detect angle between light and square
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eb7e708e35
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b87a79148d
77
main.cpp
77
main.cpp
@ -189,6 +189,30 @@ struct state state = {
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.normal = { -1, 0, 0 },
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};
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struct edge_normal {
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struct line edge;
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vec3 normal;
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};
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struct edge_normal quad[4] = {
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{
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.edge = {{-1, -1, 0}, { 1, -1, 0}},
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.normal = {0, -1, 0},
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},
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{
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.edge = {{ 1, -1, 0}, { 1, 1, 0}},
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.normal = {1, 0, 0},
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},
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{
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.edge = {{ 1, 1, 0}, {-1, 1, 0}},
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.normal = {0, 1, 0},
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},
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{
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.edge = {{-1, 1, 0}, {-1, -1, 0}},
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.normal = {-1, 0, 0},
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},
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};
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static int window_width = 1;
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static int window_height = 1;
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@ -276,6 +300,47 @@ void render_basis(SDL_Renderer * renderer)
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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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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 ltheta = 0;
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void render_quad(SDL_Renderer * renderer)
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{
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vec3 light_origin = {0, 0, 0};
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vec3 light_pos = {1, 1, 1};
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mat3x3 rot = {
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cos(ltheta), -sin(ltheta), 0,
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sin(ltheta), cos(ltheta), 0,
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0, 0, 1,
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};
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light_pos = rot * light_pos;
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ltheta += deg / 4;
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vec3 light_vec = light_origin - light_pos;
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for (int i = 0; i < 4; i++) {
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float d = dot(light_vec, quad[i].normal);
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if (d > 0)
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assert(SDL_SetRenderDrawColorFloat(renderer, 1, 1, 1, 1));
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else
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assert(SDL_SetRenderDrawColorFloat(renderer, 0, 0, 1, 1));
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render_line(renderer, transform_line(quad[i].edge, 0.25f));
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vec3 origin = (quad[i].edge.a + quad[i].edge.b) / 2.0f;
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assert(SDL_SetRenderDrawColorFloat(renderer, 1, 0, 0, 1));
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render_line(renderer, transform_line({origin, origin + quad[i].normal}, 0.25f));
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}
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assert(SDL_SetRenderDrawColorFloat(renderer, 0, 1, 0, 1));
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render_line(renderer, transform_line({light_origin, light_pos}, 0.5f));
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}
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mat3x3 rotate_to(vec3 old_normal, vec3 new_normal)
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@ -332,8 +397,6 @@ mat4x4 look_at(vec3 eye, vec3 center, vec3 up)
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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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for (int i = 0; i < num_lines; i++) {
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@ -393,13 +456,6 @@ void render_text_state(SDL_Renderer * renderer)
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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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@ -465,7 +521,8 @@ int main()
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assert(success == true);
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render_text_state(renderer);
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render_lines(renderer);
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render_basis(renderer);
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render_quad(renderer);
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while (SDL_GetTicks() - ticks < (1000 / 60)) { SDL_Delay(1); }
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SDL_RenderPresent(renderer);
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