mirror of
https://git.coom.tech/drummyfish/small3dlib.git
synced 2024-12-23 01:26:19 +01:00
Continue offline program
This commit is contained in:
parent
d6a6ea74af
commit
eae52f531f
1 changed files with 79 additions and 25 deletions
|
@ -3,11 +3,14 @@
|
|||
|
||||
#define S3L_PIXEL_FUNCTION drawPixel
|
||||
|
||||
#define S3L_PERSPECTIVE_CORRECTION 1
|
||||
|
||||
#define S3L_SORT 0
|
||||
#define S3L_Z_BUFFER 1
|
||||
|
||||
#include "../small3dlib.h"
|
||||
#include <stdio.h>
|
||||
#include <math.h>
|
||||
|
||||
uint8_t frameBuffer[S3L_RESOLUTION_X * S3L_RESOLUTION_Y * 3];
|
||||
|
||||
|
@ -37,10 +40,14 @@ int8_t heightMap[GRID_W * GRID_H] =
|
|||
#define GRID_TRIANGLES ((GRID_W - 1) * (GRID_H - 1) * 2)
|
||||
|
||||
S3L_Unit terrainVertices[GRID_W * GRID_H * 3];
|
||||
S3L_Index terrainTriangles[GRID_TRIANGLES * 3];
|
||||
S3L_Unit terrainNormals[GRID_W * GRID_H * 3];
|
||||
|
||||
#define MODELS 1
|
||||
S3L_Unit waterVertices[GRID_W * GRID_H * 3];
|
||||
S3L_Unit waterNormals[GRID_W * GRID_H * 3];
|
||||
|
||||
S3L_Index gridTriangles[GRID_TRIANGLES * 3];
|
||||
|
||||
#define MODELS 2
|
||||
|
||||
S3L_Model3D models[MODELS];
|
||||
S3L_Scene scene;
|
||||
|
@ -53,31 +60,33 @@ S3L_Vec4 n0, n1, n2;
|
|||
|
||||
void drawPixel(S3L_PixelInfo *p)
|
||||
{
|
||||
S3L_Unit *normals = p->modelIndex == 0 ? terrainNormals : waterNormals;
|
||||
|
||||
if (p->triangleIndex != previousTriangle)
|
||||
{
|
||||
int index = scene.models[p->modelIndex].triangles[p->triangleIndex * 3] * 3;
|
||||
|
||||
n0.x = terrainNormals[index];
|
||||
n0.x = normals[index];
|
||||
index++;
|
||||
n0.y = terrainNormals[index];
|
||||
n0.y = normals[index];
|
||||
index++;
|
||||
n0.z = terrainNormals[index];
|
||||
n0.z = normals[index];
|
||||
|
||||
index = scene.models[p->modelIndex].triangles[p->triangleIndex * 3 + 1] * 3;
|
||||
|
||||
n1.x = terrainNormals[index];
|
||||
n1.x = normals[index];
|
||||
index++;
|
||||
n1.y = terrainNormals[index];
|
||||
n1.y = normals[index];
|
||||
index++;
|
||||
n1.z = terrainNormals[index];
|
||||
n1.z = normals[index];
|
||||
|
||||
index = scene.models[p->modelIndex].triangles[p->triangleIndex * 3 + 2] * 3;
|
||||
|
||||
n2.x = terrainNormals[index];
|
||||
n2.x = normals[index];
|
||||
index++;
|
||||
n2.y = terrainNormals[index];
|
||||
n2.y = normals[index];
|
||||
index++;
|
||||
n2.z = terrainNormals[index];
|
||||
n2.z = normals[index];
|
||||
}
|
||||
|
||||
S3L_Vec4 normal;
|
||||
|
@ -92,18 +101,41 @@ void drawPixel(S3L_PixelInfo *p)
|
|||
p->barycentric[0], p->barycentric[1], p->barycentric[2]);
|
||||
|
||||
S3L_normalizeVec3(&normal);
|
||||
|
||||
|
||||
uint8_t light = 127 - 127 * (S3L_dotProductVec3(lightDirection,normal) / ((float) S3L_FRACTIONS_PER_UNIT));
|
||||
|
||||
uint8_t color[3];
|
||||
|
||||
color[0] = light;
|
||||
color[1] = S3L_clamp(p->depth / 64,0,255);
|
||||
color[2] = light;
|
||||
|
||||
int index = (p->y * S3L_RESOLUTION_X + p->x) * 3;
|
||||
|
||||
if (p->modelIndex == MODELS - 1)
|
||||
{
|
||||
S3L_Unit waterDepth = p->previousZ - p->depth;
|
||||
|
||||
float transparency = waterDepth / ((float) (S3L_FRACTIONS_PER_UNIT / 2));
|
||||
|
||||
transparency = transparency > 1.0 ? 1.0 : transparency;
|
||||
|
||||
float transparency2 = 1.0 - transparency;
|
||||
|
||||
uint8_t previousColor[3];
|
||||
|
||||
previousColor[0] = frameBuffer[index];
|
||||
previousColor[1] = frameBuffer[index + 1];
|
||||
previousColor[2] = frameBuffer[index + 2];
|
||||
|
||||
color[0] = transparency2 * previousColor[0];
|
||||
color[1] = transparency2 * previousColor[1];
|
||||
color[2] = transparency2 * previousColor[2] + transparency * 200;
|
||||
}
|
||||
else
|
||||
{
|
||||
color[0] = light;
|
||||
color[1] = light;
|
||||
color[2] = light / 2 + p->modelIndex * 127;
|
||||
}
|
||||
|
||||
|
||||
frameBuffer[index] = color[0];
|
||||
frameBuffer[index + 1] = color[1];
|
||||
frameBuffer[index + 2] = color[2];
|
||||
|
@ -119,6 +151,11 @@ void createGeometry()
|
|||
terrainVertices[i] = (x - GRID_W / 2) * S3L_FRACTIONS_PER_UNIT;
|
||||
terrainVertices[i + 1] = heightMap[i / 3] * S3L_FRACTIONS_PER_UNIT / 4;
|
||||
terrainVertices[i + 2] = (y - GRID_H / 2) * S3L_FRACTIONS_PER_UNIT;
|
||||
|
||||
waterVertices[i] = terrainVertices[i] * 2;
|
||||
waterVertices[i + 1] = 0;
|
||||
waterVertices[i + 2] = terrainVertices[i + 2] * 2;
|
||||
|
||||
i += 3;
|
||||
}
|
||||
|
||||
|
@ -134,18 +171,26 @@ void createGeometry()
|
|||
indices[2] = indices[0] + GRID_W;
|
||||
indices[3] = indices[2] + 1;
|
||||
|
||||
terrainTriangles[i + 0] = indices[0];
|
||||
terrainTriangles[i + 1] = indices[1];
|
||||
terrainTriangles[i + 2] = indices[2];
|
||||
gridTriangles[i + 0] = indices[0];
|
||||
gridTriangles[i + 1] = indices[1];
|
||||
gridTriangles[i + 2] = indices[2];
|
||||
|
||||
terrainTriangles[i + 3] = indices[2];
|
||||
terrainTriangles[i + 4] = indices[1];
|
||||
terrainTriangles[i + 5] = indices[3];
|
||||
gridTriangles[i + 3] = indices[2];
|
||||
gridTriangles[i + 4] = indices[1];
|
||||
gridTriangles[i + 5] = indices[3];
|
||||
|
||||
i += 6;
|
||||
}
|
||||
}
|
||||
|
||||
void animateWater(int t)
|
||||
{
|
||||
for (int i = 1; i < GRID_W * GRID_H * 3; i += 3)
|
||||
waterVertices[i] = S3L_FRACTIONS_PER_UNIT / 2 + sin(i) * S3L_FRACTIONS_PER_UNIT / 4;
|
||||
|
||||
S3L_computeModelNormals(models[MODELS - 1],waterNormals,0);
|
||||
}
|
||||
|
||||
void clearFrameBuffer()
|
||||
{
|
||||
memset(frameBuffer,0,S3L_RESOLUTION_X * S3L_RESOLUTION_Y * 3 * sizeof(uint8_t));
|
||||
|
@ -179,14 +224,23 @@ int main()
|
|||
S3L_initModel3D(
|
||||
terrainVertices,
|
||||
GRID_W * GRID_H,
|
||||
terrainTriangles,
|
||||
gridTriangles,
|
||||
GRID_TRIANGLES,
|
||||
&(models[0]));
|
||||
|
||||
S3L_computeModelNormals(models[0],terrainNormals,0);
|
||||
|
||||
S3L_initModel3D(
|
||||
waterVertices,
|
||||
GRID_W * GRID_H,
|
||||
gridTriangles,
|
||||
GRID_TRIANGLES,
|
||||
&(models[MODELS - 1]));
|
||||
|
||||
S3L_computeModelNormals(models[MODELS - 1],terrainNormals,0);
|
||||
|
||||
S3L_initScene(models,MODELS,&scene);
|
||||
|
||||
animateWater(0);
|
||||
|
||||
scene.camera.transform.translation.x = 4 * S3L_FRACTIONS_PER_UNIT;
|
||||
scene.camera.transform.translation.y = 6 * S3L_FRACTIONS_PER_UNIT;
|
||||
scene.camera.transform.translation.z = -7 * S3L_FRACTIONS_PER_UNIT;
|
||||
|
|
Loading…
Reference in a new issue