1
0
Fork 0
mirror of https://git.coom.tech/drummyfish/small3dlib.git synced 2024-11-24 21:09:57 +01:00

Continue offline program

This commit is contained in:
Miloslav Číž 2019-06-14 01:54:14 +02:00
parent d6a6ea74af
commit eae52f531f

View file

@ -3,11 +3,14 @@
#define S3L_PIXEL_FUNCTION drawPixel #define S3L_PIXEL_FUNCTION drawPixel
#define S3L_PERSPECTIVE_CORRECTION 1
#define S3L_SORT 0 #define S3L_SORT 0
#define S3L_Z_BUFFER 1 #define S3L_Z_BUFFER 1
#include "../small3dlib.h" #include "../small3dlib.h"
#include <stdio.h> #include <stdio.h>
#include <math.h>
uint8_t frameBuffer[S3L_RESOLUTION_X * S3L_RESOLUTION_Y * 3]; 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) #define GRID_TRIANGLES ((GRID_W - 1) * (GRID_H - 1) * 2)
S3L_Unit terrainVertices[GRID_W * GRID_H * 3]; S3L_Unit terrainVertices[GRID_W * GRID_H * 3];
S3L_Index terrainTriangles[GRID_TRIANGLES * 3];
S3L_Unit terrainNormals[GRID_W * GRID_H * 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_Model3D models[MODELS];
S3L_Scene scene; S3L_Scene scene;
@ -53,31 +60,33 @@ S3L_Vec4 n0, n1, n2;
void drawPixel(S3L_PixelInfo *p) void drawPixel(S3L_PixelInfo *p)
{ {
S3L_Unit *normals = p->modelIndex == 0 ? terrainNormals : waterNormals;
if (p->triangleIndex != previousTriangle) if (p->triangleIndex != previousTriangle)
{ {
int index = scene.models[p->modelIndex].triangles[p->triangleIndex * 3] * 3; int index = scene.models[p->modelIndex].triangles[p->triangleIndex * 3] * 3;
n0.x = terrainNormals[index]; n0.x = normals[index];
index++; index++;
n0.y = terrainNormals[index]; n0.y = normals[index];
index++; index++;
n0.z = terrainNormals[index]; n0.z = normals[index];
index = scene.models[p->modelIndex].triangles[p->triangleIndex * 3 + 1] * 3; index = scene.models[p->modelIndex].triangles[p->triangleIndex * 3 + 1] * 3;
n1.x = terrainNormals[index]; n1.x = normals[index];
index++; index++;
n1.y = terrainNormals[index]; n1.y = normals[index];
index++; index++;
n1.z = terrainNormals[index]; n1.z = normals[index];
index = scene.models[p->modelIndex].triangles[p->triangleIndex * 3 + 2] * 3; index = scene.models[p->modelIndex].triangles[p->triangleIndex * 3 + 2] * 3;
n2.x = terrainNormals[index]; n2.x = normals[index];
index++; index++;
n2.y = terrainNormals[index]; n2.y = normals[index];
index++; index++;
n2.z = terrainNormals[index]; n2.z = normals[index];
} }
S3L_Vec4 normal; S3L_Vec4 normal;
@ -93,17 +102,40 @@ void drawPixel(S3L_PixelInfo *p)
S3L_normalizeVec3(&normal); S3L_normalizeVec3(&normal);
uint8_t light = 127 - 127 * (S3L_dotProductVec3(lightDirection,normal) / ((float) S3L_FRACTIONS_PER_UNIT)); uint8_t light = 127 - 127 * (S3L_dotProductVec3(lightDirection,normal) / ((float) S3L_FRACTIONS_PER_UNIT));
uint8_t color[3]; 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; 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] = color[0];
frameBuffer[index + 1] = color[1]; frameBuffer[index + 1] = color[1];
frameBuffer[index + 2] = color[2]; frameBuffer[index + 2] = color[2];
@ -119,6 +151,11 @@ void createGeometry()
terrainVertices[i] = (x - GRID_W / 2) * S3L_FRACTIONS_PER_UNIT; terrainVertices[i] = (x - GRID_W / 2) * S3L_FRACTIONS_PER_UNIT;
terrainVertices[i + 1] = heightMap[i / 3] * S3L_FRACTIONS_PER_UNIT / 4; terrainVertices[i + 1] = heightMap[i / 3] * S3L_FRACTIONS_PER_UNIT / 4;
terrainVertices[i + 2] = (y - GRID_H / 2) * S3L_FRACTIONS_PER_UNIT; 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; i += 3;
} }
@ -134,18 +171,26 @@ void createGeometry()
indices[2] = indices[0] + GRID_W; indices[2] = indices[0] + GRID_W;
indices[3] = indices[2] + 1; indices[3] = indices[2] + 1;
terrainTriangles[i + 0] = indices[0]; gridTriangles[i + 0] = indices[0];
terrainTriangles[i + 1] = indices[1]; gridTriangles[i + 1] = indices[1];
terrainTriangles[i + 2] = indices[2]; gridTriangles[i + 2] = indices[2];
terrainTriangles[i + 3] = indices[2]; gridTriangles[i + 3] = indices[2];
terrainTriangles[i + 4] = indices[1]; gridTriangles[i + 4] = indices[1];
terrainTriangles[i + 5] = indices[3]; gridTriangles[i + 5] = indices[3];
i += 6; 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() void clearFrameBuffer()
{ {
memset(frameBuffer,0,S3L_RESOLUTION_X * S3L_RESOLUTION_Y * 3 * sizeof(uint8_t)); memset(frameBuffer,0,S3L_RESOLUTION_X * S3L_RESOLUTION_Y * 3 * sizeof(uint8_t));
@ -179,14 +224,23 @@ int main()
S3L_initModel3D( S3L_initModel3D(
terrainVertices, terrainVertices,
GRID_W * GRID_H, 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, GRID_TRIANGLES,
&(models[MODELS - 1])); &(models[MODELS - 1]));
S3L_computeModelNormals(models[MODELS - 1],terrainNormals,0);
S3L_initScene(models,MODELS,&scene); S3L_initScene(models,MODELS,&scene);
animateWater(0);
scene.camera.transform.translation.x = 4 * S3L_FRACTIONS_PER_UNIT; scene.camera.transform.translation.x = 4 * S3L_FRACTIONS_PER_UNIT;
scene.camera.transform.translation.y = 6 * S3L_FRACTIONS_PER_UNIT; scene.camera.transform.translation.y = 6 * S3L_FRACTIONS_PER_UNIT;
scene.camera.transform.translation.z = -7 * S3L_FRACTIONS_PER_UNIT; scene.camera.transform.translation.z = -7 * S3L_FRACTIONS_PER_UNIT;