/* author: Miloslav Ciz license: CC0 */ #include #include #include #define S3L_PIXEL_FUNCTION drawPixel #define S3L_RESOLUTION_X 640 #define S3L_RESOLUTION_Y 480 #include "s3l.h" const int16_t test_coords[] = { 100,100, 99,101, 101,101, // 0, small triangle 190,50, 200,10, 400,80, // 1, arbitrary 40,80, 60,50, 100,30, // 2, arbitrary 350,270, 440,200, 490,220, // 3, arbitrary 150,300, 290,400, 450,400, // 4, regular 105,200, 120,200, 201,200, // 5, horizontal line 300,200, 300,250, 300,220, // 6, vertical line 496,15, 613,131, 552,203 }; const S3L_Unit ver[] = { S3L_CUBE_VERTICES }; const S3L_Index tri[] = { S3L_CUBE_TRIANGLES }; const S3L_Unit tex_coords[] = { S3L_CUBE_TEXCOORDS }; const uint8_t testTexture[] = { 2,2,2,0,0,0,2,2,2,2,0,0,0,2,2,2, 2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2, 2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2, 0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0, 0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0, 2,0,0,0,0,1,1,1,1,1,0,0,0,0,0,2, 2,0,0,0,0,1,1,0,0,0,0,0,0,0,0,2, 2,0,0,0,0,1,1,0,0,0,0,0,0,0,0,2, 2,0,0,0,0,1,1,0,0,0,0,0,0,0,0,2, 0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0, 0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0, 0,0,2,2,0,0,0,0,0,0,0,0,1,1,0,0, 2,0,2,2,0,0,0,0,0,0,0,0,1,1,0,2, 2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2, 2,2,2,0,0,0,2,2,2,2,0,0,0,2,2,2 }; uint32_t pixels[S3L_RESOLUTION_X * S3L_RESOLUTION_Y]; uint32_t frame = 0; void clearScreen() { memset(pixels,0,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; } uint8_t texturePixel(int32_t u, int32_t v) { u %= 16; v %= 16; return testTexture[v * 16 + u]; } void drawPixel(S3L_PixelInfo *p) { S3L_Unit u, v, *coords; coords = tex_coords + p->triangleID * 6; u = S3L_interpolateBarycentric( coords[0] * 16, coords[2] * 16, coords[4] * 16, p->barycentric0, p->barycentric1, p->barycentric2); v = S3L_interpolateBarycentric( coords[1] * 16, coords[3] * 16, coords[5] * 16, p->barycentric0, p->barycentric1, p->barycentric2); uint8_t col = texturePixel(u,v); setPixel(p->x,p->y,col * 120,20,(2 - col) * 120); // setPixel(p->x,p->y,p->barycentric0 / ((float) S3L_FRACTIONS_PER_UNIT) * 255,p->barycentric1 / ((float) S3L_FRACTIONS_PER_UNIT) * 255,p->barycentric2 / ((float) S3L_FRACTIONS_PER_UNIT) * 255); } S3L_Camera camera; S3L_Transform3D modelTransform; S3L_DrawConfig conf; void draw() { clearScreen(); //frame = 853; // modelTransform.rotation.z = frame * 0.1; modelTransform.rotation.x = 60;//frame * 0.3; S3L_drawModelIndexed(ver,tri,12,modelTransform,&camera,&conf); // S3L_drawModelIndexed(ver,tri + 3,1,modelTransform,&camera,&conf); /* conf.backfaceCulling = S3L_BACKFACE_CULLING_NONE; conf.mode = S3L_MODE_TRIANGLES; for (int c = 0; c < 8; ++c) { int x0 = test_coords[6 * c], y0 = test_coords[6 * c + 1], x1 = test_coords[6 * c + 2], y1 = test_coords[6 * c + 3], x2 = test_coords[6 * c + 4], y2 = test_coords[6 * c + 5]; int cent = (x0 + x1 + x2) / 3.0; x2 = cent + (x2 - cent) * sin(frame * 0.001) * 2; //x2 = cent + (x2 - cent) * sin(600 * 0.001) * 2; S3L_drawTriangle(x0,y0,x1,y1,x2,y2,conf,0); setPixel(x0,y0,255,0,0); setPixel(x1,y1,255,0,0); setPixel(x2,y2,255,0,0); } float rotRate = 0.002; int16_t rotX0 = 200 + sin(frame * rotRate) * 100; int16_t rotY0 = 200 + cos(frame * rotRate) * 100; int16_t rotX1 = 200 + sin((frame + 1500) * rotRate) * 100; int16_t rotY1 = 200 + cos((frame + 1500) * rotRate) * 100; int16_t rotX2 = 200 + sin((frame + 500) * rotRate) * 100; int16_t rotY2 = 200 + cos((frame + 500) * rotRate) * 100; S3L_drawTriangle(rotX0,rotY0,rotX1,rotY1,rotX2,rotY2,conf,0); */ } int main() { SDL_Window *window = SDL_CreateWindow("test", 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; S3L_initCamera(&camera); camera.transform.translation.z = -S3L_FRACTIONS_PER_UNIT * 2; // camera.transform.translation.x = S3L_FRACTIONS_PER_UNIT; // camera.transform.translation.y = S3L_FRACTIONS_PER_UNIT; S3L_initTransoform3D(&modelTransform); S3L_initDrawConfig(&conf); int running = 1; while (running) { draw(); SDL_UpdateTexture(texture,NULL,pixels,S3L_RESOLUTION_X * sizeof(uint32_t)); while (SDL_PollEvent(&event)) { switch (event.type) { case SDL_QUIT: running = 0; break; default: break; } } SDL_RenderClear(renderer); SDL_RenderCopy(renderer,texture,NULL,NULL); SDL_RenderPresent(renderer); frame++; } return 0; }