#include "config.h" #include "maths.h" #include "memory.h" #include "plat.h" #include "render.h" #include "torus.h" #include void draw_spinny(Renderer* r, Colour c) { static int a = 0; int y; int x = y = 100 << fbits; x -= sin_table[a & sin_table_mask] * 10; y += cos_table[a & sin_table_mask] * 10; ren_point(r, c, x >> fbits, y >> fbits); a += 20; } void draw_torus(Renderer* r, Colour c) { static int a = 0; const int pc = sizeof torus_points / sizeof *torus_points; int asp = (r->clip.w << fbits) / r->clip.h; int p[4] = { 0, 0, 5 << fbits, f1 }; int i; mtx_push_trans(p); mtx_push_rot_x(a); mtx_push_rot_y(a); mtx_push_rot_z(a); for (i = 0; i < pc; i += 3) { vec_cpy(p, &torus_points[i], 3); mtx_apply(mtx_peek(), p); persp(p, asp); ndc2clip((int*)&r->clip, p); ren_point(r, c, p[0], p[1]); } mtx_popn(4); a += 3; } int entrypoint(int argc, const char** argv, Arena* a) { App* app; Renderer r; Heap h; FPS f; char buf[32]; Colour blue = make_aliceblue(); (void)argc; (void)argv; init_maths(); init_heap( &h, arena_alloc(a, app_memory_size), app_memory_size ); app = new_app(&h, 640, 480, "3D Engine"); if (!app) return app->err; init_fps(&f, 20); while (app->o) { fps_begin(&f); while (f.now >= f.next) { app_begin(app); ren_begin(&r, app->fb, app->w, app->h); ren_clear(&r); sprintf(buf, "FPS: %d", app->fps); ren_text(&r, blue, 3, 3, buf); sprintf(buf, "CAP: %d", f.fps); ren_text(&r, blue, 3, 13, buf); sprintf(buf, "MOUSE: %d, %d", app->mx, app->my); ren_text(&r, blue, 3, 23, buf); draw_torus(&r, blue); ren_end(&r); app_end(app); fps_update(&f); } fps_end(&f); } deinit_app(app); return 0; }