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74 lines
2.3 KiB
C
74 lines
2.3 KiB
C
/**
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Simple hello world for small3dlib. Renders a triangle in terminal as ASCII.
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by drummyfish, released under CC0 1.0, public domain
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*/
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#include <stdio.h> // for IO
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// This tells the library the resolution of our ASCII screen.
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#define S3L_RESOLUTION_X 64
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#define S3L_RESOLUTION_Y 30
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// This tells the library the name of a function we use to write pixels.
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#define S3L_PIXEL_FUNCTION drawPixel
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#include "../small3dlib.h" // now include the library
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#define U S3L_FRACTIONS_PER_UNIT // this is the library unit, like e.g. 1 meter
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S3L_Unit triangleVertices[] = { // x, y, z
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U, 0, 0, // vertex 1
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0, U, 0, // vertex 2
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-U, U/2, 0 }; // vertex 3
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S3L_Index triangleTriangles[] = { 0, 1, 2 }; // our single triangle
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#undef U
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#define SCREEN_SIZE (S3L_RESOLUTION_X * S3L_RESOLUTION_Y)
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char screen[SCREEN_SIZE]; // our ASCII screen
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/* This function will be called by the library to draw individual rasterized
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pixels to our screen. We should try to make this function as fast as possible
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as it tends to be the performance bottle neck. */
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void drawPixel(S3L_PixelInfo *p)
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{
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screen[p->y * S3L_RESOLUTION_X + p->x] = 'X';
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}
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int main()
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{
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for (int i = 0; i < SCREEN_SIZE; ++i) // init the screen
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screen[i] = '.';
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S3L_Model3D triangleModel; // 3D model representing our triangle
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S3L_model3DInit(triangleVertices,9,triangleTriangles,1,&triangleModel);
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S3L_Scene scene; // scene of 3D models (we only have 1)
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S3L_sceneInit(&triangleModel,1,&scene);
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// shift the camera a little bit so that we can see the triangle
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scene.camera.transform.translation.z = -2 * S3L_FRACTIONS_PER_UNIT;
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scene.camera.transform.translation.y = S3L_FRACTIONS_PER_UNIT / 2;
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S3L_newFrame(); // has to be called before each frame
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S3L_drawScene(scene); /* this starts the scene rendering, the library
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will now start calling our drawPixel function to
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render the camera view */
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int index = 0;
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for (int y = 0; y < S3L_RESOLUTION_Y; ++y) // now display the screen
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{
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for (int x = 0; x < S3L_RESOLUTION_X; ++x)
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{
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putchar(screen[index]);
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index++;
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}
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putchar('\n');
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}
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return 0; // done!
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}
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