From b1989a24a163f632c700331885b787eb3676326d Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Miloslav=20=C4=8C=C3=AD=C5=BE?= Date: Thu, 6 Jun 2019 22:47:38 +0200 Subject: [PATCH] Start model viewer --- programs/modelViewer.c | 301 +++++++++++++++++++++++++++++++++++++++++ 1 file changed, 301 insertions(+) create mode 100644 programs/modelViewer.c diff --git a/programs/modelViewer.c b/programs/modelViewer.c new file mode 100644 index 0000000..9eaa0a1 --- /dev/null +++ b/programs/modelViewer.c @@ -0,0 +1,301 @@ +/* + Example for small3dlib: model viewer. + + author: Miloslav Ciz + license: CC0 +*/ + +#include +#include +#include +#include + +#define S3L_FLAT 0 +#define S3L_STRICT_NEAR_CULLING 0 +#define S3L_PERSPECTIVE_CORRECTION11 +#define S3L_SORT 0 +#define S3L_Z_BUFFER 1 + +#define S3L_PIXEL_FUNCTION drawPixel + +#define S3L_RESOLUTION_X 640 +#define S3L_RESOLUTION_Y 480 + +#include "../small3dlib.h" + +#include "houseTexture.h" +#include "houseModel.h" + +int32_t offScreenPixels = 0; +const S3L_Unit ver[] = { S3L_CUBE_VERTICES(S3L_FRACTIONS_PER_UNIT) }; +const S3L_Index tri[] = { S3L_CUBE_TRIANGLES }; +const S3L_Unit tex_coords[] = { S3L_CUBE_TEXCOORDS(16) }; + +S3L_Unit houseNormals[HOUSE_VERTEX_COUNT * 3]; + +S3L_Model3D model; +S3L_Scene scene; + +uint32_t pixels[S3L_RESOLUTION_X * S3L_RESOLUTION_Y]; + +uint32_t frame = 0; + +void clearScreen() +{ + memset(pixels,0,S3L_RESOLUTION_X * S3L_RESOLUTION_Y * sizeof(uint32_t)); +} + +static inline void setPixel(int x, int y, uint8_t red, uint8_t green, uint8_t blue) +{ + if (x < 0 || x >= S3L_RESOLUTION_X || y < 0 || y >= S3L_RESOLUTION_Y) + return; + + uint32_t r = red & 0x000000FF; + r = r << 24; + + uint32_t g = green & 0x000000FF; + g = g << 16; + + uint32_t b = blue & 0x000000FF; + b = b << 8; + + pixels[y * S3L_RESOLUTION_X + x] = r | g | b; +} + +void houseTex(int32_t u, int32_t v, uint8_t *r, uint8_t *g, uint8_t *b) +{ + if (u < 0) + u = 0; + + if (v < 0) + v = 0; + + u %= HOUSE_TEXTURE_WIDTH; + v %= HOUSE_TEXTURE_HEIGHT; + + int index = (v * HOUSE_TEXTURE_WIDTH + u) * 3; + + *r = houseTexture[index]; + *g = houseTexture[index + 1]; + *b = houseTexture[index + 2]; +} + +int16_t previousTriangle = -1; +S3L_Unit uv0[2], uv1[2], uv2[2]; +uint8_t l0, l1, l2; +S3L_Vec4 toLight; + +void drawPixel(S3L_PixelInfo *p) +{ + if (p->triangleIndex != previousTriangle) + { + int16_t index = p->triangleIndex * 3; + + int16_t i0 = houseUVIndices[index]; + int16_t i1 = houseUVIndices[index + 1]; + int16_t i2 = houseUVIndices[index + 2]; + + index = i0 * 2; + + uv0[0] = houseUVs[index]; + uv0[1] = houseUVs[index + 1]; + + index = i1 * 2; + + uv1[0] = houseUVs[index]; + uv1[1] = houseUVs[index + 1]; + + index = i2 * 2; + + uv2[0] = houseUVs[index]; + uv2[1] = houseUVs[index + 1]; + + S3L_Vec4 n0, n1, n2; + + index = scene.models[p->modelIndex].triangles[p->triangleIndex * 3] * 3; + + n0.x = houseNormals[index]; + index++; + n0.y = houseNormals[index]; + index++; + n0.z = houseNormals[index]; + + index = scene.models[p->modelIndex].triangles[p->triangleIndex * 3 + 1] * 3; + + n1.x = houseNormals[index]; + index++; + n1.y = houseNormals[index]; + index++; + n1.z = houseNormals[index]; + + index = scene.models[p->modelIndex].triangles[p->triangleIndex * 3 + 2] * 3; + + n2.x = houseNormals[index]; + index++; + n2.y = houseNormals[index]; + index++; + n2.z = houseNormals[index]; + + l0 = 64 + S3L_clamp(S3L_dotProductVec3(n0,toLight),-511,511) / 8; + l1 = 64 + S3L_clamp(S3L_dotProductVec3(n1,toLight),-511,511) / 8; + l2 = 64 + S3L_clamp(S3L_dotProductVec3(n2,toLight),-511,511) / 8; + + previousTriangle = p->triangleIndex; + } + + S3L_Unit uv[2]; + + uv[0] = S3L_interpolateBarycentric( + uv0[0], + uv1[0], + uv2[0], + p->barycentric[0], p->barycentric[1], p->barycentric[2]); + + uv[1] = S3L_interpolateBarycentric( + uv0[1], + uv1[1], + uv2[1], + p->barycentric[0], p->barycentric[1], p->barycentric[2]); + + uint8_t l = S3L_interpolateBarycentric( + l0, + l1, + l2, + p->barycentric[0], p->barycentric[1], p->barycentric[2]); + + uint8_t r,g,b; + + houseTex( + (uv[0] / ((float) S3L_FRACTIONS_PER_UNIT)) * HOUSE_TEXTURE_WIDTH, + (uv[1] / ((float) S3L_FRACTIONS_PER_UNIT)) * HOUSE_TEXTURE_HEIGHT, + &r,&g,&b); + + r = S3L_clamp(((int16_t) r) - l,0,255); + g = S3L_clamp(((int16_t) g) - l,0,255); + b = S3L_clamp(((int16_t) b) - l,0,255); + + setPixel(p->x,p->y,r,g,b); +} + +S3L_Transform3D modelTransform; +S3L_DrawConfig conf; + +void draw() +{ + S3L_newFrame(); + + clearScreen(); + + S3L_drawScene(scene); +} + +int16_t fps = 0; + +int main() +{ + SDL_Window *window = SDL_CreateWindow("test", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, S3L_RESOLUTION_X, S3L_RESOLUTION_Y, SDL_WINDOW_SHOWN); + SDL_Renderer *renderer = SDL_CreateRenderer(window,-1,0); + SDL_Texture *texture = SDL_CreateTexture(renderer,SDL_PIXELFORMAT_RGBX8888, SDL_TEXTUREACCESS_STATIC, S3L_RESOLUTION_X, S3L_RESOLUTION_Y); + SDL_Surface *screenSurface = SDL_GetWindowSurface(window); + SDL_Event event; + + toLight.x = 10; + toLight.y = -10; + toLight.z = -10; + + S3L_normalizeVec3(&toLight); + + S3L_initCamera(&scene.camera); + + scene.camera.transform.translation.z = -S3L_FRACTIONS_PER_UNIT * 8; + + scene.modelCount = 1; + scene.models = &model; + + scene.models[0] = houseModel; + S3L_initTransoform3D(&(scene.models[0].transform)); + S3L_initDrawConfig(&(scene.models[0].config)); + + S3L_initTransoform3D(&modelTransform); + S3L_initDrawConfig(&conf); + + int running = 1; + + S3L_computeModelNormals(scene.models[0],houseNormals,1); + + clock_t nextPrintT; + + nextPrintT = clock(); + + while (running) + { + clock_t frameStartT = clock(); + + draw(); + + fps++; + + SDL_UpdateTexture(texture,NULL,pixels,S3L_RESOLUTION_X * sizeof(uint32_t)); + + clock_t nowT = clock(); + + double timeDiff = ((double) (nowT - nextPrintT)) / CLOCKS_PER_SEC; + double frameDiff = ((double) (nowT - frameStartT)) / CLOCKS_PER_SEC; + + if (timeDiff >= 1.0) + { + nextPrintT = nowT; + printf("FPS: %d\n",fps); + fps = 0; + } + + while (SDL_PollEvent(&event)) + { + if (event.type == SDL_QUIT) + running = 0; + } + + uint8_t *state = SDL_GetKeyboardState(NULL); + + int16_t rotationStep = S3L_max(1,300 * frameDiff); + int16_t zoomStep = S3L_max(1,3000 * frameDiff); + int16_t fovStep = S3L_max(1,1000 * frameDiff); + + if (!state[SDL_SCANCODE_LCTRL]) + { + if (state[SDL_SCANCODE_LEFT]) + model.transform.rotation.y += rotationStep; + else if (state[SDL_SCANCODE_RIGHT]) + model.transform.rotation.y -= rotationStep; + + if (state[SDL_SCANCODE_DOWN]) + model.transform.rotation.x += rotationStep; + else if (state[SDL_SCANCODE_UP]) + model.transform.rotation.x -= rotationStep; + } + else + { + if (state[SDL_SCANCODE_LEFT]) + scene.camera.focalLength = + S3L_min(S3L_FRACTIONS_PER_UNIT * 5,scene.camera.focalLength + fovStep); + else if (state[SDL_SCANCODE_RIGHT]) + scene.camera.focalLength = + S3L_max(S3L_FRACTIONS_PER_UNIT / 2,scene.camera.focalLength - fovStep); + + if (state[SDL_SCANCODE_UP]) + scene.camera.transform.translation.z = + S3L_min(S3L_FRACTIONS_PER_UNIT, scene.camera.transform.translation.z + zoomStep); + else if (state[SDL_SCANCODE_DOWN]) + scene.camera.transform.translation.z = + S3L_max(-S3L_FRACTIONS_PER_UNIT * 16, scene.camera.transform.translation.z - zoomStep); + } + + SDL_RenderClear(renderer); + SDL_RenderCopy(renderer,texture,NULL,NULL); + SDL_RenderPresent(renderer); + + frame++; + } + + return 0; +}