/* Example program for small3dlib, showing a Quake-like level. author: Miloslav Ciz license: CC0 1.0 */ #define TEXTURES 1 // whether to use textures for the level #include #include #include #include #define S3L_FLAT 0 #define S3L_STRICT_NEAR_CULLING 0 #if TEXTURES #define S3L_PERSPECTIVE_CORRECTION 2 #else #define S3L_PERSPECTIVE_CORRECTION 0 #endif #define S3L_SORT 0 #define S3L_Z_BUFFER 1 #define S3L_PIXEL_FUNCTION drawPixel #define S3L_RESOLUTION_X 640 #define S3L_RESOLUTION_Y 480 #include "../small3dlib.h" #include "levelModel.h" #include "levelTextures.h" S3L_Model3D models[3]; S3L_Scene scene; S3L_Vec4 teleportPoint; uint32_t pixels[S3L_RESOLUTION_X * S3L_RESOLUTION_Y]; uint32_t frame = 0; uint8_t *texture = 0; S3L_Unit *uvs = 0; S3L_Index *uvIndices = 0; uint32_t previousTriangle = 1000; S3L_Vec4 uv0, uv1, uv2; 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 sampleTxture(S3L_Unit u, S3L_Unit v, uint8_t *r, uint8_t *g, uint8_t *b) { u = (u * LEVEL_TEXTURE_WIDTH) / S3L_FRACTIONS_PER_UNIT; v = (v * LEVEL_TEXTURE_HEIGHT) / S3L_FRACTIONS_PER_UNIT; u = S3L_wrap(u,LEVEL_TEXTURE_WIDTH); v = S3L_wrap(v,LEVEL_TEXTURE_HEIGHT); uint32_t index = (v * LEVEL_TEXTURE_WIDTH + u) * 3; *r = texture[index]; index++; *g = texture[index]; index++; *b = texture[index]; } void drawTeleport(int16_t x, int16_t y, S3L_ScreenCoord size) { int16_t halfSize = size / 2; S3L_ScreenCoord x0 = S3L_max(0,x - halfSize); S3L_ScreenCoord x1 = S3L_min(S3L_RESOLUTION_X,x + halfSize); S3L_ScreenCoord y0 = S3L_max(0,y - halfSize); S3L_ScreenCoord y1 = S3L_min(S3L_RESOLUTION_Y,y + halfSize); S3L_ScreenCoord row = y0 - (y - halfSize); for (S3L_ScreenCoord j = y0; j < y1; ++j) { S3L_ScreenCoord i0, i1; if (row <= halfSize) { i0 = S3L_max(x0,x - row); i1 = S3L_min(x1,x + row); } else { i0 = S3L_max(x0,x - size + row); i1 = S3L_min(x1,x + size - row); } for (S3L_ScreenCoord i = i0; i < i1; ++i) if (rand() % 8 == 0) setPixel(i,j,255,0,0); row++; } } void drawPixel(S3L_PixelInfo *p) { uint8_t r, g, b; #if TEXTURES if (p->triangleID != previousTriangle) { switch (p->modelIndex) { case 0: uvs = levelWallsUVs; uvIndices = levelWallsUVIndices; texture = level1Texture; break; case 1: uvs = levelFloorUVs; uvIndices = levelFloorUVIndices; texture = level2Texture; break; case 2: default: uvs = levelCeilingUVs; uvIndices = levelCeilingUVIndices; texture = level3Texture; break; } S3L_getIndexedTriangleValues(p->triangleIndex,uvIndices,uvs,2,&uv0,&uv1,&uv2); previousTriangle = p->triangleID; } 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); sampleTxture(uv[0],uv[1],&r,&g,&b); #else switch (p->modelIndex) { case 0: r = 255; g = 0; b = 0; break; case 1: r = 0; g = 255; b = 0; break; case 2: default: r = 0; g = 0; b = 255; break; } #endif S3L_Unit fog = (p->depth * #if TEXTURES 8 #else 16 #endif ) / S3L_FRACTIONS_PER_UNIT; r = S3L_clamp(((S3L_Unit) r) - fog,0,255); g = S3L_clamp(((S3L_Unit) g) - fog,0,255); b = S3L_clamp(((S3L_Unit) b) - fog,0,255); setPixel(p->x,p->y,r,g,b); } S3L_Transform3D modelTransform; S3L_DrawConfig conf; clock_t nextT; int fps = 0; void draw() { S3L_newFrame(); clearScreen(); uint32_t f = frame; S3L_drawScene(scene); S3L_Vec4 screenPoint; project3DPointToScreen(teleportPoint,scene.camera,&screenPoint); if (screenPoint.w > 0 && screenPoint.x >= 0 && screenPoint.x < S3L_RESOLUTION_X && screenPoint.y >= 0 && screenPoint.y < S3L_RESOLUTION_Y && screenPoint.z < S3L_zBufferRead(screenPoint.x,screenPoint.y)) drawTeleport(screenPoint.x,screenPoint.y,screenPoint.w); clock_t nowT = clock(); double timeDiff = ((double) (nowT - nextT)) / CLOCKS_PER_SEC; fps++; if (timeDiff >= 1.0) { nextT = nowT; printf("FPS: %d\n",fps); printf("camera: "); S3L_logTransform3D(scene.camera.transform); fps = 0; } } int main() { SDL_Window *window = SDL_CreateWindow("level demo", 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 *texture = SDL_CreateTexture(renderer,SDL_PIXELFORMAT_RGBX8888, SDL_TEXTUREACCESS_STATIC, S3L_RESOLUTION_X, S3L_RESOLUTION_Y); SDL_Surface *screenSurface = SDL_GetWindowSurface(window); SDL_Event event; teleportPoint.x = 6 * S3L_FRACTIONS_PER_UNIT; teleportPoint.y = -3 * S3L_FRACTIONS_PER_UNIT; teleportPoint.z = 3 * S3L_FRACTIONS_PER_UNIT / 2; teleportPoint.w = S3L_FRACTIONS_PER_UNIT; nextT = clock(); levelWallsModelInit(); levelFloorModelInit(); levelCeilingModelInit(); S3L_initScene(models,3,&scene); scene.models[0] = levelWallsModel; scene.models[1] = levelFloorModel; scene.models[2] = levelCeilingModel; S3L_Unit scale = S3L_FRACTIONS_PER_UNIT / 3; S3L_Vec4 s; s.x = scale; s.y = scale; s.z = scale; scene.models[0].transform.scale = s; scene.models[1].transform.scale = s; scene.models[2].transform.scale = s; int running = 1; while (running) // main loop { draw(); SDL_UpdateTexture(texture,NULL,pixels,S3L_RESOLUTION_X * sizeof(uint32_t)); while (SDL_PollEvent(&event)) if (event.type == SDL_QUIT) running = 0; S3L_Vec4 camF, camR; S3L_rotationToDirections(scene.camera.transform.rotation,20,&camF,&camR,0); uint8_t *state = SDL_GetKeyboardState(NULL); if (state[SDL_SCANCODE_A]) scene.camera.transform.rotation.y += 1; else if (state[SDL_SCANCODE_D]) scene.camera.transform.rotation.y -= 1; else if (state[SDL_SCANCODE_W]) scene.camera.transform.rotation.x += 1; else if (state[SDL_SCANCODE_S]) scene.camera.transform.rotation.x -= 1; if (state[SDL_SCANCODE_UP]) S3L_vec3Add(&scene.camera.transform.translation,camF); else if (state[SDL_SCANCODE_DOWN]) S3L_vec3Sub(&scene.camera.transform.translation,camF); else if (state[SDL_SCANCODE_LEFT]) S3L_vec3Sub(&scene.camera.transform.translation,camR); else if (state[SDL_SCANCODE_RIGHT]) S3L_vec3Add(&scene.camera.transform.translation,camR); SDL_RenderClear(renderer); SDL_RenderCopy(renderer,texture,NULL,NULL); SDL_RenderPresent(renderer); frame++; } return 0; }