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Update hq program
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1 changed files with 57 additions and 5 deletions
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@ -1,3 +1,12 @@
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/*
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Example program for small3dlib. This is an offline (non-realtime) program
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which creates an animation of a scene with more complex shaders. The
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animation is output in image files (PPM format).
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author: Miloslav Ciz
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licene: CC0 1.0
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*/
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#define S3L_RESOLUTION_X 800
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#define S3L_RESOLUTION_Y 600
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@ -82,6 +91,8 @@ S3L_Vec4 toLightDirection;
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S3L_Vec4 n0, n1, n2, v0, v1, v2;
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S3L_Unit uv0[2], uv1[2], uv2[2];
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void sampleTexture(uint8_t *texture, int w, int h, float x, float y, uint8_t color[3])
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{
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// we do linear interpolation of the samples
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@ -193,6 +204,28 @@ void drawPixel(S3L_PixelInfo *p)
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n2.z = normals[index];
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v2.z = scene.models[p->modelIndex].vertices[index];
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if (p->modelIndex != WATER_MODEL_INDEX &&
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p->modelIndex != ISLAND_MODEL_INDEX)
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{
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index = treeUVIndices[p->triangleIndex * 3] * 2;
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uv0[0] = treeUVs[index];
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index++;
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uv0[1] = treeUVs[index];
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index = treeUVIndices[p->triangleIndex * 3 + 1] * 2;
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uv1[0] = treeUVs[index];
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index++;
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uv1[1] = treeUVs[index];
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index = treeUVIndices[p->triangleIndex * 3 + 2] * 2;
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uv2[0] = treeUVs[index];
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index++;
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uv2[1] = treeUVs[index];
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}
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previousTriangle = p->triangleIndex;
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previousModel = p->modelIndex;
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}
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@ -236,7 +269,7 @@ void drawPixel(S3L_PixelInfo *p)
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normal.x += S3L_sin(dist) / 16;
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normal.z += S3L_cos(dist) / 16;
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}
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else // island
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else if (p->modelIndex == ISLAND_MODEL_INDEX)
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{
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diffuseIntensity = 0.5;
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specularIntensity = 0.7;
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@ -260,6 +293,15 @@ void drawPixel(S3L_PixelInfo *p)
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normal.x += (((int16_t) textureNormal[0]) - 128);
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normal.z += (((int16_t) textureNormal[1]) - 128);
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}
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else // tree
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{
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diffuseIntensity = 0.6;
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specularIntensity = 0.2;
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specularPower = 20.0;
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u = S3L_interpolateBarycentric(uv0[0],uv1[0],uv2[0],p->barycentric) / ((float) S3L_FRACTIONS_PER_UNIT);
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v = S3L_interpolateBarycentric(uv0[1],uv1[1],uv2[1],p->barycentric) / ((float) S3L_FRACTIONS_PER_UNIT);
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}
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S3L_normalizeVec3(&normal);
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S3L_reflect(toLightDirection,normal,&reflected);
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@ -302,7 +344,7 @@ void drawPixel(S3L_PixelInfo *p)
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color[1] = interpolate(previousColor[1],color[1] * light,transparency);
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color[2] = interpolate(previousColor[2],color[2] * light,transparency);
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}
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else // island
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else if (p->modelIndex == ISLAND_MODEL_INDEX)
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{
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uint8_t textureColor[3];
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uint8_t textureColor2[3];
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@ -318,6 +360,16 @@ void drawPixel(S3L_PixelInfo *p)
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color[1] = textureColor[1] * light;
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color[2] = textureColor[2] * light;
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}
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else // tree
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{
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uint8_t textureColor[3];
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sampleTexture(treeTexture,TREE_TEXTURE_WIDTH,TREE_TEXTURE_HEIGHT,u,v,textureColor);
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color[0] = textureColor[0] * light;
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color[1] = textureColor[1] * light;
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color[2] = textureColor[2] * light;
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}
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frameBuffer[index] = S3L_clamp(color[0],0,255);
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frameBuffer[index + 1] = S3L_clamp(color[1],0,255);
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@ -412,9 +464,9 @@ int main()
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S3L_Unit scale = S3L_FRACTIONS_PER_UNIT / 4;
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S3L_setTransform3D(0,S3L_FRACTIONS_PER_UNIT * 2,0,0,0,0,scale,scale,scale,&(models[0].transform));
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S3L_setTransform3D(S3L_FRACTIONS_PER_UNIT,S3L_FRACTIONS_PER_UNIT * 2,0,0,0,0,scale,scale,scale,&(models[1].transform));
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S3L_setTransform3D(-S3L_FRACTIONS_PER_UNIT,S3L_FRACTIONS_PER_UNIT * 2,0,0,0,0,scale,scale,scale,&(models[2].transform));
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S3L_setTransform3D(0,1.2 * S3L_FRACTIONS_PER_UNIT,-1.5 * S3L_FRACTIONS_PER_UNIT,0,0,0,scale,scale,scale,&(models[0].transform));
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S3L_setTransform3D(0.95 * S3L_FRACTIONS_PER_UNIT,1.3 * S3L_FRACTIONS_PER_UNIT,0,0,0,0,scale,scale * 1.3,scale,&(models[1].transform));
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S3L_setTransform3D(-2 * S3L_FRACTIONS_PER_UNIT,0.8 * S3L_FRACTIONS_PER_UNIT,1.5 * S3L_FRACTIONS_PER_UNIT,0,0,0,scale,scale,scale,&(models[2].transform));
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S3L_initModel3D(
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terrainVertices,
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