/* Example program of small3dlib for Pokitto -- Quake-like level. author: Miloslav Ciz license: CC0 1.0 */ #include "Pokitto.h" #define SUBSAMPLE 3 #if 1 // This can switch between a textured and flat mode. #define S3L_Z_BUFFER 2 #define S3L_SORT 0 #define S3L_STENCIL_BUFFER 0 #define S3L_FLAT 0 #define S3L_PERSPECTIVE_CORRECTION 2 #else #define S3L_Z_BUFFER 2 #define S3L_SORT 0 #define S3L_STENCIL_BUFFER 0 #define S3L_FLAT 1 #define S3L_MAX_TRIANGES_DRAWN 200 #endif #define S3L_PIXEL_FUNCTION pixelFunc // Because we'll be writing pixels as 2x2, define the resolution one smaller. #define BASE_W 109 #define BASE_H 87 #define S3L_RESOLUTION_X (BASE_W - BASE_W / SUBSAMPLE) #define S3L_RESOLUTION_Y (BASE_H - BASE_H / SUBSAMPLE) #define S3L_STRICT_NEAR_CULLING 0 #define S3L_COMPUTE_DEPTH 1 // for fog #define S3L_REDUCED_Z_BUFFER_GRANULARITY 6 #include "small3dlib.h" #include "levelTexture1Pal.h" #include "levelModel.h" Pokitto::Core pokitto; #if S3L_FLAT uint8_t triangleColors[LEVEL_TRIANGLE_COUNT]; #endif static inline uint8_t texture(int32_t u, int32_t v) { u = S3L_wrap(u,LEVEL1_TEXTURE_WIDTH); v = S3L_wrap(v,LEVEL1_TEXTURE_HEIGHT); uint32_t index = v * LEVEL1_TEXTURE_WIDTH + u; return level1Texture[index]; } S3L_ScreenCoord subsampleMap[BASE_W + SUBSAMPLE]; uint32_t previousTriangle = 100; static inline uint8_t addIntensity(uint8_t color, uint8_t intensity) { uint8_t newValue = color + intensity; // value as in HSV if (color >> 4 == newValue >> 4) return newValue; return color | 0x0F; } static inline uint8_t substractIntensity(uint8_t color, uint8_t intensity) { uint8_t newValue = color - intensity; // value as in HSV if (color >> 4 == newValue >> 4) return newValue; return 0; } uint8_t c = 0; S3L_Vec4 uv0, uv1, uv2; S3L_Index material = 0; void pixelFunc(S3L_PixelInfo *p) { uint8_t val; uint8_t *buf = pokitto.display.screenbuffer; #if S3L_FLAT val = triangleColors[p->triangleIndex]; #else if (p->triangleIndex != previousTriangle) { material = levelMaterials[p->triangleIndex]; if (material == 1) c = 135; else if (material == 2) c = 213; else S3L_getIndexedTriangleValues(p->triangleIndex,levelUVIndices,levelUVs,2,&uv0,&uv1,&uv2); previousTriangle = p->triangleID; } S3L_Unit fog = p->depth >> 9; if (material == 0) { 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); c = texture(uv[0] / 32,uv[1] / 32); } val = substractIntensity(c,fog); #endif buf += subsampleMap[p->y] * 110; buf += subsampleMap[p->x]; *buf = val; buf++; *buf = val; buf += 109; *buf = val; buf++; *buf = val; } S3L_Scene scene; void draw() { S3L_newFrame(); S3L_drawScene(scene); } unsigned short palette[256]; int main() { for (uint16_t i = 0; i < BASE_W + SUBSAMPLE; ++i) subsampleMap[i] = i + i / SUBSAMPLE; #if S3L_FLAT S3L_Vec4 toLight; S3L_setVec4(&toLight,10,5,7,0); S3L_normalizeVec3(&toLight); for (uint16_t i = 0; i < LEVEL_TRIANGLE_COUNT; ++i) { uint8_t c; S3L_Vec4 v0, v1, v2; S3L_getIndexedTriangleValues( i, levelTriangleIndices, levelVertices,3,&v0,&v1,&v2); material = levelMaterials[i]; if (material == 1) c = 38; else if (material == 2) c = 53; else c = 24; S3L_Vec4 normal; S3L_triangleNormal(v0,v1,v2,&normal); triangleColors[i] = addIntensity(c, S3L_max(0,(S3L_dotProductVec3(normal,toLight) + S3L_FRACTIONS_PER_UNIT) / 64)); } #endif pokitto.begin(); // pokitto.display.persistence = 1; pokitto.setFrameRate(60); pokitto.display.load565Palette(level1Palette); S3L_initCamera(&scene.camera); levelModelInit(); S3L_initScene(&levelModel,1,&scene); while (pokitto.isRunning()) { if (pokitto.update()) { S3L_Vec4 camF, camR, camU; int step = 300; int step2 = 8; S3L_rotationToDirections( scene.camera.transform.rotation, step, &camF, &camR, &camU); if (pokitto.aBtn()) { if (pokitto.upBtn()) scene.camera.transform.rotation.x += 8; else if (pokitto.downBtn()) scene.camera.transform.rotation.x -= 8; else if (pokitto.rightBtn()) scene.camera.transform.rotation.y += 8; else if (pokitto.leftBtn()) scene.camera.transform.rotation.y -= 8; } else { if (pokitto.upBtn()) S3L_vec3Add(&(scene.camera.transform.translation),camF); else if (pokitto.downBtn()) S3L_vec3Sub(&scene.camera.transform.translation,camF); else if (pokitto.rightBtn()) S3L_vec3Add(&scene.camera.transform.translation,camR); else if (pokitto.leftBtn()) S3L_vec3Sub(&scene.camera.transform.translation,camR); } draw(); } } }