1v13d/src/main.c

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#include <gint/display.h>
#include <gint/keyboard.h>
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#include <gint/std/stdio.h>
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#include <gint/std/stdlib.h>
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#include <gint/clock.h>
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#include <fxengine/point.h>
/*
int main(void)
{
//init_controls();
dclear(C_WHITE);
fe_integer_point point[4]={{{10,0,0},{0,0,0}},{{10,10,0},{0,0,0}},{{10,0,10},{0,0,0}},{{10,10,10},{0,0,0}}};
//FE_face face={&point[0],&point[1],&point[2],1,2};
//FE_face face2={&point[3],&point[1],&point[2],0,2};
while (1)
{
//FE_new_frame();
dclear(C_WHITE);
//reload_fps_displaying();
for (int i=0;i<4;i++)
{
fe_point_translate(&point[i]);
if (point[i].translated.z>0)
{
dpixel(point[i].translated.x,point[i].translated.y,C_BLACK);
}
}
dupdate();
//FE_draw_face(&face);
//FE_draw_face(&face2);
//display_fps(100,56);
}
getkey();
return 1;
}
*/
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#include <gint/display.h>
#include <gint/keyboard.h>
#include <gint/std/stdio.h>
#include <gint/std/stdlib.h>
#include <gint/clock.h>
#include <fxengine/point.h>
#include <fxengine/texture.h>
#include <fxengine/triangle.h>
#include <fxengine/object.h>
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int main(void)
{
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//init_controls();
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dclear(C_WHITE);
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//render_integer_point point[4]={{{10,0,0},{0,0,0}},{{10,10,0},{0,0,0}},{{10,0,10},{0,0,0}},{{10,10,10},{0,0,0}}};
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//FE_face face={&point[0],&point[1],&point[2],1,2};
//FE_face face2={&point[3],&point[1],&point[2],0,2};
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uint32_t color[32] =
{
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0b11111111111111111111111111111111,
0b11111111111111111111111111111111,
0b11111111111111000000000000000011,
0b11111111111111000000000000000011,
0b11111111111111000000000000000011,
0b11111111111111000000000000000011,
0b11111111111111000000000000000011,
0b11111111111111000000000000000011,
0b11111111111111000000000000000011,
0b11111111111111000000000000000011,
0b11111111111111000000000000000011,
0b11111111111111000000000000000011,
0b11111111111111000000000000000011,
0b11111111111111000000000000000011,
0b11000000000000000000000000000011,
0b11000000000000000000000000000011,
0b11000000000000000000000000000011,
0b11000000000000000000000000000011,
0b11000000000000000000000000000011,
0b11000000000000000000000000000011,
0b11000000000000000000000000000011,
0b11000000000000000000000000000011,
0b11000000000000000000000000000011,
0b11000000000000000000000000000011,
0b11000000000000000000000000000011,
0b11000000000000000000000000000011,
0b11000000000000000000000000000011,
0b11000000000000000000000000000011,
0b11000000000000000000000000000011,
0b11000000000000000000000000000011,
0b11111111111111111111111111111111,
0b11111111111111111111111111111111
};
fe_texture_rich * bmp = fe_texture_new_rich(32, 32, color, 0, 0, 0);
fe_texture_debug(bmp);
/*
fe_integer_point points[3]=
{
{
{1,1,0},
{54,6,5}
},
{
{0,1,0},
{5,3,8}
},
{
{1,0,0},
{5,3,64}
}
};
fe_object object;
fe_object_init(&object);
fe_object_set_points(&object, points, 3, 0);
fe_triangle triangle =
{
&points[0].translated,
&points[1].translated,
&points[2].translated,
bmp,
0,
0
};
fe_object_set_faces(&object, &triangle, 1, 0);
fe_render_update(1);
//fe_object_display(&object);
fe_render_update(1);
dupdate();
getkey();
*/
return 1;
}