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Parametrize macro

This commit is contained in:
Miloslav Číž 2019-06-04 22:24:50 +02:00
parent bfb5e5bf1e
commit d0f504bc5d
2 changed files with 147 additions and 66 deletions

View file

@ -274,65 +274,6 @@ typedef uint16_t S3L_Index;
#define S3L_HALF_RESOLUTION_X (S3L_RESOLUTION_X >> 1) #define S3L_HALF_RESOLUTION_X (S3L_RESOLUTION_X >> 1)
#define S3L_HALF_RESOLUTION_Y (S3L_RESOLUTION_Y >> 1) #define S3L_HALF_RESOLUTION_Y (S3L_RESOLUTION_Y >> 1)
#define S3L_PROJECTION_PLANE_HEIGHT\
((S3L_RESOLUTION_Y * S3L_FRACTIONS_PER_UNIT * 2) / S3L_RESOLUTION_X)
/** Predefined vertices of a cube to simply insert in an array. These come with
S3L_CUBE_TRIANGLES and S3L_CUBE_TEXCOORDS. */
#define S3L_CUBE_VERTICES\
/* 0 front, bottom, right */\
S3L_FRACTIONS_PER_UNIT/2,-S3L_FRACTIONS_PER_UNIT/2,-S3L_FRACTIONS_PER_UNIT/2,\
/* 1 front, bottom, left */\
-S3L_FRACTIONS_PER_UNIT/2,-S3L_FRACTIONS_PER_UNIT/2,-S3L_FRACTIONS_PER_UNIT/2,\
/* 2 front, top, right */\
S3L_FRACTIONS_PER_UNIT/2,S3L_FRACTIONS_PER_UNIT/2,-S3L_FRACTIONS_PER_UNIT/2,\
/* 3 front, top, left */\
-S3L_FRACTIONS_PER_UNIT/2,S3L_FRACTIONS_PER_UNIT/2,-S3L_FRACTIONS_PER_UNIT/2,\
/* 4 back, bottom, right */\
S3L_FRACTIONS_PER_UNIT/2,-S3L_FRACTIONS_PER_UNIT/2,S3L_FRACTIONS_PER_UNIT/2,\
/* 5 back, bottom, left */\
-S3L_FRACTIONS_PER_UNIT/2,-S3L_FRACTIONS_PER_UNIT/2,S3L_FRACTIONS_PER_UNIT/2,\
/* 6 back, top, right */\
S3L_FRACTIONS_PER_UNIT/2,S3L_FRACTIONS_PER_UNIT/2,S3L_FRACTIONS_PER_UNIT/2,\
/* 7 back, top, left */\
-S3L_FRACTIONS_PER_UNIT/2,S3L_FRACTIONS_PER_UNIT/2,S3L_FRACTIONS_PER_UNIT/2
#define S3L_CUBE_VERTEX_COUNT 8
/** Predefined triangle indices of a cube, to be used with S3L_CUBE_VERTICES
and S3L_CUBE_TEXCOORDS. */
#define S3L_CUBE_TRIANGLES\
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
#define S3L_CUBE_TRIANGLE_COUNT 12
/** Predefined texture coordinates of a cube, corresponding to triangles (NOT
vertices), to be used with S3L_CUBE_VERTICES and S3L_CUBE_TRIANGLES. */
#define S3L_CUBE_TEXCOORDS(m)\
m,m, 0,0, m,0,\
m,m, 0,m, 0,0,\
m,0, m,m, 0,m,\
m,0, 0,m, 0,0,\
0,0, m,0, m,m,\
m,m, 0,m, 0,0,\
0,m, 0,0, m,0,\
0,m, m,0, m,m,\
m,m, 0,0, m,0,\
m,m, 0,m, 0,0,\
0,m, m,0, m,m,\
0,m, 0,0, m,0
/** Vector that consists of four scalars and can represent homogenous /** Vector that consists of four scalars and can represent homogenous
coordinates, but is generally also used as Vec3 and Vec2. */ coordinates, but is generally also used as Vec3 and Vec2. */
typedef struct typedef struct
@ -536,6 +477,8 @@ static inline S3L_Unit S3L_interpolateByUnitFrom0(
S3L_Unit v2, S3L_Unit v2,
S3L_Unit t); S3L_Unit t);
static inline S3L_Unit S3L_distanceManhattan(S3L_Vec4 a, S3L_Vec4 b);
/** Returns a value interpolated between the three triangle vertices based on /** Returns a value interpolated between the three triangle vertices based on
barycentric coordinates. */ barycentric coordinates. */
static inline S3L_Unit S3L_interpolateBarycentric( static inline S3L_Unit S3L_interpolateBarycentric(
@ -574,9 +517,68 @@ void S3L_stencilBufferClear();
static inline void S3L_rotate2DPoint(S3L_Unit *x, S3L_Unit *y, S3L_Unit angle); static inline void S3L_rotate2DPoint(S3L_Unit *x, S3L_Unit *y, S3L_Unit angle);
/** Predefined vertices of a cube to simply insert in an array. These come with
S3L_CUBE_TRIANGLES and S3L_CUBE_TEXCOORDS. */
#define S3L_CUBE_VERTICES(m)\
/* 0 front, bottom, right */\
m/2, -m/2, -m/2,\
/* 1 front, bottom, left */\
-m/2, -m/2, -m/2,\
/* 2 front, top, right */\
m/2, m/2, -m/2,\
/* 3 front, top, left */\
-m/2, m/2, -m/2,\
/* 4 back, bottom, right */\
m/2, -m/2, m/2,\
/* 5 back, bottom, left */\
-m/2, -m/2, m/2,\
/* 6 back, top, right */\
m/2, m/2, m/2,\
/* 7 back, top, left */\
-m/2, m/2, m/2
#define S3L_CUBE_VERTEX_COUNT 8
/** Predefined triangle indices of a cube, to be used with S3L_CUBE_VERTICES
and S3L_CUBE_TEXCOORDS. */
#define S3L_CUBE_TRIANGLES\
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
#define S3L_CUBE_TRIANGLE_COUNT 12
/** Predefined texture coordinates of a cube, corresponding to triangles (NOT
vertices), to be used with S3L_CUBE_VERTICES and S3L_CUBE_TRIANGLES. */
#define S3L_CUBE_TEXCOORDS(m)\
m,m, 0,0, m,0,\
m,m, 0,m, 0,0,\
m,0, m,m, 0,m,\
m,0, 0,m, 0,0,\
0,0, m,0, m,m,\
m,m, 0,m, 0,0,\
0,m, 0,0, m,0,\
0,m, m,0, m,m,\
m,m, 0,0, m,0,\
m,m, 0,m, 0,0,\
0,m, m,0, m,m,\
0,m, 0,0, m,0
//============================================================================= //=============================================================================
// privates // privates
#define S3L_PROJECTION_PLANE_HEIGHT\
((S3L_RESOLUTION_Y * S3L_FRACTIONS_PER_UNIT * 2) / S3L_RESOLUTION_X)
#if S3L_Z_BUFFER == 1 #if S3L_Z_BUFFER == 1
#define S3L_COMPUTE_DEPTH 1 #define S3L_COMPUTE_DEPTH 1
#define S3L_MAX_DEPTH 2147483647 #define S3L_MAX_DEPTH 2147483647
@ -836,6 +838,14 @@ S3L_Unit S3L_interpolateFrom0(S3L_Unit v2, S3L_Unit t, S3L_Unit tMax)
return (v2 * t) / tMax; return (v2 * t) / tMax;
} }
S3L_Unit S3L_distanceManhattan(S3L_Vec4 a, S3L_Vec4 b)
{
return
S3L_abs(a.x - b.x) +
S3L_abs(a.y - b.y) +
S3L_abs(a.z - b.z);
}
void S3L_mat4Xmat4(S3L_Mat4 *m1, S3L_Mat4 *m2) void S3L_mat4Xmat4(S3L_Mat4 *m1, S3L_Mat4 *m2)
{ {
S3L_Mat4 mat1; S3L_Mat4 mat1;

View file

@ -23,20 +23,22 @@
#include "small3dlib.h" #include "small3dlib.h"
#include "houseTexture.h"
#include "house.h" #include "house.h"
int32_t offScreenPixels = 0; int32_t offScreenPixels = 0;
const S3L_Unit ver[] = { S3L_CUBE_VERTICES }; const S3L_Unit ver[] = { S3L_CUBE_VERTICES(S3L_FRACTIONS_PER_UNIT) };
const S3L_Index tri[] = { S3L_CUBE_TRIANGLES }; const S3L_Index tri[] = { S3L_CUBE_TRIANGLES };
const S3L_Unit tex_coords[] = { S3L_CUBE_TEXCOORDS(16) }; const S3L_Unit tex_coords[] = { S3L_CUBE_TEXCOORDS(16) };
S3L_Model3D models[2]; S3L_Model3D models[2];
S3L_Scene scene; S3L_Scene scene;
uint8_t houseVertexLighting[127];
int8_t keys[256]; int8_t keys[256];
const uint8_t testTexture[] = const uint8_t testTexture[] =
/*
{ {
2,2,2,0,0,0,2,2,2,2,0,0,0,2,2,2, 2,2,2,0,0,0,2,2,2,2,0,0,0,2,2,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2, 2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
@ -55,7 +57,7 @@ const uint8_t testTexture[] =
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2, 2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,2,2,0,0,0,2,2,2,2,0,0,0,2,2,2 2,2,2,0,0,0,2,2,2,2,0,0,0,2,2,2
}; };
*/ /*
{ {
0,1,2,0,1,2,0,1,2,0,1,2,0,1,2,0, 0,1,2,0,1,2,0,1,2,0,1,2,0,1,2,0,
1,2,0,1,2,0,1,2,0,1,2,0,1,2,0,1, 1,2,0,1,2,0,1,2,0,1,2,0,1,2,0,1,
@ -73,6 +75,7 @@ const uint8_t testTexture[] =
1,2,0,1,2,0,1,2,0,1,2,0,1,2,0,1, 1,2,0,1,2,0,1,2,0,1,2,0,1,2,0,1,
2,0,1,2,0,1,2,0,1,2,0,1,2,0,1,2 2,0,1,2,0,1,2,0,1,2,0,1,2,0,1,2
}; };
*/
uint32_t pixels[S3L_RESOLUTION_X * S3L_RESOLUTION_Y]; uint32_t pixels[S3L_RESOLUTION_X * S3L_RESOLUTION_Y];
@ -126,8 +129,19 @@ void houseTex(int32_t u, int32_t v, uint8_t *r, uint8_t *g, uint8_t *b)
*b = houseTexture[index + 2]; *b = houseTexture[index + 2];
} }
int l0, l1, l2;
int previousTriangle = 255;
void drawPixel(S3L_PixelInfo *p) void drawPixel(S3L_PixelInfo *p)
{ {
if (p->triangleIndex != previousTriangle)
{
l0 = houseVertexLighting[houseTriangleIndices[p->triangleIndex * 3]];
l1 = houseVertexLighting[houseTriangleIndices[p->triangleIndex * 3 + 1]];
l2 = houseVertexLighting[houseTriangleIndices[p->triangleIndex * 3 + 2]];
previousTriangle = p->triangleIndex;
}
if (p->x < 0 || p ->x >= S3L_RESOLUTION_X || p->y < 0 || p->y >= S3L_RESOLUTION_Y) if (p->x < 0 || p ->x >= S3L_RESOLUTION_X || p->y < 0 || p->y >= S3L_RESOLUTION_Y)
{ {
offScreenPixels++; offScreenPixels++;
@ -185,6 +199,25 @@ if (p->modelIndex != 0)
(u / ((float) S3L_FRACTIONS_PER_UNIT)) * HOUSE_TEXTURE_WIDTH, (u / ((float) S3L_FRACTIONS_PER_UNIT)) * HOUSE_TEXTURE_WIDTH,
(v / ((float) S3L_FRACTIONS_PER_UNIT)) * HOUSE_TEXTURE_HEIGHT, (v / ((float) S3L_FRACTIONS_PER_UNIT)) * HOUSE_TEXTURE_HEIGHT,
&r,&g,&b); &r,&g,&b);
uint8_t l = S3L_interpolateBarycentric(l0,l1,l2,
p->barycentric[0],
p->barycentric[1],
p->barycentric[2]);
l = 255 - l;
l /= 2;
int16_t clampTmp = r - l;
r = clampTmp >= 0 ? clampTmp : 0;
clampTmp = g - l;
g = clampTmp >= 0 ? clampTmp : 0;
clampTmp = b - l;
b = clampTmp >= 0 ? clampTmp : 0;
setPixel(p->x,p->y,r,g,b); setPixel(p->x,p->y,r,g,b);
} }
else else
@ -223,6 +256,39 @@ clock_t nextT;
int fps = 0; int fps = 0;
void recomputeLight()
{
S3L_Mat4 m;
S3L_makeWorldMatrix(scene.models[1].transform,&m);
int radius = S3L_FRACTIONS_PER_UNIT * 12;
for (int i = 0; i < 127; ++i)
{
S3L_Vec4 v;
int index = i * 3;
v.x = houseVertices[index];
v.y = houseVertices[index + 1];
v.z = houseVertices[index + 2];
S3L_vec3Xmat4(&v,m);
S3L_Unit d = S3L_distanceManhattan(v,scene.camera.transform.translation);
d = radius - d;
int l = 0;
if (d >= 0)
l = 255 - S3L_interpolateFrom0(255,d,radius);
houseVertexLighting[i] = l;
}
}
void draw() void draw()
{ {
S3L_newFrame(); S3L_newFrame();
@ -233,6 +299,9 @@ void draw()
uint32_t f = frame; uint32_t f = frame;
if (f % 16 == 0)
recomputeLight();
//scene.models[0].transform.rotation.z = f * 0.1; //scene.models[0].transform.rotation.z = f * 0.1;
//scene.models[0].transform.rotation.x = f * 0.3; //scene.models[0].transform.rotation.x = f * 0.3;
@ -280,7 +349,7 @@ scene.camera.transform.rotation.x = -35;
scene.camera.transform.rotation.y = 128; scene.camera.transform.rotation.y = 128;
scene.camera.transform.rotation.z = 0; scene.camera.transform.rotation.z = 0;
S3L_setTransform3D(-542,-449,4000,39,216,0,512,512,512,&(scene.camera.transform)); S3L_setTransform3D(3196,1814,5958,-18,300,0,512,512,512,&(scene.camera.transform));
scene.modelCount = 2; scene.modelCount = 2;
scene.models = models; scene.models = models;
@ -296,12 +365,14 @@ S3L_setTransform3D(-542,-449,4000,39,216,0,512,512,512,&(scene.camera.transform)
// scene.models[1] = scene.models[0]; // scene.models[1] = scene.models[0];
// scene.models[1].transform.translation.x = 0.5 * S3L_FRACTIONS_PER_UNIT; // scene.models[1].transform.translation.x = 0.5 * S3L_FRACTIONS_PER_UNIT;
scene.models[1] = house; scene.models[1] = houseModel;
S3L_initTransoform3D(&(scene.models[1].transform)); S3L_initTransoform3D(&(scene.models[1].transform));
S3L_initDrawConfig(&(scene.models[1].config)); S3L_initDrawConfig(&(scene.models[1].config));
scene.models[1].transform.translation.y = -1 * S3L_FRACTIONS_PER_UNIT; scene.models[1].transform.translation.y = -1 * S3L_FRACTIONS_PER_UNIT;
scene.models[1].transform.translation.z = 4 * S3L_FRACTIONS_PER_UNIT; scene.models[1].transform.translation.z = 4 * S3L_FRACTIONS_PER_UNIT;
recomputeLight();
// scene.camera.transform.translation.x = S3L_FRACTIONS_PER_UNIT; // scene.camera.transform.translation.x = S3L_FRACTIONS_PER_UNIT;
// scene.camera.transform.translation.y = S3L_FRACTIONS_PER_UNIT; // scene.camera.transform.translation.y = S3L_FRACTIONS_PER_UNIT;
@ -350,7 +421,7 @@ S3L_setTransform3D(-542,-449,4000,39,216,0,512,512,512,&(scene.camera.transform)
} }
S3L_Vec4 camF, camR, camU; S3L_Vec4 camF, camR, camU;
int step = 10; int step = 50;
S3L_rotationToDirections( S3L_rotationToDirections(
scene.camera.transform.rotation, scene.camera.transform.rotation,