3d orientation
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222
main.cpp
222
main.cpp
@ -13,8 +13,10 @@
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#include <SDL3/SDL.h>
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#include "math/vec2.hpp"
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#include "math/mat2x2.hpp"
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#include "math/vec3.hpp"
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#include "math/vec4.hpp"
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#include "math/mat3x3.hpp"
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#include "math/mat4x4.hpp"
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struct glyph {
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int32_t width;
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@ -158,26 +160,33 @@ int32_t render_text(SDL_Renderer * renderer, int32_t x, int32_t y, const char *
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return x_advance;
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}
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using vec2 = vec<2, float>;
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using mat2x2 = mat<2, 2, float>;
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using vec3 = vec<3, float>;
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using vec4 = vec<4, float>;
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using mat3x3 = mat<3, 3, float>;
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using mat4x4 = mat<4, 4, float>;
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struct line {
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vec2 a;
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vec2 b;
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vec3 a;
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vec3 b;
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};
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constexpr int num_lines = 5;
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struct state {
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struct line line;
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vec2 normal;
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vec2 mouse_position;
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struct line line[num_lines];
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vec3 normal;
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vec3 mouse_position;
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};
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struct state state = {
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.line = {
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{ 0, -0.5 },
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{ 0, 0.5 },
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{{ 0, -0.5, 0 }, { 0, 0.5, 0 }},
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{{ 0, -0.5, -0.5 }, { 0, 0.5, -0.5 }},
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{{ 0, -0.5, 0.5 }, { 0, 0.5, 0.5 }},
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{{ 0, 0.5, 0.5 }, { 0, 0.5, -0.5 }},
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{{ 0, -0.5, 0.5 }, { 0, -0.5, -0.5 }},
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},
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.normal = { -1, 0 },
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.normal = { -1, 0, 0 },
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};
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static int window_width = 1;
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@ -188,23 +197,48 @@ static inline int min(int a, int b)
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return (a > b) ? b : a;
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}
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vec2 transform_vertex(vec2 v, float scale)
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const float deg = 0.017453292519943295;
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float deg45 = 0.7853981633974483;
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static float vtheta = 0;
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vec3 transform_vertex(vec3 v, float scale)
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{
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float dim = ((float)min(window_height, window_width)) / 2.0f;
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float x = v.x;
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float y = v.y;
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v = v * scale;
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mat3x3 rot1 = {
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cos(vtheta), -sin(vtheta), 0,
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sin(vtheta), cos(vtheta), 0,
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0, 0, 1,
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};
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mat3x3 rot2 = {
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1, 0, 0,
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0, cos(deg45), -sin(deg45),
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0, sin(deg45), cos(deg45),
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};
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mat3x3 rot3 = {
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cos(-deg45), 0, sin(-deg45),
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0, 1, 0,
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sin(-deg45), 0, cos(-deg45),
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};
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(void)rot1; (void)rot2; (void)rot3;
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v = rot1 * v;
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//v = rot3 * v;
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v = rot2 * v;
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//
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x *= scale;
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y *= scale;
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return {
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x * dim + window_width / 2.0f,
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y * dim + window_height / 2.0f,
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v.x * dim + window_width / 2.0f,
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v.y * dim + window_height / 2.0f,
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v.z,
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};
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}
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vec2 inverse_transform(float x, float y)
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vec3 inverse_transform(float x, float y)
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{
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float dim = ((float)min(window_height, window_width)) / 2.0f;
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assert(dim != 0);
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@ -212,6 +246,7 @@ vec2 inverse_transform(float x, float y)
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return {
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-(window_width - 2 * x) / (2 * dim),
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-(window_height - 2 * y) / (2 * dim),
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0,
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};
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}
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@ -228,42 +263,119 @@ static inline void render_line(SDL_Renderer * renderer, struct line line)
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assert(SDL_RenderLine(renderer, line.a.x, line.a.y, line.b.x, line.b.y));
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}
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void render_basis(SDL_Renderer * renderer)
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{
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// magenta: Z
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assert(SDL_SetRenderDrawColorFloat(renderer, 1, 0, 1, 1));
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render_line(renderer, transform_line({{0, 0, 0}, {0, 0, 1}}, 1.0f));
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// yellow: Y
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assert(SDL_SetRenderDrawColorFloat(renderer, 1, 1, 0, 1));
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render_line(renderer, transform_line({{0, 0, 0}, {0, 1, 0}}, 1.0f));
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// cyan: X
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assert(SDL_SetRenderDrawColorFloat(renderer, 0, 1, 1, 1));
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render_line(renderer, transform_line({{0, 0, 0}, {1, 0, 0}}, 1.0f));
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}
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mat3x3 rotate_to(vec3 old_normal, vec3 new_normal)
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{
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vec3 s = cross(old_normal, new_normal);
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float c = dot(old_normal, new_normal);
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mat3x3 i = mat3x3();
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mat3x3 v = {
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0, -s.z, s.y,
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s.z, 0, -s.x,
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-s.y, s.x, 0,
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};
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float mag = magnitude(s);
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mat3x3 v2 = v * v;
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float c_mag2 = (1 - c) / (mag * mag);
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mat3x3 v2_c_mag2 = (v2 * c_mag2);
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mat3x3 t = i + v + v2_c_mag2;
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return t;
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}
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mat4x4 look_at(vec3 eye, vec3 center, vec3 up)
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{
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vec3 x;
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vec3 y;
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vec3 z;
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z = eye - center;
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z = z / magnitude(z);
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y = up;
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x = cross(y, z);
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y = cross(z, x);
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x = x / magnitude(x);
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y = y / magnitude(y);
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mat4x4 t = {
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x.x, x.y, x.z, -dot(x, eye),
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y.x, y.y, y.z, -dot(y, eye),
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z.x, z.y, z.z, -dot(z, eye),
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0, 0, 0, 1.0f
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};
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return t;
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}
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void render_lines(SDL_Renderer * renderer)
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{
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render_basis(renderer);
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// line
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assert(SDL_SetRenderDrawColorFloat(renderer, 1, 0.5, 0.5, 1));
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struct line tl = transform_line(state.line, 1.0f);
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render_line(renderer, tl);
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for (int i = 0; i < num_lines; i++) {
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struct line tl = transform_line(state.line[i], 1.0f);
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render_line(renderer, tl);
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}
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// normal
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assert(SDL_SetRenderDrawColorFloat(renderer, 1, 0, 0, 1));
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struct line normal_line = {{0, 0}, state.normal};
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struct line normal_line = {{0, 0, 0}, state.normal};
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render_line(renderer, transform_line(normal_line, 0.5f));
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// mouse
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assert(SDL_SetRenderDrawColorFloat(renderer, 0, 0, 1, 1));
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struct line mouse_line = {{0, 0}, state.mouse_position};
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struct line mouse_line = {{0, 0, 0}, state.mouse_position};
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render_line(renderer, transform_line(mouse_line, 0.5f));
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// foo
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float s = cross(state.normal, -state.mouse_position);
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float c = dot(state.normal, -state.mouse_position);
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mat2x2 r = {
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c, -s,
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s, c,
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};
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vec2 nr = r * state.normal;
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mat3x3 t = rotate_to(state.normal, -state.mouse_position);
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vec3 nr = t * state.normal;
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//mat4x4 t = look_at({0, 0, 0}, state.mouse_position - state.normal, {0, 0, 1});
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//vec4 nr4 = t * (vec4){state.normal.x, state.normal.y, state.normal.z, 0};
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//vec3 nr = {nr.x, nr.y, nr.z};
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assert(SDL_SetRenderDrawColorFloat(renderer, 0, 1, 0, 1));
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struct line nr_line = {{0, 0}, nr};
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struct line nr_line = {{0, 0, 0}, nr};
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render_line(renderer, transform_line(nr_line, 0.5f));
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{
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assert(SDL_SetRenderDrawColorFloat(renderer, 0.5, 1, 0.5, 1));
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vec2 ar = r * state.line.a;
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vec2 br = r * state.line.b;
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struct line tl = transform_line({ar, br}, 1.0f);
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render_line(renderer, tl);
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for (int i = 0; i < num_lines; i++) {
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struct line l = state.line[i];
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/*
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vec4 a4 = t * l.a;
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vec4 b4 = t * l.b;
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vec3 a = {a4.x, a4.y, a4.z};
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vec3 b = {b4.x, b4.y, b4.z};
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*/
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vec3 a = t * l.a;
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vec3 b = t * l.b;
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struct line tl = {a, b};
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render_line(renderer, transform_line(tl, 1.0f));
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}
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}
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}
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@ -275,10 +387,36 @@ void render_text_state(SDL_Renderer * renderer)
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//float d = dot(state.normal, state.mouse_position);
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/*
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float d = dot({0, 1}, state.mouse_position);
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char buf[64];
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int len = snprintf(buf, 64, "%.03f", d);
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x_advance = render_text(renderer, x_advance, y_advance, buf, len);
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*/
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vec3 z = transform_vertex({0, 0, 1}, 1.1);
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vec3 y = transform_vertex({0, 1, 0}, 1.1);
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vec3 x = transform_vertex({1, 0, 0}, 1.1);
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render_text(renderer, ((z.x - 30) * 64), ((z.y + 10) * 64), "+z", 2);
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render_text(renderer, ((y.x - 30) * 64), ((y.y + 10) * 64), "+y", 2);
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render_text(renderer, ((x.x - 30) * 64), ((x.y + 10) * 64), "+x", 2);
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}
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static float theta = 0;
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void update_mouse_position()
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{
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vec3 pos = {0, 1, 1};
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pos = pos / magnitude(pos);
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mat3x3 rot1 = {
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cos(theta), -sin(theta), 0,
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sin(theta), cos(theta), 0,
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0, 0, 1,
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};
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state.mouse_position = rot1 * pos;
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theta += deg;
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}
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int main()
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@ -301,7 +439,7 @@ int main()
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const char * s = SDL_GetRenderDriver(i);
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printf(" %s\n", s);
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}
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renderer = SDL_CreateRenderer(window, "software");
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renderer = SDL_CreateRenderer(window, "opengles2");
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
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SDL_PropertiesID props = SDL_GetRendererProperties(renderer);
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@ -344,15 +482,17 @@ int main()
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break;
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case SDL_EVENT_MOUSE_BUTTON_DOWN:
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if (event.button.button == 1) {
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vec2 mv = inverse_transform(event.button.x, event.button.y);
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float m = magnitude(mv);
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state.mouse_position = mv / m;
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//vec3 mv = inverse_transform(event.button.x, event.button.y);
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//float m = magnitude(mv);
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//state.mouse_position = mv / m;
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}
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break;
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default:
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break;
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}
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}
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update_mouse_position();
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vtheta += deg / 10;
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}
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exit:
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