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small3dlib/programs/level.c

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/*
author: Miloslav Ciz
license: CC0
*/
#include <SDL2/SDL.h>
#include <stdio.h>
#include <math.h>
#include <time.h>
//#define S3L_PRESET_HIGHEST_QUALITY
#define S3L_FLAT 0
#define S3L_STRICT_NEAR_CULLING 0
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#define S3L_PERSPECTIVE_CORRECTION 2
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#define S3L_SORT 0
#define S3L_Z_BUFFER 1
#define S3L_PIXEL_FUNCTION drawPixel
#define S3L_RESOLUTION_X 640
#define S3L_RESOLUTION_Y 480
#include "../small3dlib.h"
#include "levelModel.h"
#include "levelTextures.h"
S3L_Model3D models[3];
S3L_Scene scene;
uint32_t pixels[S3L_RESOLUTION_X * S3L_RESOLUTION_Y];
uint32_t frame = 0;
void clearScreen()
{
memset(pixels,255,S3L_RESOLUTION_X * S3L_RESOLUTION_Y * sizeof(uint32_t));
}
static inline void setPixel(int x, int y, uint8_t red, uint8_t green, uint8_t blue)
{
if (x < 0 || x >= S3L_RESOLUTION_X || y < 0 || y >= S3L_RESOLUTION_Y)
return;
uint32_t r = red & 0x000000FF;
r = r << 24;
uint32_t g = green & 0x000000FF;
g = g << 16;
uint32_t b = blue & 0x000000FF;
b = b << 8;
pixels[y * S3L_RESOLUTION_X + x] = r | g | b;
}
uint8_t *texture = 0;
S3L_Unit *uvs = 0;
S3L_Index *uvIndices = 0;
uint32_t previousTriangle = 1000;
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S3L_Vec4 uv0, uv1, uv2;
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void sampleTxture(S3L_Unit u, S3L_Unit v, uint8_t *r, uint8_t *g, uint8_t *b)
{
u = (u * LEVEL_TEXTURE_WIDTH) / S3L_FRACTIONS_PER_UNIT;
v = (v * LEVEL_TEXTURE_HEIGHT) / S3L_FRACTIONS_PER_UNIT;
u = S3L_wrap(u,LEVEL_TEXTURE_WIDTH);
v = S3L_wrap(v,LEVEL_TEXTURE_HEIGHT);
uint32_t index = (v * LEVEL_TEXTURE_WIDTH + u) * 3;
*r = texture[index];
index++;
*g = texture[index];
index++;
*b = texture[index];
}
void drawPixel(S3L_PixelInfo *p)
{
if (p->triangleID != previousTriangle)
{
if (p->modelIndex == 0)
{
uvs = levelWallsUVs;
uvIndices = levelWallsUVIndices;
texture = level1Texture;
}
else if (p->modelIndex == 1)
{
uvs = levelFloorUVs;
uvIndices = levelFloorUVIndices;
texture = level2Texture;
}
else
{
uvs = levelCeilingUVs;
uvIndices = levelCeilingUVIndices;
texture = level3Texture;
}
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S3L_getIndexedTriangleValues(p->triangleIndex,uvIndices,uvs,2,&uv0,&uv1,&uv2);
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previousTriangle = p->triangleID;
}
S3L_Unit uv[2];
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uv[0] = S3L_interpolateBarycentric(uv0.x,uv1.x,uv2.x,p->barycentric);
uv[1] = S3L_interpolateBarycentric(uv0.y,uv1.y,uv2.y,p->barycentric);
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uint8_t r, g, b;
sampleTxture(uv[0],uv[1],&r,&g,&b);
setPixel(p->x,p->y,r,g,b);
}
S3L_Transform3D modelTransform;
S3L_DrawConfig conf;
clock_t nextT;
int fps = 0;
void draw()
{
S3L_newFrame();
clearScreen();
uint32_t f = frame;
S3L_drawScene(scene);
clock_t nowT = clock();
double timeDiff = ((double) (nowT - nextT)) / CLOCKS_PER_SEC;
fps++;
if (timeDiff >= 1.0)
{
nextT = nowT;
printf("FPS: %d\n",fps);
printf("camera: ");
S3L_logTransform3D(scene.camera.transform);
fps = 0;
}
}
int main()
{
SDL_Window *window = SDL_CreateWindow("test", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, S3L_RESOLUTION_X, S3L_RESOLUTION_Y, SDL_WINDOW_SHOWN);
SDL_Renderer *renderer = SDL_CreateRenderer(window,-1,0);
SDL_Texture *texture = SDL_CreateTexture(renderer,SDL_PIXELFORMAT_RGBX8888, SDL_TEXTUREACCESS_STATIC, S3L_RESOLUTION_X, S3L_RESOLUTION_Y);
SDL_Surface *screenSurface = SDL_GetWindowSurface(window);
SDL_Event event;
nextT = clock();
S3L_initCamera(&scene.camera);
levelWallsModelInit();
levelFloorModelInit();
levelCeilingModelInit();
scene.modelCount = 3;
scene.models = models;
scene.models[0] = levelWallsModel;
scene.models[1] = levelFloorModel;
scene.models[2] = levelCeilingModel;
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S3L_Unit scale = S3L_FRACTIONS_PER_UNIT / 3;
S3L_Vec4 s;
s.x = scale;
s.y = scale;
s.z = scale;
scene.models[0].transform.scale = s;
scene.models[1].transform.scale = s;
scene.models[2].transform.scale = s;
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S3L_initTransoform3D(&modelTransform);
S3L_initDrawConfig(&conf);
int running = 1;
while (running)
{
draw();
SDL_UpdateTexture(texture,NULL,pixels,S3L_RESOLUTION_X * sizeof(uint32_t));
int code = 0;
while (SDL_PollEvent(&event))
if (event.type == SDL_QUIT)
running = 0;
S3L_Vec4 camF, camR;
int step = 50;
S3L_rotationToDirections(
scene.camera.transform.rotation,
step,
&camF,
&camR,
0);
uint8_t *state = SDL_GetKeyboardState(NULL);
if (state[SDL_SCANCODE_A])
scene.camera.transform.rotation.y += 1;
else if (state[SDL_SCANCODE_D])
scene.camera.transform.rotation.y -= 1;
else if (state[SDL_SCANCODE_W])
scene.camera.transform.rotation.x += 1;
else if (state[SDL_SCANCODE_S])
scene.camera.transform.rotation.x -= 1;
if (state[SDL_SCANCODE_UP])
S3L_vec3Add(&scene.camera.transform.translation,camF);
else if (state[SDL_SCANCODE_DOWN])
S3L_vec3Sub(&scene.camera.transform.translation,camF);
else if (state[SDL_SCANCODE_LEFT])
S3L_vec3Sub(&scene.camera.transform.translation,camR);
else if (state[SDL_SCANCODE_RIGHT])
S3L_vec3Add(&scene.camera.transform.translation,camR);
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer,texture,NULL,NULL);
SDL_RenderPresent(renderer);
frame++;
}
return 0;
}