#define S3L_RESOLUTION_X 800 #define S3L_RESOLUTION_Y 600 #define S3L_PIXEL_FUNCTION drawPixel #define S3L_PERSPECTIVE_CORRECTION 1 #define S3L_STRICT_NEAR_CULLING 0 #define S3L_SORT 0 #define S3L_Z_BUFFER 1 #include "../small3dlib.h" #include #include #include "grassTexture.h" #include "grassNormalTexture.h" #include "sandTexture.h" #include "sandNormalTexture.h" uint8_t frameBuffer[S3L_RESOLUTION_X * S3L_RESOLUTION_Y * 3]; int frame = 0; #define GRID_W 16 #define GRID_H 16 int8_t heightMap[GRID_W * GRID_H] = { #define e -1 e,e,e,e,e,e,e,e,e,e,e,e,e,e,e,e, e,0,0,0,0,1,0,0,1,1,1,0,0,0,0,e, e,0,0,0,0,1,0,1,2,1,1,1,0,0,0,e, e,0,0,1,1,1,1,3,2,1,1,1,1,0,0,e, e,0,0,0,1,1,2,4,3,2,1,2,1,1,0,e, e,0,1,2,2,2,2,4,4,2,2,2,2,1,0,e, e,1,2,2,3,3,6,6,6,3,6,3,5,3,1,e, e,0,2,2,3,7,8,7,7,6,6,6,6,6,2,e, e,0,3,3,3,8,8,9,8,7,2,3,6,6,2,e, e,0,0,2,3,4,7,7,7,6,1,1,4,3,0,e, e,0,0,1,3,6,3,5,6,6,3,1,2,0,0,e, e,0,0,0,3,3,3,6,6,6,6,1,0,0,0,e, e,0,0,1,1,2,3,5,5,5,2,0,0,0,0,e, e,0,1,2,0,0,2,4,4,2,2,0,0,0,0,e, e,0,0,0,0,0,1,3,3,0,0,0,0,0,0,e, e,e,e,e,e,e,e,e,e,e,e,e,e,e,e,e #undef e }; #define GRID_TRIANGLES ((GRID_W - 1) * (GRID_H - 1) * 2) S3L_Unit terrainVertices[GRID_W * GRID_H * 3]; S3L_Unit terrainNormals[GRID_W * GRID_H * 3]; S3L_Unit waterVertices[GRID_W * GRID_H * 3]; S3L_Unit waterNormals[GRID_W * GRID_H * 3]; S3L_Index gridTriangles[GRID_TRIANGLES * 3]; #define MODELS 2 S3L_Model3D models[MODELS]; S3L_Scene scene; int previousTriangle = -1; S3L_Vec4 toLightDirection; S3L_Vec4 n0, n1, n2, v0, v1, v2; void sampleTexture(uint8_t *texture, int w, int h, float x, float y, uint8_t color[3]) { x = fmod(x,1.0); y = fmod(y,1.0); int intX = x * w; if (intX < 0) intX = w + intX; int intY = y * h; if (intY < 0) intY = h + intY; int index = S3L_clamp((intY * w + intX) * 3,0,w * h * 3 - 1); color[0] = texture[index]; color[1] = texture[index + 1]; color[2] = texture[index + 2]; } void drawPixel(S3L_PixelInfo *p) { S3L_correctBarycentricCoords(p->barycentric); S3L_Unit *normals = p->modelIndex == 0 ? terrainNormals : waterNormals; if (p->triangleIndex != previousTriangle) { int index = scene.models[p->modelIndex].triangles[p->triangleIndex * 3] * 3; n0.x = normals[index]; v0.x = scene.models[p->modelIndex].vertices[index]; index++; n0.y = normals[index]; v0.y = scene.models[p->modelIndex].vertices[index]; index++; n0.z = normals[index]; v0.z = scene.models[p->modelIndex].vertices[index]; index = scene.models[p->modelIndex].triangles[p->triangleIndex * 3 + 1] * 3; n1.x = normals[index]; v1.x = scene.models[p->modelIndex].vertices[index]; index++; n1.y = normals[index]; v1.y = scene.models[p->modelIndex].vertices[index]; index++; n1.z = normals[index]; v1.z = scene.models[p->modelIndex].vertices[index]; index = scene.models[p->modelIndex].triangles[p->triangleIndex * 3 + 2] * 3; n2.x = normals[index]; v2.x = scene.models[p->modelIndex].vertices[index]; index++; n2.y = normals[index]; v2.y = scene.models[p->modelIndex].vertices[index]; index++; n2.z = normals[index]; v2.z = scene.models[p->modelIndex].vertices[index]; } S3L_Vec4 position; position.x = S3L_interpolateBarycentric(v0.x,v1.x,v2.x,p->barycentric[0],p->barycentric[1],p->barycentric[2]); position.y = S3L_interpolateBarycentric(v0.y,v1.y,v2.y,p->barycentric[0],p->barycentric[1],p->barycentric[2]); position.z = S3L_interpolateBarycentric(v0.z,v1.z,v2.z,p->barycentric[0],p->barycentric[1],p->barycentric[2]); S3L_Vec4 normal; normal.x = S3L_interpolateBarycentric(n0.x, n1.x, n2.x, p->barycentric[0], p->barycentric[1], p->barycentric[2]); normal.y = S3L_interpolateBarycentric(n0.y, n1.y, n2.y, p->barycentric[0], p->barycentric[1], p->barycentric[2]); normal.z = S3L_interpolateBarycentric(n0.z, n1.z, n2.z, p->barycentric[0], p->barycentric[1], p->barycentric[2]); if (p->modelIndex == MODELS - 1) { float dist, dx, dy; dist = position.x + position.z + frame * 5; normal.x += S3L_sin(dist / 2) / 8; normal.z += S3L_cos(dist / 2) / 8; dist = position.x - 2 * position.z + frame * 10; normal.x += S3L_sin(dist) / 64; normal.z += S3L_cos(dist) / 64; } S3L_normalizeVec3(&normal); S3L_Vec4 reflected; S3L_Vec4 toCameraDirection; toCameraDirection.x = scene.camera.transform.translation.x - position.x; toCameraDirection.y = scene.camera.transform.translation.y - position.y; toCameraDirection.z = scene.camera.transform.translation.z - position.z; S3L_normalizeVec3(&toCameraDirection); S3L_reflect(toLightDirection,normal,&reflected); float diffuse = 0.5 - (S3L_dotProductVec3(toLightDirection,normal) / ((float) S3L_FRACTIONS_PER_UNIT)) * 0.5; float specular = 0.5 + (S3L_dotProductVec3(reflected,toCameraDirection) / ((float) S3L_FRACTIONS_PER_UNIT)) * 0.5; float fog = (p->depth / ((float) S3L_FRACTIONS_PER_UNIT * 20)); if (fog > 1.0) fog = 1.0; float light = 0.3 * fog + 0.6 * diffuse + 0.5 * pow(specular,20.0); uint8_t color[3]; int index = (p->y * S3L_RESOLUTION_X + p->x) * 3; if (p->modelIndex == MODELS - 1) { S3L_Unit waterDepth = (p->previousZ - p->depth) / 2; float transparency = waterDepth / ((float) (S3L_FRACTIONS_PER_UNIT / 3)); transparency = transparency > 1.0 ? 1.0 : transparency; float transparency2 = 1.0 - transparency; uint8_t previousColor[3]; previousColor[0] = frameBuffer[index]; previousColor[1] = frameBuffer[index + 1]; previousColor[2] = frameBuffer[index + 2]; float fresnel = 0.5 + (S3L_dotProductVec3(toCameraDirection,normal) / ((float) S3L_FRACTIONS_PER_UNIT)) * 0.5; float fresnel2 = 1.0 - fresnel; color[0] = fresnel2 * 150 + fresnel * 0; color[1] = fresnel2 * 230 + fresnel * 10; color[2] = fresnel2 * 255 + fresnel * 100; color[0] = S3L_clamp(transparency2 * previousColor[0] + transparency * color[0] * light,0,255); color[1] = S3L_clamp(transparency2 * previousColor[1] + transparency * color[1] * light,0,255); color[2] = S3L_clamp(transparency2 * previousColor[2] + transparency * color[2] * light,0,255); } else { uint8_t textureColor[3]; uint8_t textureNormal[3]; uint8_t textureColor2[3]; uint8_t textureNormal2[3]; float x = position.x / ((float) S3L_FRACTIONS_PER_UNIT * 2); float y = position.z / ((float) S3L_FRACTIONS_PER_UNIT * 2); sampleTexture(sandTexture,SAND_TEXTURE_WIDTH,SAND_TEXTURE_HEIGHT,x,y,textureColor); sampleTexture(sandNormalTexture,SANDNORMAL_TEXTURE_WIDTH,SANDNORMAL_TEXTURE_HEIGHT,x,y,textureNormal); sampleTexture(grassTexture,GRASS_TEXTURE_WIDTH,GRASS_TEXTURE_HEIGHT,x / 2,y / 2,textureColor2); sampleTexture(grassNormalTexture,GRASSNORMAL_TEXTURE_WIDTH,GRASSNORMAL_TEXTURE_HEIGHT,x / 2,y / 2,textureNormal2); S3L_Unit t = S3L_clamp(position.y * 4 - S3L_FRACTIONS_PER_UNIT,0,S3L_FRACTIONS_PER_UNIT); textureColor[0] = S3L_interpolateByUnit(textureColor[0],textureColor2[0],t); textureColor[1] = S3L_interpolateByUnit(textureColor[1],textureColor2[1],t); textureColor[2] = S3L_interpolateByUnit(textureColor[2],textureColor2[2],t); textureNormal[0] = S3L_interpolateByUnit(textureNormal[0],textureNormal2[0],t); textureNormal[1] = S3L_interpolateByUnit(textureNormal[1],textureNormal2[1],t); textureNormal[2] = S3L_interpolateByUnit(textureNormal[2],textureNormal2[2],t); normal.x += (((int16_t) textureNormal[0]) - 128) * 4; normal.z += (((int16_t) textureNormal[1]) - 128) * 4; S3L_normalizeVec3(&normal); diffuse = 0.5 - (S3L_dotProductVec3(toLightDirection,normal) / ((float) S3L_FRACTIONS_PER_UNIT)) * 0.5; specular = 0.5 + (S3L_dotProductVec3(reflected,toCameraDirection) / ((float) S3L_FRACTIONS_PER_UNIT)) * 0.5; fog = (p->depth / ((float) S3L_FRACTIONS_PER_UNIT * 20)); light = 0.3 * fog + 0.6 * diffuse + 0.5 * pow(specular,20.0); color[0] = S3L_clamp(((int16_t) textureColor[0]) * light,0,255); color[1] = S3L_clamp(((int16_t) textureColor[1]) * light,0,255); color[2] = S3L_clamp(((int16_t) textureColor[2]) * light,0,255); } /* color[0] = S3L_clamp(127 + normal.x / 4,0,255); color[1] = S3L_clamp(127 + normal.y / 4,0,255); color[2] = S3L_clamp(127 + normal.z / 4,0,255); */ frameBuffer[index] = color[0]; frameBuffer[index + 1] = color[1]; frameBuffer[index + 2] = color[2]; } void createGeometry() { int i = 0; for (int y = 0; y < GRID_H; ++y) for (int x = 0; x < GRID_W; ++x) { terrainVertices[i] = (x - GRID_W / 2) * S3L_FRACTIONS_PER_UNIT; terrainVertices[i + 1] = (heightMap[i / 3] - 1) * S3L_FRACTIONS_PER_UNIT / 4; terrainVertices[i + 2] = (y - GRID_H / 2) * S3L_FRACTIONS_PER_UNIT; waterVertices[i] = terrainVertices[i] * 8; waterVertices[i + 1] = 0; waterVertices[i + 2] = terrainVertices[i + 2] * 8; i += 3; } i = 0; for (int y = 0; y < GRID_H - 1; ++y) for (int x = 0; x < GRID_W - 1; ++x) { S3L_Index indices[4]; indices[0] = y * GRID_W + x; indices[1] = indices[0] + 1; indices[2] = indices[0] + GRID_W; indices[3] = indices[2] + 1; gridTriangles[i + 0] = indices[0]; gridTriangles[i + 1] = indices[1]; gridTriangles[i + 2] = indices[2]; gridTriangles[i + 3] = indices[2]; gridTriangles[i + 4] = indices[1]; gridTriangles[i + 5] = indices[3]; i += 6; } } void animateWater() { for (int i = 1; i < GRID_W * GRID_H * 3; i += 3) waterVertices[i] = S3L_FRACTIONS_PER_UNIT / 4 + sin(frame * 0.2) * S3L_FRACTIONS_PER_UNIT / 4; S3L_computeModelNormals(models[MODELS - 1],waterNormals,0); } void clearFrameBuffer() { memset(frameBuffer,255,S3L_RESOLUTION_X * S3L_RESOLUTION_Y * 3 * sizeof(uint8_t)); } void saveImage(char *fileName) { printf("saving image file: %s\n",fileName); FILE *f = fopen(fileName,"w"); fprintf(f,"P3\n%d %d\n255\n",S3L_RESOLUTION_X,S3L_RESOLUTION_Y); for (int i = 0; i < S3L_RESOLUTION_X * S3L_RESOLUTION_Y * 3; i += 3) fprintf(f,"%d %d %d\n",frameBuffer[i],frameBuffer[i + 1],frameBuffer[i + 2]); fclose(f); } int main() { createGeometry(); toLightDirection.x = 10; toLightDirection.y = 10; toLightDirection.z = 10; toLightDirection.w = 0; S3L_normalizeVec3(&toLightDirection); S3L_initModel3D( terrainVertices, GRID_W * GRID_H, gridTriangles, GRID_TRIANGLES, &(models[0])); S3L_computeModelNormals(models[0],terrainNormals,0); S3L_initModel3D( waterVertices, GRID_W * GRID_H, gridTriangles, GRID_TRIANGLES, &(models[MODELS - 1])); S3L_initScene(models,MODELS,&scene); char fileName[] = "test00.ppm"; for (int i = 0; i < 10; ++i) { animateWater(); scene.camera.transform.translation.x = i * S3L_FRACTIONS_PER_UNIT / 4; scene.camera.transform.translation.y = 5 * S3L_FRACTIONS_PER_UNIT; scene.camera.transform.translation.z = -9 * S3L_FRACTIONS_PER_UNIT; S3L_Vec4 target; target.x = 0; target.y = 0; target.z = 0; S3L_lookAt(scene.camera.transform.translation,target,&scene.camera.transform); clearFrameBuffer(); S3L_newFrame(); S3L_drawScene(scene); fileName[4] = '0' + (i / 10); fileName[5] = '0' + (i % 10); saveImage(fileName); frame++; } return 0; }