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small3dlib/testSDL.c

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/*
author: Miloslav Ciz
license: CC0
*/
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#include <SDL2/SDL.h>
#include <stdio.h>
#include <math.h>
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#define S3L_PRESET_EMBEDDED
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#define S3L_PIXEL_FUNCTION drawPixel
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#define S3L_RESOLUTION_X 640
#define S3L_RESOLUTION_Y 480
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#define S3L_COMPUTE_DEPTH 1
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#define S3L_PERSPECTIVE_CORRECTION 1
#define S3L_NEAR_CLAMPING 1
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#include "small3dlib.h"
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#include "house.h"
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int32_t offScreenPixels = 0;
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const S3L_Unit ver[] = { S3L_CUBE_VERTICES };
const S3L_Index tri[] = { S3L_CUBE_TRIANGLES };
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const S3L_Unit tex_coords[] = { S3L_CUBE_TEXCOORDS(16) };
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S3L_Model3D models[2];
S3L_Scene scene;
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int8_t keys[256];
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const uint8_t testTexture[] =
{
2,2,2,0,0,0,2,2,2,2,0,0,0,2,2,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0,
0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,
2,0,0,0,0,1,1,1,1,1,0,0,0,0,0,2,
2,0,0,0,0,1,1,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,1,1,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,1,1,0,0,0,0,0,0,0,0,2,
0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,
0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,
0,0,2,2,0,0,0,0,0,0,0,0,1,1,0,0,
2,0,2,2,0,0,0,0,0,0,0,0,1,1,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,2,2,0,0,0,2,2,2,2,0,0,0,2,2,2
};
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uint32_t pixels[S3L_RESOLUTION_X * S3L_RESOLUTION_Y];
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uint32_t frame = 0;
void clearScreen()
{
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memset(pixels,0,S3L_RESOLUTION_X * S3L_RESOLUTION_Y * sizeof(uint32_t));
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}
static inline void setPixel(int x, int y, uint8_t red, uint8_t green, uint8_t blue)
{
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if (x < 0 || x >= S3L_RESOLUTION_X || y < 0 || y >= S3L_RESOLUTION_Y)
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return;
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uint32_t r = red & 0x000000FF;
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r = r << 24;
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uint32_t g = green & 0x000000FF;
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g = g << 16;
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uint32_t b = blue & 0x000000FF;
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b = b << 8;
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pixels[y * S3L_RESOLUTION_X + x] = r | g | b;
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}
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uint8_t texturePixel(int32_t u, int32_t v)
{
u %= 16;
v %= 16;
return testTexture[v * 16 + u];
}
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void drawPixel(S3L_PixelInfo *p)
{
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if (p->x < 0 || p ->x >= S3L_RESOLUTION_X || p->y < 0 || p->y >= S3L_RESOLUTION_Y)
{
offScreenPixels++;
return;
}
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S3L_Unit u, v;
const S3L_Unit *coords;
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coords = tex_coords + p->triangleID * 6;
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u = S3L_interpolateBarycentric(
0,
0,
15,
p->barycentric0, p->barycentric1, p->barycentric2);
v = S3L_interpolateBarycentric(
0,
15,
0,
p->barycentric0, p->barycentric1, p->barycentric2);
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/*
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u = S3L_interpolateBarycentric(
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coords[0],
coords[2],
coords[4],
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p->barycentric0, p->barycentric1, p->barycentric2);
v = S3L_interpolateBarycentric(
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coords[1],
coords[3],
coords[5],
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p->barycentric0, p->barycentric1, p->barycentric2);
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*/
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uint8_t col = texturePixel(u,v);
uint8_t dep = (p->depth / 5000.0) * 255;
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setPixel(p->x,p->y,col * 120,dep,(2 - col) * 120);
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//setPixel(p->x,p->y,sss, (p->triangleID * 37) % 255 ,128);
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//setPixel(p->x,p->y,p->modelID * 64,p->modelID * 128,255);
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// setPixel(p->x,p->y,p->barycentric0 / ((float) S3L_FRACTIONS_PER_UNIT) * 255,p->barycentric1 / ((float) S3L_FRACTIONS_PER_UNIT) * 255,p->barycentric2 / ((float) S3L_FRACTIONS_PER_UNIT) * 255);
}
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S3L_Transform3D modelTransform;
S3L_DrawConfig conf;
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void draw()
{
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S3L_newFrame();
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offScreenPixels = 0;
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clearScreen();
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uint32_t f = frame;
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scene.models[0].transform.rotation.z = f * 0.1;
scene.models[0].transform.rotation.x = f * 0.3;
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S3L_drawScene(scene);
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if (offScreenPixels > 0)
printf("offscreen pixels: %d\n",offScreenPixels);
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}
int main()
{
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SDL_Window *window = SDL_CreateWindow("test", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, S3L_RESOLUTION_X, S3L_RESOLUTION_Y, SDL_WINDOW_SHOWN);
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SDL_Renderer *renderer = SDL_CreateRenderer(window,-1,0);
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SDL_Texture *texture = SDL_CreateTexture(renderer,SDL_PIXELFORMAT_RGBX8888, SDL_TEXTUREACCESS_STATIC, S3L_RESOLUTION_X, S3L_RESOLUTION_Y);
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SDL_Surface *screenSurface = SDL_GetWindowSurface(window);
SDL_Event event;
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S3L_initCamera(&scene.camera);
scene.camera.transform.translation.z = -S3L_FRACTIONS_PER_UNIT * 2;
scene.modelCount = 2;
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scene.models = models;
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scene.models[0].vertices = ver;
scene.models[0].vertexCount = S3L_CUBE_VERTEX_COUNT;
scene.models[0].triangles = tri;
scene.models[0].triangleCount = S3L_CUBE_TRIANGLE_COUNT;
S3L_initTransoform3D(&(scene.models[0].transform));
S3L_initDrawConfig(&(scene.models[0].config));
scene.models[0].transform.translation.x = S3L_FRACTIONS_PER_UNIT;
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// scene.models[1] = scene.models[0];
// scene.models[1].transform.translation.x = 0.5 * S3L_FRACTIONS_PER_UNIT;
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scene.models[1] = house;
S3L_initTransoform3D(&(scene.models[1].transform));
S3L_initDrawConfig(&(scene.models[1].config));
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scene.models[1].transform.translation.y = -1 * S3L_FRACTIONS_PER_UNIT;
scene.models[1].transform.translation.z = 4 * S3L_FRACTIONS_PER_UNIT;
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// scene.camera.transform.translation.x = S3L_FRACTIONS_PER_UNIT;
// scene.camera.transform.translation.y = S3L_FRACTIONS_PER_UNIT;
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S3L_initTransoform3D(&modelTransform);
S3L_initDrawConfig(&conf);
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int running = 1;
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for (int i = 0; i < 256; ++i)
keys[i] = 0;
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while (running)
{
draw();
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SDL_UpdateTexture(texture,NULL,pixels,S3L_RESOLUTION_X * sizeof(uint32_t));
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int code = 0;
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while (SDL_PollEvent(&event))
{
switch (event.type)
{
case SDL_QUIT:
running = 0;
break;
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case SDL_KEYDOWN:
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code = 'a' + event.key.keysym.scancode - SDL_SCANCODE_A;
if (code >= 0 && code <= 255)
keys[code] = 1;
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break;
case SDL_KEYUP:
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code = 'a' + event.key.keysym.scancode - SDL_SCANCODE_A;
if (code >= 0 && code <= 255)
keys[code] = 0;
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break;
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default:
break;
}
}
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S3L_Vec4 camF, camR, camU;
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int step = 10;
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S3L_rotationToDirections(
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scene.camera.transform.rotation,
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step,
&camF,
&camR,
&camU);
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if (keys['w'])
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S3L_vec3Add(&scene.camera.transform.translation,camF);
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if (keys['s'])
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S3L_vec3Sub(&scene.camera.transform.translation,camF);
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if (keys['d'])
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S3L_vec3Add(&scene.camera.transform.translation,camR);
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if (keys['a'])
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S3L_vec3Sub(&scene.camera.transform.translation,camR);
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if (keys['c'])
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S3L_vec3Add(&scene.camera.transform.translation,camU);
if (keys['x'])
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S3L_vec3Sub(&scene.camera.transform.translation,camU);
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if (keys['q'])
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scene.camera.transform.rotation.y -= 1;
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if (keys['e'])
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scene.camera.transform.rotation.y += 1;
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if (keys['r'])
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scene.camera.transform.rotation.x -= 1;
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if (keys['t'])
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scene.camera.transform.rotation.x += 1;
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if (keys['f'])
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scene.camera.transform.rotation.z -= 1;
if (keys['g'])
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scene.camera.transform.rotation.z += 1;
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SDL_RenderClear(renderer);
SDL_RenderCopy(renderer,texture,NULL,NULL);
SDL_RenderPresent(renderer);
frame++;
}
return 0;
}