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Start highPoly demo
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5 changed files with 21558 additions and 10 deletions
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programs/alligatorModel.h
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21409
programs/alligatorModel.h
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programs/highPoly.c
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programs/highPoly.c
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/*
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Example program for small3dlib, testing a high-poly offline model.
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author: Miloslav Ciz
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license: CC0 1.0
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*/
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#include <stdio.h>
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#include <math.h>
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#include <time.h>
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#define S3L_STRICT_NEAR_CULLING 0
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#if TEXTURES
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#define S3L_PERSPECTIVE_CORRECTION 2
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#else
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#define S3L_PERSPECTIVE_CORRECTION 0
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#endif
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#define S3L_NEAR (S3L_FRACTIONS_PER_UNIT / 5)
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#define S3L_Z_BUFFER 1
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#define S3L_PIXEL_FUNCTION drawPixel
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#define S3L_RESOLUTION_X 800
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#define S3L_RESOLUTION_Y 600
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#include "../small3dlib.h"
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#include "alligatorModel.h"
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S3L_Unit normals[ALLIGATOR_VERTEX_COUNT * 3];
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uint8_t frameBuffer[S3L_RESOLUTION_X * S3L_RESOLUTION_Y * 3];
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S3L_Scene scene;
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S3L_Vec4 teleportPoint;
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uint32_t pixels[S3L_RESOLUTION_X * S3L_RESOLUTION_Y];
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void clearScreen()
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{
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memset(frameBuffer,255,S3L_RESOLUTION_X * S3L_RESOLUTION_Y * 3 * sizeof(uint8_t));
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}
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void saveImage(char *fileName)
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{
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printf("saving image file: %s\n",fileName);
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FILE *f = fopen(fileName,"w");
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fprintf(f,"P3\n%d %d\n255\n",S3L_RESOLUTION_X,S3L_RESOLUTION_Y);
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for (int i = 0; i < S3L_RESOLUTION_X * S3L_RESOLUTION_Y * 3; i += 3)
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fprintf(f,"%d %d %d\n",frameBuffer[i],frameBuffer[i + 1],frameBuffer[i + 2]);
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fclose(f);
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}
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uint32_t previousTriangle = 1000;
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S3L_Vec4 n0, n1, n2, toLight;
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void drawPixel(S3L_PixelInfo *p)
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{
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if (p->triangleID != previousTriangle)
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{
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S3L_getIndexedTriangleValues(
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p->triangleIndex,
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scene.models[p->modelIndex].triangles,
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normals,3,&n0,&n1,&n2);
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previousTriangle = p->triangleID;
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}
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S3L_Vec4 normal;
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normal.x = S3L_interpolateBarycentric(n0.x,n1.x,n2.x,p->barycentric);
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normal.y = S3L_interpolateBarycentric(n0.y,n1.y,n2.y,p->barycentric);
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normal.z = S3L_interpolateBarycentric(n0.z,n1.z,n2.z,p->barycentric);
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S3L_normalizeVec3(&normal);
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uint8_t shading =
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S3L_clamp((S3L_dotProductVec3(normal,toLight) + S3L_FRACTIONS_PER_UNIT) / 4,0,255);
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int index = (p->y * S3L_RESOLUTION_X + p->x) * 3;
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frameBuffer[index] = shading;
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frameBuffer[index + 1] = shading;
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frameBuffer[index + 2] = shading;
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}
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int main()
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{
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S3L_setVec4(&toLight,10,10,10,0);
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S3L_normalizeVec3(&toLight);
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alligatorModelInit();
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S3L_computeModelNormals(alligatorModel,normals,0);
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S3L_initScene(&alligatorModel,1,&scene);
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scene.camera.transform.translation.z = -8 * S3L_FRACTIONS_PER_UNIT;
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scene.camera.transform.translation.x = 9 * S3L_FRACTIONS_PER_UNIT;
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scene.camera.transform.translation.y = 6 * S3L_FRACTIONS_PER_UNIT;
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S3L_lookAt(scene.models[0].transform.translation,&(scene.camera.transform));
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clearScreen();
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S3L_newFrame();
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S3L_drawScene(scene);
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saveImage("allligator.ppm");
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return 0;
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}
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@ -140,7 +140,6 @@ void sampleTexture(uint8_t *texture, int w, int h, float x, float y, uint8_t col
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color[0] = interpolate(interpolate(c0[0],c1[0],xFract),interpolate(c2[0],c3[0],xFract),yFract);
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color[1] = interpolate(interpolate(c0[1],c1[1],xFract),interpolate(c2[1],c3[1],xFract),yFract);
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color[2] = interpolate(interpolate(c0[2],c1[2],xFract),interpolate(c2[2],c3[2],xFract),yFract);
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}
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void drawPixel(S3L_PixelInfo *p)
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36
small3dlib.h
36
small3dlib.h
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@ -282,6 +282,13 @@ typedef uint16_t S3L_Index;
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#define S3L_NEAR 1 // Can't be <= 0.
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#endif
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#ifndef S3L_NORMAL_COMPUTE_MAXIMUM_AVERAGE
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/** Affects the S3L_computeModelNormals function. See its description for
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details. */
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#define S3L_NORMAL_COMPUTE_MAXIMUM_AVERAGE 6
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#endif
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#ifndef S3L_FAST_LERP_QUALITY
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/** Quality (scaling) of SOME (stepped) linear interpolations. 0 will most
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likely be a tiny bit faster, but artifacts can occur for bigger tris, while
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sufficient size preallocated! The size is: number of model vertices * 3 *
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sizeof(S3L_Unit). Note that for advanced allowing sharp edges it is not
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sufficient to have per-vertex normals, but must be per-triangle. This
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function doesn't support this. */
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function doesn't support this.
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The function computes a normal for each vertex by averaging normals of
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the triangles containing the vertex. The maximum number of these triangle
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normals that will be averaged is set with
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S3L_NORMAL_COMPUTE_MAXIMUM_AVERAGE. */
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void S3L_computeModelNormals(S3L_Model3D model, S3L_Unit *dst,
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int8_t transformNormals);
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n.w = 0;
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#define MAX_NORMALS 6
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S3L_Vec4 ns[MAX_NORMALS];
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S3L_Vec4 ns[S3L_NORMAL_COMPUTE_MAXIMUM_AVERAGE];
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S3L_Index normalCount;
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for (S3L_Index i = 0; i < model.vertexCount; ++i)
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for (uint32_t i = 0; i < model.vertexCount; ++i)
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{
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normalCount = 0;
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for (S3L_Index j = 0; j < model.triangleCount * 3; j += 3)
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for (uint32_t j = 0; j < model.triangleCount * 3; j += 3)
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{
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if (
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(model.triangles[j] == i) ||
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normalCount++;
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if (normalCount >= MAX_NORMALS)
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if (normalCount >= S3L_NORMAL_COMPUTE_MAXIMUM_AVERAGE)
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break;
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}
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}
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vPos++;
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}
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#undef MAX_NORMALS
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S3L_Mat4 m;
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S3L_makeWorldMatrix(model.transform,&m);
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void S3L_normalizeVec3(S3L_Vec4 *v)
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{
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#define SCALE 16
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v->x *= SCALE;
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v->y *= SCALE;
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v->z *= SCALE;
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// ^ This pre-scale prevents inaccuracy with very small vectors ([1,1,1]).
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#undef SCALE
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S3L_Unit l = S3L_vec3Length(*v);
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if (l == 0)
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2
todo.txt
2
todo.txt
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bugs:
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- obj tools still crosses the 80 column alignment limit (alligator model)
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repeated:
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- valgrind (and similar) checks
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