#include "graphics.h" #include #include #include struct Vec3 { float x, y, z; }; Vec3 rotateX(const Vec3& v, float angle) { float c = std::cos(angle); float s = std::sin(angle); return { v.x, v.y * c - v.z * s, v.y * s + v.z * c }; } Vec3 rotateY(const Vec3& v, float angle) { float c = std::cos(angle); float s = std::sin(angle); return { v.x * c + v.z * s, v.y, -v.x * s + v.z * c }; } Vec3 rotateZ(const Vec3& v, float angle) { float c = std::cos(angle); float s = std::sin(angle); return { v.x * c - v.y * s, v.x * s + v.y * c, v.z }; } void project(const Vec3& v, int& x2d, int& y2d, float width, float height, float zoom) { float distance = 4.0f; float z = v.z + distance; float factor = zoom / z; x2d = static_cast(v.x * factor + width / 2); y2d = static_cast(v.y * factor + height / 2); } struct Star { float x, y, z; }; int main() { const int width = 800; const int height = 600; WindowHandle* window = createWindow("DEMOSCENE CUBE", width, height); if (!window) return -1; std::vector vertices = { {-1,-1,-1},{1,-1,-1},{1,1,-1},{-1,1,-1}, {-1,-1,1},{1,-1,1},{1,1,1},{-1,1,1} }; std::vector> edges = { {0,1},{1,2},{2,3},{3,0}, {4,5},{5,6},{6,7},{7,4}, {0,4},{1,5},{2,6},{3,7} }; // Starfield const int starCount = 300; std::vector stars; for (int i = 0; i < starCount; ++i) { stars.push_back({ ((rand() % 200) - 100) / 10.0f, ((rand() % 200) - 100) / 10.0f, (rand() % 100) / 10.0f }); } float time = 0.0f; while (!windowShouldClose(window)) { pollEvents(window); // Pulsing background int bg = static_cast((std::sin(time * 0.5f) + 1.0f) * 20); clearScreen(window, Color(bg, 0, bg + 20)); // --- STARFIELD --- for (auto& star : stars) { star.z -= 0.05f; if (star.z <= 0.1f) star.z = 10.0f; int sx = static_cast((star.x / star.z) * 200 + width/2); int sy = static_cast((star.y / star.z) * 200 + height/2); if (sx >= 0 && sx < width && sy >= 0 && sy < height) drawPixel(window, sx, sy, Color(255,255,255)); } // Color cycling (rainbow) int r = static_cast((std::sin(time) + 1) * 127); int g = static_cast((std::sin(time + 2) + 1) * 127); int b = static_cast((std::sin(time + 4) + 1) * 127); float zoom = 150.0f + std::sin(time) * 50.0f; // --- MULTI-CUBE EFFECT --- for (int c = 0; c < 3; ++c) { float offset = c * 2.5f - 2.5f; std::vector transformed; for (const auto& v : vertices) { Vec3 r3 = rotateX(v, time + c); r3 = rotateY(r3, time * 0.7f + c); r3 = rotateZ(r3, time * 0.5f); r3.x += offset; transformed.push_back(r3); } for (const auto& edge : edges) { int x1, y1, x2, y2; project(transformed[edge.first], x1, y1, width, height, zoom); project(transformed[edge.second], x2, y2, width, height, zoom); drawLine(window, x1, y1, x2, y2, Color(r, g, b)); } } swapBuffers(window); time += 0.02f; delay(16); } destroyWindow(window); return 0; }