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
-1
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@@ -2,7 +2,6 @@
#define DELTA_ENTITY
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#include "renderer/camera.hpp"
#include "math.hpp"
+3 -3
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@@ -1,8 +1,8 @@
#ifndef DELTA_GLOBALS
#define DELTA_GLOBALS
const int SIMULATED_WIDTH = 1200;
const int SIMULATED_HEIGHT = 800;
const int FOCAL = 200;
const int SIMULATED_WIDTH = 1920;
const int SIMULATED_HEIGHT = 1080;
const int FOCAL = 300;
#endif
+6
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@@ -37,4 +37,10 @@ class DeltaVector3 {
float getDeterminant(const DeltaVector2 &pointA, const DeltaVector2 &pointB, const DeltaVector2 &candidate);
struct DeltaTriangle {
DeltaVector3 a, b, c;
};
uint32_t SDLColorToUint32(SDL_Color color);
#endif
-1
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@@ -2,7 +2,6 @@
#define DELTA_PLAYER
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#include "renderer/camera.hpp"
#include "entity.hpp"
+3 -1
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@@ -6,5 +6,7 @@
#include "math.hpp"
void rasterizeTriangle(SDL_Renderer *renderer, const DeltaVector2 &a, const DeltaVector2 &b, const DeltaVector2 &c);
void rasterizeTriangleFast(SDL_Surface* surface, const DeltaVector2& v0, const DeltaVector2& v1, const DeltaVector2& v2, uint32_t color);
void rasterizeTriangleSurface(SDL_Surface* surface, const DeltaVector2& a, const DeltaVector2& b, const DeltaVector2& c, uint32_t color);
void setPixel(SDL_Surface* surface, int x, int y, uint32_t color);
#endif
+5
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@@ -0,0 +1,5 @@
g++ -c src/*.cpp -IC:\\common\include -Iinclude/
g++ -c src/renderer/*.cpp -IC:\\common\include -Iinclude/
g++ *.o -LC:\\common\lib -lSDL3 -o out\debug.exe
del .\*.o
.\out\debug.exe
+48 -14
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@@ -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);
+5 -1
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@@ -1,5 +1,4 @@
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#include <cmath>
#include "math.hpp"
@@ -111,4 +110,9 @@ float getDeterminant(const DeltaVector2 &pointA, const DeltaVector2 &pointB, con
DeltaVector2 ac = candidate - pointA;
return (ab.y * ac.x) - (ab.x * ac.y);
}
uint32_t SDLColorToUint32(SDL_Color color) {
// Layout: AAAAAAAA RRRRRRRR GGGGGGGG BBBBBBBB
return (uint32_t)((color.a << 24) | (color.r << 16) | (color.g << 8) | (color.b << 0));
}
+3 -4
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@@ -1,5 +1,4 @@
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#include <cmath>
#include <string>
@@ -34,9 +33,9 @@ void Player::update(float deltaTime) {
velocity.z = -200;
}
SDL_Log(std::to_string(pos.x).c_str());
SDL_Log(std::to_string(pos.y).c_str());
SDL_Log(std::to_string(pos.z).c_str());
// SDL_Log(std::to_string(pos.x).c_str());
// SDL_Log(std::to_string(pos.y).c_str());
// SDL_Log(std::to_string(pos.z).c_str());
angle.x += angleChange.x * 3.14 * deltaTime;
angle.y += angleChange.y * 3.14 * deltaTime;
+156 -4
View File
@@ -1,10 +1,30 @@
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#include <algorithm>
#include <smmintrin.h>
#include "globals.hpp"
#include "renderer/calls.hpp"
void rasterizeTriangle(SDL_Renderer *renderer, const DeltaVector2 &a, const DeltaVector2 &b, const DeltaVector2 &c) {
void setPixel(SDL_Surface* surface, int x, int y, uint32_t color) {
// 1. Boundary check to prevent memory corruption (Crashes)
if (x < 0 || x >= surface->w || y < 0 || y >= surface->h) return;
// 2. Lock the surface if it requires it (usually for hardware surfaces)
if (SDL_MUSTLOCK(surface)) {
SDL_LockSurface(surface);
}
// 3. Calculate the pointer to the specific pixel
// We cast to uint8_t* to do byte-math, then to uint32_t* to write the color
uint8_t* pixel_ptr = (uint8_t*)surface->pixels + (y * surface->pitch) + (x * sizeof(uint32_t));
*(uint32_t*)pixel_ptr = color;
if (SDL_MUSTLOCK(surface)) {
SDL_UnlockSurface(surface);
}
}
void rasterizeTriangleSurface(SDL_Surface* surface, const DeltaVector2& a, const DeltaVector2& b, const DeltaVector2& c, uint32_t color) {
DeltaVector2 begin, end, p;
begin.x = std::min(a.x, std::min(b.x, c.x));
begin.y = std::min(a.y, std::min(b.y, c.y));
@@ -16,9 +36,141 @@ void rasterizeTriangle(SDL_Renderer *renderer, const DeltaVector2 &a, const Delt
p.x = x; p.y = y;
if (getDeterminant(a, b, p) >= 0 && getDeterminant(b, c, p) >= 0 && getDeterminant(c, a, p) >= 0) {
SDL_RenderPoint(renderer, p.x, p.y);
setPixel(surface, x, y, color);
}
}
}
}
}
void rasterizeTriangle(SDL_Renderer *renderer, const DeltaVector2 &v0, const DeltaVector2 &v1, const DeltaVector2 &v2) {
int minX = std::max(0, (int)std::min({v0.x, v1.x, v2.x}));
int maxX = std::min((int)SIMULATED_WIDTH - 1, (int)std::max({v0.x, v1.x, v2.x}));
int minY = std::max(0, (int)std::min({v0.y, v1.y, v2.y}));
int maxY = std::min((int)SIMULATED_HEIGHT - 1, (int)std::max({v0.y, v1.y, v2.y}));
float a0 = v1.y - v2.y, b0 = v2.x - v1.x, c0 = v1.x * v2.y - v2.x * v1.y;
float a1 = v2.y - v0.y, b1 = v0.x - v2.x, c1 = v2.x * v0.y - v0.x * v2.y;
float a2 = v0.y - v1.y, b2 = v1.x - v0.x, c2 = v0.x * v1.y - v1.x * v0.y;
__m128 stepX = _mm_set_ps(3.0f, 2.0f, 1.0f, 0.0f);
__m128 a0_4 = _mm_set1_ps(a0);
__m128 a1_4 = _mm_set1_ps(a1);
__m128 a2_4 = _mm_set1_ps(a2);
for (int y = minY; y <= maxY; y++) {
float fy = (float)y;
__m128 e0 = _mm_add_ps(_mm_set1_ps(a0 * minX + b0 * fy + c0), _mm_mul_ps(a0_4, stepX));
__m128 e1 = _mm_add_ps(_mm_set1_ps(a1 * minX + b1 * fy + c1), _mm_mul_ps(a1_4, stepX));
__m128 e2 = _mm_add_ps(_mm_set1_ps(a2 * minX + b2 * fy + c2), _mm_mul_ps(a2_4, stepX));
__m128 e0_step = _mm_set1_ps(a0 * 4.0f);
__m128 e1_step = _mm_set1_ps(a1 * 4.0f);
__m128 e2_step = _mm_set1_ps(a2 * 4.0f);
for (int x = minX; x <= maxX; x += 4) {
__m128 mask = _mm_and_ps(_mm_cmpge_ps(e0, _mm_setzero_ps()),
_mm_and_ps(_mm_cmpge_ps(e1, _mm_setzero_ps()),
_mm_cmpge_ps(e2, _mm_setzero_ps())));
int bitmask = _mm_movemask_ps(mask);
if (bitmask != 0) {
for (int i = 0; i < 4; i++) {
if ((bitmask >> i) & 1) {
if (x + i <= maxX)
SDL_RenderPoint(renderer, (float)(x + i), fy);
}
}
}
e0 = _mm_add_ps(e0, e0_step);
e1 = _mm_add_ps(e1, e1_step);
e2 = _mm_add_ps(e2, e2_step);
}
}
}
void rasterizeTriangleFast(SDL_Surface* surface, const DeltaVector2& v0, const DeltaVector2& v1, const DeltaVector2& v2, uint32_t color) {
int minX = std::max(0, (int)std::min({v0.x, v1.x, v2.x}));
int maxX = std::min((int)surface->w - 1, (int)std::max({v0.x, v1.x, v2.x}));
int minY = std::max(0, (int)std::min({v0.y, v1.y, v2.y}));
int maxY = std::min((int)surface->h - 1, (int)std::max({v0.y, v1.y, v2.y}));
float a0 = v1.y - v2.y, b0 = v2.x - v1.x, c0 = v1.x * v2.y - v2.x * v1.y;
float a1 = v2.y - v0.y, b1 = v0.x - v2.x, c1 = v2.x * v0.y - v0.x * v2.y;
float a2 = v0.y - v1.y, b2 = v1.x - v0.x, c2 = v0.x * v1.y - v1.x * v0.y;
__m128 a0_4 = _mm_set1_ps(a0), a1_4 = _mm_set1_ps(a1), a2_4 = _mm_set1_ps(a2);
__m128 stepX = _mm_set_ps(3.0f, 2.0f, 1.0f, 0.0f);
uint32_t* pixels = (uint32_t*)surface->pixels;
int pitch = surface->pitch / sizeof(uint32_t);
for (int y = minY; y <= maxY; y++) {
float fy = (float)y;
uint32_t* rowPtr = &pixels[y * pitch];
__m128 e0 = _mm_add_ps(_mm_set1_ps(a0 * minX + b0 * fy + c0), _mm_mul_ps(a0_4, stepX));
__m128 e1 = _mm_add_ps(_mm_set1_ps(a1 * minX + b1 * fy + c1), _mm_mul_ps(a1_4, stepX));
__m128 e2 = _mm_add_ps(_mm_set1_ps(a2 * minX + b2 * fy + c2), _mm_mul_ps(a2_4, stepX));
__m128 e0_step = _mm_set1_ps(a0 * 4.0f);
__m128 e1_step = _mm_set1_ps(a1 * 4.0f);
__m128 e2_step = _mm_set1_ps(a2 * 4.0f);
for (int x = minX; x <= maxX; x += 4) {
__m128 mask = _mm_and_ps(_mm_cmpge_ps(e0, _mm_setzero_ps()),
_mm_and_ps(_mm_cmpge_ps(e1, _mm_setzero_ps()),
_mm_cmpge_ps(e2, _mm_setzero_ps())));
int bitmask = _mm_movemask_ps(mask);
if (bitmask != 0) {
if (bitmask == 0xF && (x + 3 <= maxX)) {
_mm_storeu_si128((__m128i*)&rowPtr[x], _mm_set1_epi32(color));
} else {
for (int i = 0; i < 4; i++) {
if ((bitmask >> i) & 1 && (x + i <= maxX)) {
rowPtr[x + i] = color;
}
}
}
}
e0 = _mm_add_ps(e0, e0_step);
e1 = _mm_add_ps(e1, e1_step);
e2 = _mm_add_ps(e2, e2_step);
}
}
}
// void rasterizeTriangle(SDL_Renderer *renderer, const DeltaVector2 &a, const DeltaVector2 &b, const DeltaVector2 &c) {
// DeltaVector2 begin, end, p;
// begin.x = std::min(a.x, std::min(b.x, c.x));
// begin.y = std::min(a.y, std::min(b.y, c.y));
// end.x = std::max(a.x, std::max(b.x, c.x));
// end.y = std::max(a.y, std::max(b.y, c.y));
// int entrance, exit;
// for (int y = std::max(1.0f, begin.y); y < std::min(end.y, SIMULATED_HEIGHT + 0.0f); y++) {
// entrance = -1;
// exit = -1;
// for (int x = std::max(1.0f, begin.x); x < std::min(end.x, SIMULATED_WIDTH + 0.0f); x++) {
// p.x = x; p.y = y;
// if (getDeterminant(a, b, p) >= 0 && getDeterminant(b, c, p) >= 0 && getDeterminant(c, a, p) >= 0 && entrance == -1) {
// SDL_RenderPoint(renderer, p.x, p.y);
// // entrance = x;
// }
// else if (!(getDeterminant(a, b, p) >= 0 && getDeterminant(b, c, p) >= 0 && getDeterminant(c, a, p) >= 0) && entrance != -1) {
// exit = x;
// break;
// }
// }
// // SDL_RenderLine(renderer, entrance, y, exit, y);
// }
// }
+13 -11
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@@ -3,10 +3,9 @@
// please, dont. if you do continue, edit the value below
// as a warning for future you.
// hoursWasted = 2
// hoursWasted = 5
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#include <cmath>
#include "renderer/camera.hpp"
@@ -27,20 +26,23 @@ DeltaVector2 DeltaCamera::projectPointVec(const DeltaVector3 &worldPos) {
// yaw translate
calculatedPos.x = (worldPos.x - pos.x) * cosineX - (worldPos.y - pos.y) * sineX;
calculatedPos.y = (worldPos.y - pos.y) * cosineX + (worldPos.x - pos.x) * sineX;
calculatedPos.z = (worldPos.z - pos.z);
DeltaVector3 t = worldPos - pos;
float rx = t.x * cosineX - t.y * sineX;
float ry = t.y * cosineX + t.x * sineX;
float rz = (worldPos.z - pos.z);
// pitch translate
float tempY = calculatedPos.y, tempZ = calculatedPos.z;
calculatedPos.y = tempY * cosineY - tempZ * sineY;
calculatedPos.z = tempY * sineY + tempZ * cosineY;
calculatedPos.x = rx;
calculatedPos.y = ry * cosineY - t.z * sineY;
calculatedPos.z = t.z * cosineY + ry * sineY;
// dont touch calculatedPos.x
projected.x = calculatedPos.x * FOCAL / calculatedPos.y + SIMULATED_WIDTH / 2;
projected.y = calculatedPos.z * FOCAL / calculatedPos.y + SIMULATED_HEIGHT / 2;
// calculatedPos.y = calculatedPos.y * cosineY;
projected.x = calculatedPos.x * FOCAL / calculatedPos.y + SIMULATED_WIDTH / 2.0f;
projected.y = calculatedPos.z * FOCAL / calculatedPos.y + SIMULATED_HEIGHT / 2.0f;
// now gotta convert y to our y
projected.y = SIMULATED_HEIGHT - projected.y;