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#include "asset.h"
#include "config.h"
#include "maths.h"
#include "memory.h"
#include "plat.h"
#include "render.h"
#include "tile.h"
#include <stdio.h>
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_monkey(Renderer* r) {
static int a = 0;
const Mesh* m = get_mesh(asset_id_monkey);
Bitmap tex = { (Colour*)tile_pixels, 16, 16 };
int p[] = { 0, 0, 5 << fbits, f1 };
mtx_push_trans(p);
mtx_push_rot_x(a);
mtx_push_rot_y(a);
mtx_push_rot_z(a);
ren_mesh(r, m, &tex);
mtx_popn(4);
a++;
}
void draw_tri(Renderer* r, int x, int y) {
Bitmap t = { (Colour*)tile_pixels, 16, 16 };
int v0[] = { 100, 100, 0, 0, 0, f1, 0, 0 };
int v1[] = { 200, 200, 0, f1, f1/2, 0, f1, 0 };
int v2[] = { 150, 300, 0, 0, f1, 0, 0, f1 };
v1[0] = x;
v1[1] = y;
ren_tri(r, v0, v1, v2, &t);
}
int entrypoint(int argc, const char** argv, Arena* a) {
App* app;
Renderer r = { 0 };
Heap h;
FPS f;
char buf[32];
int* depth = 0;
Arena preload;
Colour blue = make_aliceblue();
(void)argc;
(void)argv;
init_maths();
init_heap(
&h,
arena_alloc(a, app_memory_size),
app_memory_size
);
init_arena(
&preload,
arena_alloc(a, asset_preload_memory_size),
asset_preload_memory_size
);
app = new_app(&h, 640, 480, "3D Engine");
if (!app) return app->err;
init_fps(&f, 20);
depth = heap_alloc(&h, max_vp_w * max_vp_h * sizeof *depth);
if (!depth) {
print_err("Out of memory.\n");
return error_out_of_memory;
}
preload_assets(&preload);
while (app->o) {
fps_begin(&f);
while (f.now >= f.next) {
app_begin(app);
ren_begin(&r, app->fb, depth, app->w, app->h);
ren_clear(&r);
ren_cleard(&r, f1 * 300);
sprintf(buf, "FPS: %d", app->fps);
ren_texts(&r, blue, 3, 3, buf);
sprintf(buf, "CAP: %d", f.fps);
ren_texts(&r, blue, 3, 8, buf);
sprintf(buf, "MOUSE: %d, %d", app->mx, app->my);
ren_texts(&r, blue, 3, 13, buf);
draw_monkey(&r);
ren_end(&r);
app_end(app);
fps_update(&f);
}
fps_end(&f);
}
deinit_app(app);
return 0;
}
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