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small3dlib/programs/pokitto/level.cpp

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2019-07-02 01:02:37 +02:00
/*
Example program of small3dlib for Pokitto -- Quake-like level.
author: Miloslav Ciz
license: CC0 1.0
*/
#include "Pokitto.h"
#define SUBSAMPLE 3
#if 1 // This can switch between a textured and flat mode.
#define S3L_Z_BUFFER 2
#define S3L_SORT 0
#define S3L_STENCIL_BUFFER 0
#define S3L_FLAT 0
#define S3L_PERSPECTIVE_CORRECTION 2
#else
#define S3L_Z_BUFFER 2
#define S3L_SORT 0
#define S3L_STENCIL_BUFFER 0
#define S3L_FLAT 1
#define S3L_MAX_TRIANGES_DRAWN 200
#endif
#define S3L_PIXEL_FUNCTION pixelFunc
// Because we'll be writing pixels as 2x2, define the resolution one smaller.
#define BASE_W 109
#define BASE_H 87
#define S3L_RESOLUTION_X (BASE_W - BASE_W / SUBSAMPLE)
#define S3L_RESOLUTION_Y (BASE_H - BASE_H / SUBSAMPLE)
#define S3L_STRICT_NEAR_CULLING 0
#define S3L_COMPUTE_DEPTH 1 // for fog
#define S3L_REDUCED_Z_BUFFER_GRANULARITY 6
#include "small3dlib.h"
#include "levelTexture1Pal.h"
#include "levelModel.h"
Pokitto::Core pokitto;
#if S3L_FLAT
uint8_t triangleColors[LEVEL_TRIANGLE_COUNT];
#endif
static inline uint8_t texture(int32_t u, int32_t v)
{
u = S3L_wrap(u,LEVEL1_TEXTURE_WIDTH);
v = S3L_wrap(v,LEVEL1_TEXTURE_HEIGHT);
uint32_t index = v * LEVEL1_TEXTURE_WIDTH + u;
return level1Texture[index];
}
S3L_ScreenCoord subsampleMap[BASE_W + SUBSAMPLE];
uint32_t previousTriangle = 100;
static inline uint8_t addIntensity(uint8_t color, int16_t intensity)
{
int16_t newValue = (color & 0b00001111) + intensity; // value as in HSV
if (newValue >= 16)
newValue = 15;
return (color & 0b11110000) | newValue;
}
static inline uint8_t substractIntensity(uint8_t color, int16_t intensity)
{
int16_t newValue = (color & 0b00001111) - intensity; // value as in HSV
if (newValue <= 0)
return 0;
return (color & 0b11110000) | newValue;
}
uint8_t c = 0;
S3L_Vec4 uv0, uv1, uv2;
S3L_Index material = 0;
void pixelFunc(S3L_PixelInfo *p)
{
uint8_t val;
uint8_t *buf = pokitto.display.screenbuffer;
#if S3L_FLAT
val = triangleColors[p->triangleIndex];
#else
if (p->triangleIndex != previousTriangle)
{
material = levelMaterials[p->triangleIndex];
if (material == 1)
c = 135;
else if (material == 2)
c = 213;
else
S3L_getIndexedTriangleValues(p->triangleIndex,levelUVIndices,levelUVs,2,&uv0,&uv1,&uv2);
previousTriangle = p->triangleID;
}
S3L_Unit fog = p->depth >> 9;
if (material == 0)
{
S3L_Unit uv[2];
uv[0] = S3L_interpolateBarycentric(uv0.x,uv1.x,uv2.x,p->barycentric);
uv[1] = S3L_interpolateBarycentric(uv0.y,uv1.y,uv2.y,p->barycentric);
c = texture(uv[0] / 32,uv[1] / 32);
}
val = substractIntensity(c,fog);
#endif
buf += subsampleMap[p->y] * 110;
buf += subsampleMap[p->x];
*buf = val;
buf++;
*buf = val;
buf += 109;
*buf = val;
buf++;
*buf = val;
}
S3L_Scene scene;
void draw()
{
S3L_newFrame();
S3L_drawScene(scene);
}
unsigned short palette[256];
int main()
{
for (uint16_t i = 0; i < BASE_W + SUBSAMPLE; ++i)
subsampleMap[i] = i + i / SUBSAMPLE;
#if S3L_FLAT
S3L_Vec4 toLight;
S3L_setVec4(&toLight,10,5,7,0);
S3L_normalizeVec3(&toLight);
for (uint16_t i = 0; i < LEVEL_TRIANGLE_COUNT; ++i)
{
uint8_t c;
S3L_Vec4 v0, v1, v2;
S3L_getIndexedTriangleValues(
i,
levelTriangleIndices,
levelVertices,3,&v0,&v1,&v2);
material = levelMaterials[i];
if (material == 1)
c = 38;
else if (material == 2)
c = 53;
else
c = 24;
S3L_Vec4 normal;
S3L_triangleNormal(v0,v1,v2,&normal);
triangleColors[i] = addIntensity(c,
S3L_max(0,(S3L_dotProductVec3(normal,toLight) + S3L_FRACTIONS_PER_UNIT) / 64));
}
#endif
pokitto.begin();
pokitto.setFrameRate(60);
pokitto.display.load565Palette(level1Palette);
S3L_initCamera(&scene.camera);
levelModelInit();
S3L_initScene(&levelModel,1,&scene);
while (pokitto.isRunning())
{
if (pokitto.update())
{
S3L_Vec4 camF, camR, camU;
int step = 300;
int step2 = 8;
S3L_rotationToDirections(
scene.camera.transform.rotation,
step,
&camF,
&camR,
&camU);
if (pokitto.aBtn())
{
if (pokitto.upBtn())
scene.camera.transform.rotation.x += 8;
else if (pokitto.downBtn())
scene.camera.transform.rotation.x -= 8;
else if (pokitto.rightBtn())
scene.camera.transform.rotation.y += 8;
else if (pokitto.leftBtn())
scene.camera.transform.rotation.y -= 8;
}
else
{
if (pokitto.upBtn())
S3L_vec3Add(&(scene.camera.transform.translation),camF);
else if (pokitto.downBtn())
S3L_vec3Sub(&scene.camera.transform.translation,camF);
else if (pokitto.rightBtn())
S3L_vec3Add(&scene.camera.transform.translation,camR);
else if (pokitto.leftBtn())
S3L_vec3Sub(&scene.camera.transform.translation,camR);
}
draw();
}
}
}