Initial commit :)

This commit is contained in:
VegOwOtenks 2025-02-28 15:16:06 +01:00
commit 0dd5f62c07
6 changed files with 198 additions and 0 deletions

9
.gitmodules vendored Normal file
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[submodule "submodules/SDL_ttf"]
path = submodules/SDL_ttf
url = https://github.com/libsdl-org/SDL_ttf.git
[submodule "submodules/SDL"]
path = submodules/SDL
url = https://github.com/libsdl-org/SDL.git
[submodule "submodules/utilitiec"]
path = submodules/utilitiec
url = https://git.jossco.de/VegOwOtenks/utilitiec.git

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CMakeLists.txt Normal file
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cmake_minimum_required(VERSION 3.16)
project(hello)
# set the output directory for built objects.
# This makes sure that the dynamic library goes into the build directory automatically.
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/$<CONFIGURATION>")
set(CMAKE_LIBRARY_OUTPUT_DIRECTORY "${CMAKE_BINARY_DIR}/$<CONFIGURATION>")
# This assumes the SDL source is available in vendored/SDL
add_subdirectory(submodules/SDL EXCLUDE_FROM_ALL)
# This assumes the SDL_ttf source is available in vendored/SDL_ttf
add_subdirectory(submodules/SDL_ttf EXCLUDE_FROM_ALL)
add_subdirectory(submodules/utilitiec EXCLUDE_FROM_ALL)
# Create your game executable target as usual
add_executable(hello WIN32 hello.c)
# Link to the actual SDL3 library.
target_link_libraries(hello PRIVATE SDL3_ttf::SDL3_ttf SDL3::SDL3 QuadTree allocator-interface rand m)

165
hello.c Normal file
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/*
Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely.
*/
#include <SDL3/SDL_rect.h>
#include <SDL3/SDL_render.h>
#include <SDL3/SDL_surface.h>
#include <math.h>
#include <stdio.h>
#define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#include <SDL3_ttf/SDL_ttf.h>
#include "submodules/utilitiec/src/QuadTree/QuadTree.h"
#include "submodules/utilitiec/src/rand/xoshiro256.h"
static SDL_Window *window = NULL;
static SDL_Renderer *renderer = NULL;
static QuadTree tree;
typedef struct Particle_s {
QuadTreeLeaf position;
double velocity;
double direction;
} Particle;
static Particle particles[1000];
scalar QuadTreeLeaf_norm(QuadTreeLeaf* vector)
{
return sqrt(pow(vector->x, 2) + pow(vector->y, 2));
}
scalar Particle_AngleBetweenDirectionAndOtherParticle(Particle* this, Particle* other)
{
QuadTreeLeaf vectorFromThisToOther = {other->position.x - this->position.x, other->position.y - this->position.y};
QuadTreeLeaf thisDirectionAsVector = {cos(this->direction), sin(this->direction)};
scalar normProduct = QuadTreeLeaf_norm(&vectorFromThisToOther) * QuadTreeLeaf_norm(&thisDirectionAsVector);
if (normProduct == 0) return 0;
return (vectorFromThisToOther.x * thisDirectionAsVector.x + vectorFromThisToOther.y * thisDirectionAsVector.y) / normProduct;
}
/* This function runs once at startup. */
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
{
SDL_Color color = { 255, 255, 255, SDL_ALPHA_OPAQUE };
SDL_Surface *text;
/* Create the window */
if (!SDL_CreateWindowAndRenderer("Swarm Simulation", 600, 600, 0, &window, &renderer)) {
SDL_Log("Couldn't create window and renderer: %s\n", SDL_GetError());
return SDL_APP_FAILURE;
}
if (!TTF_Init()) {
SDL_Log("Couldn't initialise SDL_ttf: %s\n", SDL_GetError());
return SDL_APP_FAILURE;
}
QuadTree_Create(&tree, 600, 600, NULL);
Xoshiro256State rand_state = { 0, 10, 10, 0 };
for (size_t i = 0; i < sizeof(particles) / sizeof(particles[0]); i++) {
particles[i].position.x = xoshiro256_next(&rand_state) % 600;
particles[i].position.y = xoshiro256_next(&rand_state) % 600;
particles[i].velocity = xoshiro256_next(&rand_state) % 7;
particles[i].direction = (xoshiro256_next(&rand_state) % 1000) / 999.0 * acos(0);
QuadTree_Insert(&tree, &particles[i].position);
}
return SDL_APP_CONTINUE;
}
/* This function runs when a new event (mouse input, keypresses, etc) occurs. */
SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
{
if (event->type == SDL_EVENT_KEY_DOWN ||
event->type == SDL_EVENT_QUIT) {
return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
}
return SDL_APP_CONTINUE;
}
int QuadTree_DrawTree(void* context, QuadSubTree* tree, QuadTreeDimension dimension)
{
SDL_FRect render_rect;
render_rect.x = dimension.left;
render_rect.y = dimension.top;
render_rect.h = dimension.bottom - dimension.top;
render_rect.w = dimension.right - dimension.left;
SDL_RenderRect(renderer, &render_rect);
return EXIT_SUCCESS;
}
void Particle_Move(Particle* self)
{
self->position.x += 1/60.0 * self->velocity * cos(self->direction);
self->position.y += 1/60.0 * self->velocity * sin(self->direction);
self->position.x = self->position.x > 600 ? self->position.x - 600 : self->position.x;
self->position.y = self->position.y > 600 ? self->position.y - 600 : self->position.y;
}
void Particle_turnTo(Particle* self, Particle* target)
{
scalar angle = Particle_AngleBetweenDirectionAndOtherParticle(self, target);
self->direction += angle;
self->direction /= 2;
}
/* This function runs once per frame, and is the heart of the program. */
SDL_AppResult SDL_AppIterate(void *appstate)
{
// clear screen
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
QuadTree new_tree;
QuadTree_Create(&new_tree, 600, 600, tree.allocator);
for (size_t i = 0; i < sizeof(particles) / sizeof(particles[0]); i++) {
Particle_turnTo(particles + i, particles + 0);
Particle_Move(particles + i);
QuadTree_Insert(&new_tree, &particles[i].position);
SDL_RenderPoint(renderer, particles[i].position.x, particles[i].position.y);
}
SDL_SetRenderDrawColor(renderer, 0, 0, 255, 255);
SDL_RenderPoint(renderer, particles[0].position.x, particles[0].position.y);
QuadTree_Destroy(&tree);
tree = new_tree;
//QuadTree_ForEachTree(&tree, QuadTree_DrawTree, NULL);
// swap
SDL_RenderPresent(renderer);
return SDL_APP_CONTINUE;
}
/* This function runs once at shutdown. */
void SDL_AppQuit(void *appstate, SDL_AppResult result)
{
QuadTree_Destroy(&tree);
TTF_Quit();
SDL_DestroyWindow(window);
SDL_DestroyRenderer(renderer);
}

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submodules/SDL Submodule

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Subproject commit e01257376659f75562108e4948e13135fc3108e6

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submodules/SDL_ttf Submodule

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Subproject commit d1e85b29c62c72e9de27a91c9c02ef39f7ca5ab3

1
submodules/utilitiec Submodule

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Subproject commit a569dd05a6470b4a98fbf3a0218d2d13820d16fa