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Continue offline program

This commit is contained in:
Miloslav Číž 2019-06-17 20:53:10 +02:00
parent 93cac76c87
commit 49f963e47c

View file

@ -31,7 +31,7 @@ int8_t heightMap[GRID_W * GRID_H] =
#define e -1
e,e,e,e,e,e,e,e,e,e,e,e,e,e,e,e,
e,0,0,0,0,1,0,0,1,1,1,0,0,0,0,e,
e,0,0,0,0,1,0,1,2,1,1,1,0,0,0,e,
e,0,0,0,0,1,0,1,1,1,1,1,0,0,0,e,
e,0,0,1,1,1,1,3,2,1,1,1,1,0,0,e,
e,0,0,0,1,1,2,4,3,2,1,2,1,1,0,e,
e,0,1,2,2,2,2,4,4,2,2,2,2,1,0,e,
@ -78,24 +78,53 @@ S3L_Vec4 n0, n1, n2, v0, v1, v2;
void sampleTexture(uint8_t *texture, int w, int h, float x, float y, uint8_t color[3])
{
// we do linear interpolation of the samples
x = fmod(x,1.0);
y = fmod(y,1.0);
int intX = x * w;
if (x < 0)
x = 1.0 + x;
if (intX < 0)
intX = w + intX;
if (y < 0)
y = 1.0 + y;
int intY = y * h;
x *= w;
y *= h;
if (intY < 0)
intY = h + intY;
int intX0 = x;
int index = S3L_clamp((intY * w + intX) * 3,0,w * h * 3 - 1);
float xFract = x - intX0;
int intY0 = y;
float yFract = y - intY0;
int intX1 = (intX0 + 1) % w;
int intY1 = (intY0 + 1) % h;
int index;
int maxIndex = w * h * 3 - 1;
uint8_t c0[3], c1[3], c2[3], c3[3];
#define getColor(n,i0,i1)\
index = S3L_clamp((intY##i0 * w + intX##i1) * 3,0,maxIndex);\
c##n[0] = texture[index];\
c##n[1] = texture[index + 1];\
c##n[2] = texture[index + 2];\
getColor(0,0,0);
getColor(1,0,1);
getColor(2,1,0);
getColor(3,1,1);
#undef getColor
color[0] = interpolate(interpolate(c0[0],c1[0],xFract),interpolate(c2[0],c3[0],xFract),yFract);
color[1] = interpolate(interpolate(c0[1],c1[1],xFract),interpolate(c2[1],c3[1],xFract),yFract);
color[2] = interpolate(interpolate(c0[2],c1[2],xFract),interpolate(c2[2],c3[2],xFract),yFract);
color[0] = texture[index];
color[1] = texture[index + 1];
color[2] = texture[index + 2];
}
void drawPixel(S3L_PixelInfo *p)
@ -186,8 +215,8 @@ void drawPixel(S3L_PixelInfo *p)
else // island
{
diffuseIntensity = 0.5;
specularIntensity = 0.3;
specularPower = 2.0;
specularIntensity = 0.7;
specularPower = 10.0;
u = position.x / ((float) S3L_FRACTIONS_PER_UNIT * 2);
v = position.z / ((float) S3L_FRACTIONS_PER_UNIT * 2);
@ -375,9 +404,9 @@ int main()
{
animateWater();
scene.camera.transform.translation.x = S3L_sin(i * 5) * 3; // i * S3L_FRACTIONS_PER_UNIT / 2;
scene.camera.transform.translation.y = 5 * S3L_FRACTIONS_PER_UNIT + S3L_sin(i * 5) * 3;
scene.camera.transform.translation.z = S3L_cos(i * 4) * 10; //-9 * S3L_FRACTIONS_PER_UNIT + i * S3L_FRACTIONS_PER_UNIT / 2;
scene.camera.transform.translation.x = S3L_sin(i * 5) * 3;
scene.camera.transform.translation.y = 5 * S3L_FRACTIONS_PER_UNIT + S3L_cos(i * 6) * 2;
scene.camera.transform.translation.z = S3L_cos(i * 4) * 10;
S3L_Vec4 target;