer, &dst);
}
void fill_quad(const window *wnd, quad qd, colour colour) {
@ -154,18 +155,19 @@ void fill_quad(const window *wnd, quad qd, colour colour) {
fill_triangle(wnd, t1, colour);
}
void draw_rect(const window *wnd, rect rec, colour colour) {
set_colour(wnd, colour);
INTERNAL inline bool inside_triangle(triangle tri, point p) {
// Based on the following video:
// https://www.youtube.com/watch?v=HYAgJN3x4GA
f32 cy_min_ay = tri.p2.y - tri.p0.y;
f32 cx_min_ax = tri.p2.x - tri.p0.x;
f32 by_min_ay = tri.p1.y - tri.p0.y;
f32 bx_min_ax = tri.p1.x - tri.p0.x;
SDL_Rect dst = {rec.topleft.x, rec.topleft.y, rec.w, rec.h};
f32 w1 =
(tri.p0.x * cy_min_ay + (p.y - tri.p0.y) * cx_min_ax - p.x * cy_min_ay) /
(by_min_ay * cx_min_ax - bx_min_ax * cy_min_ay);
SDL_RenderDrawRect(wnd->renderer, &dst);
}
void fill_rect(const window *wnd, rect rec, colour colour) {
set_colour(wnd, colour);
SDL_Rect dst = {rec.topleft.x, rec.topleft.y, rec.w, rec.h};
SDL_RenderFillRect(wnd->renderer, &dst);
f32 w2 = (p.y - tri.p0.y - w1 * by_min_ay) / cy_min_ay;
return w1 >= 0.0f && w2 >= 0.0f && (w1 + w2) <= 1.0f;
}