a bunch of shit

This commit is contained in:
2026-02-13 22:53:09 +01:00
parent 0c1541e98c
commit 7c03b1b81d
11 changed files with 242 additions and 40 deletions
+48 -14
View File
@@ -5,6 +5,7 @@
#include <cmath>
#include <string>
#include <algorithm>
#include <vector>
#include "globals.hpp"
#include "math.hpp"
@@ -19,11 +20,15 @@ DeltaVector2 temp1(125, 150), temp2(150, 120), temp3(100, 100);
DeltaVector2 topleft, bottomright, p;
Player player = Player(70, 110, 20);
double prev = 0, now = 0, deltaTime;
SDL_Surface* backbuffer = NULL;
std::vector<DeltaTriangle> triangles;
SDL_Texture* gpuTexture = NULL;
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
{
SDL_HideCursor();
SDL_SetAppMetadata("delta engine game", "0.0", "com.miletici.game");
if (!SDL_Init(SDL_INIT_VIDEO)) {
@@ -31,11 +36,24 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
return SDL_APP_FAILURE;
}
if (!SDL_CreateWindowAndRenderer("game", SIMULATED_WIDTH, SIMULATED_HEIGHT, 0, &window, &renderer)) {
if (!SDL_CreateWindowAndRenderer("game", SIMULATED_WIDTH, SIMULATED_HEIGHT, SDL_WINDOW_FULLSCREEN, &window, &renderer)) {
SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
SDL_SetRenderLogicalPresentation(renderer, 640, 480, SDL_LOGICAL_PRESENTATION_LETTERBOX);
SDL_SetWindowRelativeMouseMode(window, true);
SDL_SetRenderLogicalPresentation(renderer, SIMULATED_WIDTH, SIMULATED_HEIGHT, SDL_LOGICAL_PRESENTATION_LETTERBOX);
triangles.push_back({ {40, 10, 0}, {40, 210, 0}, {40, 10, 200} });
backbuffer = SDL_CreateSurface(SIMULATED_WIDTH, SIMULATED_HEIGHT, SDL_PIXELFORMAT_ARGB8888);
gpuTexture = SDL_CreateTexture(
renderer,
SDL_PIXELFORMAT_ARGB8888,
SDL_TEXTUREACCESS_STREAMING,
SIMULATED_WIDTH,
SIMULATED_HEIGHT
);
return SDL_APP_CONTINUE; /* carry on with the program! */
}
@@ -46,6 +64,11 @@ SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
return SDL_APP_SUCCESS;
}
if (event->type == SDL_EVENT_MOUSE_MOTION) {
player.angle.x += event->motion.xrel / 100;
player.angle.y += event->motion.yrel / 100;
}
if (event->type == SDL_EVENT_KEY_DOWN) {
if (event->key.scancode == SDL_SCANCODE_ESCAPE) return SDL_APP_SUCCESS;
}
@@ -64,20 +87,31 @@ SDL_AppResult SDL_AppIterate(void *appstate)
// drawing starts here
SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE_FLOAT);
SDL_RenderClear(renderer);
SDL_FillSurfaceRect(backbuffer, NULL, 0xFF000000);
SDL_SetRenderDrawColor(renderer, 255, 0, 255, SDL_ALPHA_OPAQUE);
// SDL_SetRenderDrawColor(renderer, 255, 0, 255, SDL_ALPHA_OPAQUE);
// rasterizeTriangle(renderer, temp1, temp2, temp3);
DeltaVector2 rendered = player.camera.projectPointVec({ 40, 10, 30 });
SDL_RenderPoint(renderer, rendered.x, rendered.y);
rendered = player.camera.projectPointVec({ 40, 210, 30 });
SDL_RenderPoint(renderer, rendered.x, rendered.y);
rendered = player.camera.projectPointVec({ 40, 10, -170 });
SDL_RenderPoint(renderer, rendered.x, rendered.y);
rendered = player.camera.projectPointVec({ 40, 210, -170 });
SDL_RenderPoint(renderer, rendered.x, rendered.y);
// DeltaVector2 rendered = player.camera.projectPointVec({ 40, 10, 30 });
// SDL_RenderPoint(renderer, rendered.x, rendered.y);
// rendered = player.camera.projectPointVec({ 40, 210, 30 });
// SDL_RenderPoint(renderer, rendered.x, rendered.y);
// rendered = player.camera.projectPointVec({ 40, 10, -170 });
// SDL_RenderPoint(renderer, rendered.x, rendered.y);
// rendered = player.camera.projectPointVec({ 40, 210, -170 });
// SDL_RenderPoint(renderer, rendered.x, rendered.y);
for (auto triangle : triangles) {
DeltaVector2 pointA = player.camera.projectPointVec(triangle.a), pointB = player.camera.projectPointVec(triangle.b), pointC = player.camera.projectPointVec(triangle.c);
rasterizeTriangleFast(backbuffer, pointA, pointB, pointC, SDLColorToUint32({ 255, 0, 255, 255 }));
}
SDL_UpdateTexture(gpuTexture, NULL, backbuffer->pixels, backbuffer->pitch);
SDL_SetRenderDrawColor(renderer, 255, 0, 0, 255);
SDL_RenderClear(renderer);
SDL_RenderTexture(renderer, gpuTexture, NULL, NULL);
SDL_RenderPresent(renderer);