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Update examples

This commit is contained in:
Miloslav Ciz 2022-05-28 20:19:50 +02:00
parent 5c16340f22
commit cb765ed90f
4 changed files with 56 additions and 181 deletions

View file

@ -5,7 +5,6 @@
license: CC0 1.0
*/
#include <SDL2/SDL.h>
#include <stdio.h>
#include <time.h>
@ -30,6 +29,8 @@
#define TEXTURE_W 256
#define TEXTURE_H 256
#include "sdl_helper.h"
#define MAX_VELOCITY 1000
#define ACCELERATION 700
#define TURN_SPEED 300
@ -53,11 +54,9 @@ const uint8_t collisionMap[8 * 10] =
S3L_Scene scene;
uint32_t pixels[S3L_RESOLUTION_X * S3L_RESOLUTION_Y];
uint32_t frame = 0;
void clearScreen()
void clearScreenBlue()
{
uint32_t index = 0;
@ -79,31 +78,6 @@ void clearScreen()
}
}
static inline void setPixel(int x, int y, uint8_t red, uint8_t green, uint8_t blue)
{
uint8_t *p = ((uint8_t *) pixels) + (y * S3L_RESOLUTION_X + x) * 4 + 1;
*p = blue;
++p;
*p = green;
++p;
*p = red;
}
void sampleTexture(int32_t u, int32_t v, uint8_t *r, uint8_t *g, uint8_t *b)
{
u = S3L_clamp(u,0,CITY_TEXTURE_WIDTH - 1);
v = S3L_clamp(v,0,CITY_TEXTURE_HEIGHT - 1);
const uint8_t *t = cityTexture + (v * CITY_TEXTURE_WIDTH + u) * 3;
*r = *t;
t++;
*g = *t;
t++;
*b = *t;
}
uint32_t previousTriangle = -1;
S3L_Vec4 uv0, uv1, uv2;
@ -137,7 +111,7 @@ void drawPixel(S3L_PixelInfo *p)
uv[0] = S3L_interpolateBarycentric(uv0.x,uv1.x,uv2.x,p->barycentric);
uv[1] = S3L_interpolateBarycentric(uv0.y,uv1.y,uv2.y,p->barycentric);
sampleTexture(uv[0] >> 1,uv[1] >> 1,&r,&g,&b);
sampleTexture(cityTexture,uv[0] >> 1,uv[1] >> 1,&r,&g,&b);
setPixel(p->x,p->y,r,g,b);
}
@ -145,7 +119,7 @@ void drawPixel(S3L_PixelInfo *p)
void draw()
{
S3L_newFrame();
clearScreen();
clearScreenBlue();
S3L_drawScene(scene);
}
@ -178,13 +152,9 @@ static inline void handleCollision(S3L_Vec4 *pos, S3L_Vec4 previousPos)
int16_t fps = 0;
int main()
int main(void)
{
SDL_Window *window = SDL_CreateWindow("city demo", 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 *textureSDL = SDL_CreateTexture(renderer,SDL_PIXELFORMAT_RGBX8888, SDL_TEXTUREACCESS_STATIC, S3L_RESOLUTION_X, S3L_RESOLUTION_Y);
SDL_Surface *screenSurface = SDL_GetWindowSurface(window);
SDL_Event event;
sdlInit();
cityModelInit();
carModelInit();
@ -223,8 +193,6 @@ int main()
fps++;
SDL_UpdateTexture(textureSDL,NULL,pixels,S3L_RESOLUTION_X * sizeof(uint32_t));
clock_t nowT = clock();
double timeDiff = ((double) (nowT - nextPrintT)) / CLOCKS_PER_SEC;
@ -256,7 +224,9 @@ int main()
if (velocity < 0)
stepRotation *= -1;
if (state[SDL_SCANCODE_LEFT])
if (state[SDL_SCANCODE_ESCAPE])
running = 0;
else if (state[SDL_SCANCODE_LEFT])
{
models[1].transform.rotation.y += stepRotation;
models[1].transform.rotation.z =
@ -326,9 +296,7 @@ int main()
scene.camera.transform.rotation.y = models[1].transform.rotation.y;
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer,textureSDL,NULL,NULL);
SDL_RenderPresent(renderer);
sdlUpdate();
frame++;
}

View file

@ -8,10 +8,12 @@
#define TEXTURES 1 // whether to use textures for the level
#define FOG 1
#include <SDL2/SDL.h>
#include <stdio.h>
#include <time.h>
#define S3L_RESOLUTION_X 640
#define S3L_RESOLUTION_Y 480
#define S3L_NEAR_CROSS_STRATEGY 3
#if TEXTURES
@ -30,10 +32,13 @@
#define S3L_PIXEL_FUNCTION drawPixel
#define S3L_MAX_PIXELS (1024 * 1024)
#include "../small3dlib.h"
#define TEXTURE_W 64
#define TEXTURE_H 64
#include "sdl_helper.h"
#include "levelModel.h"
#include "levelTextures.h"
@ -41,54 +46,19 @@ S3L_Scene scene;
S3L_Vec4 teleportPoint;
uint32_t pixels[S3L_MAX_PIXELS];
uint32_t frame = 0;
uint8_t *texture = 0;
const uint8_t *texture = 0;
uint32_t previousTriangle = 1000;
S3L_Vec4 uv0, uv1, uv2;
void clearScreen()
{
memset(pixels,255,S3L_MAX_PIXELS * sizeof(uint32_t));
}
static inline void setPixel(int x, int y, uint8_t red, uint8_t green, uint8_t blue)
{
uint8_t *p = ((uint8_t *) pixels) + (y * S3L_resolutionX + x) * 4 + 1;
*p = blue;
++p;
*p = green;
++p;
*p = red;
}
void sampleTexture(S3L_Unit u, S3L_Unit v, uint8_t *r, uint8_t *g, uint8_t *b)
{
u = (u * LEVEL_TEXTURE_WIDTH) / S3L_FRACTIONS_PER_UNIT;
v = (v * LEVEL_TEXTURE_HEIGHT) / S3L_FRACTIONS_PER_UNIT;
u = S3L_wrap(u,LEVEL_TEXTURE_WIDTH);
v = S3L_wrap(v,LEVEL_TEXTURE_HEIGHT);
const uint8_t *t = texture + (v * LEVEL_TEXTURE_WIDTH + u) * 3;
*r = *t;
t++;
*g = *t;
t++;
*b = *t;
}
void drawTeleport(int16_t x, int16_t y, S3L_ScreenCoord size)
{
int16_t halfSize = size / 2;
S3L_ScreenCoord x0 = S3L_max(0,x - halfSize);
S3L_ScreenCoord x1 = S3L_min(S3L_resolutionX,x + halfSize);
S3L_ScreenCoord x1 = S3L_min(S3L_RESOLUTION_X,x + halfSize);
S3L_ScreenCoord y0 = S3L_max(0,y - halfSize);
S3L_ScreenCoord y1 = S3L_min(S3L_resolutionY,y + halfSize);
S3L_ScreenCoord y1 = S3L_min(S3L_RESOLUTION_Y,y + halfSize);
S3L_ScreenCoord row = y0 - (y - halfSize);
@ -146,10 +116,10 @@ void drawPixel(S3L_PixelInfo *p)
S3L_Unit uv[2];
uv[0] = S3L_interpolateBarycentric(uv0.x,uv1.x,uv2.x,p->barycentric);
uv[1] = S3L_interpolateBarycentric(uv0.y,uv1.y,uv2.y,p->barycentric);
uv[0] = S3L_interpolateBarycentric(uv0.x,uv1.x,uv2.x,p->barycentric) / 16;
uv[1] = S3L_interpolateBarycentric(uv0.y,uv1.y,uv2.y,p->barycentric) / 16;
sampleTexture(uv[0],uv[1],&r,&g,&b);
sampleTexture(texture,uv[0],uv[1],&r,&g,&b);
#else
switch (p->modelIndex)
{
@ -184,7 +154,7 @@ clock_t nextT;
int fps = 0;
void draw()
void draw(void)
{
S3L_newFrame();
@ -197,8 +167,8 @@ void draw()
S3L_project3DPointToScreen(teleportPoint,scene.camera,&screenPoint);
if (screenPoint.w > 0 &&
screenPoint.x >= 0 && screenPoint.x < S3L_resolutionX &&
screenPoint.y >= 0 && screenPoint.y < S3L_resolutionY &&
screenPoint.x >= 0 && screenPoint.x < S3L_RESOLUTION_X &&
screenPoint.y >= 0 && screenPoint.y < S3L_RESOLUTION_Y &&
screenPoint.z < S3L_zBufferRead(screenPoint.x,screenPoint.y))
drawTeleport(screenPoint.x,screenPoint.y,screenPoint.w);
@ -219,16 +189,9 @@ void draw()
}
}
int main()
int main(void)
{
S3L_resolutionX = 640;
S3L_resolutionY = 480;
SDL_Window *window = SDL_CreateWindow("level demo", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, S3L_resolutionX, S3L_resolutionY, SDL_WINDOW_SHOWN);
SDL_Renderer *renderer = SDL_CreateRenderer(window,-1,0);
SDL_Texture *texture = SDL_CreateTexture(renderer,SDL_PIXELFORMAT_RGBX8888, SDL_TEXTUREACCESS_STATIC, S3L_resolutionX, S3L_resolutionY);
SDL_Surface *screenSurface = SDL_GetWindowSurface(window);
SDL_Event event;
sdlInit();
teleportPoint.x = 6 * S3L_FRACTIONS_PER_UNIT;
teleportPoint.y = -3 * S3L_FRACTIONS_PER_UNIT;
@ -245,10 +208,7 @@ int main()
while (running) // main loop
{
int newWidth = -1, newHeight = -1;
draw();
SDL_UpdateTexture(texture,NULL,pixels,S3L_resolutionX * sizeof(uint32_t));
while (SDL_PollEvent(&event))
if (event.type == SDL_QUIT)
@ -260,6 +220,9 @@ int main()
const uint8_t *state = SDL_GetKeyboardState(NULL);
if (state[SDL_SCANCODE_ESCAPE])
running = 0;
if (state[SDL_SCANCODE_A])
scene.camera.transform.rotation.y += 1;
else if (state[SDL_SCANCODE_D])
@ -278,40 +241,12 @@ int main()
else if (state[SDL_SCANCODE_RIGHT])
S3L_vec3Add(&scene.camera.transform.translation,camR);
if (state[SDL_SCANCODE_K])
newHeight = S3L_resolutionY + 4;
else if (state[SDL_SCANCODE_I])
newHeight = S3L_resolutionY - 4;
else if (state[SDL_SCANCODE_J])
newWidth = S3L_resolutionX - 4;
else if (state[SDL_SCANCODE_L])
newWidth = S3L_resolutionX + 4;
if (
(
(newWidth != -1 && newWidth > 0) ||
(newHeight != -1 && newHeight > 0)
) &&
(newWidth * S3L_resolutionY <= S3L_MAX_PIXELS) &&
(newHeight * S3L_resolutionX <= S3L_MAX_PIXELS))
{
if (newWidth != -1)
S3L_resolutionX = newWidth;
if (newHeight != -1)
S3L_resolutionY = newHeight;
SDL_DestroyTexture(texture);
texture = SDL_CreateTexture(renderer,SDL_PIXELFORMAT_RGBX8888, SDL_TEXTUREACCESS_STATIC, S3L_resolutionX, S3L_resolutionY);
SDL_SetWindowSize(window,S3L_resolutionX,S3L_resolutionY);
}
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer,texture,NULL,NULL);
SDL_RenderPresent(renderer);
sdlUpdate();
frame++;
}
sdlEnd();
return 0;
}

View file

@ -5,7 +5,6 @@
license: CC0
*/
#include <SDL2/SDL.h>
#include <stdio.h>
#include <math.h>
#include <time.h>
@ -25,6 +24,10 @@
#include "../small3dlib.h"
#define TEXTURE_W 128
#define TEXTURE_H 128
#include "sdl_helper.h"
#include "houseTexture.h"
#include "houseModel.h"
@ -38,9 +41,6 @@
#include "cat2Model.h"
#include "catTexture.h"
#define TEXTURE_W 128
#define TEXTURE_H 128
#define MODE_TEXTUERED 0
#define MODE_SINGLE_COLOR 1
#define MODE_NORMAL_SMOOTH 2
@ -48,7 +48,7 @@
#define MODE_BARYCENTRIC 4
#define MODE_TRIANGLE_INDEX 5
void printHelp()
void printHelp(void)
{
printf("Modelviewer: example program for small3dlib.\n\n");
@ -87,40 +87,8 @@ const S3L_Index *uvIndices;
S3L_Scene scene;
uint32_t pixels[S3L_RESOLUTION_X * S3L_RESOLUTION_Y];
uint32_t frame = 0;
void clearScreen()
{
memset(pixels,200,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)
{
uint8_t *p = ((uint8_t *) pixels) + (y * S3L_RESOLUTION_X + x) * 4 + 1;
*p = blue;
++p;
*p = green;
++p;
*p = red;
}
void sampleTexture(int32_t u, int32_t v, uint8_t *r, uint8_t *g, uint8_t *b)
{
u = S3L_clamp(u,0,TEXTURE_W - 1);
v = S3L_clamp(v,0,TEXTURE_H - 1);
const uint8_t *t = texture + (v * TEXTURE_W + u) * 3;
*r = *t;
t++;
*g = *t;
t++;
*b = *t;
}
void animate(double time)
{
time = (1.0 + sin(time * 8)) / 2;
@ -211,7 +179,7 @@ void drawPixel(S3L_PixelInfo *p)
uv[0] = S3L_interpolateBarycentric(uv0.x,uv1.x,uv2.x,p->barycentric);
uv[1] = S3L_interpolateBarycentric(uv0.y,uv1.y,uv2.y,p->barycentric);
sampleTexture(uv[0] / 4,uv[1] / 4,&r,&g,&b);
sampleTexture(texture,uv[0] / 4,uv[1] / 4,&r,&g,&b);
if (transparency && r == 255 && g == 0 && b == 0)
transparent = 1;
@ -364,11 +332,7 @@ int main(void)
{
printHelp();
SDL_Window *window = SDL_CreateWindow("model viewer", 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 *textureSDL = SDL_CreateTexture(renderer,SDL_PIXELFORMAT_RGBX8888, SDL_TEXTUREACCESS_STATIC, S3L_RESOLUTION_X, S3L_RESOLUTION_Y);
SDL_Surface *screenSurface = SDL_GetWindowSurface(window);
SDL_Event event;
sdlInit();
toLight.x = 10;
toLight.y = 10;
@ -408,8 +372,6 @@ int main(void)
fps++;
SDL_UpdateTexture(textureSDL,NULL,pixels,S3L_RESOLUTION_X * sizeof(uint32_t));
clock_t nowT = clock();
double timeDiff = ((double) (nowT - nextPrintT)) / CLOCKS_PER_SEC;
@ -452,6 +414,9 @@ int main(void)
int16_t moveStep = S3L_max(1,3000 * frameDiff);
int16_t fovStep = S3L_max(1,1000 * frameDiff);
if (state[SDL_SCANCODE_ESCAPE])
running = 0;
if (!state[SDL_SCANCODE_LCTRL])
{
if (state[SDL_SCANCODE_LEFT])
@ -497,12 +462,12 @@ int main(void)
if (modelIndex == 2)
animate(((double) clock()) / CLOCKS_PER_SEC);
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer,textureSDL,NULL,NULL);
SDL_RenderPresent(renderer);
sdlUpdate();
frame++;
}
sdlEnd();
return 0;
}

View file

@ -16,6 +16,13 @@ void sdlInit(void)
screenSurface = SDL_GetWindowSurface(window);
}
void sdlEnd(void)
{
SDL_DestroyTexture(textureSDL);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
}
void sdlUpdate(void)
{
SDL_UpdateTexture(textureSDL,NULL,pixels,S3L_RESOLUTION_X * sizeof(uint32_t));