main.c 4.7 KB

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  1. /*
  2. * 3D Engine
  3. * main.c:
  4. * Based on pikuma.com 3D software renderer in C
  5. * Copyright (c) 2021 986-Studio. All rights reserved.
  6. *
  7. * Created by Manoël Trapier on 01/03/2021.
  8. */
  9. #include <stdio.h>
  10. #include <stdint.h>
  11. #include <stdbool.h>
  12. #include <SDL.h>
  13. #include <log.h>
  14. #include <array.h>
  15. #include <display.h>
  16. #include <vector.h>
  17. #include <mesh.h>
  18. bool isRunning = true;
  19. int previousFrameTime = 0;
  20. vec3_t cameraPosition =
  21. {
  22. .x = 0,
  23. .y = 0,
  24. .z = -5,
  25. };
  26. triangle_t *projectedTriangles = NULL;
  27. double fovFactor = 640;
  28. void setup()
  29. {
  30. frameBuffer = (uint32_t *)calloc(windowWidth * windowHeight, sizeof(uint32_t));
  31. if (!frameBuffer)
  32. {
  33. log(TLOG_PANIC, NULL, "Memory allocation error.");
  34. goto exit;
  35. }
  36. frameBufferTexture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, windowWidth,
  37. windowHeight);
  38. if (frameBufferTexture == NULL)
  39. {
  40. log(TLOG_PANIC, NULL, "SDL Texture creation error: %s", SDL_GetError());
  41. goto exit;
  42. }
  43. loadCubeMeshData();
  44. exit:
  45. return;
  46. }
  47. void processInput()
  48. {
  49. SDL_Event event;
  50. SDL_PollEvent(&event);
  51. switch (event.type)
  52. {
  53. case SDL_QUIT:isRunning = false;
  54. break;
  55. case SDL_KEYDOWN:
  56. if (event.key.keysym.sym == SDLK_ESCAPE)
  57. {
  58. isRunning = false;
  59. }
  60. break;
  61. default:
  62. break;
  63. }
  64. }
  65. vec2_t orthographicPointProjection(vec3_t point)
  66. {
  67. vec2_t ret;
  68. ret.x = point.x * fovFactor;
  69. ret.y = point.y * fovFactor;
  70. return ret;
  71. }
  72. vec2_t perspectivePointProjection(vec3_t point)
  73. {
  74. vec2_t ret;
  75. ret.x = (point.x/point.z) * (fovFactor/2.);
  76. ret.y = (point.y/point.z) * (fovFactor/2.);
  77. return ret;
  78. }
  79. void update()
  80. {
  81. uint32_t i, j;
  82. uint32_t faceCount;
  83. uint32_t timeToWait = FRAME_TARGET_TIME - (SDL_GetTicks() - previousFrameTime);
  84. if (timeToWait <= FRAME_TARGET_TIME)
  85. {
  86. SDL_Delay(timeToWait);
  87. }
  88. previousFrameTime = SDL_GetTicks();
  89. mesh.rotation.x += 0.01;
  90. mesh.rotation.y += 0.01;
  91. mesh.rotation.z += 0.01;
  92. arrayEmpty(projectedTriangles);
  93. faceCount = arrayGetSize(mesh.faces);
  94. for(i = 0; i < faceCount; i++)
  95. {
  96. triangle_t currentTriangle;
  97. vec3_t vertices[3] =
  98. {
  99. mesh.vertices[mesh.faces[i].a - 1],
  100. mesh.vertices[mesh.faces[i].b - 1],
  101. mesh.vertices[mesh.faces[i].c - 1],
  102. };
  103. for(j = 0; j < 3; j++)
  104. {
  105. vec3_t transformed = vertices[j];
  106. transformed = vec3RotateX(transformed, mesh.rotation.x);
  107. transformed = vec3RotateY(transformed, mesh.rotation.y);
  108. transformed = vec3RotateZ(transformed, mesh.rotation.z);
  109. transformed.z -= cameraPosition.z;
  110. vec2_t projected = perspectivePointProjection(transformed);
  111. projected.x += (windowWidth / 2);
  112. projected.y += (windowHeight / 2);
  113. currentTriangle.points[j] = projected;
  114. }
  115. arrayAdd(projectedTriangles, currentTriangle);
  116. }
  117. }
  118. void render()
  119. {
  120. int i;
  121. SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
  122. SDL_RenderClear(renderer);
  123. int triangleCount = arrayGetSize(projectedTriangles);
  124. for(i = 0; i < triangleCount; i++)
  125. {
  126. drawTriangle(projectedTriangles[i].points[0].x, projectedTriangles[i].points[0].y,
  127. projectedTriangles[i].points[1].x, projectedTriangles[i].points[1].y,
  128. projectedTriangles[i].points[2].x, projectedTriangles[i].points[2].y,
  129. 0xFF00FFFF);
  130. }
  131. renderFrameBuffer();
  132. clearFrameBuffer(0xFF000000);
  133. SDL_RenderPresent(renderer);
  134. }
  135. int main(int argc, char *argv[])
  136. {
  137. int param_i;
  138. bool fullScreen = false;
  139. MAX_DEBUG_LEVEL = TLOG_DEBUG;
  140. log(TLOG_ALWAYS, NULL, "Booting 3D Engine (version %s)!", VERSION);
  141. for (param_i = 1 ; (param_i < argc) && (argv[param_i][0] == '-') ; param_i++)
  142. {
  143. switch (argv[param_i][1])
  144. {
  145. default: exit(-1); /* Option not recognized */
  146. case 'f': fullScreen = true; break;
  147. case 'w': windowWidth = atoi(argv[++param_i]);
  148. case 'h': windowHeight = atoi(argv[++param_i]); break;
  149. #ifdef DYNA_LOG_LEVEL
  150. case 'l': MAX_DEBUG_LEVEL = atoi(argv[++param_i]); break;
  151. #endif
  152. case '-': goto no_more_params; /* Could use break, but this is more clear */
  153. }
  154. }
  155. no_more_params:
  156. isRunning = initialiseWindow(fullScreen);
  157. setup();
  158. while (isRunning)
  159. {
  160. processInput();
  161. update();
  162. render();
  163. }
  164. arrayFree(projectedTriangles);
  165. meshFree();
  166. destroyWindow();
  167. return 0;
  168. }