/* Example for small3dlib: model viewer. See the program's help for more info. author: Miloslav Ciz license: CC0 */ #include #include #include #include #define S3L_FLAT 0 #define S3L_NEAR_CROSS_STRATEGY 0 #define S3L_PERSPECTIVE_CORRECTION 2 #define S3L_SORT 0 #define S3L_STENCIL_BUFFER 0 #define S3L_Z_BUFFER 1 #define S3L_PIXEL_FUNCTION drawPixel #define S3L_RESOLUTION_X 800 #define S3L_RESOLUTION_Y 600 #include "../small3dlib.h" #define TEXTURE_W 128 #define TEXTURE_H 128 #include "sdl_helper.h" #include "houseTexture.h" #include "houseModel.h" #include "chestTexture.h" #include "chestModel.h" #include "plantTexture.h" #include "plantModel.h" #include "cat1Model.h" #include "cat2Model.h" #include "catTexture.h" #define MODE_TEXTUERED 0 #define MODE_SINGLE_COLOR 1 #define MODE_NORMAL_SMOOTH 2 #define MODE_NORMAL_SHARP 3 #define MODE_BARYCENTRIC 4 #define MODE_TRIANGLE_INDEX 5 void printHelp(void) { printf("Modelviewer: example program for small3dlib.\n\n"); printf("contols:\n"); printf(" arrows rotate\n"); printf(" ctrl + U/D go closer/further\n"); printf(" ctrl + L/R zoom (FOV) closer/further\n"); printf(" space next model\n"); printf(" 0 - 5 set display mode\n"); printf(" w toggle wireframe\n"); printf(" l toggle light\n"); printf(" f toggle fog\n"); printf(" b change backface culling\n"); printf(" n toggle noise\n"); printf("\nby Miloslav Ciz, released under CC0 1.0\n"); } S3L_Unit houseNormals[HOUSE_VERTEX_COUNT * 3]; S3L_Unit chestNormals[CHEST_VERTEX_COUNT * 3]; S3L_Unit catNormals[CAT1_VERTEX_COUNT * 3]; S3L_Unit plantNormals[PLANT_VERTEX_COUNT * 3]; S3L_Unit catVertices[CAT1_VERTEX_COUNT * 3]; const S3L_Index *catTriangleIndices = cat1TriangleIndices; const S3L_Unit *catUVs = cat1UVs; const S3L_Index *catUVIndices = cat1UVIndices; S3L_Model3D catModel; S3L_Model3D model; const uint8_t *texture; const S3L_Unit *uvs; const S3L_Unit *normals; const S3L_Index *uvIndices; S3L_Scene scene; uint32_t frame = 0; void animate(double time) { time = (1.0 + sin(time * 8)) / 2; S3L_Unit t = time * S3L_F; for (S3L_Index i = 0; i < CAT1_VERTEX_COUNT * 3; i += 3) { S3L_Unit v0[3], v1[3]; v0[0] = cat1Vertices[i]; v0[1] = cat1Vertices[i + 1]; v0[2] = cat1Vertices[i + 2]; v1[0] = cat2Vertices[i]; v1[1] = cat2Vertices[i + 1]; v1[2] = cat2Vertices[i + 2]; catVertices[i] = S3L_interpolateByUnit(v0[0],v1[0],t); catVertices[i + 1] = S3L_interpolateByUnit(v0[1],v1[1],t); catVertices[i + 2] = S3L_interpolateByUnit(v0[2],v1[2],t); } } uint32_t previousTriangle = -1; S3L_Vec4 uv0, uv1, uv2; uint16_t l0, l1, l2; S3L_Vec4 toLight; int8_t light = 1; int8_t fog = 0; int8_t noise = 0; int8_t wire = 0; int8_t transparency = 0; int8_t mode = 0; S3L_Vec4 n0, n1, n2, nt; void drawPixel(S3L_PixelInfo *p) { if (p->triangleID != previousTriangle) { if (mode == MODE_TEXTUERED) { S3L_getIndexedTriangleValues(p->triangleIndex,uvIndices,uvs,2,&uv0,&uv1,&uv2); } else if (mode == MODE_NORMAL_SHARP) { S3L_Vec4 v0, v1, v2; S3L_getIndexedTriangleValues(p->triangleIndex,model.triangles,model.vertices,3,&v0,&v1,&v2); S3L_triangleNormal(v0,v1,v2,&nt); nt.x = S3L_clamp(128 + nt.x / 4,0,255); nt.y = S3L_clamp(128 + nt.y / 4,0,255); nt.z = S3L_clamp(128 + nt.z / 4,0,255); } if (light || mode == MODE_NORMAL_SMOOTH) { S3L_getIndexedTriangleValues(p->triangleIndex,model.triangles,normals,3,&n0,&n1,&n2); l0 = 256 + S3L_clamp(S3L_vec3Dot(n0,toLight),-511,511) / 2; l1 = 256 + S3L_clamp(S3L_vec3Dot(n1,toLight),-511,511) / 2; l2 = 256 + S3L_clamp(S3L_vec3Dot(n2,toLight),-511,511) / 2; } previousTriangle = p->triangleID; } if (wire) if (p->barycentric[0] != 0 && p->barycentric[1] != 0 && p->barycentric[2] != 0) return; uint8_t r = 0, g = 0, b = 0; int8_t transparent = 0; switch (mode) { case MODE_TEXTUERED: { 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(texture,uv[0] / 4,uv[1] / 4,&r,&g,&b); if (transparency && r == 255 && g == 0 && b == 0) transparent = 1; break; } case MODE_SINGLE_COLOR: { r = 128; g = 128; b = 128; break; } case MODE_NORMAL_SMOOTH: { S3L_Vec4 n; n.x = S3L_interpolateBarycentric(n0.x,n1.x,n2.x,p->barycentric); n.y = S3L_interpolateBarycentric(n0.y,n1.y,n2.y,p->barycentric); n.z = S3L_interpolateBarycentric(n0.z,n1.z,n2.z,p->barycentric); S3L_vec3Normalize(&n); r = S3L_clamp(128 + n.x / 4,0,255); g = S3L_clamp(128 + n.y / 4,0,255); b = S3L_clamp(128 + n.z / 4,0,255); break; } case MODE_NORMAL_SHARP: { r = nt.x; g = nt.y; b = nt.z; break; } case MODE_BARYCENTRIC: { r = p->barycentric[0] >> 1; g = p->barycentric[1] >> 1; b = p->barycentric[2] >> 1; break; } case MODE_TRIANGLE_INDEX: { r = S3L_min(p->triangleIndex,255); g = r; b = r; } default: break; } if (light) { int16_t l = S3L_interpolateBarycentric(l0,l1,l2,p->barycentric); r = S3L_clamp((((int16_t) r) * l) / S3L_F,0,255); g = S3L_clamp((((int16_t) g) * l) / S3L_F,0,255); b = S3L_clamp((((int16_t) b) * l) / S3L_F,0,255); } if (fog) { int16_t f = ((p->depth - S3L_NEAR) * 255) / (S3L_F * 64); f *= 2; r = S3L_clamp(((int16_t) r) + f,0,255); g = S3L_clamp(((int16_t) g) + f,0,255); b = S3L_clamp(((int16_t) b) + f,0,255); } if (transparency && transparent) { S3L_zBufferWrite(p->x,p->y,p->previousZ); return; } if (noise) setPixel(p->x + rand() % 8,p->y + rand() % 8,r,g,b); else setPixel(p->x,p->y,r,g,b); } void draw(void) { S3L_newFrame(); clearScreen(); S3L_drawScene(scene); } void setModel(uint8_t index) { printf("\nSetting model nmber %d.\n",index); #define modelCase(n,m)\ case n:\ {\ texture = m##Texture;\ uvs = m##UVs;\ uvIndices = m##UVIndices;\ normals = m##Normals;\ scene.models[0] = m##Model;\ S3L_computeModelNormals(scene.models[0],m##Normals,0);\ break;\ } switch (index) { modelCase(0,house) modelCase(1,chest) modelCase(2,cat) modelCase(3,plant) default: break; } #undef modelCase S3L_transform3DInit(&(scene.models[0].transform)); S3L_drawConfigInit(&(scene.models[0].config)); if (index == 3) { scene.models[0].config.backfaceCulling = 0; transparency = 1; } else { scene.models[0].config.backfaceCulling = 2; transparency = 0; } printf("vertices: %d\n",scene.models[0].vertexCount); printf("triangles: %d\n",scene.models[0].triangleCount); } int16_t fps = 0; int main(void) { printHelp(); sdlInit(); toLight.x = 10; toLight.y = 10; toLight.z = 10; S3L_vec3Normalize(&toLight); S3L_sceneInit(&model,1,&scene); houseModelInit(); chestModelInit(); plantModelInit(); cat1ModelInit(); cat2ModelInit(); scene.camera.transform.translation.z = -S3L_F * 8; catModel = cat1Model; catModel.vertices = catVertices; animate(0); int8_t modelIndex = 0; int8_t modelsTotal = 4; setModel(0); int running = 1; clock_t nextPrintT; nextPrintT = clock(); while (running) { clock_t frameStartT = clock(); draw(); fps++; clock_t nowT = clock(); double timeDiff = ((double) (nowT - nextPrintT)) / CLOCKS_PER_SEC; double frameDiff = ((double) (nowT - frameStartT)) / CLOCKS_PER_SEC; if (timeDiff >= 1.0) { nextPrintT = nowT; printf("FPS: %d\n",fps); fps = 0; } while (SDL_PollEvent(&event)) { if (event.type == SDL_QUIT) running = 0; else if (event.type == SDL_KEYDOWN) { if (event.key.keysym.scancode == SDL_SCANCODE_L) light = !light; else if (event.key.keysym.scancode == SDL_SCANCODE_F) fog = !fog; else if (event.key.keysym.scancode == SDL_SCANCODE_N) noise = !noise; else if (event.key.keysym.scancode == SDL_SCANCODE_W) wire = !wire; else if (event.key.keysym.scancode == SDL_SCANCODE_B) model.config.backfaceCulling = (model.config.backfaceCulling + 1) % 3; else if (event.key.keysym.scancode == SDL_SCANCODE_SPACE) { modelIndex = (modelIndex + 1) % modelsTotal; setModel(modelIndex); } } } const uint8_t *state = SDL_GetKeyboardState(NULL); int16_t rotationStep = S3L_max(1,300 * frameDiff); int16_t moveStep = S3L_max(1,3000 * frameDiff); int16_t fovStep = S3L_max(1,1000 * frameDiff); if (state[SDL_SCANCODE_ESCAPE]) running = 0; if (!state[SDL_SCANCODE_LCTRL]) { if (state[SDL_SCANCODE_LEFT]) model.transform.rotation.y += rotationStep; else if (state[SDL_SCANCODE_RIGHT]) model.transform.rotation.y -= rotationStep; if (state[SDL_SCANCODE_DOWN]) model.transform.rotation.x += rotationStep; else if (state[SDL_SCANCODE_UP]) model.transform.rotation.x -= rotationStep; } else { if (state[SDL_SCANCODE_LEFT]) scene.camera.focalLength = S3L_min(S3L_F * 5,scene.camera.focalLength + fovStep); else if (state[SDL_SCANCODE_RIGHT]) scene.camera.focalLength = S3L_max(S3L_F / 2,scene.camera.focalLength - fovStep); if (state[SDL_SCANCODE_UP]) scene.camera.transform.translation.z = S3L_min(S3L_F, scene.camera.transform.translation.z + moveStep); else if (state[SDL_SCANCODE_DOWN]) scene.camera.transform.translation.z = S3L_max(-S3L_F * 16, scene.camera.transform.translation.z - moveStep); } if (state[SDL_SCANCODE_KP_0]) mode = MODE_TEXTUERED; else if (state[SDL_SCANCODE_KP_1]) mode = MODE_SINGLE_COLOR; else if (state[SDL_SCANCODE_KP_2]) mode = MODE_NORMAL_SMOOTH; else if (state[SDL_SCANCODE_KP_3]) mode = MODE_NORMAL_SHARP; else if (state[SDL_SCANCODE_KP_4]) mode = MODE_BARYCENTRIC; else if (state[SDL_SCANCODE_KP_5]) mode = MODE_TRIANGLE_INDEX; if (modelIndex == 2) animate(((double) clock()) / CLOCKS_PER_SEC); sdlUpdate(); frame++; } sdlEnd(); return 0; }