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Improve the cube

This commit is contained in:
Miloslav Číž 2019-05-07 20:23:11 +02:00
parent 6ac545cc87
commit 8d7316baad
2 changed files with 102 additions and 62 deletions

26
s3l.h
View file

@ -1009,7 +1009,31 @@ static inline void S3L_mapCameraToScreen(S3L_Vec4 point, S3L_Camera *camera,
// ^ S3L_FRACTIONS_PER_UNIT cancel out
}
void S3L_drawModel(
/*
Helper function to interpolate texture coordinates based on barycentric
coordinates.
*/
void S3L_interpolateTexCoords(
S3L_Unit u0,
S3L_Unit v0,
S3L_Unit u1,
S3L_Unit v1,
S3L_Unit u2,
S3L_Unit v2,
S3L_PixelInfo *p,
S3L_Unit *u,
S3L_Unit *v
)
{
*u = (p->barycentric0 * u0 + p->barycentric1 * u1 + p->barycentric2 * u2) /
S3L_FRACTIONS_PER_UNIT;
*v = (p->barycentric0 * v0 + p->barycentric1 * v1 + p->barycentric2 * v2) /
S3L_FRACTIONS_PER_UNIT;
}
void S3L_drawModelIndexed(
const S3L_Unit coords[],
const S3L_Index triangleVertexIndices[],
uint16_t triangleCount,

138
testSDL.c
View file

@ -14,6 +14,71 @@
#define SCREEN_WIDTH 640
#define SCREEN_HEIGHT 480
const int16_t test_coords[] =
{
100,100, 99,101, 101,101, // 0, small triangle
190,50, 200,10, 400,80, // 1, arbitrary
40,80, 60,50, 100,30, // 2, arbitrary
350,270, 440,200, 490,220, // 3, arbitrary
150,300, 290,400, 450,400, // 4, regular
105,200, 120,200, 201,200, // 5, horizontal line
300,200, 300,250, 300,220, // 6, vertical line
496,15, 613,131, 552,203
};
#define S S3L_FRACTIONS_PER_UNIT
S3L_Unit ver[] =
{
S/2, -S/2, -S/2, // 0 front, bottom, right
-S/2, -S/2, -S/2, // 1 front, bottom, left
S/2, S/2, -S/2, // 2 front, top, right
-S/2, S/2, -S/2, // 3 front, top, left
S/2, -S/2, S/2, // 4 back, bottom, right
-S/2, -S/2, S/2, // 5 back, bottom, left
S/2, S/2, S/2, // 6 back, top, right
-S/2, S/2, S/2 // 7 back, top, left
};
S3L_Unit tex_coords[] =
{
16,0, 0,0, 16,16,
16,0, 0,0, 16,16,
16,0, 0,0, 16,16,
16,0, 0,0, 16,16,
16,0, 0,0, 16,16,
16,0, 0,0, 16,16,
16,0, 0,0, 16,16,
16,0, 0,0, 16,16,
16,0, 0,0, 16,16,
16,0, 0,0, 16,16,
16,0, 0,0, 16,16,
16,0, 0,0, 16,16
};
#undef S
const S3L_Index tri[] =
{
0, 3, 2, // front
0, 1, 3,
4, 0, 2, // right
4, 2, 6,
5, 4, 6, // back
6, 7, 5,
7, 3, 1, // left
7, 1, 5,
3, 6, 2, // top
3, 7, 6,
4, 1, 0, // bottom
4, 5, 1
};
const uint8_t testTexture[] =
{
2,2,2,0,0,0,2,2,2,2,0,0,0,2,2,2,
@ -70,73 +135,24 @@ uint8_t texturePixel(int32_t u, int32_t v)
void drawPixel(S3L_PixelInfo *p)
{
float b0 = p->barycentric0 / ((float) S3L_FRACTIONS_PER_UNIT);
float b1 = p->barycentric1 / ((float) S3L_FRACTIONS_PER_UNIT);
float b2 = p->barycentric2 / ((float) S3L_FRACTIONS_PER_UNIT);
S3L_Unit u, v, *coords;
int32_t u = b0 * 0 + b1 * 0 + b2 * 16;
int32_t v = b0 * 0 + b1 * 16 + b2 * 16;
coords = tex_coords + p->triangleID * 6;
S3L_interpolateTexCoords(
coords[0],coords[1],
coords[2],coords[3],
coords[4],coords[5],
p,
&u,&v);
uint8_t col = texturePixel(u,v);
setPixel(p->x,p->y,col * 120,20,(2 - col) * 120);
/*
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);
*/
// 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);
}
const int16_t test_coords[] =
{
100,100, 99,101, 101,101, // 0, small triangle
190,50, 200,10, 400,80, // 1, arbitrary
40,80, 60,50, 100,30, // 2, arbitrary
350,270, 440,200, 490,220, // 3, arbitrary
150,300, 290,400, 450,400, // 4, regular
105,200, 120,200, 201,200, // 5, horizontal line
300,200, 300,250, 300,220, // 6, vertical line
496,15, 613,131, 552,203
};
#define S S3L_FRACTIONS_PER_UNIT
S3L_Unit ver[] =
{
S/2, -S/2, -S/2, // 0 front, bottom, right
-S/2, -S/2, -S/2, // 1 front, bottom, left
S/2, S/2, -S/2, // 2 front, top, right
-S/2, S/2, -S/2, // 3 front, top, left
S/2, -S/2, S/2, // 4 back, bottom, right
-S/2, -S/2, S/2, // 5 back, bottom, left
S/2, S/2, S/2, // 6 back, top, right
-S/2, S/2, S/2 // 7 back, top, left
};
#undef S
const S3L_Index tri[] =
{
0, 3, 2, // front
0, 1, 3,
4, 0, 2, // right
4, 2, 6,
5, 4, 6, // back
6, 7, 5,
7, 3, 1, // left
7, 1, 5,
3, 6, 2, // top
3, 7, 6,
4, 1, 0, // bottom
4, 5, 1
};
S3L_Camera camera;
S3L_Transform3D modelTransform;
S3L_DrawConfig conf;
@ -148,7 +164,7 @@ void draw()
// modelTransform.rotation.z = frame * 0.2;
// modelTransform.rotation.x = frame * 0.1;
S3L_drawModel(ver,tri,12,modelTransform,camera,conf);
S3L_drawModelIndexed(ver,tri,12,modelTransform,camera,conf);
/*
conf.backfaceCulling = S3L_BACKFACE_CULLING_NONE;