%% This is an example. Feel free to copy and reuse as you wish. %% %% This example was almost entirely generated by Grok 3 with %% minor human-driven changes (such as fixing the position of %% legs). The raster is imperfect, either missing sides or %% sides being incorrectly defined. %% %% The conversation leading to this example can be found at %% https://x.com/i/grok/share/IN1mWW5a4g1zcqYTInA4X8BXP -module(duck_engine). -export([run/0]). run() -> % Initialize SDL with video subsystem case sdl:start([video]) of ok -> % Ensure SDL stops when this process exits sdl:stop_on_exit(), % Create a window (title, x, y, width, height, flags) {ok, Window} = sdl_window:create(<<"Duck Engine">>, 100, 100, 800, 600, []), % Create a renderer with acceleration and vsync {ok, Renderer} = sdl_renderer:create(Window, -1, [accelerated, present_vsync]), % Define initial duck vertices Duck = duck_vertices(), % Start the rendering loop with initial rotation angles loop(Window, Renderer, Duck, {0.0, 0.0, 0.0}); {application_start_error, Reason} -> io:format("Failed to start esdl2 application: ~p~n", [Reason]), error; {error, String} -> io:format("SDL initialization failed: ~s~n", [String]), error end. % Main rendering loop loop(Window, Renderer, Duck, {XAngle, YAngle, ZAngle}) -> % Set clear color to white (R, G, B, A) sdl_renderer:set_draw_color(Renderer, 255, 255, 255, 255), % Clear the renderer sdl_renderer:clear(Renderer), % Rotate the duck vertices RotatedDuck = rotate_duck(Duck, XAngle, YAngle, ZAngle), % Project and draw the rotated duck project_and_draw(RotatedDuck, Renderer), % Present the rendered frame sdl_renderer:present(Renderer), % Process all events and determine if we should quit case handle_events() of quit -> ok; % Exit if quit event is detected continue -> % Sleep for ~16ms (approx 60 FPS) and continue with updated angles timer:sleep(16), loop(Window, Renderer, Duck, {XAngle + 0.03, YAngle + 0.05, ZAngle + 0.04}) end. % Handle all pending events in the queue handle_events() -> case sdl_events:poll() of #{type := quit} -> quit; % Quit event detected #{type := _} -> handle_events(); % Other event, keep processing false -> continue % No more events, proceed with rendering end. % Rotate duck vertices around X, Y, and Z axes rotate_duck(Vertices, XAngle, YAngle, ZAngle) -> RotX = matrix3d:rotate_x(XAngle), RotY = matrix3d:rotate_y(YAngle), RotZ = matrix3d:rotate_z(ZAngle), % Combine rotation matrices: X * (Y * Z) TempMatrix = matrix3d:multiply(RotY, RotZ), CombinedMatrix = matrix3d:multiply(RotX, TempMatrix), [matrix3d:apply(CombinedMatrix, Vertex) || Vertex <- Vertices]. % Define duck vertices (unchanged from your description) duck_vertices() -> [ % Body: 0-11 {1.0, 1.4, 0.8}, {1.0, 1.4, -0.8}, {1.4, 0.6, 0.8}, {1.4, 0.6, -0.8}, {1.0, -1.0, 0.8}, {1.0, -1.0, -0.8}, {-1.0, 1.4, 0.8}, {-1.0, 1.4, -0.8}, {-1.4, 0.6, 0.8}, {-1.4, 0.6, -0.8}, {-1.0, -1.0, 0.8}, {-1.0, -1.0, -0.8}, % Head: 12-19 {-1.4, 2.0, 0.6}, {-1.4, 2.0, -0.6}, {-1.4, 1.2, 0.6}, {-1.4, 1.2, -0.6}, {-2.0, 2.0, 0.6}, {-2.0, 2.0, -0.6}, {-2.0, 1.2, 0.6}, {-2.0, 1.2, -0.6}, % Beak: 20-25 {-2.4, 1.8, 0.2}, {-2.4, 1.8, -0.2}, {-2.4, 1.4, 0.2}, {-2.4, 1.4, -0.2}, {-2.0, 1.6, 0.2}, {-2.0, 1.6, -0.2}, % Right Leg: 26-29 {-1.0, -1.0, -0.3}, {-1.0, -2.0, -0.3}, {-1.2, -2.0, -0.1}, {-1.2, -2.0, -0.5}, % Left Leg: 30-33 {-1.0, -1.0, 0.3}, {-1.0, -2.0, 0.3}, {-1.2, -2.0, 0.1}, {-1.2, -2.0, 0.5} ]. % Project 3D vertices to 2D and draw filled triangles project_and_draw(Vertices, Renderer) -> Projected = [project_vertex(V) || V <- Vertices], % Body - Front (bright yellow) sdl_renderer:set_draw_color(Renderer, 255, 255, 0, 255), FrontTriangles = [ [0, 2, 4], [6, 8, 10], [0, 6, 10], [0, 4, 10] ], [fill_triangle(Renderer, [lists:nth(A+1, Projected) || A <- Tri]) || Tri <- FrontTriangles], % Body - Back (darker yellow) sdl_renderer:set_draw_color(Renderer, 220, 220, 0, 255), BackTriangles = [ [1, 3, 5], [7, 9, 11], [1, 7, 11], [1, 5, 11] ], [fill_triangle(Renderer, [lists:nth(A+1, Projected) || A <- Tri]) || Tri <- BackTriangles], % Body - Right (golden yellow) sdl_renderer:set_draw_color(Renderer, 255, 215, 0, 255), RightTriangles = [ [0, 1, 3], [3, 5, 4], [0, 2, 4] ], [fill_triangle(Renderer, [lists:nth(A+1, Projected) || A <- Tri]) || Tri <- RightTriangles], % Body - Left (pale yellow) sdl_renderer:set_draw_color(Renderer, 255, 245, 0, 255), LeftTriangles = [ [6, 7, 9], [9, 11, 10], [6, 8, 10] ], [fill_triangle(Renderer, [lists:nth(A+1, Projected) || A <- Tri]) || Tri <- LeftTriangles], % Body - Top (light yellow) sdl_renderer:set_draw_color(Renderer, 255, 255, 100, 255), TopTriangles = [ [0, 1, 6], [1, 7, 6] ], [fill_triangle(Renderer, [lists:nth(A+1, Projected) || A <- Tri]) || Tri <- TopTriangles], % Body - Bottom (deep yellow) sdl_renderer:set_draw_color(Renderer, 255, 200, 0, 255), BottomTriangles = [ [4, 5, 10], [5, 11, 10] ], [fill_triangle(Renderer, [lists:nth(A+1, Projected) || A <- Tri]) || Tri <- BottomTriangles], % Neck (match head color: slightly greenish yellow) sdl_renderer:set_draw_color(Renderer, 245, 255, 0, 255), NeckTriangles = [ [6, 7, 18], [7, 19, 18], % Left-back to head bottom [0, 1, 14], [1, 15, 14] % Right-front to head bottom ], [fill_triangle(Renderer, [lists:nth(A+1, Projected) || A <- Tri]) || Tri <- NeckTriangles], % Head (slightly greenish yellow) sdl_renderer:set_draw_color(Renderer, 245, 255, 0, 255), HeadTriangles = [ [12, 13, 15], [12, 14, 15], [16, 17, 19], [16, 18, 19], [12, 16, 18], [12, 14, 18], [13, 17, 19], [13, 15, 19] ], [fill_triangle(Renderer, [lists:nth(A+1, Projected) || A <- Tri]) || Tri <- HeadTriangles], % Beak (orange-yellow) sdl_renderer:set_draw_color(Renderer, 255, 235, 0, 255), BeakTriangles = [ [20, 21, 23], [20, 22, 23], [20, 24, 25], [20, 21, 25], [22, 24, 25], [22, 23, 25] ], [fill_triangle(Renderer, [lists:nth(A+1, Projected) || A <- Tri]) || Tri <- BeakTriangles], % Legs (muted yellow) sdl_renderer:set_draw_color(Renderer, 235, 235, 0, 255), LegTriangles = [ [26, 27, 28], [26, 27, 29], [30, 31, 32], [30, 31, 33] ], [fill_triangle(Renderer, [lists:nth(A+1, Projected) || A <- Tri]) || Tri <- LegTriangles], % Draw edges in black sdl_renderer:set_draw_color(Renderer, 0, 0, 0, 255), Edges = [ {0, 1}, {1, 3}, {3, 5}, {5, 4}, {4, 2}, {2, 0}, {6, 7}, {7, 9}, {9, 11}, {11, 10}, {10, 8}, {8, 6}, {0, 6}, {1, 7}, {2, 8}, {3, 9}, {4, 10}, {5, 11}, {12, 13}, {13, 15}, {15, 14}, {14, 12}, {16, 17}, {17, 19}, {19, 18}, {18, 16}, {12, 16}, {13, 17}, {14, 18}, {15, 19}, {6, 16}, {7, 17}, {8, 18}, {9, 19}, {20, 21}, {21, 23}, {23, 22}, {22, 20}, {20, 24}, {21, 25}, {22, 24}, {23, 25}, {24, 25}, {16, 24}, {17, 25}, {26, 27}, {27, 28}, {27, 29}, {30, 31}, {31, 32}, {31, 33} ], [draw_line(Renderer, lists:nth(A+1, Projected), lists:nth(B+1, Projected)) || {A, B} <- Edges]. % Project a 3D vertex to 2D screen coordinates (unchanged) project_vertex({X, Y, Z}) -> ZOffset = Z + 10, Scale = 800, ScreenX = 400 + round((X / ZOffset) * Scale), ScreenY = 300 + round((Y / ZOffset) * Scale), {ScreenX, ScreenY}. % Draw a line (unchanged) draw_line(Renderer, {X1, Y1}, {X2, Y2}) -> sdl_renderer:draw_line(Renderer, X1, Y1, X2, Y2). % Fill a triangle with scanline approach, handling degenerate cases fill_triangle(Renderer, Points) -> [{X1, Y1}, {X2, Y2}, {X3, Y3}] = lists:sort(fun({_, YA}, {_, YB}) -> YA =< YB end, Points), if Y1 == Y3 -> % Degenerate case: all Ys equal if X1 == X2 andalso X2 == X3 -> ok; % Single point true -> XMin = lists:min([X1, X2, X3]), XMax = lists:max([X1, X2, X3]), sdl_renderer:draw_line(Renderer, XMin, Y1, XMax, Y1) end; true -> case {Y1 == Y2, Y2 == Y3} of {true, false} -> % Flat top fill_flat_top_triangle(Renderer, X1, Y1, X2, Y2, X3, Y3); {false, true} -> % Flat bottom fill_flat_bottom_triangle(Renderer, X1, Y1, X2, Y2, X3, Y3); {false, false} -> % General case T = (Y2 - Y1) / (Y3 - Y1), XMid = X1 + round(T * (X3 - X1)), fill_flat_bottom_triangle(Renderer, X1, Y1, X2, Y2, XMid, Y2), fill_flat_top_triangle(Renderer, X2, Y2, XMid, Y2, X3, Y3) end end. % Fill a flat-bottom triangle fill_flat_bottom_triangle(Renderer, X1, Y1, X2, Y2, X3, _) -> lists:foreach( fun(Y) -> T = (Y - Y1) / (Y2 - Y1), XA = X1 + round(T * (X2 - X1)), XB = X1 + round(T * (X3 - X1)), {XStart, XEnd} = if XA =< XB -> {XA, XB}; true -> {XB, XA} end, sdl_renderer:draw_line(Renderer, XStart, Y, XEnd, Y) end, lists:seq(round(Y1), round(Y2)) ). % Fill a flat-top triangle fill_flat_top_triangle(Renderer, X1, Y1, X2, _, X3, Y3) -> lists:foreach( fun(Y) -> T = (Y - Y1) / (Y3 - Y1), XA = X1 + round(T * (X3 - X1)), XB = X2 + round(T * (X3 - X2)), {XStart, XEnd} = if XA =< XB -> {XA, XB}; true -> {XB, XA} end, sdl_renderer:draw_line(Renderer, XStart, Y, XEnd, Y) end, lists:seq(round(Y1), round(Y3)) ).