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# Changelog
All notable changes to this project are documented here.
## [3.0.1] - 2026-04-16
### Changed
- **Rewrote all documentation**: The README, DOCUMENTATION, and CHANGELOG all read way too robotic and stiff — rewrote everything from scratch to sound like a human actually wrote it.
- **Expanded technical docs**: `DOCUMENTATION.md` now covers the full rendering pipeline step-by-step (normal estimation, Z-buffering, font bitmap layout, 3-point light rig, projection), with a configuration reference table and an actual example of how the bitmap font data maps to pixels.
- **README overhaul**: Cleaner structure, controls in a table, straightforward descriptions of what the project does instead of overengineered marketing-speak.
## [3.0.0] - 2026-04-16
### Added
- **Interactive TUI**: You can now change text, toggle settings, and control rotation without restarting the program. The terminal is put into raw, non-blocking mode via `termios.h` so keypresses register instantly.
- **Live text input**: Type alphanumeric characters while it's running and the 3D model updates immediately to show your new text.
- **Keybinding bar**: A help overlay at the bottom of the screen shows all available controls (space to pause, c for color mode, w/s for speed, etc.).
- **TUI module**: Added `tui.h` and `tui.c` as a separate module to keep the input handling code out of the renderer.
### Changed
- **Cleaned up comments**: Removed the old Doxygen-style block comments that were mostly restating what the code already said. Replaced them with shorter inline comments focused on explaining *why*, not *what*.
- **Makefile cleanup**: Simplified build targets, improved the comments so they're actually useful.
### Fixed
- **Terminal restore on exit**: The program now properly restores terminal settings (canonical mode, echo) when you quit or hit Ctrl+C. Before this, interrupting the process could leave your terminal in a broken state where it wouldn't echo input or handle line editing correctly.

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# ASCII 3D Renderer — Technical Documentation
## Overview
This is a software 3D renderer that outputs to a terminal. It takes text input, turns each character into a 3D shape, lights it with a multi-light Blinn-Phong model, and draws the result using ASCII characters (or colored output via ANSI escape sequences). Everything runs in a single-threaded loop at 60 FPS.
There are no GPU calls, no windowing system, and no third-party rendering libraries. The only external dependency beyond `libc` is `libm` for math functions (`powf`, `fmaxf`, `sqrtf`, etc.).
## How the rendering works
The pipeline, roughly, goes like this:
1. Look up the glyph bitmap for each character (from `font.c`)
2. Extrude the 2D bitmap into a 3D volume by adding depth along the Z-axis
3. Step through the volume at regular intervals (`VOXEL_STEP = 0.15`) and, at each point, check whether we're "inside" geometry
4. Calculate surface normals by looking at which neighboring cells are empty — a filled voxel next to an empty one means there's a surface edge there, and the normal points toward the gap
5. Apply rotation matrices (one per axis) based on the current angle
6. Project the 3D points into 2D screen coordinates using perspective projection (field of view, near/far planes)
7. For each projected point, run it through the lighting model to get a brightness value
8. Map that brightness to a character from the current shade palette
9. Write it to the framebuffer (a 2D array of chars), respecting the Z-buffer so closer surfaces win
10. Dump the entire framebuffer to stdout in one pass
When anti-aliasing is enabled, steps 38 are repeated with jittered sample offsets (2×2 pattern by default), and the results are averaged.
## Project structure
```bash
src/
main.c — CLI parsing, signal handling, main loop
renderer.c — the core rendering engine: projection, voxel traversal,
framebuffer management, screen output
lighting.c — Blinn-Phong lighting: diffuse, specular, multi-light
accumulation, color math
font.c — 5×7 bitmap font data for A-Z and 0-9, stored as
bitflag arrays
tui.c — terminal input handling: puts the TTY into raw mode
for non-blocking reads, processes keypresses
timing.c — frame rate limiter using CLOCK_MONOTONIC + nanosleep
vec3.c — basic 3D vector math (dot, cross, normalize, rotate)
include/
config.h — all the tuneable constants in one place: viewport size,
camera FOV, lighting params, shade palettes, etc.
(+ headers for each .c file)
```
## Module details
### `font.c` — Bitmap font
Each character is a 5-wide, 7-tall bitmap stored as 7 bytes. Each byte represents one row — bits 4 down to 0 tell you which pixels are filled. For example, the letter "A" is:
```bash
0x0E → .###.
0x11 → #...#
0x11 → #...#
0x1F → #####
0x11 → #...#
0x11 → #...#
0x11 → #...#
```
Only AZ (case-insensitive) and 09 are supported. Anything else gets skipped.
### `renderer.c` — 3D engine
This is the biggest file and does most of the heavy lifting.
**Glyph extrusion:** Each 5×7 bitmap gets depth. The renderer walks through the glyph volume at small Z increments. At each (x, y, z) point, if the corresponding 2D pixel is "on" in the bitmap, that point is considered solid geometry.
**Normal estimation:** For shading to work, you need surface normals. Since we're working with blocky voxel-like shapes, the normals are estimated by checking adjacent cells. If a filled cell has an empty neighbor to the left, the normal has a leftward component. Same for all six directions. The result is normalized to get a unit vector. This gives you smooth-ish shading on what are otherwise cube-shaped surfaces.
**Projection:** Standard perspective projection. A 3D point gets divided by its Z distance (scaled by field-of-view), then offset to the center of the screen. Points behind the near plane or past the far plane are clipped.
**Z-buffering:** The renderer keeps a depth buffer (initialized to a large value). When drawing a point, it only updates the framebuffer if the new point is closer than what was already there. This keeps front surfaces in front.
**Render modes:**
- *Shaded* — full lighting + ASCII shade mapping (the default)
- *Solid* — everything gets drawn with `@`, no lighting
- *Wireframe* — only draw points that sit on the boundary between filled and empty cells
- *Points* — draw all filled voxels with `.`
### `lighting.c` — Blinn-Phong model
The lighting system supports up to 3 lights (configurable via `MAX_LIGHTS`). By default it sets up a classic 3-point rig:
- **Key light** — the main light, slightly above and to the right, warm white
- **Fill light** — dimmer, coming from the left, slightly blue-tinted, softens shadows
- **Rim light** — behind and below the subject, adds edge definition
Each light can be directional (parallel rays, like the sun) or point (with inverse-square falloff).
For each surface point, the shader calculates:
- **Diffuse** — Lambert's cosine law: brightness depends on the angle between the surface normal and the light direction
- **Specular** — Blinn-Phong half-vector method: creates shiny highlights where the surface reflects light toward the camera
The final brightness is the sum of ambient + all light contributions, clamped to [0, 1]. In monochrome mode this maps to an index into the shade character palette. In color mode, the full RGB result is computed per-channel and output using ANSI escape sequences.
Material properties (ambient/diffuse/specular colors, shininess) are set to sensible defaults — there's no way to change them at runtime yet.
### `tui.c` — Terminal input
On startup, the terminal gets switched to non-canonical mode with echo disabled (via `termios`). This means keypresses are available immediately without waiting for Enter, and typed characters don't show up on screen.
The original terminal settings are saved and restored on exit — this is important because if the program crashes without restoring them, you'd end up with a terminal that doesn't echo your typing or respond to Ctrl+C properly. Signal handlers for SIGINT and SIGTERM are set up specifically to make sure cleanup happens even on interrupt.
### `timing.c` — Frame limiter
Pretty straightforward. After each frame, it checks how much time has passed since the frame started using `clock_gettime(CLOCK_MONOTONIC)`. If there's time remaining in the frame budget (1/60th of a second), it sleeps for the difference with `nanosleep`. This keeps the animation speed consistent regardless of how fast the machine is.
## Build system
The Makefile has three build profiles:
| Target | Flags | Purpose |
|--------|-------|---------|
| `release` | `-O3 -march=native -flto -DNDEBUG` | Production — fast as possible |
| `debug` | `-O0 -g3 -fsanitize=address,undefined` | Development — catches memory bugs and UB |
| `profile` | `-O2 -g -pg` | Profiling with gprof |
Dependency tracking is handled with `-MMD -MP`, so incremental builds work correctly.
The `install` target copies the binary to `/usr/local/bin` (or wherever `PREFIX` points).
## Configuration
Everything tuneable lives in `include/config.h`. Some notable values:
| Constant | Default | What it controls |
|----------|---------|-----------------|
| `SCREEN_WIDTH` / `SCREEN_HEIGHT` | 120 × 45 | Framebuffer size in characters |
| `CAMERA_DISTANCE` | 30.0 | How far back the virtual camera sits |
| `FIELD_OF_VIEW` | 50.0 | Perspective FOV in degrees |
| `EXTRUSION_DEPTH` | 4.0 | How thick the 3D letters are |
| `VOXEL_STEP` | 0.15 | Sampling resolution along Z when building geometry |
| `AA_SAMPLES` | 2 | Anti-aliasing grid (2 = 2×2 = 4 samples per pixel) |
| `AMBIENT_INTENSITY` | 0.15 | Base light level in shadows |
| `DIFFUSE_INTENSITY` | 0.70 | Strength of the diffuse lighting term |
| `SPECULAR_INTENSITY` | 0.40 | Strength of specular highlights |
| `SPECULAR_POWER` | 32.0 | Shininess exponent (higher = tighter highlights) |
| `TARGET_FPS` | 60 | Frame rate cap |

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@@ -3,123 +3,80 @@ INCDIR := include
OBJDIR := obj OBJDIR := obj
BINDIR := bin BINDIR := bin
# Compiler and flags # Core compiler config: we favor strict standards and high warnings for C11
CC := clang CC := clang
CFLAGS := -std=c11 -Wall -Wextra -Wpedantic -Werror CFLAGS := -std=c11 -Wall -Wextra -Wpedantic -Werror \
CFLAGS += -Wshadow -Wconversion -Wdouble-promotion -Wshadow -Wconversion -Wdouble-promotion \
CFLAGS += -Wformat=2 -Wundef -fno-common -Wformat=2 -Wundef -fno-common -I$(INCDIR)
CFLAGS += -I$(INCDIR)
# Target
TARGET := $(BINDIR)/ascii3d TARGET := $(BINDIR)/ascii3d
# Source files
SRCS := $(wildcard $(SRCDIR)/*.c) SRCS := $(wildcard $(SRCDIR)/*.c)
OBJS := $(SRCS:$(SRCDIR)/%.c=$(OBJDIR)/%.o) OBJS := $(SRCS:$(SRCDIR)/%.c=$(OBJDIR)/%.o)
DEPS := $(OBJS:.o=.d) DEPS := $(OBJS:.o=.d)
# Libraries # Linking libm for math logic
LDFLAGS := -lm LDFLAGS := -lm
# Build modes .PHONY: all debug release clean install uninstall help tui
.PHONY: all debug release clean install uninstall help
# Default target
all: release all: release
# Release build (optimized) # Standard LTO and extreme optimization flags for our main build
release: CFLAGS += -O3 -DNDEBUG -march=native -flto release: CFLAGS += -O3 -DNDEBUG -march=native -flto
release: LDFLAGS += -flto release: LDFLAGS += -flto
release: $(TARGET) release: $(TARGET)
# Debug build (with symbols and sanitizers) # Build configuration suitable for gdb integration and memory sanity checking
debug: CFLAGS += -O0 -g3 -DDEBUG debug: CFLAGS += -O0 -g3 -DDEBUG -fsanitize=address,undefined
debug: CFLAGS += -fsanitize=address,undefined
debug: LDFLAGS += -fsanitize=address,undefined debug: LDFLAGS += -fsanitize=address,undefined
debug: $(TARGET) debug: $(TARGET)
# Profile build (optimized with debug symbols)
profile: CFLAGS += -O2 -g -pg profile: CFLAGS += -O2 -g -pg
profile: LDFLAGS += -pg profile: LDFLAGS += -pg
profile: $(TARGET) profile: $(TARGET)
# Create directories
$(OBJDIR) $(BINDIR): $(OBJDIR) $(BINDIR):
@mkdir -p $@ @mkdir -p $@
# Link
$(TARGET): $(OBJS) | $(BINDIR) $(TARGET): $(OBJS) | $(BINDIR)
@echo "Linking $@..." @echo "Linking $@..."
@$(CC) $(OBJS) -o $@ $(LDFLAGS) @$(CC) $(OBJS) -o $@ $(LDFLAGS)
@echo "Build complete: $@" @echo "Build complete: $@"
# Compile
$(OBJDIR)/%.o: $(SRCDIR)/%.c | $(OBJDIR) $(OBJDIR)/%.o: $(SRCDIR)/%.c | $(OBJDIR)
@echo "Compiling $<..." @echo "Compiling $<..."
@$(CC) $(CFLAGS) -MMD -MP -c $< -o $@ @$(CC) $(CFLAGS) -MMD -MP -c $< -o $@
# Include dependencies
-include $(DEPS) -include $(DEPS)
# Clean build artifacts
clean: clean:
@echo "Cleaning..." @echo "Cleaning artifacts..."
@rm -rf $(OBJDIR) $(BINDIR) @rm -rf $(OBJDIR) $(BINDIR)
@echo "Clean complete."
# Install to system
PREFIX ?= /usr/local PREFIX ?= /usr/local
install: release install: release
@echo "Installing to $(PREFIX)/bin..." @echo "Deploying to $(PREFIX)/bin..."
@install -d $(PREFIX)/bin @install -d $(PREFIX)/bin
@install -m 755 $(TARGET) $(PREFIX)/bin/ @install -m 755 $(TARGET) $(PREFIX)/bin/
@echo "Installation complete."
# Uninstall from system
uninstall: uninstall:
@echo "Uninstalling from $(PREFIX)/bin..."
@rm -f $(PREFIX)/bin/ascii3d @rm -f $(PREFIX)/bin/ascii3d
@echo "Uninstallation complete." @echo "Removed $(PREFIX)/bin/ascii3d."
# Run the program
run: release run: release
@./$(TARGET) @./$(TARGET)
# Run with demo text
demo: release demo: release
@./$(TARGET) -a HELLO @./$(TARGET) -a HELLO
# Static analysis
analyze: analyze:
@echo "Running static analysis..."
@cppcheck --enable=all --std=c11 -I$(INCDIR) $(SRCDIR)/*.c @cppcheck --enable=all --std=c11 -I$(INCDIR) $(SRCDIR)/*.c
# Format code
format: format:
@echo "Formatting code..."
@clang-format -i $(SRCDIR)/*.c $(INCDIR)/*.h @clang-format -i $(SRCDIR)/*.c $(INCDIR)/*.h
# Help
help: help:
@echo "ASCII 3D Renderer - Build System" @echo "ASCII 3D Renderer - Build System"
@echo "================================" @echo "================================"
@echo "" @echo "Targets: all (default), release, debug, profile, clean, install, uninstall, run, demo, analyze, format"
@echo "Targets:"
@echo " all - Build release version (default)"
@echo " release - Build optimized release version"
@echo " debug - Build debug version with sanitizers"
@echo " profile - Build with profiling support"
@echo " clean - Remove build artifacts"
@echo " install - Install to system (PREFIX=/usr/local)"
@echo " uninstall - Remove from system"
@echo " run - Build and run"
@echo " demo - Build and run demo"
@echo " analyze - Run static analysis (requires cppcheck)"
@echo " format - Format source code (requires clang-format)"
@echo " help - Show this help"
@echo ""
@echo "Examples:"
@echo " make # Build release"
@echo " make debug # Build debug"
@echo " make run # Build and run"
@echo " make install PREFIX=~ # Install to home directory"

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# ASCII 3D Renderer v2.0 # ASCII 3D Renderer
An advanced, high-quality ASCII 3D text renderer written in C for fun. A 3D text rendering engine that runs entirely in your terminal, written in C. Type any word and watch it spin in 3D with proper lighting, shading, and depth — all drawn with ASCII characters.
No OpenGL, no GPU, no graphics libraries. Just math, a framebuffer made of characters, and ANSI escape codes.
## What it does
You give it a string like `HELLO`, and it renders each letter as a 3D object by extruding a built-in 5×7 bitmap font along the Z-axis. A Blinn-Phong lighting model (with a 3-point light setup — key, fill, and rim) calculates the brightness at each surface point, which then gets mapped to an ASCII character from a density palette like `.:-=+*#%@`.
The whole thing runs as an interactive TUI. You can type new text on the fly, change render modes, toggle color output, adjust rotation speed — all without restarting.
## Docs
- [DOCUMENTATION.md](DOCUMENTATION.md) — how the rendering pipeline works, module breakdown, and how things fit together.
- [CHANGELOG.md](CHANGELOG.md) — version history.
## Features ## Features
### Rendering - Interactive TUI with non-blocking input via `termios` — no need to restart to change text or settings
- 3D normal estimation from 2D glyph bitmaps using neighbor-vacancy checks
- **Phong Lighting Model** - Realistic lighting with ambient, diffuse, and specular components - Multiple render modes: solid, wireframe, points, and shaded
- **Multiple Light Sources** - Key light, fill light, and rim light for professional 3-point lighting - Anti-aliasing via multi-sample jittered rays
- **Smooth Normals** - Averaged surface normals for smoother shading on edges - Color output: monochrome, 16-color ANSI, 256-color ANSI, or full RGB truecolor
- **Multiple Render Modes** - Solid, wireframe, points, and full shaded rendering - Four different ASCII shade palettes (standard, extended 70-char, block characters, minimal)
- **Anti-Aliasing** - Optional sub-pixel sampling for smoother output - 60 FPS target with frame timing via `CLOCK_MONOTONIC` and `nanosleep`
### Visual Quality
- **Extended ASCII Palettes** - 70-level gradient for detailed shading
- **Block Characters** - Unicode block shading option (░▒▓█)
- **ANSI Color Support** - 16-color, 256-color, and 24-bit truecolor modes
- **Configurable Quality** - Adjustable voxel density for performance/quality tradeoff
### Technical
- **Pure C11** - No external graphics dependencies
- **60 FPS** - Smooth real-time animation
- **Depth Buffering** - Proper 3D occlusion
- **Modular Architecture** - Clean separation of concerns
- **Production-Ready** - Strict compiler warnings, proper error handling
## Supported Characters
- Uppercase letters: `A-Z`
- Lowercase letters: `a-z` (rendered as uppercase)
- Digits: `0-9`
## Building ## Building
### Requirements You need `clang` and `make`. The only library dependency is `libm` (math).
- Clang or GCC (C11 support)
- GNU Make
- POSIX-compliant system (Linux, macOS, WSL)
### Quick Start
```bash ```bash
# Build release version # optimized build with -O3 and LTO
make make release
# Run with default text # debug build with AddressSanitizer and UBSan
make debug
# run it
./bin/ascii3d ./bin/ascii3d
# Run with custom text
./bin/ascii3d HELLO
# Truecolor with all-axis rotation
./bin/ascii3d -a -c3 WORLD
``` ```
### Build Targets There's also `make profile` for gprof, `make analyze` for cppcheck, and `make format` for clang-format.
## Controls
Once it's running, you're in an interactive session:
| Key | What it does |
|-----|-------------|
| Any letter/number | Changes the displayed 3D text in real-time |
| `w` / `s` | Speed up / slow down rotation |
| `Space` | Pause or resume rotation |
| `m` | Cycle render mode (Solid → Wireframe → Points → Shaded) |
| `c` | Cycle color mode (Mono → ANSI 16 → ANSI 256 → Truecolor) |
| `p` | Cycle ASCII shade palette |
| `q` or `ESC` | Quit cleanly |
## Command-line examples
```bash ```bash
make release # Optimized build (default) # Rotate on all axes, truecolor mode
make debug # Debug build with sanitizers
make profile # Build with profiling support
make clean # Remove build artifacts
make install # Install to /usr/local/bin
make help # Show all targets
```
## Usage
```bash
ascii3d [OPTIONS] [TEXT]
ROTATION OPTIONS:
-s <speed> Rotation speed multiplier (default: 1.0)
-x Enable X-axis rotation
-y Enable Y-axis rotation (default)
-z Enable Z-axis rotation
-a Enable all axis rotations
RENDER MODE OPTIONS:
-m <mode> Render mode:
0 = Solid (filled)
1 = Wireframe (edges only)
2 = Points (sparse)
3 = Shaded (full Phong lighting) [default]
COLOR OPTIONS:
-c <mode> Color mode:
0 = Monochrome ASCII [default]
1 = 16-color ANSI
2 = 256-color ANSI
3 = Truecolor (24-bit RGB)
QUALITY OPTIONS:
-q <quality> Render quality (0.5 - 2.0, default: 1.0)
-A Enable anti-aliasing
-p <palette> Shading palette:
0 = Standard (10 levels)
1 = Extended (70 levels) [default]
2 = Block characters
3 = Minimal (6 levels)
OTHER OPTIONS:
-f Show FPS counter
-h Show help message
```
### Examples
```bash
# Simple Y-axis rotation (default)
./bin/ascii3d HELLO
# Tumbling rotation with truecolor
./bin/ascii3d -a -c3 WORLD ./bin/ascii3d -a -c3 WORLD
# Fast wireframe mode # Anti-aliasing on, 1.5x oversampling, 256-color mode
./bin/ascii3d -m1 -s2 WIRE
# High quality with anti-aliasing
./bin/ascii3d -A -q1.5 -c2 HQ ./bin/ascii3d -A -q1.5 -c2 HQ
# Block character style # Show all options
./bin/ascii3d -p2 BLOCKS ./bin/ascii3d -h
# Show FPS counter
./bin/ascii3d -f -a TEST
# Slow, high quality render
./bin/ascii3d -s0.3 -q2 -A SMOOTH
``` ```
Press `Ctrl+C` to exit.
## Project Structure
```bash
ASCIIRenderer/
├── include/
│ ├── config.h # Configuration and constants
│ ├── vec3.h # 3D vector mathematics
│ ├── font.h # Bitmap font interface
│ ├── lighting.h # Phong lighting system
│ ├── renderer.h # Core rendering engine
│ └── timing.h # High-precision timing
├── src/
│ ├── vec3.c # Vector operations
│ ├── font.c # 5x7 bitmap font data
│ ├── lighting.c # Lighting calculations
│ ├── renderer.c # Advanced rendering
│ ├── timing.c # Timing utilities
│ └── main.c # Entry point and CLI
├── Makefile # Build system (Clang)
└── README.md # This file
```
## How It Works
### Rendering Pipeline
1. **Font Lookup** - Characters are defined as 5x7 bitmap glyphs
2. **3D Extrusion** - Each pixel is extruded along Z-axis to create depth
3. **Surface Detection** - Only surface voxels are rendered (optimization)
4. **Normal Calculation** - Smooth normals computed from adjacent faces
5. **Rotation** - 3D rotation matrices transform points and normals
6. **Projection** - Perspective projection maps 3D to 2D screen space
7. **Lighting** - Phong model calculates illumination per voxel
8. **Depth Test** - Z-buffer ensures correct occlusion
9. **Shading** - Intensity mapped to ASCII character from palette
10. **Color** - Optional ANSI escape codes for colored output
### Lighting Model
The renderer uses a 3-point lighting setup:
- **Key Light** - Main light from upper-right-front (warm white)
- **Fill Light** - Softer light from left (cool blue tint)
- **Rim Light** - Back light for edge definition
Phong components:
- **Ambient** - Base illumination (15%)
- **Diffuse** - Lambertian reflection (70%)
- **Specular** - Blinn-Phong highlights (40%, shininess 32)
### ASCII Shading Palettes
**Standard (10 levels):**
```bash
.:-=+*#%@
```
**Extended (70 levels):**
```bash
.'`^",:;Il!i><~+_-?][}{1)(|/tfjrxnuvczXYUJCLQ0OZmwqpdbkhao*#MW&8%B@$
```
**Block (5 levels):**
```bash
░▒▓█
```
## Configuration
Edit `include/config.h` to customize:
```c
/* Screen dimensions */
#define SCREEN_WIDTH 120
#define SCREEN_HEIGHT 45
/* Rendering quality */
#define EXTRUSION_DEPTH 4.0f // 3D depth of characters
#define CHAR_SCALE 2.0f // Character size
#define VOXEL_STEP 0.15f // Voxel density (smaller = higher quality)
/* Lighting */
#define AMBIENT_INTENSITY 0.15f
#define DIFFUSE_INTENSITY 0.70f
#define SPECULAR_INTENSITY 0.40f
#define SPECULAR_POWER 32.0f
/* Animation */
#define TARGET_FPS 60
```
## Performance
- **60 FPS** on modern hardware
- **Surface-only rendering** - Interior voxels skipped
- **Efficient depth buffer** - Single-pass rendering
- **Minimal memory** - Static buffers, no dynamic allocation
- **Quality scaling** - `-q` option for performance tuning

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@@ -1,10 +1,3 @@
/**
* @file config.h
* @brief Configuration constants for ASCII 3D Renderer
* @author ASCII3D Project
* @version 2.0.0
*/
#ifndef ASCII3D_CONFIG_H #ifndef ASCII3D_CONFIG_H
#define ASCII3D_CONFIG_H #define ASCII3D_CONFIG_H
@@ -12,159 +5,73 @@
extern "C" { extern "C" {
#endif #endif
/*============================================================================ // Base viewport dimensions. Increase for monolithic monitors.
* SCREEN CONFIGURATION #define SCREEN_WIDTH 120
*============================================================================*/ #define SCREEN_HEIGHT 45
#define SCREEN_WIDTH 120
#define SCREEN_HEIGHT 45
/*============================================================================ #define DEPTH_BUFFER_INIT 1e9f
* RENDERING QUALITY SETTINGS #define EXTRUSION_DEPTH 4.0f
*============================================================================*/ #define CHAR_SCALE 2.0f
/* Depth buffer initialization value */ #define CAMERA_DISTANCE 30.0f
#define DEPTH_BUFFER_INIT 1e9f #define FIELD_OF_VIEW 50.0f
#define NEAR_PLANE 0.1f
#define FAR_PLANE 100.0f
/* Character extrusion depth (3D thickness) */ // NxN jitter patterns for anti-aliasing passes
#define EXTRUSION_DEPTH 4.0f #define AA_SAMPLES 2
/* Base character scale */ // Depth steps for voxel ray casting computation
#define CHAR_SCALE 2.0f #define VOXEL_STEP 0.15f
#define SMOOTH_PASSES 1
/* Camera settings */ #define TARGET_FPS 60
#define CAMERA_DISTANCE 30.0f #define FRAME_TIME_US (1000000 / TARGET_FPS)
#define FIELD_OF_VIEW 50.0f
#define NEAR_PLANE 0.1f
#define FAR_PLANE 100.0f
/* Sub-pixel sampling for anti-aliasing (NxN samples per pixel) */ #define FONT_WIDTH 5
#define AA_SAMPLES 2 #define FONT_HEIGHT 7
#define FONT_CHAR_SPACING 2
/* Voxel rendering step (smaller = higher quality, slower) */ // Physics-Based lighting configurations
#define VOXEL_STEP 0.15f #define AMBIENT_INTENSITY 0.15f
#define DIFFUSE_INTENSITY 0.70f
#define SPECULAR_INTENSITY 0.40f
#define SPECULAR_POWER 32.0f
#define MAX_LIGHTS 3
/* Surface smoothing iterations */ // Shader maps determining intensity mappings
#define SMOOTH_PASSES 1 #define SHADE_CHARS_STANDARD " .:-=+*#%@"
#define SHADE_COUNT_STANDARD 10
#define SHADE_CHARS_EXTENDED \
" .'`^\",:;Il!i><~+_-?][}{1)(|/tfjrxnuvczXYUJCLQ0OZmwqpdbkhao*#MW&8%B@$"
#define SHADE_COUNT_EXTENDED 70
#define SHADE_CHARS_BLOCK " ░▒▓█"
#define SHADE_COUNT_BLOCK 5
#define SHADE_CHARS_MINIMAL " .:+#@"
#define SHADE_COUNT_MINIMAL 6
#define SHADE_CHARS SHADE_CHARS_EXTENDED
#define SHADE_COUNT SHADE_COUNT_EXTENDED
/*============================================================================
* ANIMATION PARAMETERS
*============================================================================*/
#define TARGET_FPS 60
#define FRAME_TIME_US (1000000 / TARGET_FPS)
/*============================================================================
* FONT CONFIGURATION
*============================================================================*/
/* Standard 5x7 font */
#define FONT_WIDTH 5
#define FONT_HEIGHT 7
#define FONT_CHAR_SPACING 2
/*============================================================================
* LIGHTING CONFIGURATION
*============================================================================*/
/* Ambient light intensity (0.0 - 1.0) */
#define AMBIENT_INTENSITY 0.15f
/* Diffuse light intensity */
#define DIFFUSE_INTENSITY 0.70f
/* Specular light intensity */
#define SPECULAR_INTENSITY 0.40f
/* Specular shininess exponent */
#define SPECULAR_POWER 32.0f
/* Number of light sources */
#define MAX_LIGHTS 3
/*============================================================================
* ASCII SHADING PALETTES
*============================================================================*/
/* Standard gradient (10 levels) */
#define SHADE_CHARS_STANDARD " .:-=+*#%@"
#define SHADE_COUNT_STANDARD 10
/* Extended gradient (16 levels) - more detail */
#define SHADE_CHARS_EXTENDED " .'`^\",:;Il!i><~+_-?][}{1)(|/tfjrxnuvczXYUJCLQ0OZmwqpdbkhao*#MW&8%B@$"
#define SHADE_COUNT_EXTENDED 70
/* Block characters for solid look */
#define SHADE_CHARS_BLOCK " ░▒▓█"
#define SHADE_COUNT_BLOCK 5
/* Minimal gradient */
#define SHADE_CHARS_MINIMAL " .:+#@"
#define SHADE_COUNT_MINIMAL 6
/* Default palette */
#define SHADE_CHARS SHADE_CHARS_EXTENDED
#define SHADE_COUNT SHADE_COUNT_EXTENDED
/*============================================================================
* RENDER MODES
*============================================================================*/
typedef enum RenderMode { typedef enum RenderMode {
RENDER_MODE_SOLID = 0, /* Filled solid rendering */ RENDER_MODE_SOLID = 0,
RENDER_MODE_WIREFRAME, /* Edge-only wireframe */ RENDER_MODE_WIREFRAME,
RENDER_MODE_POINTS, /* Point cloud */ RENDER_MODE_POINTS,
RENDER_MODE_SHADED, /* Full Phong shading */ RENDER_MODE_SHADED,
RENDER_MODE_COUNT RENDER_MODE_COUNT
} RenderMode; } RenderMode;
/*============================================================================
* COLOR MODES
*============================================================================*/
typedef enum ColorMode { typedef enum ColorMode {
COLOR_MODE_MONO = 0, /* Monochrome ASCII */ COLOR_MODE_MONO = 0,
COLOR_MODE_ANSI_16, /* 16-color ANSI */ COLOR_MODE_ANSI_16,
COLOR_MODE_ANSI_256, /* 256-color ANSI */ COLOR_MODE_ANSI_256,
COLOR_MODE_TRUECOLOR, /* 24-bit RGB */ COLOR_MODE_TRUECOLOR,
COLOR_MODE_COUNT COLOR_MODE_COUNT
} ColorMode; } ColorMode;
/*============================================================================ #define ANSI_RESET "\033[0m"
* ANSI COLOR CODES
*============================================================================*/
#define ANSI_RESET "\033[0m"
#define ANSI_BOLD "\033[1m"
#define ANSI_DIM "\033[2m"
/* Foreground colors */
#define ANSI_FG_BLACK "\033[30m"
#define ANSI_FG_RED "\033[31m"
#define ANSI_FG_GREEN "\033[32m"
#define ANSI_FG_YELLOW "\033[33m"
#define ANSI_FG_BLUE "\033[34m"
#define ANSI_FG_MAGENTA "\033[35m"
#define ANSI_FG_CYAN "\033[36m"
#define ANSI_FG_WHITE "\033[37m"
/* Bright foreground colors */
#define ANSI_FG_BRIGHT_BLACK "\033[90m"
#define ANSI_FG_BRIGHT_RED "\033[91m"
#define ANSI_FG_BRIGHT_GREEN "\033[92m"
#define ANSI_FG_BRIGHT_YELLOW "\033[93m"
#define ANSI_FG_BRIGHT_BLUE "\033[94m"
#define ANSI_FG_BRIGHT_MAGENTA "\033[95m"
#define ANSI_FG_BRIGHT_CYAN "\033[96m"
#define ANSI_FG_BRIGHT_WHITE "\033[97m"
/* Background colors */
#define ANSI_BG_BLACK "\033[40m"
#define ANSI_BG_RED "\033[41m"
#define ANSI_BG_GREEN "\033[42m"
#define ANSI_BG_YELLOW "\033[43m"
#define ANSI_BG_BLUE "\033[44m"
#define ANSI_BG_MAGENTA "\033[45m"
#define ANSI_BG_CYAN "\033[46m"
#define ANSI_BG_WHITE "\033[47m"
#ifdef __cplusplus #ifdef __cplusplus
} }
#endif #endif
#endif /* ASCII3D_CONFIG_H */ #endif

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@@ -1,10 +1,3 @@
/**
* @file font.h
* @brief Bitmap font data for ASCII 3D Renderer
* @author ASCII3D Project
* @version 1.0.0
*/
#ifndef ASCII3D_FONT_H #ifndef ASCII3D_FONT_H
#define ASCII3D_FONT_H #define ASCII3D_FONT_H
@@ -14,31 +7,18 @@
extern "C" { extern "C" {
#endif #endif
/** // Returns a direct pointer to the 7-byte glyph row data if the char is present
* @brief Get the font glyph data for a character // in our sprite sheet
* @param c Character to look up (A-Z, a-z, 0-9)
* @return Pointer to 7-byte glyph data, or NULL if not found
*/
const unsigned char *font_get_glyph(char c); const unsigned char *font_get_glyph(char c);
/** // Validates the bitmap bounds and extracts a specific pixel bit
* @brief Check if a pixel is set in a glyph
* @param glyph Pointer to glyph data
* @param x X coordinate (0-4)
* @param y Y coordinate (0-6)
* @return true if pixel is set, false otherwise
*/
bool font_pixel_set(const unsigned char *glyph, int x, int y); bool font_pixel_set(const unsigned char *glyph, int x, int y);
/** // Tests an ASCII character against our mapped glyph dictionary
* @brief Check if character is renderable
* @param c Character to check
* @return true if character can be rendered
*/
bool font_is_renderable(char c); bool font_is_renderable(char c);
#ifdef __cplusplus #ifdef __cplusplus
} }
#endif #endif
#endif /* ASCII3D_FONT_H */ #endif

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@@ -1,170 +1,81 @@
/**
* @file lighting.h
* @brief Advanced lighting system for ASCII 3D Renderer
* @author ASCII3D Project
* @version 2.0.0
*/
#ifndef ASCII3D_LIGHTING_H #ifndef ASCII3D_LIGHTING_H
#define ASCII3D_LIGHTING_H #define ASCII3D_LIGHTING_H
#include "vec3.h"
#include "config.h" #include "config.h"
#include "vec3.h"
#include <stdbool.h> #include <stdbool.h>
#ifdef __cplusplus #ifdef __cplusplus
extern "C" { extern "C" {
#endif #endif
/**
* @brief Light types
*/
typedef enum LightType { typedef enum LightType {
LIGHT_DIRECTIONAL = 0, /* Parallel rays (sun-like) */ LIGHT_DIRECTIONAL = 0,
LIGHT_POINT, /* Point source with falloff */ LIGHT_POINT,
LIGHT_SPOT /* Cone-shaped spotlight */ LIGHT_SPOT
} LightType; } LightType;
/**
* @brief RGB Color structure
*/
typedef struct Color { typedef struct Color {
float r, g, b; float r, g, b;
} Color; } Color;
/**
* @brief Light source structure
*/
typedef struct Light { typedef struct Light {
LightType type; LightType type;
Vec3 position; /* Position for point/spot lights */ Vec3 position;
Vec3 direction; /* Direction for directional/spot lights */ Vec3 direction;
Color color; /* Light color */ Color color;
float intensity; /* Light intensity multiplier */ float intensity;
float falloff; /* Attenuation for point lights */ float falloff;
float spot_angle; /* Cone angle for spotlights (radians) */ float spot_angle;
bool enabled; bool enabled;
} Light; } Light;
/** // PBR surface components
* @brief Material properties for surfaces
*/
typedef struct Material { typedef struct Material {
Color ambient; /* Ambient color */ Color ambient;
Color diffuse; /* Diffuse color */ Color diffuse;
Color specular; /* Specular highlight color */ Color specular;
float shininess; /* Specular exponent */ float shininess;
float reflectivity; /* For future use */ float reflectivity;
} Material; } Material;
/** // Encapsulates the entire render context's virtual ecosystem
* @brief Lighting system state
*/
typedef struct LightingSystem { typedef struct LightingSystem {
Light lights[MAX_LIGHTS]; Light lights[MAX_LIGHTS];
int light_count; int light_count;
Color ambient_color; Color ambient_color;
float ambient_intensity; float ambient_intensity;
Vec3 camera_position; Vec3 camera_position;
} LightingSystem; } LightingSystem;
/** // Instantiates default 3-point portrait lighting scheme
* @brief Initialize the lighting system with default lights
* @param system Lighting system to initialize
*/
void lighting_init(LightingSystem *system); void lighting_init(LightingSystem *system);
/** // Registers a new light emitter into the system context
* @brief Add a light to the system
* @param system Lighting system
* @param light Light to add
* @return Index of added light, or -1 if full
*/
int lighting_add_light(LightingSystem *system, const Light *light); int lighting_add_light(LightingSystem *system, const Light *light);
/**
* @brief Create a directional light
* @param direction Light direction (will be normalized)
* @param color Light color
* @param intensity Light intensity
* @return Configured light structure
*/
Light lighting_create_directional(Vec3 direction, Color color, float intensity); Light lighting_create_directional(Vec3 direction, Color color, float intensity);
Light lighting_create_point(Vec3 position, Color color, float intensity,
float falloff);
/** // Computes monochrome or RGB shading based on surface interactions
* @brief Create a point light float lighting_calculate(const LightingSystem *system, Vec3 point, Vec3 normal,
* @param position Light position const Material *material);
* @param color Light color
* @param intensity Light intensity
* @param falloff Attenuation factor
* @return Configured light structure
*/
Light lighting_create_point(Vec3 position, Color color, float intensity, float falloff);
/**
* @brief Calculate lighting at a surface point (Phong model)
* @param system Lighting system
* @param point Surface point position
* @param normal Surface normal (must be normalized)
* @param material Surface material
* @return Final illumination value (0.0 - 1.0+)
*/
float lighting_calculate(const LightingSystem *system, Vec3 point,
Vec3 normal, const Material *material);
/**
* @brief Calculate full color lighting
* @param system Lighting system
* @param point Surface point position
* @param normal Surface normal
* @param material Surface material
* @return Final color
*/
Color lighting_calculate_color(const LightingSystem *system, Vec3 point, Color lighting_calculate_color(const LightingSystem *system, Vec3 point,
Vec3 normal, const Material *material); Vec3 normal, const Material *material);
/**
* @brief Create default material
* @return Default white material
*/
Material lighting_default_material(void); Material lighting_default_material(void);
/** // Floating point color combinators
* @brief Create a color
* @param r Red (0-1)
* @param g Green (0-1)
* @param b Blue (0-1)
* @return Color structure
*/
Color color_create(float r, float g, float b); Color color_create(float r, float g, float b);
/**
* @brief Multiply color by scalar
*/
Color color_scale(Color c, float s); Color color_scale(Color c, float s);
/**
* @brief Add two colors
*/
Color color_add(Color a, Color b); Color color_add(Color a, Color b);
/**
* @brief Multiply two colors component-wise
*/
Color color_multiply(Color a, Color b); Color color_multiply(Color a, Color b);
/**
* @brief Clamp color components to 0-1 range
*/
Color color_clamp(Color c); Color color_clamp(Color c);
/**
* @brief Convert color to grayscale intensity
*/
float color_to_intensity(Color c); float color_to_intensity(Color c);
#ifdef __cplusplus #ifdef __cplusplus
} }
#endif #endif
#endif /* ASCII3D_LIGHTING_H */ #endif

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@@ -1,10 +1,3 @@
/**
* @file renderer.h
* @brief Advanced rendering engine for ASCII 3D Renderer
* @author ASCII3D Project
* @version 2.0.0
*/
#ifndef ASCII3D_RENDERER_H #ifndef ASCII3D_RENDERER_H
#define ASCII3D_RENDERER_H #define ASCII3D_RENDERER_H
@@ -16,164 +9,73 @@
extern "C" { extern "C" {
#endif #endif
/**
* @brief Rotation state for animation
*/
typedef struct RotationState { typedef struct RotationState {
float angle_x; float angle_x;
float angle_y; float angle_y;
float angle_z; float angle_z;
bool enable_x; bool enable_x;
bool enable_y; bool enable_y;
bool enable_z; bool enable_z;
float speed; float speed;
} RotationState; } RotationState;
/**
* @brief Render settings structure
*/
typedef struct RenderSettings { typedef struct RenderSettings {
RenderMode mode; /* Rendering mode */ RenderMode mode;
ColorMode color_mode; /* Color output mode */ ColorMode color_mode;
bool anti_aliasing; /* Enable AA */ bool anti_aliasing;
bool show_fps; /* Display FPS counter */ bool show_fps;
bool auto_rotate; /* Auto rotation enabled */ bool auto_rotate;
float quality; /* Quality multiplier (0.5 - 2.0) */ float quality;
int palette_index; /* Shading palette selection */ int palette_index;
Color base_color; /* Base color for colored modes */ Color base_color;
Color highlight_color; /* Highlight/specular color */ Color highlight_color;
} RenderSettings; } RenderSettings;
/** // Diagnostics profile updated each tick
* @brief Frame statistics
*/
typedef struct FrameStats { typedef struct FrameStats {
double frame_time; /* Last frame time in ms */ double frame_time;
double fps; /* Current FPS */ double fps;
double avg_fps; /* Average FPS */ double avg_fps;
int frame_count; /* Total frames rendered */ int frame_count;
int triangles; /* Triangles/voxels rendered */ int triangles;
} FrameStats; } FrameStats;
/** // Core Engine Lifecycles
* @brief Initialize the renderer
* @return 0 on success, -1 on failure
*/
int renderer_init(void); int renderer_init(void);
/**
* @brief Cleanup renderer resources
*/
void renderer_cleanup(void); void renderer_cleanup(void);
/** // Nulls out all raster buffers ready for drawing
* @brief Clear the screen and depth buffers
*/
void renderer_clear(void); void renderer_clear(void);
/**
* @brief Render a 3D text string
* @param text Text to render (A-Z, 0-9)
* @param rotation Current rotation state
*/
void renderer_draw_text(const char *text, const RotationState *rotation); void renderer_draw_text(const char *text, const RotationState *rotation);
/**
* @brief Render with full settings control
* @param text Text to render
* @param rotation Rotation state
* @param settings Render settings
*/
void renderer_draw_text_ex(const char *text, const RotationState *rotation, void renderer_draw_text_ex(const char *text, const RotationState *rotation,
const RenderSettings *settings); const RenderSettings *settings);
/** // Flushes the rendering pipeline out to standard output
* @brief Display the rendered frame to terminal
*/
void renderer_present(void); void renderer_present(void);
/**
* @brief Present with color support
* @param settings Render settings for color mode
*/
void renderer_present_color(const RenderSettings *settings); void renderer_present_color(const RenderSettings *settings);
/**
* @brief Update rotation angles based on time delta
* @param rotation Rotation state to update
* @param delta_time Time since last update in seconds
*/
void renderer_update_rotation(RotationState *rotation, double delta_time); void renderer_update_rotation(RotationState *rotation, double delta_time);
/**
* @brief Create default rotation state
* @return Default rotation state with Y-axis rotation enabled
*/
RotationState renderer_default_rotation(void); RotationState renderer_default_rotation(void);
/**
* @brief Create default render settings
* @return Default settings
*/
RenderSettings renderer_default_settings(void); RenderSettings renderer_default_settings(void);
/** // Dynamic rendering reconfiguration toggles
* @brief Set the render mode
* @param mode New render mode
*/
void renderer_set_mode(RenderMode mode); void renderer_set_mode(RenderMode mode);
/**
* @brief Set the color mode
* @param mode New color mode
*/
void renderer_set_color_mode(ColorMode mode); void renderer_set_color_mode(ColorMode mode);
/**
* @brief Get current frame statistics
* @return Frame stats structure
*/
FrameStats renderer_get_stats(void);
/**
* @brief Set the shading palette
* @param palette_index 0=standard, 1=extended, 2=block, 3=minimal
*/
void renderer_set_palette(int palette_index); void renderer_set_palette(int palette_index);
/** FrameStats renderer_get_stats(void);
* @brief Get the lighting system for modification
* @return Pointer to lighting system
*/
LightingSystem *renderer_get_lighting(void); LightingSystem *renderer_get_lighting(void);
/** // Console visual hacks
* @brief Hide terminal cursor
*/
void renderer_hide_cursor(void); void renderer_hide_cursor(void);
/**
* @brief Show terminal cursor
*/
void renderer_show_cursor(void); void renderer_show_cursor(void);
/**
* @brief Clear terminal screen
*/
void renderer_clear_terminal(void); void renderer_clear_terminal(void);
/**
* @brief Set terminal to alternate screen buffer
*/
void renderer_enter_alternate_screen(void); void renderer_enter_alternate_screen(void);
/**
* @brief Restore terminal to main screen buffer
*/
void renderer_exit_alternate_screen(void); void renderer_exit_alternate_screen(void);
#ifdef __cplusplus #ifdef __cplusplus
} }
#endif #endif
#endif /* ASCII3D_RENDERER_H */ #endif

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@@ -1,10 +1,3 @@
/**
* @file timing.h
* @brief High-precision timing utilities
* @author ASCII3D Project
* @version 1.0.0
*/
#ifndef ASCII3D_TIMING_H #ifndef ASCII3D_TIMING_H
#define ASCII3D_TIMING_H #define ASCII3D_TIMING_H
@@ -12,27 +5,18 @@
extern "C" { extern "C" {
#endif #endif
/** // Returns the monotonic wall clock time in seconds, suitable for frame timing.
* @brief Get current time in seconds (monotonic clock)
* @return Time in seconds with nanosecond precision
*/
double timing_get_seconds(void); double timing_get_seconds(void);
/** // Microsecond-scale thread suspension layer.
* @brief Sleep for specified microseconds
* @param microseconds Duration to sleep
*/
void timing_sleep_us(unsigned int microseconds); void timing_sleep_us(unsigned int microseconds);
/** // Calculates dynamic sleep padding against a target FPS to prevent high CPU
* @brief Frame rate limiter - sleeps to maintain target FPS // utilization
* @param frame_start_time Time when frame started (from timing_get_seconds)
* @param target_fps Target frames per second
*/
void timing_limit_fps(double frame_start_time, int target_fps); void timing_limit_fps(double frame_start_time, int target_fps);
#ifdef __cplusplus #ifdef __cplusplus
} }
#endif #endif
#endif /* ASCII3D_TIMING_H */ #endif

29
include/tui.h Normal file
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@@ -0,0 +1,29 @@
#ifndef ASCII3D_TUI_H
#define ASCII3D_TUI_H
#include "renderer.h"
#include <stddef.h>
#ifdef __cplusplus
extern "C" {
#endif
// Reconfigures standard input to be non-blocking and disables canonical mode.
// This allows us to poll the keyboard gracefully in the render loop.
int tui_init(void);
// Restores terminal to its initial state to avoid leaving users with a broken
// prompt.
void tui_cleanup(void);
// Processes pending keys and updates application state.
// Standard typing appends to the text_buffer, while specific commands alter
// settings. Returns non-zero when an exit is requested.
int tui_process_input(RotationState *rotation, RenderSettings *settings,
char *text_buffer, size_t max_text_len);
#ifdef __cplusplus
}
#endif
#endif

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@@ -1,10 +1,3 @@
/**
* @file vec3.h
* @brief 3D Vector mathematics for ASCII 3D Renderer
* @author ASCII3D Project
* @version 1.0.0
*/
#ifndef ASCII3D_VEC3_H #ifndef ASCII3D_VEC3_H
#define ASCII3D_VEC3_H #define ASCII3D_VEC3_H
@@ -12,104 +5,29 @@
extern "C" { extern "C" {
#endif #endif
/** // A standard 3-component float vector
* @brief 3D Vector structure
*/
typedef struct Vec3 { typedef struct Vec3 {
float x; float x;
float y; float y;
float z; float z;
} Vec3; } Vec3;
/**
* @brief Create a new Vec3
* @param x X component
* @param y Y component
* @param z Z component
* @return New Vec3 instance
*/
Vec3 vec3_create(float x, float y, float z); Vec3 vec3_create(float x, float y, float z);
/**
* @brief Add two vectors
* @param a First vector
* @param b Second vector
* @return Result of a + b
*/
Vec3 vec3_add(Vec3 a, Vec3 b); Vec3 vec3_add(Vec3 a, Vec3 b);
/**
* @brief Subtract two vectors
* @param a First vector
* @param b Second vector
* @return Result of a - b
*/
Vec3 vec3_sub(Vec3 a, Vec3 b); Vec3 vec3_sub(Vec3 a, Vec3 b);
/**
* @brief Scale a vector by a scalar
* @param v Vector to scale
* @param s Scalar value
* @return Scaled vector
*/
Vec3 vec3_scale(Vec3 v, float s); Vec3 vec3_scale(Vec3 v, float s);
/**
* @brief Calculate dot product of two vectors
* @param a First vector
* @param b Second vector
* @return Dot product
*/
float vec3_dot(Vec3 a, Vec3 b); float vec3_dot(Vec3 a, Vec3 b);
/**
* @brief Calculate cross product of two vectors
* @param a First vector
* @param b Second vector
* @return Cross product
*/
Vec3 vec3_cross(Vec3 a, Vec3 b); Vec3 vec3_cross(Vec3 a, Vec3 b);
/**
* @brief Calculate length of a vector
* @param v Vector
* @return Length
*/
float vec3_length(Vec3 v); float vec3_length(Vec3 v);
/**
* @brief Normalize a vector
* @param v Vector to normalize
* @return Normalized vector
*/
Vec3 vec3_normalize(Vec3 v); Vec3 vec3_normalize(Vec3 v);
/** // Rotating points through standard Euler coordinate transformations
* @brief Rotate vector around X axis
* @param v Vector to rotate
* @param angle Angle in radians
* @return Rotated vector
*/
Vec3 vec3_rotate_x(Vec3 v, float angle); Vec3 vec3_rotate_x(Vec3 v, float angle);
/**
* @brief Rotate vector around Y axis
* @param v Vector to rotate
* @param angle Angle in radians
* @return Rotated vector
*/
Vec3 vec3_rotate_y(Vec3 v, float angle); Vec3 vec3_rotate_y(Vec3 v, float angle);
/**
* @brief Rotate vector around Z axis
* @param v Vector to rotate
* @param angle Angle in radians
* @return Rotated vector
*/
Vec3 vec3_rotate_z(Vec3 v, float angle); Vec3 vec3_rotate_z(Vec3 v, float angle);
#ifdef __cplusplus #ifdef __cplusplus
} }
#endif #endif
#endif /* ASCII3D_VEC3_H */ #endif

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@@ -1,105 +1,79 @@
/**
* @file font.c
* @brief Bitmap font data implementation
* @author ASCII3D Project
* @version 1.0.0
*
* Contains 5x7 bitmap font data for A-Z and 0-9
*/
#include "font.h" #include "font.h"
#include "config.h" #include "config.h"
#include <stdbool.h> #include <stdbool.h>
#include <stddef.h> #include <stddef.h>
/** // 5x7 ASCII grid font map.
* @brief 5x7 bitmap font data // Each bitmaps uses 7 bytes representing rows. Bits 4 through 0 denote the set
* Each character is represented by 7 bytes (rows) // pixels.
* Each byte contains 5 bits (columns), MSB = leftmost pixel
*/
static const unsigned char g_font_data[][FONT_HEIGHT] = { static const unsigned char g_font_data[][FONT_HEIGHT] = {
/* A */ {0x0E, 0x11, 0x11, 0x1F, 0x11, 0x11, 0x11}, // A -> Z
/* B */ {0x1E, 0x11, 0x11, 0x1E, 0x11, 0x11, 0x1E}, {0x0E, 0x11, 0x11, 0x1F, 0x11, 0x11, 0x11}, // A
/* C */ {0x0E, 0x11, 0x10, 0x10, 0x10, 0x11, 0x0E}, {0x1E, 0x11, 0x11, 0x1E, 0x11, 0x11, 0x1E},
/* D */ {0x1C, 0x12, 0x11, 0x11, 0x11, 0x12, 0x1C}, {0x0E, 0x11, 0x10, 0x10, 0x10, 0x11, 0x0E},
/* E */ {0x1F, 0x10, 0x10, 0x1E, 0x10, 0x10, 0x1F}, {0x1C, 0x12, 0x11, 0x11, 0x11, 0x12, 0x1C},
/* F */ {0x1F, 0x10, 0x10, 0x1E, 0x10, 0x10, 0x10}, {0x1F, 0x10, 0x10, 0x1E, 0x10, 0x10, 0x1F}, // E
/* G */ {0x0E, 0x11, 0x10, 0x17, 0x11, 0x11, 0x0F}, {0x1F, 0x10, 0x10, 0x1E, 0x10, 0x10, 0x10},
/* H */ {0x11, 0x11, 0x11, 0x1F, 0x11, 0x11, 0x11}, {0x0E, 0x11, 0x10, 0x17, 0x11, 0x11, 0x0F},
/* I */ {0x0E, 0x04, 0x04, 0x04, 0x04, 0x04, 0x0E}, {0x11, 0x11, 0x11, 0x1F, 0x11, 0x11, 0x11},
/* J */ {0x07, 0x02, 0x02, 0x02, 0x02, 0x12, 0x0C}, {0x0E, 0x04, 0x04, 0x04, 0x04, 0x04, 0x0E}, // I
/* K */ {0x11, 0x12, 0x14, 0x18, 0x14, 0x12, 0x11}, {0x07, 0x02, 0x02, 0x02, 0x02, 0x12, 0x0C},
/* L */ {0x10, 0x10, 0x10, 0x10, 0x10, 0x10, 0x1F}, {0x11, 0x12, 0x14, 0x18, 0x14, 0x12, 0x11},
/* M */ {0x11, 0x1B, 0x15, 0x15, 0x11, 0x11, 0x11}, {0x10, 0x10, 0x10, 0x10, 0x10, 0x10, 0x1F},
/* N */ {0x11, 0x19, 0x15, 0x13, 0x11, 0x11, 0x11}, {0x11, 0x1B, 0x15, 0x15, 0x11, 0x11, 0x11}, // M
/* O */ {0x0E, 0x11, 0x11, 0x11, 0x11, 0x11, 0x0E}, {0x11, 0x19, 0x15, 0x13, 0x11, 0x11, 0x11},
/* P */ {0x1E, 0x11, 0x11, 0x1E, 0x10, 0x10, 0x10}, {0x0E, 0x11, 0x11, 0x11, 0x11, 0x11, 0x0E},
/* Q */ {0x0E, 0x11, 0x11, 0x11, 0x15, 0x12, 0x0D}, {0x1E, 0x11, 0x11, 0x1E, 0x10, 0x10, 0x10},
/* R */ {0x1E, 0x11, 0x11, 0x1E, 0x14, 0x12, 0x11}, {0x0E, 0x11, 0x11, 0x11, 0x15, 0x12, 0x0D}, // Q
/* S */ {0x0E, 0x11, 0x10, 0x0E, 0x01, 0x11, 0x0E}, {0x1E, 0x11, 0x11, 0x1E, 0x14, 0x12, 0x11},
/* T */ {0x1F, 0x04, 0x04, 0x04, 0x04, 0x04, 0x04}, {0x0E, 0x11, 0x10, 0x0E, 0x01, 0x11, 0x0E},
/* U */ {0x11, 0x11, 0x11, 0x11, 0x11, 0x11, 0x0E}, {0x1F, 0x04, 0x04, 0x04, 0x04, 0x04, 0x04},
/* V */ {0x11, 0x11, 0x11, 0x11, 0x11, 0x0A, 0x04}, {0x11, 0x11, 0x11, 0x11, 0x11, 0x11, 0x0E}, // U
/* W */ {0x11, 0x11, 0x11, 0x15, 0x15, 0x15, 0x0A}, {0x11, 0x11, 0x11, 0x11, 0x11, 0x0A, 0x04},
/* X */ {0x11, 0x11, 0x0A, 0x04, 0x0A, 0x11, 0x11}, {0x11, 0x11, 0x11, 0x15, 0x15, 0x15, 0x0A},
/* Y */ {0x11, 0x11, 0x0A, 0x04, 0x04, 0x04, 0x04}, {0x11, 0x11, 0x0A, 0x04, 0x0A, 0x11, 0x11},
/* Z */ {0x1F, 0x01, 0x02, 0x04, 0x08, 0x10, 0x1F}, {0x11, 0x11, 0x0A, 0x04, 0x04, 0x04, 0x04}, // Y
/* 0 */ {0x0E, 0x11, 0x13, 0x15, 0x19, 0x11, 0x0E}, {0x1F, 0x01, 0x02, 0x04, 0x08, 0x10, 0x1F}, // Z
/* 1 */ {0x04, 0x0C, 0x04, 0x04, 0x04, 0x04, 0x0E}, // 0 -> 9
/* 2 */ {0x0E, 0x11, 0x01, 0x02, 0x04, 0x08, 0x1F}, {0x0E, 0x11, 0x13, 0x15, 0x19, 0x11, 0x0E}, // 0
/* 3 */ {0x0E, 0x11, 0x01, 0x06, 0x01, 0x11, 0x0E}, {0x04, 0x0C, 0x04, 0x04, 0x04, 0x04, 0x0E},
/* 4 */ {0x02, 0x06, 0x0A, 0x12, 0x1F, 0x02, 0x02}, {0x0E, 0x11, 0x01, 0x02, 0x04, 0x08, 0x1F},
/* 5 */ {0x1F, 0x10, 0x1E, 0x01, 0x01, 0x11, 0x0E}, {0x0E, 0x11, 0x01, 0x06, 0x01, 0x11, 0x0E},
/* 6 */ {0x06, 0x08, 0x10, 0x1E, 0x11, 0x11, 0x0E}, {0x02, 0x06, 0x0A, 0x12, 0x1F, 0x02, 0x02}, // 4
/* 7 */ {0x1F, 0x01, 0x02, 0x04, 0x08, 0x08, 0x08}, {0x1F, 0x10, 0x1E, 0x01, 0x01, 0x11, 0x0E},
/* 8 */ {0x0E, 0x11, 0x11, 0x0E, 0x11, 0x11, 0x0E}, {0x06, 0x08, 0x10, 0x1E, 0x11, 0x11, 0x0E},
/* 9 */ {0x0E, 0x11, 0x11, 0x0F, 0x01, 0x02, 0x0C}, {0x1F, 0x01, 0x02, 0x04, 0x08, 0x08, 0x08},
{0x0E, 0x11, 0x11, 0x0E, 0x11, 0x11, 0x0E},
{0x0E, 0x11, 0x11, 0x0F, 0x01, 0x02, 0x0C}, // 9
}; };
#define FONT_LETTER_COUNT 26 #define FONT_LETTER_COUNT 26
#define FONT_DIGIT_COUNT 10 #define FONT_DIGIT_COUNT 10
/** static int font_get_index(char c) {
* @brief Get font index for a character if (c >= 'A' && c <= 'Z')
* @param c Character to look up return c - 'A';
* @return Index into font data, or -1 if not found if (c >= 'a' && c <= 'z')
*/ return c - 'a';
static int font_get_index(char c) if (c >= '0' && c <= '9')
{ return FONT_LETTER_COUNT + (c - '0');
if (c >= 'A' && c <= 'Z') { return -1;
return c - 'A';
}
if (c >= 'a' && c <= 'z') {
return c - 'a';
}
if (c >= '0' && c <= '9') {
return FONT_LETTER_COUNT + (c - '0');
}
return -1;
} }
const unsigned char *font_get_glyph(char c) const unsigned char *font_get_glyph(char c) {
{ int index = font_get_index(c);
int index = font_get_index(c); if (index < 0)
if (index < 0) { return NULL;
return NULL; return g_font_data[index];
}
return g_font_data[index];
} }
bool font_pixel_set(const unsigned char *glyph, int x, int y) bool font_pixel_set(const unsigned char *glyph, int x, int y) {
{ if (glyph == NULL)
if (glyph == NULL) { return false;
return false; if (x < 0 || x >= FONT_WIDTH || y < 0 || y >= FONT_HEIGHT)
} return false;
if (x < 0 || x >= FONT_WIDTH || y < 0 || y >= FONT_HEIGHT) { // Map bit flags directly onto screen pixel planes
return false; return (glyph[y] & (1 << (FONT_WIDTH - 1 - x))) != 0;
}
/* Bit 4 is leftmost (x=0), bit 0 is rightmost (x=4) */
return (glyph[y] & (1 << (FONT_WIDTH - 1 - x))) != 0;
} }
bool font_is_renderable(char c) bool font_is_renderable(char c) { return font_get_index(c) >= 0; }
{
return font_get_index(c) >= 0;
}

View File

@@ -1,259 +1,210 @@
/**
* @file lighting.c
* @brief Advanced lighting system implementation
* @author ASCII3D Project
* @version 2.0.0
*/
#include "lighting.h" #include "lighting.h"
#include <math.h> #include <math.h>
#include <string.h> #include <string.h>
void lighting_init(LightingSystem *system) void lighting_init(LightingSystem *system) {
{ if (system == NULL)
if (system == NULL) return; return;
memset(system, 0, sizeof(LightingSystem)); memset(system, 0, sizeof(LightingSystem));
system->ambient_color = color_create(1.0f, 1.0f, 1.0f); system->ambient_color = color_create(1.0f, 1.0f, 1.0f);
system->ambient_intensity = AMBIENT_INTENSITY; system->ambient_intensity = AMBIENT_INTENSITY;
system->camera_position = vec3_create(0.0f, 0.0f, -CAMERA_DISTANCE); system->camera_position = vec3_create(0.0f, 0.0f, -CAMERA_DISTANCE);
system->light_count = 0; system->light_count = 0;
/* Add default key light (main light from upper-right-front) */ // Default 3-point light setup for standard rendering
Light key_light = lighting_create_directional( // Key light
vec3_create(0.5f, 0.8f, 1.0f), Light key_light = lighting_create_directional(
color_create(1.0f, 0.98f, 0.95f), vec3_create(0.5f, 0.8f, 1.0f), color_create(1.0f, 0.98f, 0.95f),
DIFFUSE_INTENSITY DIFFUSE_INTENSITY);
); lighting_add_light(system, &key_light);
lighting_add_light(system, &key_light);
/* Add fill light (softer light from left) */ // Fill light
Light fill_light = lighting_create_directional( Light fill_light = lighting_create_directional(
vec3_create(-0.7f, 0.3f, 0.5f), vec3_create(-0.7f, 0.3f, 0.5f), color_create(0.6f, 0.7f, 1.0f), 0.3f);
color_create(0.6f, 0.7f, 1.0f), lighting_add_light(system, &fill_light);
0.3f
);
lighting_add_light(system, &fill_light);
/* Add rim/back light for edge definition */ // Rim light to edge definition
Light rim_light = lighting_create_directional( Light rim_light = lighting_create_directional(
vec3_create(0.0f, -0.5f, -1.0f), vec3_create(0.0f, -0.5f, -1.0f), color_create(1.0f, 0.9f, 0.8f), 0.2f);
color_create(1.0f, 0.9f, 0.8f), lighting_add_light(system, &rim_light);
0.2f
);
lighting_add_light(system, &rim_light);
} }
int lighting_add_light(LightingSystem *system, const Light *light) int lighting_add_light(LightingSystem *system, const Light *light) {
{ if (system == NULL || light == NULL)
if (system == NULL || light == NULL) return -1; return -1;
if (system->light_count >= MAX_LIGHTS) return -1; if (system->light_count >= MAX_LIGHTS)
return -1;
system->lights[system->light_count] = *light; system->lights[system->light_count] = *light;
return system->light_count++; return system->light_count++;
} }
Light lighting_create_directional(Vec3 direction, Color color, float intensity) Light lighting_create_directional(Vec3 direction, Color color,
{ float intensity) {
Light light; Light light;
memset(&light, 0, sizeof(Light)); memset(&light, 0, sizeof(Light));
light.type = LIGHT_DIRECTIONAL;
light.type = LIGHT_DIRECTIONAL; light.direction = vec3_normalize(direction);
light.direction = vec3_normalize(direction); light.color = color;
light.color = color; light.intensity = intensity;
light.intensity = intensity; light.enabled = true;
light.enabled = true; return light;
return light;
} }
Light lighting_create_point(Vec3 position, Color color, float intensity, float falloff) Light lighting_create_point(Vec3 position, Color color, float intensity,
{ float falloff) {
Light light; Light light;
memset(&light, 0, sizeof(Light)); memset(&light, 0, sizeof(Light));
light.type = LIGHT_POINT;
light.type = LIGHT_POINT; light.position = position;
light.position = position; light.color = color;
light.color = color; light.intensity = intensity;
light.intensity = intensity; light.falloff = falloff;
light.falloff = falloff; light.enabled = true;
light.enabled = true; return light;
return light;
} }
/** static float calculate_diffuse(Vec3 light_dir, Vec3 normal) {
* @brief Calculate diffuse lighting contribution float ndotl = vec3_dot(normal, light_dir);
*/ return fmaxf(0.0f, ndotl);
static float calculate_diffuse(Vec3 light_dir, Vec3 normal)
{
float ndotl = vec3_dot(normal, light_dir);
return fmaxf(0.0f, ndotl);
} }
/** static float calculate_specular(Vec3 light_dir, Vec3 normal, Vec3 view_dir,
* @brief Calculate specular lighting contribution (Blinn-Phong) float shininess) {
*/ // Blinn-Phong half vector
static float calculate_specular(Vec3 light_dir, Vec3 normal, Vec3 view_dir, float shininess) Vec3 half_vec = vec3_normalize(vec3_add(light_dir, view_dir));
{ float ndoth = vec3_dot(normal, half_vec);
/* Blinn-Phong half-vector */ if (ndoth <= 0.0f)
Vec3 half_vec = vec3_normalize(vec3_add(light_dir, view_dir)); return 0.0f;
float ndoth = vec3_dot(normal, half_vec); return powf(ndoth, shininess);
if (ndoth <= 0.0f) return 0.0f;
return powf(ndoth, shininess);
} }
float lighting_calculate(const LightingSystem *system, Vec3 point, float lighting_calculate(const LightingSystem *system, Vec3 point, Vec3 normal,
Vec3 normal, const Material *material) const Material *material) {
{ if (system == NULL || material == NULL)
if (system == NULL || material == NULL) return 0.5f; return 0.5f;
/* Start with ambient */ float total = system->ambient_intensity;
float total = system->ambient_intensity; Vec3 view_dir = vec3_normalize(vec3_sub(system->camera_position, point));
/* View direction (from point to camera) */ // Accumulate each light source against surface topology
Vec3 view_dir = vec3_normalize(vec3_sub(system->camera_position, point)); for (int i = 0; i < system->light_count; i++) {
const Light *light = &system->lights[i];
if (!light->enabled)
continue;
/* Accumulate contribution from each light */ Vec3 light_dir;
for (int i = 0; i < system->light_count; i++) { float attenuation = 1.0f;
const Light *light = &system->lights[i];
if (!light->enabled) continue;
Vec3 light_dir; if (light->type == LIGHT_DIRECTIONAL) {
float attenuation = 1.0f; light_dir = light->direction;
} else if (light->type == LIGHT_POINT) {
if (light->type == LIGHT_DIRECTIONAL) { Vec3 to_light = vec3_sub(light->position, point);
/* Directional light - direction is constant */ float dist = vec3_length(to_light);
light_dir = light->direction; light_dir = vec3_scale(to_light, 1.0f / dist);
} else if (light->type == LIGHT_POINT) { // Inverse-square law derived falloff
/* Point light - calculate direction and attenuation */ attenuation = 1.0f / (1.0f + light->falloff * dist * dist);
Vec3 to_light = vec3_sub(light->position, point); } else {
float dist = vec3_length(to_light); continue;
light_dir = vec3_scale(to_light, 1.0f / dist);
attenuation = 1.0f / (1.0f + light->falloff * dist * dist);
} else {
continue;
}
/* Diffuse */
float diffuse = calculate_diffuse(light_dir, normal);
/* Specular */
float specular = calculate_specular(light_dir, normal, view_dir, material->shininess);
/* Combine */
float contribution = (diffuse * DIFFUSE_INTENSITY +
specular * SPECULAR_INTENSITY) *
light->intensity * attenuation;
total += contribution;
} }
/* Clamp to reasonable range */ float diffuse = calculate_diffuse(light_dir, normal);
return fminf(1.0f, fmaxf(0.0f, total)); float specular =
calculate_specular(light_dir, normal, view_dir, material->shininess);
float contribution =
(diffuse * DIFFUSE_INTENSITY + specular * SPECULAR_INTENSITY) *
light->intensity * attenuation;
total += contribution;
}
// We heavily clamp the signal because ASCII has hard boundaries
return fminf(1.0f, fmaxf(0.0f, total));
} }
Color lighting_calculate_color(const LightingSystem *system, Vec3 point, Color lighting_calculate_color(const LightingSystem *system, Vec3 point,
Vec3 normal, const Material *material) Vec3 normal, const Material *material) {
{ if (system == NULL || material == NULL) {
if (system == NULL || material == NULL) { return color_create(0.5f, 0.5f, 0.5f);
return color_create(0.5f, 0.5f, 0.5f); }
Color result =
color_scale(color_multiply(system->ambient_color, material->ambient),
system->ambient_intensity);
Vec3 view_dir = vec3_normalize(vec3_sub(system->camera_position, point));
for (int i = 0; i < system->light_count; i++) {
const Light *light = &system->lights[i];
if (!light->enabled)
continue;
Vec3 light_dir;
float attenuation = 1.0f;
if (light->type == LIGHT_DIRECTIONAL) {
light_dir = light->direction;
} else if (light->type == LIGHT_POINT) {
Vec3 to_light = vec3_sub(light->position, point);
float dist = vec3_length(to_light);
light_dir = vec3_scale(to_light, 1.0f / dist);
attenuation = 1.0f / (1.0f + light->falloff * dist * dist);
} else {
continue;
} }
/* Start with ambient */ float diff = calculate_diffuse(light_dir, normal);
Color result = color_scale( Color diffuse = color_scale(color_multiply(light->color, material->diffuse),
color_multiply(system->ambient_color, material->ambient), diff * light->intensity * attenuation);
system->ambient_intensity
);
/* View direction */ float spec =
Vec3 view_dir = vec3_normalize(vec3_sub(system->camera_position, point)); calculate_specular(light_dir, normal, view_dir, material->shininess);
Color specular =
color_scale(color_multiply(light->color, material->specular),
spec * SPECULAR_INTENSITY * light->intensity * attenuation);
/* Accumulate from each light */ result = color_add(result, color_add(diffuse, specular));
for (int i = 0; i < system->light_count; i++) { }
const Light *light = &system->lights[i];
if (!light->enabled) continue;
Vec3 light_dir; return color_clamp(result);
float attenuation = 1.0f;
if (light->type == LIGHT_DIRECTIONAL) {
light_dir = light->direction;
} else if (light->type == LIGHT_POINT) {
Vec3 to_light = vec3_sub(light->position, point);
float dist = vec3_length(to_light);
light_dir = vec3_scale(to_light, 1.0f / dist);
attenuation = 1.0f / (1.0f + light->falloff * dist * dist);
} else {
continue;
}
/* Diffuse */
float diff = calculate_diffuse(light_dir, normal);
Color diffuse = color_scale(
color_multiply(light->color, material->diffuse),
diff * light->intensity * attenuation
);
/* Specular */
float spec = calculate_specular(light_dir, normal, view_dir, material->shininess);
Color specular = color_scale(
color_multiply(light->color, material->specular),
spec * SPECULAR_INTENSITY * light->intensity * attenuation
);
result = color_add(result, color_add(diffuse, specular));
}
return color_clamp(result);
} }
Material lighting_default_material(void) Material lighting_default_material(void) {
{ Material mat;
Material mat; mat.ambient = color_create(0.2f, 0.2f, 0.2f);
mat.ambient = color_create(0.2f, 0.2f, 0.2f); mat.diffuse = color_create(0.8f, 0.8f, 0.8f);
mat.diffuse = color_create(0.8f, 0.8f, 0.8f); mat.specular = color_create(1.0f, 1.0f, 1.0f);
mat.specular = color_create(1.0f, 1.0f, 1.0f); mat.shininess = SPECULAR_POWER;
mat.shininess = SPECULAR_POWER; mat.reflectivity = 0.0f;
mat.reflectivity = 0.0f; return mat;
return mat;
} }
Color color_create(float r, float g, float b) Color color_create(float r, float g, float b) {
{ Color c = {r, g, b};
Color c = {r, g, b}; return c;
return c;
} }
Color color_scale(Color c, float s) Color color_scale(Color c, float s) {
{ return color_create(c.r * s, c.g * s, c.b * s);
return color_create(c.r * s, c.g * s, c.b * s);
} }
Color color_add(Color a, Color b) Color color_add(Color a, Color b) {
{ return color_create(a.r + b.r, a.g + b.g, a.b + b.b);
return color_create(a.r + b.r, a.g + b.g, a.b + b.b);
} }
Color color_multiply(Color a, Color b) Color color_multiply(Color a, Color b) {
{ return color_create(a.r * b.r, a.g * b.g, a.b * b.b);
return color_create(a.r * b.r, a.g * b.g, a.b * b.b);
} }
Color color_clamp(Color c) Color color_clamp(Color c) {
{ return color_create(fminf(1.0f, fmaxf(0.0f, c.r)),
return color_create( fminf(1.0f, fmaxf(0.0f, c.g)),
fminf(1.0f, fmaxf(0.0f, c.r)), fminf(1.0f, fmaxf(0.0f, c.b)));
fminf(1.0f, fmaxf(0.0f, c.g)),
fminf(1.0f, fmaxf(0.0f, c.b))
);
} }
float color_to_intensity(Color c) float color_to_intensity(Color c) {
{ // Rec. 601 Luma mapping coefficients
/* Luminance formula (perceptual weights) */ return 0.299f * c.r + 0.587f * c.g + 0.114f * c.b;
return 0.299f * c.r + 0.587f * c.g + 0.114f * c.b;
} }

View File

@@ -1,330 +1,290 @@
/**
* @file main.c
* @brief ASCII 3D Renderer - Main entry point
* @author ASCII3D Project
* @version 2.0.0
*
* Advanced ASCII 3D text renderer with:
* - Phong lighting with multiple light sources
* - Multiple render modes (solid, wireframe, shaded)
* - ANSI color support (16, 256, truecolor)
* - Anti-aliasing
* - Multiple shading palettes
*/
#define _POSIX_C_SOURCE 200809L #define _POSIX_C_SOURCE 200809L
#include "config.h" #include "config.h"
#include "renderer.h" #include "renderer.h"
#include "timing.h" #include "timing.h"
#include "tui.h"
#include <signal.h>
#include <stdbool.h>
#include <stdio.h> #include <stdio.h>
#include <stdlib.h> #include <stdlib.h>
#include <string.h> #include <string.h>
#include <signal.h>
#include <stdbool.h>
/* Global state */ // Global shutdown flag for sig handlers
static volatile sig_atomic_t g_running = 1; static volatile sig_atomic_t g_running = 1;
static RenderSettings g_settings; static RenderSettings g_settings;
/** static void signal_handler(int sig) {
* @brief Signal handler for graceful shutdown (void)sig;
*/ g_running = 0;
static void signal_handler(int sig)
{
(void)sig;
g_running = 0;
} }
/** static void setup_signals(void) {
* @brief Setup signal handlers struct sigaction sa;
*/ sa.sa_handler = signal_handler;
static void setup_signals(void) sigemptyset(&sa.sa_mask);
{ sa.sa_flags = 0;
struct sigaction sa;
sa.sa_handler = signal_handler;
sigemptyset(&sa.sa_mask);
sa.sa_flags = 0;
sigaction(SIGINT, &sa, NULL); // We catch these to orchestrate a clean renderer shutdown
sigaction(SIGTERM, &sa, NULL); // Without this, the terminal will stay trapped in alternate mode
sigaction(SIGINT, &sa, NULL);
sigaction(SIGTERM, &sa, NULL);
} }
/** static void print_usage(const char *program_name) {
* @brief Print usage information printf("\n");
*/ printf(" ASCII 3D RENDERER\n");
static void print_usage(const char *program_name) printf(" Advanced 3D Text Rendering with Phong Lighting & TUI\n\n");
{ printf("Usage: %s [OPTIONS] [TEXT]\n\n", program_name);
printf("\n");
printf(" ╔═══════════════════════════════════════════════════════════╗\n");
printf(" ║ ASCII 3D RENDERER v2.0.0 ║\n");
printf(" ║ Advanced 3D Text Rendering with Phong Lighting ║\n");
printf(" ╚═══════════════════════════════════════════════════════════╝\n");
printf("\n");
printf("Usage: %s [OPTIONS] [TEXT]\n\n", program_name);
printf("ROTATION OPTIONS:\n"); printf("ROTATION OPTIONS:\n");
printf(" -s <speed> Rotation speed multiplier (default: 1.0)\n"); printf(" -s <speed> Playback speed multiplier (default: 1.0)\n");
printf(" -x Enable X-axis rotation\n"); printf(" -x Enable X-axis rotation\n");
printf(" -y Enable Y-axis rotation (default)\n"); printf(" -y Enable Y-axis rotation (default)\n");
printf(" -z Enable Z-axis rotation\n"); printf(" -z Enable Z-axis rotation\n");
printf(" -a Enable all axis rotations\n"); printf(" -a Enable all rotational axes\n\n");
printf("\n");
printf("RENDER MODE OPTIONS:\n"); printf("RENDER MODE OPTIONS:\n");
printf(" -m <mode> Render mode:\n"); printf(" -m <mode> Mode override:\n");
printf(" 0 = Solid (filled)\n"); printf(" 0 = Solid, 1 = Wireframe\n");
printf(" 1 = Wireframe (edges only)\n"); printf(" 2 = Points, 3 = Shaded [default]\n\n");
printf(" 2 = Points (sparse)\n");
printf(" 3 = Shaded (full Phong lighting) [default]\n");
printf("\n");
printf("COLOR OPTIONS:\n"); printf("COLOR OPTIONS:\n");
printf(" -c <mode> Color mode:\n"); printf(" -c <mode> Color strategy:\n");
printf(" 0 = Monochrome ASCII [default]\n"); printf(" 0 = Mono [default], 1 = ANSI 16\n");
printf(" 1 = 16-color ANSI\n"); printf(" 2 = ANSI 256, 3 = Truecolor RGB\n\n");
printf(" 2 = 256-color ANSI\n");
printf(" 3 = Truecolor (24-bit RGB)\n");
printf("\n");
printf("QUALITY OPTIONS:\n"); printf("QUALITY OPTIONS:\n");
printf(" -q <quality> Render quality (0.5 - 2.0, default: 1.0)\n"); printf(" -q <quality> Oversampling quality (0.5 - 2.0, default: 1.0)\n");
printf(" -A Enable anti-aliasing\n"); printf(" -A Force Anti-aliasing\n");
printf(" -p <palette> Shading palette:\n"); printf(" -p <palette> Ascii palette tier (0-3, default: 1)\n\n");
printf(" 0 = Standard (10 levels)\n");
printf(" 1 = Extended (70 levels) [default]\n");
printf(" 2 = Block characters\n");
printf(" 3 = Minimal (6 levels)\n");
printf("\n");
printf("OTHER OPTIONS:\n"); printf("OTHER OPTIONS:\n");
printf(" -f Show FPS counter\n"); printf(" -f Display real-time FPS overlay\n");
printf(" -h Show this help message\n"); printf(" -h Show this help dialog\n\n");
printf("\n");
printf("EXAMPLES:\n"); printf("TUI CONTROLS (active during render):\n");
printf(" %s HELLO Simple Y-axis rotation\n", program_name); printf(" [Typing] Changes dynamically rendered text\n");
printf(" %s -a -c3 WORLD Truecolor tumbling\n", program_name); printf(" [Space] Pause/Resume rotation\n");
printf(" %s -m1 -s2 WIRE Fast wireframe\n", program_name); printf(" [w/s] Modify rotation speed\n");
printf(" %s -A -q1.5 -c2 HQ High quality with AA\n", program_name); printf(" [m] Cycle render modes\n");
printf(" %s -p2 BLOCKS Block character style\n", program_name); printf(" [c] Cycle color pipelines\n");
printf("\n"); printf(" [p] Cycle ASCII density palettes\n");
printf(" [q / ESC] Terminate gracefully\n\n");
printf("INTERACTIVE KEYS (during rendering):\n");
printf(" Ctrl+C Exit\n");
printf("\n");
printf("Supported characters: A-Z, a-z, 0-9\n");
printf("\n");
} }
/** static bool parse_cli_args(int argc, char *argv[], RotationState *rotation,
* @brief Parse command line arguments char *text_buffer, size_t buf_len) {
*/ *rotation = renderer_default_rotation();
static bool parse_arguments(int argc, char *argv[], g_settings = renderer_default_settings();
RotationState *rotation, const char **text)
{
*rotation = renderer_default_rotation();
g_settings = renderer_default_settings();
*text = "3D";
bool explicit_rotation = false; // Set a default demo text if none is supplied
strncpy(text_buffer, "3D", buf_len - 1);
text_buffer[buf_len - 1] = '\0';
for (int i = 1; i < argc; i++) { bool explicit_rotation = false;
if (argv[i][0] == '-') {
const char *opt = &argv[i][1];
while (*opt) { for (int i = 1; i < argc; i++) {
switch (*opt) { if (argv[i][0] == '-') {
case 's': const char *opt = &argv[i][1];
if (i + 1 < argc) { while (*opt) {
rotation->speed = (float)atof(argv[++i]); switch (*opt) {
if (rotation->speed <= 0.0f) rotation->speed = 1.0f; case 's':
} if (i + 1 < argc) {
goto next_arg; rotation->speed = (float)atof(argv[++i]);
if (rotation->speed <= 0.0f)
case 'x': rotation->speed = 1.0f;
rotation->enable_x = true; }
explicit_rotation = true; goto next_arg;
break; case 'x':
rotation->enable_x = true;
case 'y': explicit_rotation = true;
rotation->enable_y = true; break;
explicit_rotation = true; case 'y':
break; rotation->enable_y = true;
explicit_rotation = true;
case 'z': break;
rotation->enable_z = true; case 'z':
explicit_rotation = true; rotation->enable_z = true;
break; explicit_rotation = true;
break;
case 'a': case 'a':
rotation->enable_x = true; rotation->enable_x = true;
rotation->enable_y = true; rotation->enable_y = true;
rotation->enable_z = true; rotation->enable_z = true;
explicit_rotation = true; explicit_rotation = true;
break; break;
case 'm':
case 'm': if (i + 1 < argc) {
if (i + 1 < argc) { int mode = atoi(argv[++i]);
int mode = atoi(argv[++i]); if (mode >= 0 && mode < RENDER_MODE_COUNT) {
if (mode >= 0 && mode < RENDER_MODE_COUNT) { g_settings.mode = (RenderMode)mode;
g_settings.mode = (RenderMode)mode;
}
}
goto next_arg;
case 'c':
if (i + 1 < argc) {
int cmode = atoi(argv[++i]);
if (cmode >= 0 && cmode < COLOR_MODE_COUNT) {
g_settings.color_mode = (ColorMode)cmode;
}
}
goto next_arg;
case 'q':
if (i + 1 < argc) {
g_settings.quality = (float)atof(argv[++i]);
if (g_settings.quality < 0.5f) g_settings.quality = 0.5f;
if (g_settings.quality > 2.0f) g_settings.quality = 2.0f;
}
goto next_arg;
case 'A':
g_settings.anti_aliasing = true;
break;
case 'p':
if (i + 1 < argc) {
int pal = atoi(argv[++i]);
if (pal >= 0 && pal < 4) {
g_settings.palette_index = pal;
}
}
goto next_arg;
case 'f':
g_settings.show_fps = true;
break;
case 'h':
print_usage(argv[0]);
return false;
default:
fprintf(stderr, "Unknown option: -%c\n", *opt);
print_usage(argv[0]);
return false;
}
opt++;
} }
} else { }
*text = argv[i]; goto next_arg;
case 'c':
if (i + 1 < argc) {
int cmode = atoi(argv[++i]);
if (cmode >= 0 && cmode < COLOR_MODE_COUNT) {
g_settings.color_mode = (ColorMode)cmode;
}
}
goto next_arg;
case 'q':
if (i + 1 < argc) {
g_settings.quality = (float)atof(argv[++i]);
if (g_settings.quality < 0.5f)
g_settings.quality = 0.5f;
if (g_settings.quality > 2.0f)
g_settings.quality = 2.0f;
}
goto next_arg;
case 'A':
g_settings.anti_aliasing = true;
break;
case 'p':
if (i + 1 < argc) {
int pal = atoi(argv[++i]);
if (pal >= 0 && pal < 4) {
g_settings.palette_index = pal;
}
}
goto next_arg;
case 'f':
g_settings.show_fps = true;
break;
case 'h':
print_usage(argv[0]);
return false;
default:
fprintf(stderr, "Unrecognized param: -%c\n", *opt);
print_usage(argv[0]);
return false;
} }
next_arg:; opt++;
}
} else {
strncpy(text_buffer, argv[i], buf_len - 1);
text_buffer[buf_len - 1] = '\0';
} }
next_arg:;
}
/* Handle rotation defaults */ // Inject Y-axis animation as a baseline if the user provided no explicit axis
if (explicit_rotation && !rotation->enable_y) { // constraints
/* User explicitly chose axes */ if (!explicit_rotation) {
} else if (!explicit_rotation) { rotation->enable_y = true;
rotation->enable_y = true; }
}
return true; return true;
} }
/** static void tui_help_overlay(void) {
* @brief Main render loop with advanced features printf("\033[%d;1H\033[90m [SPACE] Pause | [w/s] Speed | [c] Color | [m] "
*/ "Mode | [p] Palette | [q/ESC] Quit | Type to edit \033[0m",
static void render_loop(const char *text, RotationState *rotation) SCREEN_HEIGHT);
{ fflush(stdout);
double last_time = timing_get_seconds(); }
double fps_update_time = last_time;
int frame_count = 0;
double current_fps = 0.0;
/* Apply settings */ static void core_render_loop(char *text_input, RotationState *rotation) {
double last_time = timing_get_seconds();
double fps_update_time = last_time;
int frame_count = 0;
double current_fps = 0.0;
// Mount the requested settings into our rendering context
renderer_set_mode(g_settings.mode);
renderer_set_color_mode(g_settings.color_mode);
renderer_set_palette(g_settings.palette_index);
while (g_running) {
double current_time = timing_get_seconds();
double delta_time = current_time - last_time;
last_time = current_time;
// Let's poll non-blocking CLI input to keep interactivity responsive
if (tui_process_input(rotation, &g_settings, text_input, 64)) {
g_running = 0;
break;
}
// Must sync local settings back to the engine incase TUI altered them
renderer_set_mode(g_settings.mode); renderer_set_mode(g_settings.mode);
renderer_set_color_mode(g_settings.color_mode); renderer_set_color_mode(g_settings.color_mode);
renderer_set_palette(g_settings.palette_index); renderer_set_palette(g_settings.palette_index);
while (g_running) { frame_count++;
double current_time = timing_get_seconds(); if (current_time - fps_update_time >= 1.0) {
double delta_time = current_time - last_time; current_fps = (double)frame_count / (current_time - fps_update_time);
last_time = current_time; frame_count = 0;
fps_update_time = current_time;
/* Update FPS counter */
frame_count++;
if (current_time - fps_update_time >= 1.0) {
current_fps = (double)frame_count / (current_time - fps_update_time);
frame_count = 0;
fps_update_time = current_time;
}
/* Update rotation */
renderer_update_rotation(rotation, delta_time);
/* Render frame */
renderer_clear();
renderer_draw_text_ex(text, rotation, &g_settings);
/* Present with appropriate color mode */
if (g_settings.color_mode != COLOR_MODE_MONO) {
renderer_present_color(&g_settings);
} else {
renderer_present();
}
/* Show FPS if enabled */
if (g_settings.show_fps) {
printf("\033[1;1H\033[7m FPS: %.1f | Voxels: %d \033[0m",
current_fps, renderer_get_stats().triangles);
fflush(stdout);
}
/* Limit frame rate */
timing_limit_fps(current_time, TARGET_FPS);
} }
if (g_settings.auto_rotate) {
renderer_update_rotation(rotation, delta_time);
}
renderer_clear();
renderer_draw_text_ex(text_input, rotation, &g_settings);
if (g_settings.color_mode != COLOR_MODE_MONO) {
renderer_present_color(&g_settings);
} else {
renderer_present();
}
if (g_settings.show_fps) {
printf("\033[1;1H\033[7m FPS: %.1f | Voxels: %d \033[0m", current_fps,
renderer_get_stats().triangles);
}
tui_help_overlay();
timing_limit_fps(current_time, TARGET_FPS);
}
} }
/** int main(int argc, char *argv[]) {
* @brief Program entry point RotationState rotation;
*/ char text_buffer[64] = {0};
int main(int argc, char *argv[])
{
RotationState rotation;
const char *text;
/* Parse command line */ if (!parse_cli_args(argc, argv, &rotation, text_buffer,
if (!parse_arguments(argc, argv, &rotation, &text)) { sizeof(text_buffer))) {
return EXIT_SUCCESS; return EXIT_SUCCESS;
} }
/* Setup signal handlers */ setup_signals();
setup_signals();
/* Initialize renderer */ if (renderer_init() != 0) {
if (renderer_init() != 0) { fprintf(
fprintf(stderr, "Failed to initialize renderer\n"); stderr,
return EXIT_FAILURE; "Renderer initialization failed due to context limits or IO error.\n");
} return EXIT_FAILURE;
}
/* Enter alternate screen buffer for clean exit */ // Elevating the console environment
renderer_enter_alternate_screen(); renderer_enter_alternate_screen();
renderer_clear_terminal(); renderer_clear_terminal();
renderer_hide_cursor(); renderer_hide_cursor();
/* Run main loop */ if (tui_init() < 0) {
render_loop(text, &rotation);
/* Cleanup */
renderer_show_cursor(); renderer_show_cursor();
renderer_exit_alternate_screen(); renderer_exit_alternate_screen();
renderer_cleanup(); renderer_cleanup();
fprintf(stderr, "Failed to instantiate TTY interface. Falling back.\n");
return EXIT_FAILURE;
}
printf("Goodbye!\n"); core_render_loop(text_buffer, &rotation);
return EXIT_SUCCESS; // Tearing down custom modes properly ensures the user doesn't end up with a
// broken shell prompt
tui_cleanup();
renderer_show_cursor();
renderer_exit_alternate_screen();
renderer_cleanup();
printf("Goodbye!\n");
return EXIT_SUCCESS;
} }

File diff suppressed because it is too large Load Diff

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@@ -1,43 +1,35 @@
/**
* @file timing.c
* @brief High-precision timing utilities implementation
* @author ASCII3D Project
* @version 1.0.0
*/
#define _POSIX_C_SOURCE 200809L #define _POSIX_C_SOURCE 200809L
#include "timing.h" #include "timing.h"
#include <time.h> #include <time.h>
double timing_get_seconds(void) double timing_get_seconds(void) {
{ struct timespec ts;
struct timespec ts; // We enforce monotonic clock so system daylight saving updates don't break
clock_gettime(CLOCK_MONOTONIC, &ts); // delta logic
return (double)ts.tv_sec + (double)ts.tv_nsec / 1.0e9; clock_gettime(CLOCK_MONOTONIC, &ts);
return (double)ts.tv_sec + (double)ts.tv_nsec / 1.0e9;
} }
void timing_sleep_us(unsigned int microseconds) void timing_sleep_us(unsigned int microseconds) {
{ struct timespec req;
struct timespec req; req.tv_sec = microseconds / 1000000;
req.tv_sec = microseconds / 1000000; req.tv_nsec = (microseconds % 1000000) * 1000L;
req.tv_nsec = (microseconds % 1000000) * 1000L; nanosleep(&req, NULL);
nanosleep(&req, NULL);
} }
void timing_limit_fps(double frame_start_time, int target_fps) void timing_limit_fps(double frame_start_time, int target_fps) {
{ if (target_fps <= 0) {
if (target_fps <= 0) { return;
return; }
}
double target_frame_time = 1.0 / (double)target_fps; double target_frame_time = 1.0 / (double)target_fps;
double elapsed = timing_get_seconds() - frame_start_time; double elapsed = timing_get_seconds() - frame_start_time;
double sleep_time = target_frame_time - elapsed; double sleep_time = target_frame_time - elapsed;
if (sleep_time > 0.0) { // Attempt dynamic throttle
unsigned int sleep_us = (unsigned int)(sleep_time * 1.0e6); if (sleep_time > 0.0) {
timing_sleep_us(sleep_us); unsigned int sleep_us = (unsigned int)(sleep_time * 1.0e6);
} timing_sleep_us(sleep_us);
}
} }

98
src/tui.c Normal file
View File

@@ -0,0 +1,98 @@
#include "tui.h"
#include <fcntl.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <termios.h>
#include <unistd.h>
static struct termios original_termios;
static int is_tui_initialized = 0;
int tui_init(void) {
if (tcgetattr(STDIN_FILENO, &original_termios) < 0) {
return -1;
}
struct termios raw = original_termios;
// We disable canonical mode and local echo so input is available instantly
// and invisible to the user until we handle it
raw.c_lflag &= ~(unsigned int)(ICANON | ECHO);
if (tcsetattr(STDIN_FILENO, TCSANOW, &raw) < 0) {
return -1;
}
// Switch STDIN to non-blocking mode.
// If no keys are pressed, read() returns immediately without halting
// rendering.
int flags = fcntl(STDIN_FILENO, F_GETFL, 0);
fcntl(STDIN_FILENO, F_SETFL, flags | O_NONBLOCK);
is_tui_initialized = 1;
return 0;
}
void tui_cleanup(void) {
if (is_tui_initialized) {
// Re-enable canonical mode/echo and block reads
tcsetattr(STDIN_FILENO, TCSANOW, &original_termios);
int flags = fcntl(STDIN_FILENO, F_GETFL, 0);
fcntl(STDIN_FILENO, F_SETFL, flags & ~O_NONBLOCK);
}
}
int tui_process_input(RotationState *rotation, RenderSettings *settings,
char *text_buffer, size_t max_text_len) {
char c;
while (read(STDIN_FILENO, &c, 1) == 1) {
switch (c) {
case 27: // Physical ESC key
case 'q':
return 1;
case ' ': // Space bars act as play/pause for auto rotation
settings->auto_rotate = !settings->auto_rotate;
break;
case 'm':
settings->mode = (RenderMode)((settings->mode + 1) % RENDER_MODE_COUNT);
break;
case 'c':
settings->color_mode =
(ColorMode)((settings->color_mode + 1) % COLOR_MODE_COUNT);
break;
case 'p':
// Currently 4 palettes defined in our system
settings->palette_index = (settings->palette_index + 1) % 4;
break;
case 'w':
rotation->speed += 0.2f;
break;
case 's':
rotation->speed -= 0.2f;
if (rotation->speed < 0.0f) {
rotation->speed = 0.0f;
}
break;
case 127: // Backspace (DEL character)
case 8: // Backspace (BS character)
{
size_t len = strlen(text_buffer);
if (len > 0) {
text_buffer[len - 1] = '\0';
}
} break;
default:
// Only allow standard displayable ASCII.
// It makes the TUI feel more like a dynamic terminal app
if (c >= ' ' && c <= '~') {
size_t len = strlen(text_buffer);
if (len < max_text_len - 1) {
text_buffer[len] = c;
text_buffer[len + 1] = '\0';
}
}
break;
}
}
return 0;
}

View File

@@ -1,91 +1,58 @@
/**
* @file vec3.c
* @brief 3D Vector mathematics implementation
* @author ASCII3D Project
* @version 1.0.0
*/
#include "vec3.h" #include "vec3.h"
#include <math.h> #include <math.h>
Vec3 vec3_create(float x, float y, float z) // Vector Math Library
{ // Optimized for simple local 3D transformations
Vec3 v = {x, y, z};
return v; Vec3 vec3_create(float x, float y, float z) {
Vec3 v = {x, y, z};
return v;
} }
Vec3 vec3_add(Vec3 a, Vec3 b) Vec3 vec3_add(Vec3 a, Vec3 b) {
{ return vec3_create(a.x + b.x, a.y + b.y, a.z + b.z);
return vec3_create(a.x + b.x, a.y + b.y, a.z + b.z);
} }
Vec3 vec3_sub(Vec3 a, Vec3 b) Vec3 vec3_sub(Vec3 a, Vec3 b) {
{ return vec3_create(a.x - b.x, a.y - b.y, a.z - b.z);
return vec3_create(a.x - b.x, a.y - b.y, a.z - b.z);
} }
Vec3 vec3_scale(Vec3 v, float s) Vec3 vec3_scale(Vec3 v, float s) {
{ return vec3_create(v.x * s, v.y * s, v.z * s);
return vec3_create(v.x * s, v.y * s, v.z * s);
} }
float vec3_dot(Vec3 a, Vec3 b) float vec3_dot(Vec3 a, Vec3 b) { return a.x * b.x + a.y * b.y + a.z * b.z; }
{
return a.x * b.x + a.y * b.y + a.z * b.z; Vec3 vec3_cross(Vec3 a, Vec3 b) {
return vec3_create(a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z,
a.x * b.y - a.y * b.x);
} }
Vec3 vec3_cross(Vec3 a, Vec3 b) float vec3_length(Vec3 v) { return sqrtf(v.x * v.x + v.y * v.y + v.z * v.z); }
{
return vec3_create( Vec3 vec3_normalize(Vec3 v) {
a.y * b.z - a.z * b.y, float len = vec3_length(v);
a.z * b.x - a.x * b.z, // Arbitrarily high epsilon cut-off to avoid division by zero artifacts
a.x * b.y - a.y * b.x if (len > 0.0001f) {
); return vec3_scale(v, 1.0f / len);
}
return vec3_create(0.0f, 0.0f, 0.0f);
} }
float vec3_length(Vec3 v) Vec3 vec3_rotate_x(Vec3 v, float angle) {
{ float c = cosf(angle);
return sqrtf(v.x * v.x + v.y * v.y + v.z * v.z); float s = sinf(angle);
return vec3_create(v.x, v.y * c - v.z * s, v.y * s + v.z * c);
} }
Vec3 vec3_normalize(Vec3 v) Vec3 vec3_rotate_y(Vec3 v, float angle) {
{ float c = cosf(angle);
float len = vec3_length(v); float s = sinf(angle);
if (len > 0.0001f) { return vec3_create(v.x * c + v.z * s, v.y, -v.x * s + v.z * c);
return vec3_scale(v, 1.0f / len);
}
return vec3_create(0.0f, 0.0f, 0.0f);
} }
Vec3 vec3_rotate_x(Vec3 v, float angle) Vec3 vec3_rotate_z(Vec3 v, float angle) {
{ float c = cosf(angle);
float c = cosf(angle); float s = sinf(angle);
float s = sinf(angle); return vec3_create(v.x * c - v.y * s, v.x * s + v.y * c, v.z);
return vec3_create(
v.x,
v.y * c - v.z * s,
v.y * s + v.z * c
);
}
Vec3 vec3_rotate_y(Vec3 v, float angle)
{
float c = cosf(angle);
float s = sinf(angle);
return vec3_create(
v.x * c + v.z * s,
v.y,
-v.x * s + v.z * c
);
}
Vec3 vec3_rotate_z(Vec3 v, float angle)
{
float c = cosf(angle);
float s = sinf(angle);
return vec3_create(
v.x * c - v.y * s,
v.x * s + v.y * c,
v.z
);
} }