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small3dlib/programs/hqOffline.c

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2019-06-13 23:30:04 +02:00
#define S3L_RESOLUTION_X 1280
#define S3L_RESOLUTION_Y 1024
#define S3L_PIXEL_FUNCTION drawPixel
#define S3L_SORT 0
#define S3L_Z_BUFFER 1
#include "../small3dlib.h"
#include <stdio.h>
uint8_t frameBuffer[S3L_RESOLUTION_X * S3L_RESOLUTION_Y * 3];
#define GRID_W 16
#define GRID_H 16
int8_t heightMap[GRID_W * GRID_H] =
{
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,1,0,0,1,1,1,0,0,0,0,0,
0,0,0,0,0,1,0,1,3,3,1,1,0,0,0,0,
0,0,0,1,1,1,1,3,3,4,2,1,1,0,0,0,
0,0,0,0,1,1,3,4,4,6,5,2,1,1,0,0,
0,0,1,2,2,3,4,4,4,6,6,4,3,1,0,0,
0,1,2,4,5,5,6,6,6,6,6,5,5,3,1,0,
0,0,2,4,6,7,8,7,7,6,6,6,6,6,2,0,
0,0,3,4,7,8,8,9,8,7,6,6,6,6,2,0,
0,0,0,2,4,7,7,7,7,6,6,6,4,3,0,0,
0,0,0,1,3,6,6,6,6,6,6,6,2,0,0,0,
0,0,0,0,3,6,6,6,6,6,6,2,0,0,0,0,
0,0,0,1,1,2,3,5,5,5,2,0,0,0,0,0,
0,0,1,2,0,0,2,4,4,2,2,0,0,0,0,0,
0,0,0,0,0,0,1,3,3,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
};
#define GRID_TRIANGLES ((GRID_W - 1) * (GRID_H - 1) * 2)
S3L_Unit terrainVertices[GRID_W * GRID_H * 3];
S3L_Index terrainTriangles[GRID_TRIANGLES * 3];
S3L_Unit terrainNormals[GRID_W * GRID_H * 3];
#define MODELS 1
S3L_Model3D models[MODELS];
S3L_Scene scene;
int previousTriangle = -1;
S3L_Vec4 lightDirection;
S3L_Vec4 n0, n1, n2;
void drawPixel(S3L_PixelInfo *p)
{
if (p->triangleIndex != previousTriangle)
{
int index = scene.models[p->modelIndex].triangles[p->triangleIndex * 3] * 3;
n0.x = terrainNormals[index];
index++;
n0.y = terrainNormals[index];
index++;
n0.z = terrainNormals[index];
index = scene.models[p->modelIndex].triangles[p->triangleIndex * 3 + 1] * 3;
n1.x = terrainNormals[index];
index++;
n1.y = terrainNormals[index];
index++;
n1.z = terrainNormals[index];
index = scene.models[p->modelIndex].triangles[p->triangleIndex * 3 + 2] * 3;
n2.x = terrainNormals[index];
index++;
n2.y = terrainNormals[index];
index++;
n2.z = terrainNormals[index];
}
S3L_Vec4 normal;
normal.x = S3L_interpolateBarycentric(n0.x, n1.x, n2.x,
p->barycentric[0], p->barycentric[1], p->barycentric[2]);
normal.y = S3L_interpolateBarycentric(n0.y, n1.y, n2.y,
p->barycentric[0], p->barycentric[1], p->barycentric[2]);
normal.z = S3L_interpolateBarycentric(n0.z, n1.z, n2.z,
p->barycentric[0], p->barycentric[1], p->barycentric[2]);
S3L_normalizeVec3(&normal);
uint8_t light = 127 - 127 * (S3L_dotProductVec3(lightDirection,normal) / ((float) S3L_FRACTIONS_PER_UNIT));
uint8_t color[3];
color[0] = light;
color[1] = S3L_clamp(p->depth / 64,0,255);
color[2] = light;
int index = (p->y * S3L_RESOLUTION_X + p->x) * 3;
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;
terrainVertices[i + 1] = heightMap[i / 3] * S3L_FRACTIONS_PER_UNIT / 4;
terrainVertices[i + 2] = (y - GRID_H / 2) * S3L_FRACTIONS_PER_UNIT;
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;
terrainTriangles[i + 0] = indices[0];
terrainTriangles[i + 1] = indices[1];
terrainTriangles[i + 2] = indices[2];
terrainTriangles[i + 3] = indices[2];
terrainTriangles[i + 4] = indices[1];
terrainTriangles[i + 5] = indices[3];
i += 6;
}
}
void clearFrameBuffer()
{
memset(frameBuffer,0,S3L_RESOLUTION_X * S3L_RESOLUTION_Y * 3 * sizeof(uint8_t));
}
void saveImage(char *fileName)
{
printf("saving image file: %s",fileName);
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();
lightDirection.x = 10;
lightDirection.y = 10;
lightDirection.z = 10;
lightDirection.w = 0;
S3L_normalizeVec3(&lightDirection);
S3L_initModel3D(
terrainVertices,
GRID_W * GRID_H,
terrainTriangles,
GRID_TRIANGLES,
&(models[MODELS - 1]));
S3L_computeModelNormals(models[MODELS - 1],terrainNormals,0);
S3L_initScene(models,MODELS,&scene);
scene.camera.transform.translation.x = 4 * S3L_FRACTIONS_PER_UNIT;
scene.camera.transform.translation.y = 6 * S3L_FRACTIONS_PER_UNIT;
scene.camera.transform.translation.z = -7 * S3L_FRACTIONS_PER_UNIT;
scene.camera.transform.rotation.x = -S3L_FRACTIONS_PER_UNIT / 8;
scene.camera.transform.rotation.y = -S3L_FRACTIONS_PER_UNIT / 8;
clearFrameBuffer();
S3L_newFrame();
S3L_drawScene(scene);
saveImage("test.ppm");
return 0;
}