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small3dlib/programs/pokitto/city.cpp

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2019-06-29 20:44:39 +02:00
/*
Example program for small3dlib -- a GTA-like game demo.
author: Miloslav Ciz
license: CC0 1.0
*/
#include "Pokitto.h"
#include <stdio.h>
Pokitto::Core pokitto;
#define S3L_FLAT 0
#define S3L_STRICT_NEAR_CULLING 0
#define S3L_PERSPECTIVE_CORRECTION 2
#define S3L_SORT 0
#define S3L_STENCIL_BUFFER 0
#define S3L_Z_BUFFER 2
#define S3L_PIXEL_FUNCTION drawPixel
#define S3L_RESOLUTION_X 110
#define S3L_RESOLUTION_Y 88
#include "small3dlib.h"
#include "cityModel.h"
#include "cityTexture.h"
#include "carModel.h"
#define MAX_VELOCITY 700
#define ACCELERATION 600
#define TURN_SPEED 200
#define FRICTION 600
S3L_Model3D models[2];
const uint8_t collisionMap[8 * 10] =
{
1,1,1,1,1,1,1,1,
1,1,1,1,0,0,0,1,
1,1,1,1,0,1,0,1,
2,2,1,0,0,0,0,3,
1,2,1,0,1,1,3,1,
2,0,0,0,1,1,3,3,
1,0,1,0,0,1,1,1,
1,0,0,0,1,1,1,1,
1,1,1,1,1,1,1,1,
1,1,1,1,1,1,1,1
};
S3L_Scene scene;
inline uint8_t sampleTexture(int32_t u, int32_t v)
{
uint32_t index = v * CITY_TEXTURE_WIDTH + u;
return cityTexture[index];
}
uint32_t previousTriangle = -1;
S3L_Vec4 uv0, uv1, uv2;
void drawPixel(S3L_PixelInfo *p)
{
if (p->triangleID != previousTriangle)
{
const S3L_Index *uvIndices;
const S3L_Unit *uvs;
if (p->modelIndex == 0)
{
uvIndices = cityUVIndices;
uvs = cityUVs;
}
else
{
uvIndices = carUVIndices;
uvs = carUVs;
}
S3L_getIndexedTriangleValues(p->triangleIndex,uvIndices,uvs,2,&uv0,&uv1,&uv2);
previousTriangle = p->triangleID;
}
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);
uint8_t *buf = pokitto.display.screenbuffer;
buf += p->y * 110;
buf += p->x;
*buf = sampleTexture(uv[0] >> 2,uv[1] >> 2);
}
static inline void draw()
{
S3L_newFrame();
S3L_drawScene(scene);
}
static inline uint8_t collision(S3L_Vec4 worldPosition)
{
worldPosition.x /= S3L_FRACTIONS_PER_UNIT;
worldPosition.z /= -S3L_FRACTIONS_PER_UNIT;
uint16_t index = worldPosition.z * 8 + worldPosition.x;
return collisionMap[index];
}
static inline void handleCollision(S3L_Vec4 *pos, S3L_Vec4 previousPos)
{
S3L_Vec4 newPos = *pos;
newPos.x = previousPos.x;
if (collision(newPos))
{
newPos = *pos;
newPos.z = previousPos.z;
if (collision(newPos))
newPos = previousPos;
}
*pos = newPos;
}
int main()
{
pokitto.begin();
pokitto.setFrameRate(60);
pokitto.display.load565Palette(cityPalette);
pokitto.display.bgcolor = 78;
cityModelInit();
carModelInit();
models[0] = cityModel;
models[1] = carModel;
S3L_initScene(models,2,&scene);
S3L_setTransform3D(1909,16,-3317,0,-510,0,512,512,512,&(models[1].transform));
S3L_Vec4 carDirection;
S3L_initVec4(&carDirection);
scene.camera.transform.translation.y = S3L_FRACTIONS_PER_UNIT / 2;
scene.camera.transform.rotation.x = -S3L_FRACTIONS_PER_UNIT / 16;
int16_t velocity = 0;
int16_t previousTime = 0;
while (pokitto.isRunning())
{
if (pokitto.update())
{
models[1].transform.rotation.y += models[1].transform.rotation.z; // overturn the car for the rendering
draw();
models[1].transform.rotation.y -= models[1].transform.rotation.z; // turn the car back for the physics
int16_t timeNow = pokitto.getTime();
int16_t frameDiffMs = timeNow - previousTime;
previousTime = timeNow;
int16_t step = (velocity * frameDiffMs) / 1024;
int16_t stepFriction = (FRICTION * frameDiffMs) / 1024;
int16_t stepRotation = TURN_SPEED * frameDiffMs * S3L_max(0,velocity - 200) / (MAX_VELOCITY * 1024);
int16_t stepVelocity = S3L_nonZero((ACCELERATION * frameDiffMs) / 1024);
if (stepRotation == 0 && S3L_abs(velocity) >= 200)
stepRotation = 10;
if (velocity < 0)
stepRotation *= -1;
if (pokitto.leftBtn())
{
models[1].transform.rotation.y += stepRotation;
models[1].transform.rotation.z =
S3L_min(S3L_abs(velocity) / 64, models[1].transform.rotation.z + 1);
}
else if (pokitto.rightBtn())
{
models[1].transform.rotation.y -= stepRotation;
models[1].transform.rotation.z =
S3L_max(-S3L_abs(velocity) / 64, models[1].transform.rotation.z - 1);
}
else
models[1].transform.rotation.z = (models[1].transform.rotation.z * 3) / 4;
S3L_rotationToDirections(models[1].transform.rotation,S3L_FRACTIONS_PER_UNIT,&carDirection,0,0);
S3L_Vec4 previousCarPos = models[1].transform.translation;
S3L_Vec4 previousCamPos = scene.camera.transform.translation;
int16_t friction = 0;
if (pokitto.upBtn())
velocity = S3L_min(MAX_VELOCITY,velocity + (velocity < 0 ? (2 * stepVelocity) : stepVelocity));
else if (pokitto.downBtn())
velocity = S3L_max(-MAX_VELOCITY,velocity - (velocity > 0 ? (2 * stepVelocity) : stepVelocity));
else
friction = 1;
models[1].transform.translation.x += (carDirection.x * step) / S3L_FRACTIONS_PER_UNIT;
models[1].transform.translation.z += (carDirection.z * step) / S3L_FRACTIONS_PER_UNIT;
uint8_t coll = collision(models[1].transform.translation);
if (coll != 0)
{
if (coll == 1)
{
handleCollision(&(models[1].transform.translation),previousCarPos);
friction = 2;
}
else if (coll == 2)
{
// teleport the car
models[1].transform.translation.x += 5 * S3L_FRACTIONS_PER_UNIT;
models[1].transform.translation.z += 2 * S3L_FRACTIONS_PER_UNIT;
}
else
{
// teleport the car
models[1].transform.translation.x -= 5 * S3L_FRACTIONS_PER_UNIT;
models[1].transform.translation.z -= 2 * S3L_FRACTIONS_PER_UNIT;
}
}
if (velocity > 0)
velocity = S3L_max(0,velocity - stepFriction * friction);
else
velocity = S3L_min(0,velocity + stepFriction * friction);
S3L_Unit cameraDistance =
S3L_interpolate(S3L_FRACTIONS_PER_UNIT / 2,(3 * S3L_FRACTIONS_PER_UNIT) / 4,S3L_abs(velocity),MAX_VELOCITY);
scene.camera.transform.translation.x =
scene.models[1].transform.translation.x - (carDirection.x * cameraDistance) / S3L_FRACTIONS_PER_UNIT;
scene.camera.transform.translation.z =
scene.models[1].transform.translation.z - (carDirection.z * cameraDistance) / S3L_FRACTIONS_PER_UNIT;
scene.camera.transform.rotation.y = models[1].transform.rotation.y;
}
}
return 0;
}