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a0d8da2776
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4bcaac6c43
@ -1,7 +1,7 @@
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#ifndef BASE_MATH_H
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#define BASE_MATH_H
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typedef union Vec2F32 Vec2F32;
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typedef struct Vec2F32 Vec2F32;
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union Vec2F32 {
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struct {
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f32 x;
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@ -10,14 +10,14 @@ union Vec2F32 {
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f32 v[2];
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};
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typedef union Vec3F32 Vec3F32;
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typedef struct Vec3F32 Vec3F32;
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union Vec3F32 {
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struct {
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f32 x;
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f32 y;
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f32 z;
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};
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f32 v[3];
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f32 v[2];
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};
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Vec3F32 vec3f32_rotate_x(Vec3F32 vector, float angle);
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@ -15,8 +15,7 @@ Vec2F32 g_projected_points[POINTS];
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Vec3F32 camera_position = {.x = 0, .y = 0, .z = -5};
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Vec3F32 cube_rotation = {.x = 0, .y = 0, .z = 0};
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s32 is_running;
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s32 previous_frame_time = 0;
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int is_running;
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// Perspective Projection (perspective divide)
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// Formula
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@ -70,13 +69,6 @@ void process_input(void) {
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}
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void update(void) {
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// while(!SDL_TICKS_PASSED(SDL_GetTicks(), previous_frame_time + FRAME_TARGET_TIME)); // NOTE(tijani): SLOWWWW!!!!
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s32 time_to_wait = FRAME_TARGET_TIME - (SDL_GetTicks() - previous_frame_time);
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if (time_to_wait > 0 && time_to_wait <= FRAME_TARGET_TIME) {
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SDL_Delay(time_to_wait);
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}
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// previous_frame_time = SDL_GetTicks(); // NOTE(tijani): SLOWWW!!! because it locks the OS into this.
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cube_rotation.x += 0.01;
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cube_rotation.y += 0.01;
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cube_rotation.z += 0.01;
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@ -3,9 +3,6 @@
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#include <SDL.h>
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#define FPS 60
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#define FRAME_TARGET_TIME (1000 / FPS)
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SDL_Window *window = NULL;
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SDL_Renderer *renderer = NULL;
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SDL_Texture *colour_buffer_texture = NULL;
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