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Add texturing option to level
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parent
e5988e596c
commit
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1 changed files with 32 additions and 12 deletions
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@ -5,6 +5,8 @@
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license: CC0 1.0
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license: CC0 1.0
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*/
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*/
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#define TEXTURES 1 // whether to use textures for the level
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#include <SDL2/SDL.h>
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#include <SDL2/SDL.h>
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#include <stdio.h>
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#include <stdio.h>
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#include <math.h>
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#include <math.h>
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@ -12,7 +14,13 @@
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#define S3L_FLAT 0
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#define S3L_FLAT 0
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#define S3L_STRICT_NEAR_CULLING 0
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#define S3L_STRICT_NEAR_CULLING 0
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#define S3L_PERSPECTIVE_CORRECTION 2
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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_SORT 0
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#define S3L_SORT 0
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#define S3L_Z_BUFFER 1
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#define S3L_Z_BUFFER 1
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@ -34,6 +42,12 @@ S3L_Vec4 teleportPoint;
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uint32_t pixels[S3L_RESOLUTION_X * S3L_RESOLUTION_Y];
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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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uint32_t frame = 0;
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uint8_t *texture = 0;
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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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void clearScreen()
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{
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{
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@ -57,14 +71,6 @@ static inline void setPixel(int x, int y, uint8_t red, uint8_t green, uint8_t bl
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pixels[y * S3L_RESOLUTION_X + x] = r | g | b;
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pixels[y * S3L_RESOLUTION_X + x] = r | g | b;
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}
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}
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uint8_t *texture = 0;
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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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void sampleTxture(S3L_Unit u, S3L_Unit v, uint8_t *r, uint8_t *g, uint8_t *b)
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void sampleTxture(S3L_Unit u, S3L_Unit v, uint8_t *r, uint8_t *g, uint8_t *b)
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{
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{
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u = (u * LEVEL_TEXTURE_WIDTH) / S3L_FRACTIONS_PER_UNIT;
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u = (u * LEVEL_TEXTURE_WIDTH) / S3L_FRACTIONS_PER_UNIT;
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@ -118,6 +124,7 @@ void drawTeleport(int16_t x, int16_t y, S3L_ScreenCoord size)
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void drawPixel(S3L_PixelInfo *p)
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void drawPixel(S3L_PixelInfo *p)
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{
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{
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#if TEXTURES
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if (p->triangleID != previousTriangle)
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if (p->triangleID != previousTriangle)
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{
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{
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switch (p->modelIndex)
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switch (p->modelIndex)
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@ -151,11 +158,24 @@ void drawPixel(S3L_PixelInfo *p)
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uv[0] = S3L_interpolateBarycentric(uv0.x,uv1.x,uv2.x,p->barycentric);
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uv[0] = S3L_interpolateBarycentric(uv0.x,uv1.x,uv2.x,p->barycentric);
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uv[1] = S3L_interpolateBarycentric(uv0.y,uv1.y,uv2.y,p->barycentric);
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uv[1] = S3L_interpolateBarycentric(uv0.y,uv1.y,uv2.y,p->barycentric);
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uint8_t r, g, b;
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sampleTxture(uv[0],uv[1],&r,&g,&b);
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sampleTxture(uv[0],uv[1],&r,&g,&b);
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#else
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switch (p->modelIndex)
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{
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case 0: r = 255; g = 0; b = 0; break;
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case 1: r = 0; g = 255; b = 0; break;
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case 2:
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default: r = 0; g = 0; b = 255; break;
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}
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#endif
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S3L_Unit fog = (p->depth * 8) / S3L_FRACTIONS_PER_UNIT;
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S3L_Unit fog = (p->depth *
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#if TEXTURES
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8
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#else
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16
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#endif
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) / S3L_FRACTIONS_PER_UNIT;
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r = S3L_clamp(((S3L_Unit) r) - fog,0,255);
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r = S3L_clamp(((S3L_Unit) r) - fog,0,255);
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g = S3L_clamp(((S3L_Unit) g) - fog,0,255);
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g = S3L_clamp(((S3L_Unit) g) - fog,0,255);
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