/* Example program for small3dlib -- a GTA-like game demo. author: Miloslav Ciz license: CC0 1.0 */ #include "Pokitto.h" #include Pokitto::Core pokitto; #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 110 #define S3L_RESOLUTION_Y 88 #include "small3dlib.h" #include "cityModel.h" #include "cityTexture.h" #include "carModel.h" #define MAX_VELOCITY 700 #define ACCELERATION 600 #define TURN_SPEED 200 #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; inline uint8_t sampleTexture(int32_t u, int32_t v) { uint32_t index = v * CITY_TEXTURE_WIDTH + u; return cityTexture[index]; } uint32_t previousTriangle = -1; S3L_Vec4 uv0, uv1, uv2; void drawPixel(S3L_PixelInfo *p) { if (p->triangleID != previousTriangle) { const S3L_Index *uvIndices; const 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; } 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); uint8_t *buf = pokitto.display.screenbuffer; buf += p->y * 110; buf += p->x; *buf = sampleTexture(uv[0] >> 2,uv[1] >> 2); } static inline void draw() { S3L_newFrame(); S3L_drawScene(scene); } static inline uint8_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]; } static inline 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; } int main() { pokitto.begin(); pokitto.setFrameRate(60); pokitto.display.load565Palette(cityPalette); pokitto.display.bgcolor = 78; cityModelInit(); carModelInit(); models[0] = cityModel; models[1] = carModel; S3L_initScene(models,2,&scene); S3L_setTransform3D(1909,16,-3317,0,-510,0,512,512,512,&(models[1].transform)); S3L_Vec4 carDirection; S3L_initVec4(&carDirection); scene.camera.transform.translation.y = S3L_FRACTIONS_PER_UNIT / 2; scene.camera.transform.rotation.x = -S3L_FRACTIONS_PER_UNIT / 16; int16_t velocity = 0; int16_t previousTime = 0; while (pokitto.isRunning()) { if (pokitto.update()) { models[1].transform.rotation.y += models[1].transform.rotation.z; // overturn the car for the rendering draw(); models[1].transform.rotation.y -= models[1].transform.rotation.z; // turn the car back for the physics int16_t timeNow = pokitto.getTime(); int16_t frameDiffMs = timeNow - previousTime; previousTime = timeNow; int16_t step = (velocity * frameDiffMs) / 1024; int16_t stepFriction = (FRICTION * frameDiffMs) / 1024; int16_t stepRotation = TURN_SPEED * frameDiffMs * S3L_max(0,velocity - 200) / (MAX_VELOCITY * 1024); int16_t stepVelocity = S3L_nonZero((ACCELERATION * frameDiffMs) / 1024); if (stepRotation == 0 && S3L_abs(velocity) >= 200) stepRotation = 10; if (velocity < 0) stepRotation *= -1; if (pokitto.leftBtn()) { models[1].transform.rotation.y += stepRotation; models[1].transform.rotation.z = S3L_min(S3L_abs(velocity) / 64, models[1].transform.rotation.z + 1); } else if (pokitto.rightBtn()) { models[1].transform.rotation.y -= stepRotation; models[1].transform.rotation.z = S3L_max(-S3L_abs(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 (pokitto.upBtn()) velocity = S3L_min(MAX_VELOCITY,velocity + (velocity < 0 ? (2 * stepVelocity) : stepVelocity)); else if (pokitto.downBtn()) 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) { // teleport the car models[1].transform.translation.x += 5 * S3L_FRACTIONS_PER_UNIT; models[1].transform.translation.z += 2 * S3L_FRACTIONS_PER_UNIT; } else { // teleport the car 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,(3 * S3L_FRACTIONS_PER_UNIT) / 4,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; } } return 0; }