/* author: Miloslav Ciz license: CC0 */ #include #include #include #include #include #define S3L_FLAT 0 #define S3L_STRICT_NEAR_CULLING 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" #include "cityModel.h" #include "cityTexture.h" #include "carModel.h" #define TEXTURE_W 256 #define TEXTURE_H 256 #define MAX_VELOCITY 1000 S3L_Model3D models[2]; const uint8_t collisionMap[8 * 10] = { 1,1,1,1,1,1,1,1, 1,1,1,1,0,0,0,1, 1,1,1,1,0,1,0,1, 2,2,1,0,0,0,0,3, 1,2,1,0,1,1,3,1, 2,0,0,0,1,1,3,3, 1,0,1,0,0,1,1,1, 1,0,0,0,1,1,1,1, 1,1,1,1,1,1,1,1, 1,1,1,1,1,1,1,1 }; S3L_Scene scene; uint32_t pixels[S3L_RESOLUTION_X * S3L_RESOLUTION_Y]; uint32_t frame = 0; void clearScreen() { memset(pixels,255,S3L_RESOLUTION_X * S3L_RESOLUTION_Y * sizeof(uint32_t)); } static inline void setPixel(int x, int y, uint8_t red, uint8_t green, uint8_t blue) { if (x < 0 || x >= S3L_RESOLUTION_X || y < 0 || y >= S3L_RESOLUTION_Y) return; uint32_t r = red & 0x000000FF; r = r << 24; uint32_t g = green & 0x000000FF; g = g << 16; uint32_t b = blue & 0x000000FF; b = b << 8; pixels[y * S3L_RESOLUTION_X + x] = r | g | b; } void sampleTexture(uint8_t *texture, int32_t u, int32_t v, uint8_t *r, uint8_t *g, uint8_t *b) { u = S3L_clamp(u,0,TEXTURE_W - 1); v = S3L_clamp(v,0,TEXTURE_H - 1); int32_t index = (v * TEXTURE_W + u) * 3; *r = texture[index]; index++; *g = texture[index]; index++; *b = texture[index]; } uint32_t previousTriangle = -1; S3L_Unit uv0[2], uv1[2], uv2[2]; void drawPixel(S3L_PixelInfo *p) { if (p->triangleID != previousTriangle) { S3L_Index *uvIndices; S3L_Unit *uvs; if (p->modelIndex == 0) { uvIndices = cityUVIndices; uvs = cityUVs; } else { uvIndices = carUVIndices; uvs = carUVs; } int16_t index; index = p->triangleIndex * 3; int16_t i0 = uvIndices[index]; int16_t i1 = uvIndices[index + 1]; int16_t i2 = uvIndices[index + 2]; index = i0 * 2; uv0[0] = uvs[index]; uv0[1] = uvs[index + 1]; index = i1 * 2; uv1[0] = uvs[index]; uv1[1] = uvs[index + 1]; index = i2 * 2; uv2[0] = uvs[index]; uv2[1] = uvs[index + 1]; previousTriangle = p->triangleID; } uint8_t r,g,b; S3L_Unit uv[2]; uv[0] = S3L_interpolateBarycentric(uv0[0],uv1[0],uv2[0],p->barycentric); uv[1] = S3L_interpolateBarycentric(uv0[1],uv1[1],uv2[1],p->barycentric); sampleTexture(cityTexture,uv[0] / 2,uv[1] / 2,&r,&g,&b); setPixel(p->x,p->y,r,g,b); } void draw() { S3L_newFrame(); clearScreen(); S3L_drawScene(scene); } static inline uint32_t collision(S3L_Vec4 worldPosition) { worldPosition.x /= S3L_FRACTIONS_PER_UNIT; worldPosition.z /= -S3L_FRACTIONS_PER_UNIT; uint16_t index = worldPosition.z * 8 + worldPosition.x; return collisionMap[index]; } int16_t fps = 0; int main() { SDL_Window *window = SDL_CreateWindow("model viewer", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, S3L_RESOLUTION_X, S3L_RESOLUTION_Y, SDL_WINDOW_SHOWN); SDL_Renderer *renderer = SDL_CreateRenderer(window,-1,0); SDL_Texture *textureSDL = SDL_CreateTexture(renderer,SDL_PIXELFORMAT_RGBX8888, SDL_TEXTUREACCESS_STATIC, S3L_RESOLUTION_X, S3L_RESOLUTION_Y); SDL_Surface *screenSurface = SDL_GetWindowSurface(window); SDL_Event event; cityModelInit(); carModelInit(); carModel.transform.translation.x += 7 * (S3L_FRACTIONS_PER_UNIT / 2); carModel.transform.translation.z += -7 * (S3L_FRACTIONS_PER_UNIT / 2); models[0] = cityModel; models[1] = carModel; S3L_initScene(models,2,&scene); scene.camera.transform.translation.z = -S3L_FRACTIONS_PER_UNIT * 8; int running = 1; clock_t nextPrintT; nextPrintT = clock(); S3L_Vec4 carDirection; S3L_initVec4(&carDirection); scene.camera.transform.translation.y = S3L_FRACTIONS_PER_UNIT / 3; scene.camera.transform.rotation.x = -S3L_FRACTIONS_PER_UNIT / 32; int16_t velocity = 0; while (running) { clock_t frameStartT = clock(); draw(); fps++; SDL_UpdateTexture(textureSDL,NULL,pixels,S3L_RESOLUTION_X * sizeof(uint32_t)); 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; } uint8_t *state = SDL_GetKeyboardState(NULL); int16_t step = velocity * frameDiff; int16_t stepFriction = 300 * frameDiff; int16_t stepRotation = 200 * frameDiff * velocity / ((float) MAX_VELOCITY); int16_t stepVelocity = S3L_nonZero(1000 * frameDiff); if (state[SDL_SCANCODE_LEFT]) models[1].transform.rotation.y += stepRotation; else if (state[SDL_SCANCODE_RIGHT]) models[1].transform.rotation.y -= stepRotation; S3L_rotationToDirections(models[1].transform.rotation,S3L_FRACTIONS_PER_UNIT,&carDirection,0,0); S3L_Vec4 previousPos = models[1].transform.translation; if (state[SDL_SCANCODE_UP]) velocity = S3L_min(MAX_VELOCITY,velocity + stepVelocity); else if (state[SDL_SCANCODE_DOWN]) velocity = S3L_max(-MAX_VELOCITY,velocity - stepVelocity); else { if (velocity > 0) velocity = S3L_max(0,velocity - stepFriction); else velocity = S3L_min(0,velocity + stepFriction); } models[1].transform.translation.x += (carDirection.x * step) / S3L_FRACTIONS_PER_UNIT; models[1].transform.translation.z += (carDirection.z * step) / S3L_FRACTIONS_PER_UNIT; uint8_t coll = collision(models[1].transform.translation); if (coll != 0) { if (coll == 1) { S3L_Vec4 newPos = models[1].transform.translation; newPos.x = previousPos.x; if (collision(newPos)) { newPos = models[1].transform.translation; newPos.z = previousPos.z; if (collision(newPos)) newPos = previousPos; } models[1].transform.translation = newPos; } else if (coll == 2) { models[1].transform.translation.x += 5 * S3L_FRACTIONS_PER_UNIT; models[1].transform.translation.z += 2 * S3L_FRACTIONS_PER_UNIT; } else { models[1].transform.translation.x -= 5 * S3L_FRACTIONS_PER_UNIT; models[1].transform.translation.z -= 2 * S3L_FRACTIONS_PER_UNIT; } } scene.camera.transform.translation.x = scene.models[1].transform.translation.x - carDirection.x; scene.camera.transform.translation.z = scene.models[1].transform.translation.z - carDirection.z; scene.camera.transform.rotation.y = models[1].transform.rotation.y; SDL_RenderClear(renderer); SDL_RenderCopy(renderer,textureSDL,NULL,NULL); SDL_RenderPresent(renderer); frame++; } return 0; }