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https://git.coom.tech/drummyfish/small3dlib.git
synced 2024-12-23 01:26:19 +01:00
Make resolution constant
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parent
5749abee92
commit
eaea810b85
2 changed files with 25 additions and 20 deletions
23
s3l.h
23
s3l.h
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@ -107,6 +107,17 @@
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#include <stdint.h>
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#ifndef S3L_RESOLUTION_X
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#define S3L_RESOLUTION_X 640 //< Redefine to your screen x resolution.
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#endif
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#ifndef S3L_RESOLUTION_Y
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#define S3L_RESOLUTION_Y 480 //< Redefine to your screen y resolution.
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#endif
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#define S3L_HALF_RESOLUTION_X (S3L_RESOLUTION_X >> 1)
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#define S3L_HALF_RESOLUTION_Y (S3L_RESOLUTION_Y >> 1)
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typedef int32_t S3L_Unit; /**< Units of measurement in 3D space. There is
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S3L_FRACTIONS_PER_UNIT in one spatial unit.
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By dividing the unit into fractions we
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@ -515,16 +526,12 @@ static inline void S3L_initTransoform3D(S3L_Transform3D *t)
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typedef struct
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{
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uint16_t resolutionX;
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uint16_t resolutionY;
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S3L_Unit focalLength; ///< Defines the field of view (FOV).
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S3L_Transform3D transform;
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} S3L_Camera;
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static inline void S3L_initCamera(S3L_Camera *c)
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{
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c->resolutionX = 128;
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c->resolutionY = 64;
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c->focalLength = S3L_FRACTIONS_PER_UNIT;
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S3L_initTransoform3D(&(c->transform));
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}
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@ -1053,11 +1060,11 @@ void S3L_makeCameraMatrix(S3L_Transform3D cameraTransform, S3L_Mat4 *m)
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static inline void S3L_mapCameraToScreen(S3L_Vec4 point, S3L_Camera *camera,
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S3L_ScreenCoord *screenX, S3L_ScreenCoord *screenY)
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{
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uint16_t halfW = camera->resolutionX >> 1; // TODO: precompute earlier?
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uint16_t halfH = camera->resolutionY >> 1;
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*screenX =
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S3L_HALF_RESOLUTION_X + (point.x * S3L_HALF_RESOLUTION_X) / point.z;
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*screenX = halfW + (point.x * halfW) / point.z;
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*screenY = halfH - (point.y * halfW) / point.z;
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*screenY =
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S3L_HALF_RESOLUTION_Y - (point.y * S3L_HALF_RESOLUTION_X) / point.z;
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// ^ S3L_FRACTIONS_PER_UNIT cancel out
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}
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22
testSDL.c
22
testSDL.c
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@ -9,10 +9,10 @@
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#define S3L_PIXEL_FUNCTION drawPixel
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#include "s3l.h"
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#define S3L_RESOLUTION_X 640
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#define S3L_RESOLUTION_Y 480
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#define SCREEN_WIDTH 640
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#define SCREEN_HEIGHT 480
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#include "s3l.h"
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const int16_t test_coords[] =
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{
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@ -50,18 +50,18 @@ const uint8_t testTexture[] =
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2,2,2,0,0,0,2,2,2,2,0,0,0,2,2,2
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};
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uint32_t pixels[SCREEN_WIDTH * SCREEN_HEIGHT];
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uint32_t pixels[S3L_RESOLUTION_X * S3L_RESOLUTION_Y];
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uint32_t frame = 0;
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void clearScreen()
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{
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memset(pixels,0,SCREEN_WIDTH * SCREEN_HEIGHT * sizeof(uint32_t));
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memset(pixels,0,S3L_RESOLUTION_X * S3L_RESOLUTION_Y * sizeof(uint32_t));
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}
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static inline void setPixel(int x, int y, uint8_t red, uint8_t green, uint8_t blue)
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{
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if (x < 0 || x >= SCREEN_WIDTH || y < 0 || y >= SCREEN_HEIGHT)
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if (x < 0 || x >= S3L_RESOLUTION_X || y < 0 || y >= S3L_RESOLUTION_Y)
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return;
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uint32_t r = red & 0x000000FF;
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@ -73,7 +73,7 @@ static inline void setPixel(int x, int y, uint8_t red, uint8_t green, uint8_t bl
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uint32_t b = blue & 0x000000FF;
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b = b << 8;
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pixels[y * SCREEN_WIDTH + x] = r | g | b;
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pixels[y * S3L_RESOLUTION_X + x] = r | g | b;
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}
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uint8_t texturePixel(int32_t u, int32_t v)
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@ -160,15 +160,13 @@ S3L_drawTriangle(rotX0,rotY0,rotX1,rotY1,rotX2,rotY2,conf,0);
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int main()
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{
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SDL_Window *window = SDL_CreateWindow("test", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN);
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SDL_Window *window = SDL_CreateWindow("test", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, S3L_RESOLUTION_X, S3L_RESOLUTION_Y, SDL_WINDOW_SHOWN);
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SDL_Renderer *renderer = SDL_CreateRenderer(window,-1,0);
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SDL_Texture *texture = SDL_CreateTexture(renderer,SDL_PIXELFORMAT_RGBX8888, SDL_TEXTUREACCESS_STATIC, SCREEN_WIDTH, SCREEN_HEIGHT);
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SDL_Texture *texture = SDL_CreateTexture(renderer,SDL_PIXELFORMAT_RGBX8888, SDL_TEXTUREACCESS_STATIC, S3L_RESOLUTION_X, S3L_RESOLUTION_Y);
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SDL_Surface *screenSurface = SDL_GetWindowSurface(window);
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SDL_Event event;
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S3L_initCamera(&camera);
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camera.resolutionX = SCREEN_WIDTH;
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camera.resolutionY = SCREEN_HEIGHT;
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camera.transform.translation.z = -S3L_FRACTIONS_PER_UNIT * 2;
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// camera.transform.translation.x = S3L_FRACTIONS_PER_UNIT;
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// camera.transform.translation.y = S3L_FRACTIONS_PER_UNIT;
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@ -181,7 +179,7 @@ int main()
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while (running)
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{
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draw();
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SDL_UpdateTexture(texture,NULL,pixels,SCREEN_WIDTH * sizeof(uint32_t));
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SDL_UpdateTexture(texture,NULL,pixels,S3L_RESOLUTION_X * sizeof(uint32_t));
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while (SDL_PollEvent(&event))
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{
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