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Add custom transorm matrix
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5 changed files with 4533 additions and 5 deletions
2468
programs/grassNormalTexture.h
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2468
programs/grassNormalTexture.h
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2015
programs/grassTexture.h
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2015
programs/grassTexture.h
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@ -14,6 +14,8 @@
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#include <stdio.h>
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#include <math.h>
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#include "grassTexture.h"
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uint8_t frameBuffer[S3L_RESOLUTION_X * S3L_RESOLUTION_Y * 3];
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int frame = 0;
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@ -64,6 +66,21 @@ S3L_Vec4 toLightDirection;
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S3L_Vec4 n0, n1, n2, v0, v1, v2;
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void sampleTexture(uint8_t *texture, int w, int h, float x, float y, char color[3])
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{
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x = fmod(x,1.0);
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y = fmod(y,1.0);
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int intX = x * w;
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int intY = y * h;
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int index = S3L_clamp((intY * w + intX) * 3,0,w * h - 1);
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color[0] = texture[index];
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color[1] = texture[index + 1];
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color[2] = texture[index + 2];
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}
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void drawPixel(S3L_PixelInfo *p)
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{
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S3L_Unit *normals = p->modelIndex == 0 ? terrainNormals : waterNormals;
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@ -199,9 +216,16 @@ color[2] = fresnel2 * 255 + fresnel * 100;
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}
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else
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{
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color[0] = S3L_clamp(255 * light,0,255);
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color[1] = S3L_clamp(100 * light,0,255);
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color[2] = S3L_clamp(50 * light,0,255);
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char textureColor[3];
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sampleTexture(grassTexture,GRASS_TEXTURE_WIDTH,GRASS_TEXTURE_HEIGHT,
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position.x / ((float) S3L_FRACTIONS_PER_UNIT),
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position.z / ((float) S3L_FRACTIONS_PER_UNIT),textureColor);
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color[0] = S3L_clamp(textureColor[0] * light,0,255);
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color[1] = S3L_clamp(textureColor[1] * light,0,255);
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color[2] = S3L_clamp(textureColor[2] * light,0,255);
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}
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/*
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@ -432,6 +432,12 @@ int main()
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S3L_initScene(&model,1,&scene);
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S3L_initModel3D(houseVertices,HOUSE_VERTEX_COUNT,houseTriangleIndices,HOUSE_TRIANGLE_COUNT,&houseModel);
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S3L_initModel3D(chestVertices,CHEST_VERTEX_COUNT,chestTriangleIndices,CHEST_TRIANGLE_COUNT,&chestModel);
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S3L_initModel3D(plantVertices,PLANT_VERTEX_COUNT,plantTriangleIndices,PLANT_TRIANGLE_COUNT,&plantModel);
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S3L_initModel3D(cat1Vertices,CAT1_VERTEX_COUNT,cat1TriangleIndices,CAT1_TRIANGLE_COUNT,&cat1Model);
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S3L_initModel3D(cat2Vertices,CAT2_VERTEX_COUNT,cat1TriangleIndices,CAT1_TRIANGLE_COUNT,&cat2Model);
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scene.camera.transform.translation.z = -S3L_FRACTIONS_PER_UNIT * 8;
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catModel = cat1Model;
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17
small3dlib.h
17
small3dlib.h
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@ -431,6 +431,10 @@ typedef struct
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const S3L_Index *triangles;
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S3L_Index triangleCount;
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S3L_Transform3D transform;
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S3L_Mat4 *customTransformMatrix; /**< This can be used to override the
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transform (if != 0) with a custom
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transform matrix, which is more
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general. */
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S3L_DrawConfig config;
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} S3L_Model3D; ///< Represents a 3D model.
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@ -1458,6 +1462,7 @@ void S3L_initModel3D(
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model->vertexCount = vertexCount;
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model->triangles = triangles;
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model->triangleCount = triangleCount;
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model->customTransformMatrix = 0;
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S3L_initTransoform3D(&(model->transform));
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S3L_initDrawConfig(&(model->config));
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@ -2355,7 +2360,17 @@ void S3L_drawScene(S3L_Scene scene)
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previousModel = modelIndex;
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#endif
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S3L_makeWorldMatrix(scene.models[modelIndex].transform,&matFinal);
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if (scene.models[modelIndex].customTransformMatrix == 0)
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S3L_makeWorldMatrix(scene.models[modelIndex].transform,&matFinal);
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else
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{
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S3L_Mat4 *m = scene.models[modelIndex].customTransformMatrix;
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for (int8_t j = 0; j < 4; ++j)
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for (int8_t i = 0; i < 4; ++i)
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matFinal[i][j] = (*m)[i][j];
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}
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S3L_mat4Xmat4(&matFinal,&matCamera);
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S3L_Index triangleCount = scene.models[modelIndex].triangleCount;
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