/* 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 2 #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 #define ACCELERATION 700 #define TURN_SPEED 300 #define FRICTION 600 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() { uint32_t index = 0; for (uint16_t y = 0; y < S3L_RESOLUTION_Y; ++y) { S3L_Unit t = S3L_min(S3L_FRACTIONS_PER_UNIT,((y * S3L_FRACTIONS_PER_UNIT) / S3L_RESOLUTION_Y) * 4); uint32_t r = S3L_interpolateByUnit(200,242,t); uint32_t g = S3L_interpolateByUnit(102,255,t); uint32_t b = S3L_interpolateByUnit(255,230,t); uint32_t color = (r << 24) | (g << 16 ) | (b << 8); for (uint16_t x = 0; x < S3L_RESOLUTION_X; ++x) { pixels[index] = color; index++; } } } 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_Vec4 uv0, uv1, uv2; 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; } S3L_getIndexedTriangleValues(p->triangleIndex,uvIndices,uvs,2,&uv0,&uv1,&uv2); previousTriangle = p->triangleID; } uint8_t r,g,b; 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(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]; } void handleCollision(S3L_Vec4 *pos, S3L_Vec4 previousPos) { S3L_Vec4 newPos = *pos; newPos.x = previousPos.x; if (collision(newPos)) { newPos = *pos; newPos.z = previousPos.z; if (collision(newPos)) newPos = previousPos; } *pos = newPos; } 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); carModel.transform.translation.y = (S3L_FRACTIONS_PER_UNIT / 32); 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 = (3 * S3L_FRACTIONS_PER_UNIT) / 5; scene.camera.transform.rotation.x = -S3L_FRACTIONS_PER_UNIT / 16; 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 = FRICTION * frameDiff; int16_t stepRotation = TURN_SPEED * frameDiff * S3L_max(0,velocity - 200) / ((float) MAX_VELOCITY); int16_t stepVelocity = S3L_nonZero(ACCELERATION * frameDiff); if (stepRotation == 0 && S3L_abs(velocity) >= 200) stepRotation = 1; if (velocity < 0) stepRotation *= -1; if (state[SDL_SCANCODE_LEFT]) { models[1].transform.rotation.y += stepRotation; models[1].transform.rotation.z = S3L_min(velocity / 64, models[1].transform.rotation.z + 1); } else if (state[SDL_SCANCODE_RIGHT]) { models[1].transform.rotation.y -= stepRotation; models[1].transform.rotation.z = S3L_max(-velocity / 64, models[1].transform.rotation.z - 1); } else models[1].transform.rotation.z = (models[1].transform.rotation.z * 3) / 4; S3L_rotationToDirections(models[1].transform.rotation,S3L_FRACTIONS_PER_UNIT,&carDirection,0,0); S3L_Vec4 previousCarPos = models[1].transform.translation; S3L_Vec4 previousCamPos = scene.camera.transform.translation; int16_t friction = 0; if (state[SDL_SCANCODE_UP]) velocity = S3L_min(MAX_VELOCITY,velocity + (velocity < 0 ? (2 * stepVelocity) : stepVelocity)); else if (state[SDL_SCANCODE_DOWN]) velocity = S3L_max(-MAX_VELOCITY,velocity - (velocity > 0 ? (2 * stepVelocity) : stepVelocity)); else friction = 1; 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) { handleCollision(&(models[1].transform.translation),previousCarPos); friction = 2; } 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; } } if (velocity > 0) velocity = S3L_max(0,velocity - stepFriction * friction); else velocity = S3L_min(0,velocity + stepFriction * friction); S3L_Unit cameraDistance = S3L_interpolate(S3L_FRACTIONS_PER_UNIT / 2,S3L_FRACTIONS_PER_UNIT,S3L_abs(velocity),MAX_VELOCITY); scene.camera.transform.translation.x = scene.models[1].transform.translation.x - (carDirection.x * cameraDistance) / S3L_FRACTIONS_PER_UNIT; scene.camera.transform.translation.z = scene.models[1].transform.translation.z - (carDirection.z * cameraDistance) / S3L_FRACTIONS_PER_UNIT; 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; }