Reorganise window functions
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@ -8,6 +8,7 @@
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#include <stdbool.h>
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typedef struct point point;
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typedef point vec2;
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typedef struct line line;
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typedef struct triangle triangle;
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typedef struct quad quad;
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@ -67,13 +68,15 @@ bool init_window(window *wnd, const char *title, u32 width, u32 height, i32 x,
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void cleanup_window(window *wnd);
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void clear_window(const window *wnd, colour colour);
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void swap_buffers(const window *wnd);
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void draw_point(const window *wnd, point p, colour colour);
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void draw_line(const window *wnd, const line *ln, colour colour);
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void draw_triangle(const window *wnd, triangle triangle, colour colour);
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void fill_triangle(const window *wnd, triangle triangle, colour colour);
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void draw_quad(const window *wnd, quad qd, colour colour);
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void fill_quad(const window *wnd, quad qd, colour colour);
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void draw_rect(const window *wnd, rect rec, colour colour);
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void fill_triangle(const window *wnd, triangle triangle, colour colour);
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void fill_quad(const window *wnd, quad qd, colour colour);
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void fill_rect(const window *wnd, rect rec, colour colour);
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#endif // !WINDOW_H
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68
src/window.c
68
src/window.c
@ -6,6 +6,8 @@
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#include <SDL2/SDL_video.h>
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#include <stdbool.h>
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INTERNAL inline bool inside_triangle(triangle tri, point p);
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bool init_window(window *wnd, const char *title, u32 width, u32 height, i32 x,
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i32 y) {
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i32 pos_x = x >= 0 ? x : SDL_WINDOWPOS_CENTERED;
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@ -90,21 +92,24 @@ void draw_triangle(const window *wnd, triangle triangle, colour colour) {
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draw_line(wnd, &ln2, colour);
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}
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INTERNAL inline bool inside_triangle(triangle tri, point p) {
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// Based on the following video:
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// https://www.youtube.com/watch?v=HYAgJN3x4GA
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f32 cy_min_ay = tri.p2.y - tri.p0.y;
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f32 cx_min_ax = tri.p2.x - tri.p0.x;
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f32 by_min_ay = tri.p1.y - tri.p0.y;
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f32 bx_min_ax = tri.p1.x - tri.p0.x;
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void draw_rect(const window *wnd, rect rec, colour colour) {
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set_colour(wnd, colour);
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f32 w1 =
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(tri.p0.x * cy_min_ay + (p.y - tri.p0.y) * cx_min_ax - p.x * cy_min_ay) /
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(by_min_ay * cx_min_ax - bx_min_ax * cy_min_ay);
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SDL_Rect dst = {rec.topleft.x, rec.topleft.y, rec.w, rec.h};
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f32 w2 = (p.y - tri.p0.y - w1 * by_min_ay) / cy_min_ay;
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SDL_RenderDrawRect(wnd->renderer, &dst);
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}
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return w1 >= 0.0f && w2 >= 0.0f && (w1 + w2) <= 1.0f;
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void draw_quad(const window *wnd, quad qd, colour colour) {
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line l0 = (line){qd.p0, qd.p1};
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line l1 = (line){qd.p1, qd.p3};
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line l2 = (line){qd.p3, qd.p2};
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line l3 = (line){qd.p2, qd.p0};
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draw_line(wnd, &l0, colour);
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draw_line(wnd, &l1, colour);
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draw_line(wnd, &l2, colour);
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draw_line(wnd, &l3, colour);
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}
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void fill_triangle(const window *wnd, triangle tri, colour colour) {
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@ -134,16 +139,12 @@ void fill_triangle(const window *wnd, triangle tri, colour colour) {
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}
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}
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void draw_quad(const window *wnd, quad qd, colour colour) {
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line l0 = (line){qd.p0, qd.p1};
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line l1 = (line){qd.p1, qd.p3};
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line l2 = (line){qd.p3, qd.p2};
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line l3 = (line){qd.p2, qd.p0};
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void fill_rect(const window *wnd, rect rec, colour colour) {
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set_colour(wnd, colour);
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draw_line(wnd, &l0, colour);
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draw_line(wnd, &l1, colour);
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draw_line(wnd, &l2, colour);
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draw_line(wnd, &l3, colour);
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SDL_Rect dst = {rec.topleft.x, rec.topleft.y, rec.w, rec.h};
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SDL_RenderFillRect(wnd->renderer, &dst);
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}
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void fill_quad(const window *wnd, quad qd, colour colour) {
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@ -154,18 +155,19 @@ void fill_quad(const window *wnd, quad qd, colour colour) {
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fill_triangle(wnd, t1, colour);
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}
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void draw_rect(const window *wnd, rect rec, colour colour) {
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set_colour(wnd, colour);
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INTERNAL inline bool inside_triangle(triangle tri, point p) {
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// Based on the following video:
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// https://www.youtube.com/watch?v=HYAgJN3x4GA
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f32 cy_min_ay = tri.p2.y - tri.p0.y;
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f32 cx_min_ax = tri.p2.x - tri.p0.x;
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f32 by_min_ay = tri.p1.y - tri.p0.y;
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f32 bx_min_ax = tri.p1.x - tri.p0.x;
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SDL_Rect dst = {rec.topleft.x, rec.topleft.y, rec.w, rec.h};
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f32 w1 =
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(tri.p0.x * cy_min_ay + (p.y - tri.p0.y) * cx_min_ax - p.x * cy_min_ay) /
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(by_min_ay * cx_min_ax - bx_min_ax * cy_min_ay);
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SDL_RenderDrawRect(wnd->renderer, &dst);
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}
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void fill_rect(const window *wnd, rect rec, colour colour) {
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set_colour(wnd, colour);
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SDL_Rect dst = {rec.topleft.x, rec.topleft.y, rec.w, rec.h};
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SDL_RenderFillRect(wnd->renderer, &dst);
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f32 w2 = (p.y - tri.p0.y - w1 * by_min_ay) / cy_min_ay;
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return w1 >= 0.0f && w2 >= 0.0f && (w1 + w2) <= 1.0f;
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}
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