2019-06-14 06:41:25 +02:00
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#define S3L_RESOLUTION_X 800
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#define S3L_RESOLUTION_Y 600
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2019-06-13 23:30:04 +02:00
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#define S3L_PIXEL_FUNCTION drawPixel
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2019-06-14 04:19:38 +02:00
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#define S3L_PERSPECTIVE_CORRECTION 1
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2019-06-14 01:54:14 +02:00
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2019-06-14 16:02:58 +02:00
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#define S3L_STRICT_NEAR_CULLING 0
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2019-06-13 23:30:04 +02:00
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#define S3L_SORT 0
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#define S3L_Z_BUFFER 1
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#include "../small3dlib.h"
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#include <stdio.h>
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2019-06-14 01:54:14 +02:00
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#include <math.h>
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2019-06-13 23:30:04 +02:00
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2019-06-16 19:36:48 +02:00
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#include "grassTexture.h"
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2019-06-16 21:40:06 +02:00
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#include "grassNormalTexture.h"
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#include "sandTexture.h"
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#include "sandNormalTexture.h"
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2019-06-16 19:36:48 +02:00
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2019-06-13 23:30:04 +02:00
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uint8_t frameBuffer[S3L_RESOLUTION_X * S3L_RESOLUTION_Y * 3];
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2019-06-15 06:44:43 +02:00
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int frame = 0;
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2019-06-13 23:30:04 +02:00
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#define GRID_W 16
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#define GRID_H 16
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int8_t heightMap[GRID_W * GRID_H] =
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{
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2019-06-14 16:16:34 +02:00
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#define e -1
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e,e,e,e,e,e,e,e,e,e,e,e,e,e,e,e,
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e,0,0,0,0,1,0,0,1,1,1,0,0,0,0,e,
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e,0,0,0,0,1,0,1,2,1,1,1,0,0,0,e,
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e,0,0,1,1,1,1,3,2,1,1,1,1,0,0,e,
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e,0,0,0,1,1,2,4,3,2,1,2,1,1,0,e,
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e,0,1,2,2,2,2,4,4,2,2,2,2,1,0,e,
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e,1,2,2,3,3,6,6,6,3,6,3,5,3,1,e,
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e,0,2,2,3,7,8,7,7,6,6,6,6,6,2,e,
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e,0,3,3,3,8,8,9,8,7,2,3,6,6,2,e,
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e,0,0,2,3,4,7,7,7,6,1,1,4,3,0,e,
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e,0,0,1,3,6,3,5,6,6,3,1,2,0,0,e,
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e,0,0,0,3,3,3,6,6,6,6,1,0,0,0,e,
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e,0,0,1,1,2,3,5,5,5,2,0,0,0,0,e,
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e,0,1,2,0,0,2,4,4,2,2,0,0,0,0,e,
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e,0,0,0,0,0,1,3,3,0,0,0,0,0,0,e,
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e,e,e,e,e,e,e,e,e,e,e,e,e,e,e,e
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#undef e
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2019-06-13 23:30:04 +02:00
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};
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#define GRID_TRIANGLES ((GRID_W - 1) * (GRID_H - 1) * 2)
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S3L_Unit terrainVertices[GRID_W * GRID_H * 3];
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S3L_Unit terrainNormals[GRID_W * GRID_H * 3];
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2019-06-14 01:54:14 +02:00
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S3L_Unit waterVertices[GRID_W * GRID_H * 3];
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S3L_Unit waterNormals[GRID_W * GRID_H * 3];
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S3L_Index gridTriangles[GRID_TRIANGLES * 3];
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#define MODELS 2
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2019-06-13 23:30:04 +02:00
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S3L_Model3D models[MODELS];
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S3L_Scene scene;
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int previousTriangle = -1;
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2019-06-14 16:02:58 +02:00
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S3L_Vec4 toLightDirection;
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2019-06-13 23:30:04 +02:00
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2019-06-14 16:02:58 +02:00
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S3L_Vec4 n0, n1, n2, v0, v1, v2;
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2019-06-13 23:30:04 +02:00
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2019-06-16 20:09:41 +02:00
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void sampleTexture(uint8_t *texture, int w, int h, float x, float y, uint8_t color[3])
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2019-06-16 19:36:48 +02:00
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{
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x = fmod(x,1.0);
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y = fmod(y,1.0);
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int intX = x * w;
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2019-06-16 20:09:41 +02:00
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if (intX < 0)
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intX = w + intX;
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2019-06-16 19:36:48 +02:00
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int intY = y * h;
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2019-06-16 20:09:41 +02:00
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if (intY < 0)
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intY = h + intY;
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int index = S3L_clamp((intY * w + intX) * 3,0,w * h * 3 - 1);
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2019-06-16 19:36:48 +02:00
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color[0] = texture[index];
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color[1] = texture[index + 1];
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color[2] = texture[index + 2];
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}
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2019-06-13 23:30:04 +02:00
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void drawPixel(S3L_PixelInfo *p)
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{
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2019-06-16 20:09:41 +02:00
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S3L_correctBarycentricCoords(p->barycentric);
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2019-06-14 01:54:14 +02:00
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S3L_Unit *normals = p->modelIndex == 0 ? terrainNormals : waterNormals;
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2019-06-13 23:30:04 +02:00
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if (p->triangleIndex != previousTriangle)
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{
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int index = scene.models[p->modelIndex].triangles[p->triangleIndex * 3] * 3;
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2019-06-14 01:54:14 +02:00
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n0.x = normals[index];
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2019-06-14 16:02:58 +02:00
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v0.x = scene.models[p->modelIndex].vertices[index];
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2019-06-13 23:30:04 +02:00
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index++;
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2019-06-14 01:54:14 +02:00
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n0.y = normals[index];
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2019-06-14 16:02:58 +02:00
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v0.y = scene.models[p->modelIndex].vertices[index];
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2019-06-13 23:30:04 +02:00
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index++;
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2019-06-14 01:54:14 +02:00
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n0.z = normals[index];
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2019-06-14 16:02:58 +02:00
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v0.z = scene.models[p->modelIndex].vertices[index];
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2019-06-13 23:30:04 +02:00
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index = scene.models[p->modelIndex].triangles[p->triangleIndex * 3 + 1] * 3;
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2019-06-14 01:54:14 +02:00
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n1.x = normals[index];
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2019-06-14 16:02:58 +02:00
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v1.x = scene.models[p->modelIndex].vertices[index];
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2019-06-13 23:30:04 +02:00
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index++;
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2019-06-14 01:54:14 +02:00
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n1.y = normals[index];
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2019-06-14 16:02:58 +02:00
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v1.y = scene.models[p->modelIndex].vertices[index];
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2019-06-13 23:30:04 +02:00
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index++;
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2019-06-14 01:54:14 +02:00
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n1.z = normals[index];
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2019-06-14 16:02:58 +02:00
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v1.z = scene.models[p->modelIndex].vertices[index];
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2019-06-13 23:30:04 +02:00
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index = scene.models[p->modelIndex].triangles[p->triangleIndex * 3 + 2] * 3;
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2019-06-14 01:54:14 +02:00
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n2.x = normals[index];
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2019-06-14 16:02:58 +02:00
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v2.x = scene.models[p->modelIndex].vertices[index];
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2019-06-13 23:30:04 +02:00
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index++;
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2019-06-14 01:54:14 +02:00
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n2.y = normals[index];
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2019-06-14 16:02:58 +02:00
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v2.y = scene.models[p->modelIndex].vertices[index];
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2019-06-13 23:30:04 +02:00
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index++;
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2019-06-14 01:54:14 +02:00
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n2.z = normals[index];
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2019-06-14 16:02:58 +02:00
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v2.z = scene.models[p->modelIndex].vertices[index];
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2019-06-13 23:30:04 +02:00
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}
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2019-06-15 06:44:43 +02:00
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S3L_Vec4 position;
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position.x = S3L_interpolateBarycentric(v0.x,v1.x,v2.x,p->barycentric[0],p->barycentric[1],p->barycentric[2]);
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position.y = S3L_interpolateBarycentric(v0.y,v1.y,v2.y,p->barycentric[0],p->barycentric[1],p->barycentric[2]);
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position.z = S3L_interpolateBarycentric(v0.z,v1.z,v2.z,p->barycentric[0],p->barycentric[1],p->barycentric[2]);
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2019-06-13 23:30:04 +02:00
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S3L_Vec4 normal;
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normal.x = S3L_interpolateBarycentric(n0.x, n1.x, n2.x,
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p->barycentric[0], p->barycentric[1], p->barycentric[2]);
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normal.y = S3L_interpolateBarycentric(n0.y, n1.y, n2.y,
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p->barycentric[0], p->barycentric[1], p->barycentric[2]);
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normal.z = S3L_interpolateBarycentric(n0.z, n1.z, n2.z,
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p->barycentric[0], p->barycentric[1], p->barycentric[2]);
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2019-06-15 06:44:43 +02:00
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if (p->modelIndex == MODELS - 1)
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{
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float dist, dx, dy;
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2019-06-15 15:59:10 +02:00
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dist = position.x + position.z + frame * 5;
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normal.x += S3L_sin(dist / 2) / 8;
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2019-06-16 21:40:06 +02:00
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normal.z += S3L_cos(dist / 2) / 8;
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2019-06-15 06:44:43 +02:00
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2019-06-15 15:59:10 +02:00
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dist = position.x - 2 * position.z + frame * 10;
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normal.x += S3L_sin(dist) / 64;
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2019-06-16 21:40:06 +02:00
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normal.z += S3L_cos(dist) / 64;
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2019-06-15 06:44:43 +02:00
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}
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2019-06-13 23:30:04 +02:00
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S3L_normalizeVec3(&normal);
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2019-06-14 16:02:58 +02:00
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S3L_Vec4 reflected;
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S3L_Vec4 toCameraDirection;
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2019-06-15 06:44:43 +02:00
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toCameraDirection.x = scene.camera.transform.translation.x - position.x;
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toCameraDirection.y = scene.camera.transform.translation.y - position.y;
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toCameraDirection.z = scene.camera.transform.translation.z - position.z;
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2019-06-14 16:02:58 +02:00
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S3L_normalizeVec3(&toCameraDirection);
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S3L_reflect(toLightDirection,normal,&reflected);
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2019-06-13 23:30:04 +02:00
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2019-06-14 16:02:58 +02:00
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float diffuse = 0.5 - (S3L_dotProductVec3(toLightDirection,normal) / ((float) S3L_FRACTIONS_PER_UNIT)) * 0.5;
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float specular = 0.5 + (S3L_dotProductVec3(reflected,toCameraDirection) / ((float) S3L_FRACTIONS_PER_UNIT)) * 0.5;
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2019-06-14 16:16:34 +02:00
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float fog = (p->depth / ((float) S3L_FRACTIONS_PER_UNIT * 20));
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if (fog > 1.0)
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fog = 1.0;
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2019-06-14 16:02:58 +02:00
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2019-06-15 06:44:43 +02:00
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float light = 0.3 * fog + 0.6 * diffuse + 0.5 * pow(specular,20.0);
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2019-06-13 23:30:04 +02:00
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uint8_t color[3];
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int index = (p->y * S3L_RESOLUTION_X + p->x) * 3;
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2019-06-14 01:54:14 +02:00
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if (p->modelIndex == MODELS - 1)
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{
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2019-06-16 21:40:06 +02:00
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S3L_Unit waterDepth = (p->previousZ - p->depth) / 2;
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2019-06-14 01:54:14 +02:00
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2019-06-14 06:41:25 +02:00
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float transparency = waterDepth / ((float) (S3L_FRACTIONS_PER_UNIT / 3));
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2019-06-14 01:54:14 +02:00
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transparency = transparency > 1.0 ? 1.0 : transparency;
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float transparency2 = 1.0 - transparency;
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uint8_t previousColor[3];
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previousColor[0] = frameBuffer[index];
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previousColor[1] = frameBuffer[index + 1];
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previousColor[2] = frameBuffer[index + 2];
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2019-06-15 15:59:10 +02:00
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float fresnel = 0.5 + (S3L_dotProductVec3(toCameraDirection,normal) / ((float) S3L_FRACTIONS_PER_UNIT)) * 0.5;
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float fresnel2 = 1.0 - fresnel;
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color[0] = fresnel2 * 150 + fresnel * 0;
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color[1] = fresnel2 * 230 + fresnel * 10;
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color[2] = fresnel2 * 255 + fresnel * 100;
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2019-06-15 06:44:43 +02:00
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color[0] = S3L_clamp(transparency2 * previousColor[0] + transparency * color[0] * light,0,255);
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color[1] = S3L_clamp(transparency2 * previousColor[1] + transparency * color[1] * light,0,255);
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color[2] = S3L_clamp(transparency2 * previousColor[2] + transparency * color[2] * light,0,255);
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2019-06-14 01:54:14 +02:00
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}
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else
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{
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2019-06-16 19:36:48 +02:00
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2019-06-16 20:09:41 +02:00
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uint8_t textureColor[3];
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2019-06-16 21:40:06 +02:00
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uint8_t textureNormal[3];
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2019-06-16 19:36:48 +02:00
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2019-06-16 21:40:06 +02:00
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uint8_t textureColor2[3];
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uint8_t textureNormal2[3];
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float x = position.x / ((float) S3L_FRACTIONS_PER_UNIT * 2);
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float y = position.z / ((float) S3L_FRACTIONS_PER_UNIT * 2);
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sampleTexture(sandTexture,SAND_TEXTURE_WIDTH,SAND_TEXTURE_HEIGHT,x,y,textureColor);
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sampleTexture(sandNormalTexture,SANDNORMAL_TEXTURE_WIDTH,SANDNORMAL_TEXTURE_HEIGHT,x,y,textureNormal);
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sampleTexture(grassTexture,GRASS_TEXTURE_WIDTH,GRASS_TEXTURE_HEIGHT,x / 2,y / 2,textureColor2);
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sampleTexture(grassNormalTexture,GRASSNORMAL_TEXTURE_WIDTH,GRASSNORMAL_TEXTURE_HEIGHT,x / 2,y / 2,textureNormal2);
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S3L_Unit t = S3L_clamp(position.y * 4 - S3L_FRACTIONS_PER_UNIT,0,S3L_FRACTIONS_PER_UNIT);
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textureColor[0] = S3L_interpolateByUnit(textureColor[0],textureColor2[0],t);
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textureColor[1] = S3L_interpolateByUnit(textureColor[1],textureColor2[1],t);
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textureColor[2] = S3L_interpolateByUnit(textureColor[2],textureColor2[2],t);
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textureNormal[0] = S3L_interpolateByUnit(textureNormal[0],textureNormal2[0],t);
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textureNormal[1] = S3L_interpolateByUnit(textureNormal[1],textureNormal2[1],t);
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textureNormal[2] = S3L_interpolateByUnit(textureNormal[2],textureNormal2[2],t);
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normal.x += (((int16_t) textureNormal[0]) - 128) * 4;
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normal.z += (((int16_t) textureNormal[1]) - 128) * 4;
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S3L_normalizeVec3(&normal);
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diffuse = 0.5 - (S3L_dotProductVec3(toLightDirection,normal) / ((float) S3L_FRACTIONS_PER_UNIT)) * 0.5;
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specular = 0.5 + (S3L_dotProductVec3(reflected,toCameraDirection) / ((float) S3L_FRACTIONS_PER_UNIT)) * 0.5;
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fog = (p->depth / ((float) S3L_FRACTIONS_PER_UNIT * 20));
|
|
|
|
|
|
|
|
light = 0.3 * fog + 0.6 * diffuse + 0.5 * pow(specular,20.0);
|
2019-06-16 19:36:48 +02:00
|
|
|
|
2019-06-16 20:09:41 +02:00
|
|
|
color[0] = S3L_clamp(((int16_t) textureColor[0]) * light,0,255);
|
|
|
|
color[1] = S3L_clamp(((int16_t) textureColor[1]) * light,0,255);
|
|
|
|
color[2] = S3L_clamp(((int16_t) textureColor[2]) * light,0,255);
|
2019-06-14 01:54:14 +02:00
|
|
|
}
|
|
|
|
|
2019-06-14 04:19:38 +02:00
|
|
|
/*
|
2019-06-14 04:08:44 +02:00
|
|
|
color[0] = S3L_clamp(127 + normal.x / 4,0,255);
|
|
|
|
color[1] = S3L_clamp(127 + normal.y / 4,0,255);
|
|
|
|
color[2] = S3L_clamp(127 + normal.z / 4,0,255);
|
2019-06-14 04:19:38 +02:00
|
|
|
*/
|
|
|
|
|
2019-06-13 23:30:04 +02:00
|
|
|
frameBuffer[index] = color[0];
|
|
|
|
frameBuffer[index + 1] = color[1];
|
|
|
|
frameBuffer[index + 2] = color[2];
|
|
|
|
}
|
|
|
|
|
|
|
|
void createGeometry()
|
|
|
|
{
|
|
|
|
int i = 0;
|
|
|
|
|
|
|
|
for (int y = 0; y < GRID_H; ++y)
|
|
|
|
for (int x = 0; x < GRID_W; ++x)
|
|
|
|
{
|
|
|
|
terrainVertices[i] = (x - GRID_W / 2) * S3L_FRACTIONS_PER_UNIT;
|
2019-06-14 16:16:34 +02:00
|
|
|
terrainVertices[i + 1] = (heightMap[i / 3] - 1) * S3L_FRACTIONS_PER_UNIT / 4;
|
2019-06-13 23:30:04 +02:00
|
|
|
terrainVertices[i + 2] = (y - GRID_H / 2) * S3L_FRACTIONS_PER_UNIT;
|
2019-06-14 01:54:14 +02:00
|
|
|
|
2019-06-14 16:02:58 +02:00
|
|
|
waterVertices[i] = terrainVertices[i] * 8;
|
2019-06-14 01:54:14 +02:00
|
|
|
waterVertices[i + 1] = 0;
|
2019-06-14 16:02:58 +02:00
|
|
|
waterVertices[i + 2] = terrainVertices[i + 2] * 8;
|
2019-06-14 01:54:14 +02:00
|
|
|
|
2019-06-13 23:30:04 +02:00
|
|
|
i += 3;
|
|
|
|
}
|
|
|
|
|
|
|
|
i = 0;
|
|
|
|
|
|
|
|
for (int y = 0; y < GRID_H - 1; ++y)
|
|
|
|
for (int x = 0; x < GRID_W - 1; ++x)
|
|
|
|
{
|
|
|
|
S3L_Index indices[4];
|
|
|
|
|
|
|
|
indices[0] = y * GRID_W + x;
|
|
|
|
indices[1] = indices[0] + 1;
|
|
|
|
indices[2] = indices[0] + GRID_W;
|
|
|
|
indices[3] = indices[2] + 1;
|
|
|
|
|
2019-06-14 01:54:14 +02:00
|
|
|
gridTriangles[i + 0] = indices[0];
|
|
|
|
gridTriangles[i + 1] = indices[1];
|
|
|
|
gridTriangles[i + 2] = indices[2];
|
2019-06-13 23:30:04 +02:00
|
|
|
|
2019-06-14 01:54:14 +02:00
|
|
|
gridTriangles[i + 3] = indices[2];
|
|
|
|
gridTriangles[i + 4] = indices[1];
|
|
|
|
gridTriangles[i + 5] = indices[3];
|
2019-06-13 23:30:04 +02:00
|
|
|
|
|
|
|
i += 6;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2019-06-15 06:44:43 +02:00
|
|
|
void animateWater()
|
2019-06-14 01:54:14 +02:00
|
|
|
{
|
|
|
|
for (int i = 1; i < GRID_W * GRID_H * 3; i += 3)
|
2019-06-15 06:44:43 +02:00
|
|
|
waterVertices[i] = S3L_FRACTIONS_PER_UNIT / 4 + sin(frame * 0.2) * S3L_FRACTIONS_PER_UNIT / 4;
|
2019-06-14 01:54:14 +02:00
|
|
|
|
|
|
|
S3L_computeModelNormals(models[MODELS - 1],waterNormals,0);
|
|
|
|
}
|
|
|
|
|
2019-06-13 23:30:04 +02:00
|
|
|
void clearFrameBuffer()
|
|
|
|
{
|
2019-06-14 16:16:34 +02:00
|
|
|
memset(frameBuffer,255,S3L_RESOLUTION_X * S3L_RESOLUTION_Y * 3 * sizeof(uint8_t));
|
2019-06-13 23:30:04 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
void saveImage(char *fileName)
|
|
|
|
{
|
2019-06-14 06:41:25 +02:00
|
|
|
printf("saving image file: %s\n",fileName);
|
2019-06-13 23:30:04 +02:00
|
|
|
|
|
|
|
FILE *f = fopen(fileName,"w");
|
|
|
|
|
|
|
|
fprintf(f,"P3\n%d %d\n255\n",S3L_RESOLUTION_X,S3L_RESOLUTION_Y);
|
|
|
|
|
|
|
|
for (int i = 0; i < S3L_RESOLUTION_X * S3L_RESOLUTION_Y * 3; i += 3)
|
|
|
|
fprintf(f,"%d %d %d\n",frameBuffer[i],frameBuffer[i + 1],frameBuffer[i + 2]);
|
|
|
|
|
|
|
|
fclose(f);
|
|
|
|
}
|
|
|
|
|
|
|
|
int main()
|
|
|
|
{
|
|
|
|
createGeometry();
|
|
|
|
|
2019-06-14 16:02:58 +02:00
|
|
|
toLightDirection.x = 10;
|
|
|
|
toLightDirection.y = 10;
|
|
|
|
toLightDirection.z = 10;
|
|
|
|
toLightDirection.w = 0;
|
2019-06-13 23:30:04 +02:00
|
|
|
|
2019-06-14 16:02:58 +02:00
|
|
|
S3L_normalizeVec3(&toLightDirection);
|
2019-06-13 23:30:04 +02:00
|
|
|
|
|
|
|
S3L_initModel3D(
|
|
|
|
terrainVertices,
|
|
|
|
GRID_W * GRID_H,
|
2019-06-14 01:54:14 +02:00
|
|
|
gridTriangles,
|
2019-06-13 23:30:04 +02:00
|
|
|
GRID_TRIANGLES,
|
2019-06-14 01:54:14 +02:00
|
|
|
&(models[0]));
|
2019-06-13 23:30:04 +02:00
|
|
|
|
2019-06-14 01:54:14 +02:00
|
|
|
S3L_computeModelNormals(models[0],terrainNormals,0);
|
|
|
|
|
|
|
|
S3L_initModel3D(
|
|
|
|
waterVertices,
|
|
|
|
GRID_W * GRID_H,
|
|
|
|
gridTriangles,
|
|
|
|
GRID_TRIANGLES,
|
|
|
|
&(models[MODELS - 1]));
|
2019-06-13 23:30:04 +02:00
|
|
|
|
2019-06-14 04:19:38 +02:00
|
|
|
S3L_initScene(models,MODELS,&scene);
|
2019-06-13 23:30:04 +02:00
|
|
|
|
2019-06-14 06:41:25 +02:00
|
|
|
char fileName[] = "test00.ppm";
|
|
|
|
|
2019-06-16 21:40:06 +02:00
|
|
|
for (int i = 0; i < 10; ++i)
|
2019-06-14 06:41:25 +02:00
|
|
|
{
|
2019-06-15 06:44:43 +02:00
|
|
|
animateWater();
|
|
|
|
|
2019-06-16 21:40:06 +02:00
|
|
|
scene.camera.transform.translation.x = i * S3L_FRACTIONS_PER_UNIT / 4;
|
2019-06-15 15:59:10 +02:00
|
|
|
scene.camera.transform.translation.y = 5 * S3L_FRACTIONS_PER_UNIT;
|
2019-06-16 21:40:06 +02:00
|
|
|
scene.camera.transform.translation.z = -9 * S3L_FRACTIONS_PER_UNIT;
|
2019-06-14 06:41:25 +02:00
|
|
|
|
|
|
|
S3L_Vec4 target;
|
|
|
|
|
|
|
|
target.x = 0;
|
|
|
|
target.y = 0;
|
|
|
|
target.z = 0;
|
2019-06-13 23:30:04 +02:00
|
|
|
|
2019-06-14 06:41:25 +02:00
|
|
|
S3L_lookAt(scene.camera.transform.translation,target,&scene.camera.transform);
|
2019-06-13 23:30:04 +02:00
|
|
|
|
2019-06-14 06:41:25 +02:00
|
|
|
clearFrameBuffer();
|
2019-06-13 23:30:04 +02:00
|
|
|
|
2019-06-14 06:41:25 +02:00
|
|
|
S3L_newFrame();
|
2019-06-13 23:30:04 +02:00
|
|
|
|
2019-06-14 06:41:25 +02:00
|
|
|
S3L_drawScene(scene);
|
|
|
|
|
|
|
|
fileName[4] = '0' + (i / 10);
|
|
|
|
fileName[5] = '0' + (i % 10);
|
|
|
|
|
|
|
|
saveImage(fileName);
|
2019-06-15 06:44:43 +02:00
|
|
|
|
|
|
|
frame++;
|
2019-06-14 06:41:25 +02:00
|
|
|
}
|
2019-06-13 23:30:04 +02:00
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|