boarfds
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8 changed files with 641 additions and 280 deletions
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@ -1,3 +1,6 @@
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#ifndef DEFINE_H
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#define DEFINE_H
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#include <stdint.h>
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#include <stdlib.h>
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#include <math.h>
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@ -5,4 +8,99 @@
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#include <stdio.h>
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#include <conio.h>
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typedef int32_t fixed;
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#define MODE_WIRE 0 // Transparent totalv_cache
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#define MODE_HIDDEN 1 // Fil de fer avec surfaces cachées
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#define MODE_SOLID 2 // Plein (Gouraud)
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#define MAX_VERTEX 5000
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#define MAX_FACES 8000
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typedef int32_t fixed;
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#define f_to_int(a) ((a) >> 16)
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#define int_to_f(a) ((a) << 16)
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// #define f_mul(a, b) ((fixed)(((int64_t)(a) * (b)) >> 16))
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// --- Remplacement des inlines ---
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static __inline fixed f_mul(fixed a, fixed b) { return (fixed)(((int64_t)a * b) >> 16); }
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static __inline fixed f_div(fixed a, fixed b) { if (b == 0) return 0; return (fixed)(((int64_t)a << 16) / b); }
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// Matrice 3x3 pour la rotation des normales et des sommets
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typedef struct {
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fixed m[3][3];
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} Matrix3;
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typedef struct {
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fixed x, y, z;
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} Vector3;
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typedef struct {
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int a, b, c;
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uint8_t color;
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uint8_t force_wire;
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} Face;
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typedef struct {
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int x, y;
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fixed z;
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int intensity;
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} Point2D;
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typedef struct {
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Vector3 *verts;
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Vector3 *v_normals;
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Face *faces;
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int num_verts, num_faces;
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} Mesh;
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typedef struct {
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Mesh *mesh; // Pointeur vers le modèle 3D (partagé si plusieurs sphères)
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Vector3 position; // Position dans le monde
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Matrix3 rotation; // Rotation locale de l'objet
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} Object3D;
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typedef struct { uint8_t r, g, b; } RGB;
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// --- Ajout des déclarations de tables ---
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extern fixed sintab[360];
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extern fixed costab[360];
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extern fixed inv_table[321];
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extern Point2D v_cache[MAX_VERTEX];
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extern uint8_t *backbuffer;
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extern uint16_t *zbuffer;
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extern uint8_t *vga;
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// Engine.C
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void init_engine_math();
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void normalize(Vector3 *v);
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void mat3_rotate_x(Matrix3 *m, int angle);
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void mat3_rotate_y(Matrix3 *m, int angle);
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void mat3_mul(Matrix3 *res, Matrix3 *a, Matrix3 *b);
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// geometry.c
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void add_face(Mesh *m, int a, int b, int c, uint8_t col, uint8_t wire);
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void add_sphere(Mesh *m, fixed x, fixed y, fixed z, fixed r, int det, uint8_t col, uint8_t wire);
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void add_cylinder(Mesh *m, fixed x, fixed y, fixed z, fixed r, fixed h, int det, uint8_t col, uint8_t wire);
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void save_mesh(Mesh *m, const char *fn);
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Mesh* load_mesh(const char *fname);
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void free_mesh(Mesh *m);
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void render_scene(Mesh *m, Matrix3 *rot, int global_mode);
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// Raster.c
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void draw_line_z(Point2D *p1, Point2D *p2, uint8_t col, int z_test);
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void swap_pt(Point2D **a, Point2D **b);
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void fill_triangle_gouraud(Point2D *p1, Point2D *p2, Point2D *p3, uint8_t base_color);
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void fill_triangle_zonly(Point2D *p1, Point2D *p2, Point2D *p3);
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// Graph.c
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void init_vga();
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void clear_buffers(uint8_t color);
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void flip();
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void close_vga();
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// Math.c
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void mat3_identity(Matrix3 *mat);
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void init_engine_math();
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void normalize(Vector3 *v);
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#endif // DEFINE_H
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