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Tidy examples

This commit is contained in:
Miloslav Číž 2019-06-23 17:32:53 +02:00
parent 6bacaa2733
commit e5988e596c
2 changed files with 51 additions and 51 deletions

View file

@ -1,6 +1,8 @@
/*
Example program for small3dlib -- a GTA-like game demo.
author: Miloslav Ciz
license: CC0
license: CC0 1.0
*/
#include <SDL2/SDL.h>
@ -96,18 +98,18 @@ static inline void setPixel(int x, int y, uint8_t red, uint8_t green, uint8_t bl
pixels[y * S3L_RESOLUTION_X + x] = r | g | b;
}
void sampleTexture(uint8_t *texture, int32_t u, int32_t v, uint8_t *r, uint8_t *g, uint8_t *b)
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);
u = S3L_clamp(u,0,CITY_TEXTURE_WIDTH - 1);
v = S3L_clamp(v,0,CITY_TEXTURE_HEIGHT - 1);
int32_t index = (v * TEXTURE_W + u) * 3;
int32_t index = (v * CITY_TEXTURE_WIDTH + u) * 3;
*r = texture[index];
*r = cityTexture[index];
index++;
*g = texture[index];
*g = cityTexture[index];
index++;
*b = texture[index];
*b = cityTexture[index];
}
uint32_t previousTriangle = -1;
@ -136,14 +138,14 @@ void drawPixel(S3L_PixelInfo *p)
previousTriangle = p->triangleID;
}
uint8_t r,g,b;
uint8_t r, g, b;
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);
sampleTexture(cityTexture,uv[0] / 2,uv[1] / 2,&r,&g,&b);
sampleTexture(uv[0] / 2,uv[1] / 2,&r,&g,&b);
setPixel(p->x,p->y,r,g,b);
}
@ -151,9 +153,7 @@ void drawPixel(S3L_PixelInfo *p)
void draw()
{
S3L_newFrame();
clearScreen();
S3L_drawScene(scene);
}
@ -167,29 +167,28 @@ static inline uint32_t collision(S3L_Vec4 worldPosition)
return collisionMap[index];
}
void handleCollision(S3L_Vec4 *pos, S3L_Vec4 previousPos)
static inline void handleCollision(S3L_Vec4 *pos, S3L_Vec4 previousPos)
{
S3L_Vec4 newPos = *pos;
newPos.x = previousPos.x;
S3L_Vec4 newPos = *pos;
newPos.x = previousPos.x;
if (collision(newPos))
{
newPos = *pos;
newPos.z = previousPos.z;
if (collision(newPos))
{
newPos = *pos;
newPos.z = previousPos.z;
if (collision(newPos))
newPos = previousPos;
}
*pos = newPos;
if (collision(newPos))
newPos = previousPos;
}
*pos = newPos;
}
int16_t fps = 0;
int main()
{
SDL_Window *window = SDL_CreateWindow("model viewer", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, S3L_RESOLUTION_X, S3L_RESOLUTION_Y, SDL_WINDOW_SHOWN);
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);
@ -198,16 +197,12 @@ int main()
cityModelInit();
carModelInit();
carModel.transform.translation.x = 7 * (S3L_FRACTIONS_PER_UNIT / 2);
carModel.transform.translation.z = -7 * (S3L_FRACTIONS_PER_UNIT / 2);
carModel.transform.translation.y = (S3L_FRACTIONS_PER_UNIT / 32);
models[0] = cityModel;
models[1] = carModel;
S3L_initScene(models,2,&scene);
scene.camera.transform.translation.z = -S3L_FRACTIONS_PER_UNIT * 8;
S3L_setTransform3D(1909,16,-3317,0,-510,0,512,512,512,&(models[1].transform));
int running = 1;
@ -224,7 +219,7 @@ int main()
int16_t velocity = 0;
while (running)
while (running) // main loop
{
clock_t frameStartT = clock();

View file

@ -1,6 +1,8 @@
/*
Example program for small3dlib, showing a Quake-like level.
author: Miloslav Ciz
license: CC0
license: CC0 1.0
*/
#include <SDL2/SDL.h>
@ -118,23 +120,26 @@ void drawPixel(S3L_PixelInfo *p)
{
if (p->triangleID != previousTriangle)
{
if (p->modelIndex == 0)
switch (p->modelIndex)
{
uvs = levelWallsUVs;
uvIndices = levelWallsUVIndices;
texture = level1Texture;
}
else if (p->modelIndex == 1)
{
uvs = levelFloorUVs;
uvIndices = levelFloorUVIndices;
texture = level2Texture;
}
else
{
uvs = levelCeilingUVs;
uvIndices = levelCeilingUVIndices;
texture = level3Texture;
case 0:
uvs = levelWallsUVs;
uvIndices = levelWallsUVIndices;
texture = level1Texture;
break;
case 1:
uvs = levelFloorUVs;
uvIndices = levelFloorUVIndices;
texture = level2Texture;
break;
case 2:
default:
uvs = levelCeilingUVs;
uvIndices = levelCeilingUVIndices;
texture = level3Texture;
break;
}
S3L_getIndexedTriangleValues(p->triangleIndex,uvIndices,uvs,2,&uv0,&uv1,&uv2);
@ -205,7 +210,7 @@ void draw()
int main()
{
SDL_Window *window = SDL_CreateWindow("test", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, S3L_RESOLUTION_X, S3L_RESOLUTION_Y, SDL_WINDOW_SHOWN);
SDL_Window *window = SDL_CreateWindow("level 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 *texture = SDL_CreateTexture(renderer,SDL_PIXELFORMAT_RGBX8888, SDL_TEXTUREACCESS_STATIC, S3L_RESOLUTION_X, S3L_RESOLUTION_Y);
SDL_Surface *screenSurface = SDL_GetWindowSurface(window);
@ -248,7 +253,7 @@ int main()
int running = 1;
while (running)
while (running) // main loop
{
draw();
SDL_UpdateTexture(texture,NULL,pixels,S3L_RESOLUTION_X * sizeof(uint32_t));