mirror of
https://git.coom.tech/drummyfish/small3dlib.git
synced 2024-11-21 20:39:57 +01:00
Tidy level
This commit is contained in:
parent
8061946616
commit
504d43f30d
2 changed files with 4 additions and 489 deletions
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@ -47,7 +47,6 @@ S3L_Unit *uvs = 0;
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S3L_Index *uvIndices = 0;
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uint32_t previousTriangle = 1000;
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S3L_Vec4 uv0, uv1, uv2;
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uint8_t r, g, b;
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void clearScreen()
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{
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@ -124,6 +123,8 @@ void drawTeleport(int16_t x, int16_t y, S3L_ScreenCoord size)
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void drawPixel(S3L_PixelInfo *p)
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{
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uint8_t r, g, b;
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#if TEXTURES
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if (p->triangleID != previousTriangle)
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{
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@ -243,14 +244,11 @@ int main()
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nextT = clock();
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S3L_initCamera(&scene.camera);
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levelWallsModelInit();
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levelFloorModelInit();
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levelCeilingModelInit();
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scene.modelCount = 3;
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scene.models = models;
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S3L_initScene(models,3,&scene);
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scene.models[0] = levelWallsModel;
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scene.models[1] = levelFloorModel;
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@ -268,9 +266,6 @@ int main()
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scene.models[1].transform.scale = s;
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scene.models[2].transform.scale = s;
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S3L_initTransoform3D(&modelTransform);
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S3L_initDrawConfig(&conf);
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int running = 1;
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while (running) // main loop
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@ -278,21 +273,13 @@ int main()
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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))
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if (event.type == SDL_QUIT)
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running = 0;
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S3L_Vec4 camF, camR;
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int step = 50;
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S3L_rotationToDirections(
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scene.camera.transform.rotation,
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step,
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&camF,
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&camR,
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0);
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S3L_rotationToDirections(scene.camera.transform.rotation,20,&camF,&camR,0);
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uint8_t *state = SDL_GetKeyboardState(NULL);
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@ -1,472 +0,0 @@
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/*
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author: Miloslav Ciz
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license: CC0
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*/
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#include <SDL2/SDL.h>
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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_PRESET_HIGHEST_QUALITY
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#define S3L_FLAT 0
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#define S3L_STRICT_NEAR_CULLING 0
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#define S3L_PERSPECTIVE_CORRECTION 0
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#define S3L_SORT 0
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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 640
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#define S3L_RESOLUTION_Y 480
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#include "../small3dlib.h"
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#include "houseTexture.h"
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#include "houseModel.h"
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int32_t offScreenPixels = 0;
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const S3L_Unit ver[] = { S3L_CUBE_VERTICES(S3L_FRACTIONS_PER_UNIT) };
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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_Unit houseNormals[HOUSE_VERTEX_COUNT * 3];
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S3L_Model3D models[2];
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S3L_Scene scene;
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uint8_t houseVertexLighting[127];
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int8_t keys[256];
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const uint8_t testTexture[] =
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{
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2,2,2,0,0,0,2,2,2,2,0,0,0,2,2,2,
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2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
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2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
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0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0,
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0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,
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2,0,0,0,0,1,1,1,1,1,0,0,0,0,0,2,
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2,0,0,0,0,1,1,0,0,0,0,0,0,0,0,2,
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2,0,0,0,0,1,1,0,0,0,0,0,0,0,0,2,
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2,0,0,0,0,1,1,0,0,0,0,0,0,0,0,2,
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0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,
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0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,
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0,0,2,2,0,0,0,0,0,0,0,0,1,1,0,0,
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2,0,2,2,0,0,0,0,0,0,0,0,1,1,0,2,
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2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
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2,2,2,0,0,0,2,2,2,2,0,0,0,2,2,2
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};
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/*
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{
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0,1,2,0,1,2,0,1,2,0,1,2,0,1,2,0,
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1,2,0,1,2,0,1,2,0,1,2,0,1,2,0,1,
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2,0,1,2,0,1,2,0,1,2,0,1,2,0,1,2,
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0,1,2,0,1,2,0,1,2,0,1,2,0,1,2,0,
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1,2,0,1,2,0,1,2,0,1,2,0,1,2,0,1,
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2,0,1,2,0,1,2,0,1,2,0,1,2,0,1,2,
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0,1,2,0,1,2,0,1,2,0,1,2,0,1,2,0,
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1,2,0,1,2,0,1,2,0,1,2,0,1,2,0,1,
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2,0,1,2,0,1,2,0,1,2,0,1,2,0,1,2,
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0,1,2,0,1,2,0,1,2,0,1,2,0,1,2,0,
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1,2,0,1,2,0,1,2,0,1,2,0,1,2,0,1,
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2,0,1,2,0,1,2,0,1,2,0,1,2,0,1,2,
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0,1,2,0,1,2,0,1,2,0,1,2,0,1,2,0,
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1,2,0,1,2,0,1,2,0,1,2,0,1,2,0,1,
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2,0,1,2,0,1,2,0,1,2,0,1,2,0,1,2
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};
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*/
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uint32_t pixels[S3L_RESOLUTION_X * S3L_RESOLUTION_Y];
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uint32_t frame = 0;
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void clearScreen()
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{
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memset(pixels,255,S3L_RESOLUTION_X * S3L_RESOLUTION_Y * sizeof(uint32_t));
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}
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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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{
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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)
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{
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u %= 16;
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v %= 16;
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return testTexture[v * 16 + u];
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}
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void houseTex(int32_t u, int32_t v, uint8_t *r, uint8_t *g, uint8_t *b)
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{
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if (u < 0)
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u = 0;
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if (v < 0)
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v = 0;
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u %= HOUSE_TEXTURE_WIDTH;
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v %= HOUSE_TEXTURE_HEIGHT;
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int index = (v * HOUSE_TEXTURE_WIDTH + u) * 3;
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*r = houseTexture[index];
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*g = houseTexture[index + 1];
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*b = houseTexture[index + 2];
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}
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void drawPixel(S3L_PixelInfo *p)
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{
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if (p->x < 0 || p ->x >= S3L_RESOLUTION_X || p->y < 0 || p->y >= S3L_RESOLUTION_Y)
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{
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offScreenPixels++;
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return;
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}
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S3L_Unit u, v;
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const S3L_Unit *coords;
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coords = tex_coords + p->triangleIndex * 6;
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if (p->modelIndex != 0)
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{
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int tmp = p->triangleIndex * 3;
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int i0 = houseUVIndices[tmp];
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int i1 = houseUVIndices[tmp + 1];
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int i2 = houseUVIndices[tmp + 2];
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tmp = i0 * 2;
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int uv0[2];
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uv0[0] = houseUVs[tmp];
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uv0[1] = houseUVs[tmp + 1];
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tmp = i1 * 2;
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int uv1[2];
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uv1[0] = houseUVs[tmp];
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uv1[1] = houseUVs[tmp + 1];
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tmp = i2 * 2;
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int uv2[2];
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uv2[0] = houseUVs[tmp];
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uv2[1] = houseUVs[tmp + 1];
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u = S3L_interpolateBarycentric(
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uv0[0],
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uv1[0],
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uv2[0],
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p->barycentric);
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v = S3L_interpolateBarycentric(
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uv0[1],
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uv1[1],
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uv2[1],
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p->barycentric);
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uint8_t r,g,b;
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houseTex(
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(u / ((float) S3L_FRACTIONS_PER_UNIT)) * HOUSE_TEXTURE_WIDTH,
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(v / ((float) S3L_FRACTIONS_PER_UNIT)) * HOUSE_TEXTURE_HEIGHT,
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&r,&g,&b);
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S3L_Vec4 n0, n1, n2, n;
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n0.x = houseNormals[scene.models[p->modelIndex].triangles[p->triangleIndex * 3] * 3];
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n0.y = houseNormals[scene.models[p->modelIndex].triangles[p->triangleIndex * 3] * 3 + 1];
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n0.z = houseNormals[scene.models[p->modelIndex].triangles[p->triangleIndex * 3] * 3 + 2];
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n1.x = houseNormals[scene.models[p->modelIndex].triangles[p->triangleIndex * 3 + 1] * 3];
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n1.y = houseNormals[scene.models[p->modelIndex].triangles[p->triangleIndex * 3 + 1] * 3 + 1];
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n1.z = houseNormals[scene.models[p->modelIndex].triangles[p->triangleIndex * 3 + 1] * 3 + 2];
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n2.x = houseNormals[scene.models[p->modelIndex].triangles[p->triangleIndex * 3 + 2] * 3];
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n2.y = houseNormals[scene.models[p->modelIndex].triangles[p->triangleIndex * 3 + 2] * 3 + 1];
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n2.z = houseNormals[scene.models[p->modelIndex].triangles[p->triangleIndex * 3 + 2] * 3 + 2];
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n.x = S3L_interpolateBarycentric(n0.x,n1.x,n2.x,p->barycentric);
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n.y = S3L_interpolateBarycentric(n0.y,n1.y,n2.y,p->barycentric);
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n.z = S3L_interpolateBarycentric(n0.z,n1.z,n2.z,p->barycentric);
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S3L_Vec4 V;
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V.x = 10;
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V.y = 10;
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V.z = 10;
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S3L_normalizeVec3(&V);
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int16_t l = 64 + S3L_clamp(S3L_dotProductVec3(n,V),-511,511) / 8;
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//setPixel(p->x,p->y,l,l,l);
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r = S3L_clamp(((int16_t) r) - l,0,255);
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g = S3L_clamp(((int16_t) g) - l,0,255);
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b = S3L_clamp(((int16_t) b) - l,0,255);
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setPixel(p->x,p->y,r,g,b);
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}
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else
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{
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u = S3L_interpolateBarycentric(
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coords[0],
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coords[2],
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coords[4],
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p->barycentric);
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v = S3L_interpolateBarycentric(
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coords[1],
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coords[3],
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coords[5],
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p->barycentric);
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uint8_t col = texturePixel(u,v);
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setPixel(p->x,p->y,col,col * 30,(2 - col) * 120);
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}
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// uint8_t dep = (p->depth / 5000.0) * 255;
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// setPixel(p->x,p->y, (p->triangleID * 60) % 255, (p->triangleID * 170) % 255, (p->triangleID * 10) % 255 );
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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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}
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S3L_Transform3D modelTransform;
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S3L_DrawConfig conf;
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clock_t nextT;
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int fps = 0;
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void recomputeLight()
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{
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S3L_Mat4 m;
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S3L_makeWorldMatrix(scene.models[1].transform,&m);
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int radius = S3L_FRACTIONS_PER_UNIT * 12;
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for (int i = 0; i < 127; ++i)
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{
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houseVertexLighting[i] = 255;
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}
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}
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void draw()
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{
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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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if (f % 16 == 0)
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recomputeLight();
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scene.models[0].transform.translation.x = sin(f / 16.0) * S3L_FRACTIONS_PER_UNIT;
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S3L_drawScene(scene);
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if (offScreenPixels > 0)
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printf("offscreen pixels: %d\n",offScreenPixels);
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clock_t nowT = clock();
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double timeDiff = ((double) (nowT - nextT)) / CLOCKS_PER_SEC;
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fps++;
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if (timeDiff >= 1.0)
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{
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nextT = nowT;
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printf("FPS: %d\n",fps);
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printf("camera: ");
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S3L_logTransform3D(scene.camera.transform);
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fps = 0;
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S3L_computeModelNormals(scene.models[1],houseNormals,1);
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}
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}
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int main()
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{
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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);
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SDL_Event event;
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nextT = clock();
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S3L_initCamera(&scene.camera);
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houseModelInit();
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// scene.camera.transform.translation.z = -S3L_FRACTIONS_PER_UNIT * 2;
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scene.camera.transform.translation.x = 105;
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scene.camera.transform.translation.y = 469;
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scene.camera.transform.translation.z = 9;
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scene.camera.transform.rotation.x = -35;
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scene.camera.transform.rotation.y = 128;
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scene.camera.transform.rotation.z = 0;
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S3L_setTransform3D(-2039,173,6096,-2,-296,0,512,512,512,&(scene.camera.transform));
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scene.modelCount = 2;
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scene.models = models;
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scene.models[0].vertices = ver;
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scene.models[0].vertexCount = S3L_CUBE_VERTEX_COUNT;
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scene.models[0].triangles = tri;
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scene.models[0].triangleCount = S3L_CUBE_TRIANGLE_COUNT;
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S3L_initTransoform3D(&(scene.models[0].transform));
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S3L_initDrawConfig(&(scene.models[0].config));
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scene.models[0].transform.translation.x = S3L_FRACTIONS_PER_UNIT;
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// scene.models[1] = scene.models[0];
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// scene.models[1].transform.translation.x = 0.5 * S3L_FRACTIONS_PER_UNIT;
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scene.models[1] = houseModel;
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S3L_initTransoform3D(&(scene.models[1].transform));
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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;
|
||||
|
||||
recomputeLight();
|
||||
|
||||
// scene.camera.transform.translation.x = S3L_FRACTIONS_PER_UNIT;
|
||||
// scene.camera.transform.translation.y = S3L_FRACTIONS_PER_UNIT;
|
||||
|
||||
S3L_initTransoform3D(&modelTransform);
|
||||
S3L_initDrawConfig(&conf);
|
||||
|
||||
int running = 1;
|
||||
|
||||
for (int i = 0; i < 256; ++i)
|
||||
keys[i] = 0;
|
||||
|
||||
while (running)
|
||||
{
|
||||
draw();
|
||||
SDL_UpdateTexture(texture,NULL,pixels,S3L_RESOLUTION_X * sizeof(uint32_t));
|
||||
|
||||
int code = 0;
|
||||
|
||||
while (SDL_PollEvent(&event))
|
||||
{
|
||||
switch (event.type)
|
||||
{
|
||||
case SDL_QUIT:
|
||||
running = 0;
|
||||
break;
|
||||
|
||||
case SDL_KEYDOWN:
|
||||
code = 'a' + event.key.keysym.scancode - SDL_SCANCODE_A;
|
||||
|
||||
if (code >= 0 && code <= 255)
|
||||
keys[code] = 1;
|
||||
|
||||
break;
|
||||
|
||||
case SDL_KEYUP:
|
||||
code = 'a' + event.key.keysym.scancode - SDL_SCANCODE_A;
|
||||
|
||||
if (code >= 0 && code <= 255)
|
||||
keys[code] = 0;
|
||||
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
S3L_Vec4 camF, camR, camU;
|
||||
int step = 50;
|
||||
|
||||
S3L_rotationToDirections(
|
||||
scene.camera.transform.rotation,
|
||||
step,
|
||||
&camF,
|
||||
&camR,
|
||||
&camU);
|
||||
|
||||
if (keys['w'])
|
||||
S3L_vec3Add(&scene.camera.transform.translation,camF);
|
||||
|
||||
if (keys['s'])
|
||||
S3L_vec3Sub(&scene.camera.transform.translation,camF);
|
||||
|
||||
if (keys['d'])
|
||||
S3L_vec3Add(&scene.camera.transform.translation,camR);
|
||||
|
||||
if (keys['a'])
|
||||
S3L_vec3Sub(&scene.camera.transform.translation,camR);
|
||||
|
||||
if (keys['c'])
|
||||
S3L_vec3Add(&scene.camera.transform.translation,camU);
|
||||
|
||||
if (keys['x'])
|
||||
S3L_vec3Sub(&scene.camera.transform.translation,camU);
|
||||
|
||||
if (keys['q'])
|
||||
scene.camera.transform.rotation.y -= 1;
|
||||
|
||||
if (keys['e'])
|
||||
scene.camera.transform.rotation.y += 1;
|
||||
|
||||
if (keys['r'])
|
||||
scene.camera.transform.rotation.x -= 1;
|
||||
|
||||
if (keys['t'])
|
||||
scene.camera.transform.rotation.x += 1;
|
||||
|
||||
if (keys['f'])
|
||||
scene.camera.transform.rotation.z -= 1;
|
||||
|
||||
if (keys['g'])
|
||||
scene.camera.transform.rotation.z += 1;
|
||||
|
||||
if (keys['p'])
|
||||
// S3L_lookAt(scene.models[0].transform.translation,&(scene.camera.transform));
|
||||
S3L_lookAt(scene.camera.transform.translation,&(scene.models[1].transform));
|
||||
|
||||
SDL_RenderClear(renderer);
|
||||
SDL_RenderCopy(renderer,texture,NULL,NULL);
|
||||
SDL_RenderPresent(renderer);
|
||||
|
||||
frame++;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
Loading…
Reference in a new issue