Return to 2D.
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84
src/render.c
84
src/render.c
@@ -1,51 +1,59 @@
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#include "include/render.h"
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#include "include/vol.h"
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#include "include/gen.h"
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#include <raylib.h>
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#include <stdio.h>
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void render(void) {
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InitWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "Terrin");
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Vector2 PointToVector2(Pt p) {
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Vector2 v;
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v.x = (float)p.x * CELL_SZ;
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v.y = (float)p.y * CELL_SZ;
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return v;
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}
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Camera3D cam = {0};
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cam.position =
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(Vector3){VOL_WIDTH / 2.f, VOL_HEIGHT * .75f, VOL_DEPTH / 2.f};
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cam.target = (Vector3){0, 0, 0};
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cam.up = (Vector3){0.0f, 1.0f, 0.0f};
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cam.fovy = 70.f;
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cam.projection = CAMERA_PERSPECTIVE;
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void render() {
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for (int i = 0; i < 2; i++) {
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Plate plate = lith[i];
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SetTargetFPS(110);
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// Skip plates with less than 3 vertices (can't form a polygon).
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if (plate.nverts < 3) continue;
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while (!WindowShouldClose()) {
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UpdateCamera(&cam, CAMERA_FREE);
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BeginDrawing();
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ClearBackground((Color){0, 0, 0, 0});
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BeginMode3D(cam);
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for (int x = 0; x < VOL_WIDTH; x++) {
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for (int y = 0; y < VOL_HEIGHT; y++) {
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for (int z = 0; z < VOL_DEPTH; z++) {
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Pt v = volume[x][y][z];
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DrawSphere(
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(Vector3){(float)x, (float)y, (float)z}, 0.2f,
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(Color){v.col.r, v.col.g, v.col.b, 255}
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);
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}
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}
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// Convert the vertices from world coordinates (Pt) to screen
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// coordinates (Vector2).
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Vector2 screen_verts[4];
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for (int j = 0; j < plate.nverts; j++) {
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screen_verts[j] = PointToVector2(plate.verts[j]);
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}
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EndMode3D();
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if (plate.nverts == 3) {
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DrawTriangle(
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screen_verts[0], screen_verts[1], screen_verts[2],
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(Color){plate.col.r, plate.col.g, plate.col.b, plate.col.a}
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);
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DrawFPS(10, 10);
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} else if (plate.nverts == 4) {
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// Draw a quadrilateral (split into two triangles for filling)
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// Triangle 1: V0, V1, V2
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DrawTriangle(
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screen_verts[0], screen_verts[1], screen_verts[2],
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(Color){plate.col.r, plate.col.g, plate.col.b, plate.col.a}
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EndDrawing();
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);
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// Triangle 2: V0, V2, V3 (Uses V0 and V2 as the base diagonal)
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DrawTriangle(
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screen_verts[0], screen_verts[2], screen_verts[3],
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(Color){plate.col.r, plate.col.g, plate.col.b, plate.col.a}
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);
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}
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// OPTIONAL: Draw the plate outline to make it clearer
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/*
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for (int j = 0; j < plate.nverts; j++) {
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Vector2 p1 = screen_verts[j];
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Vector2 p2 =
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screen_verts[(j + 1) % plate.nverts]; // Loop back to the first
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// point
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DrawLineV(p1, p2, BLACK);
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}*/
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}
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CloseWindow();
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}
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