main.c 5.3 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 = 0,
  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. loadOBJFile("assets/cube.obj");
  45. exit:
  46. return;
  47. }
  48. void processInput()
  49. {
  50. SDL_Event event;
  51. SDL_PollEvent(&event);
  52. switch (event.type)
  53. {
  54. case SDL_QUIT:isRunning = false;
  55. break;
  56. case SDL_KEYDOWN:
  57. if (event.key.keysym.sym == SDLK_ESCAPE)
  58. {
  59. isRunning = false;
  60. }
  61. break;
  62. default:
  63. break;
  64. }
  65. }
  66. vec2_t orthographicPointProjection(vec3_t point)
  67. {
  68. vec2_t ret;
  69. ret.x = point.x * fovFactor;
  70. ret.y = point.y * fovFactor;
  71. return ret;
  72. }
  73. vec2_t perspectivePointProjection(vec3_t point)
  74. {
  75. vec2_t ret;
  76. ret.x = (point.x/point.z) * (fovFactor/2.);
  77. ret.y = (point.y/point.z) * (fovFactor/2.);
  78. return ret;
  79. }
  80. void update()
  81. {
  82. uint32_t i, j;
  83. uint32_t faceCount;
  84. uint32_t timeToWait = FRAME_TARGET_TIME - (SDL_GetTicks() - previousFrameTime);
  85. if (timeToWait <= FRAME_TARGET_TIME)
  86. {
  87. SDL_Delay(timeToWait);
  88. }
  89. previousFrameTime = SDL_GetTicks();
  90. mesh.rotation.x += 0.01;
  91. mesh.rotation.y += 0.01;
  92. mesh.rotation.z += 0.02;
  93. arrayEmpty(projectedTriangles);
  94. faceCount = arrayGetSize(mesh.faces);
  95. for(i = 0; i < faceCount; i++)
  96. {
  97. triangle_t currentTriangle;
  98. vec3_t transformed[3];
  99. vec3_t vertices[3] =
  100. {
  101. mesh.vertices[mesh.faces[i].a - 1],
  102. mesh.vertices[mesh.faces[i].b - 1],
  103. mesh.vertices[mesh.faces[i].c - 1],
  104. };
  105. for(j = 0; j < 3; j++)
  106. {
  107. transformed[j] = vertices[j];
  108. transformed[j] = vec3RotateX(transformed[j], mesh.rotation.x);
  109. transformed[j] = vec3RotateY(transformed[j], mesh.rotation.y);
  110. transformed[j] = vec3RotateZ(transformed[j], mesh.rotation.z);
  111. transformed[j].z += 5;
  112. }
  113. vec3_t vectorBA = vec3SubVectors(transformed[1], transformed[0]);
  114. vec3_t vectorCA = vec3SubVectors(transformed[2], transformed[0]);
  115. vec3Normalize(&vectorBA);
  116. vec3Normalize(&vectorCA);
  117. vec3_t triangleNormal = vec3Cross(vectorBA, vectorCA);
  118. vec3Normalize(&triangleNormal);
  119. vec3_t cameraRay = vec3SubVectors(cameraPosition, transformed[0]);
  120. vec3Normalize(&cameraRay);
  121. double cameraDotTriangle = vec3Dot(triangleNormal, cameraRay);
  122. if (cameraDotTriangle < 0)
  123. {
  124. continue;
  125. }
  126. for (j = 0 ; j < 3 ; j++)
  127. {
  128. vec2_t projected = perspectivePointProjection(transformed[j]);
  129. projected.x += (windowWidth / 2);
  130. projected.y += (windowHeight / 2);
  131. currentTriangle.points[j] = projected;
  132. }
  133. arrayAdd(projectedTriangles, currentTriangle);
  134. }
  135. }
  136. void render()
  137. {
  138. int i;
  139. SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
  140. SDL_RenderClear(renderer);
  141. int triangleCount = arrayGetSize(projectedTriangles);
  142. for(i = 0; i < triangleCount; i++)
  143. {
  144. drawTriangle(projectedTriangles[i].points[0].x, projectedTriangles[i].points[0].y,
  145. projectedTriangles[i].points[1].x, projectedTriangles[i].points[1].y,
  146. projectedTriangles[i].points[2].x, projectedTriangles[i].points[2].y,
  147. 0xFF00FFFF);
  148. }
  149. renderFrameBuffer();
  150. clearFrameBuffer(0xFF000000);
  151. SDL_RenderPresent(renderer);
  152. }
  153. int main(int argc, char *argv[])
  154. {
  155. int param_i;
  156. bool fullScreen = false;
  157. MAX_DEBUG_LEVEL = TLOG_DEBUG;
  158. log(TLOG_ALWAYS, NULL, "Booting 3D Engine (version %s)!", VERSION);
  159. for (param_i = 1 ; (param_i < argc) && (argv[param_i][0] == '-') ; param_i++)
  160. {
  161. switch (argv[param_i][1])
  162. {
  163. default: exit(-1); /* Option not recognized */
  164. case 'f': fullScreen = true; break;
  165. case 'w': windowWidth = atoi(argv[++param_i]);
  166. case 'h': windowHeight = atoi(argv[++param_i]); break;
  167. #ifdef DYNA_LOG_LEVEL
  168. case 'l': MAX_DEBUG_LEVEL = atoi(argv[++param_i]); break;
  169. #endif
  170. case '-': goto no_more_params; /* Could use break, but this is more clear */
  171. }
  172. }
  173. no_more_params:
  174. isRunning = initialiseWindow(fullScreen);
  175. setup();
  176. while (isRunning)
  177. {
  178. processInput();
  179. update();
  180. render();
  181. }
  182. arrayFree(projectedTriangles);
  183. meshFree();
  184. destroyWindow();
  185. return 0;
  186. }