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https://git.coom.tech/drummyfish/small3dlib.git
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213 lines
5.2 KiB
C
213 lines
5.2 KiB
C
/*
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author: Miloslav Ciz
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license: CC0
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*/
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#include <SDL2/SDL.h>
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#include <stdio.h>
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#include <math.h>
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#define S3L_PIXEL_FUNCTION drawPixel
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#define S3L_RESOLUTION_X 640
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#define S3L_RESOLUTION_Y 480
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#include "s3l.h"
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const int16_t test_coords[] =
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{
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100,100, 99,101, 101,101, // 0, small triangle
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190,50, 200,10, 400,80, // 1, arbitrary
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40,80, 60,50, 100,30, // 2, arbitrary
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350,270, 440,200, 490,220, // 3, arbitrary
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150,300, 290,400, 450,400, // 4, regular
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105,200, 120,200, 201,200, // 5, horizontal line
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300,200, 300,250, 300,220, // 6, vertical line
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496,15, 613,131, 552,203
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};
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const S3L_Unit ver[] = { S3L_CUBE_VERTICES };
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const S3L_Index tri[] = { S3L_CUBE_TRIANGLES };
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const S3L_Unit tex_coords[] = { S3L_CUBE_TEXCOORDS };
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const uint8_t testTexture[] =
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{
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2,2,2,0,0,0,2,2,2,2,0,0,0,2,2,2,
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2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
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2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
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0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0,
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0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,
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2,0,0,0,0,1,1,1,1,1,0,0,0,0,0,2,
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2,0,0,0,0,1,1,0,0,0,0,0,0,0,0,2,
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2,0,0,0,0,1,1,0,0,0,0,0,0,0,0,2,
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2,0,0,0,0,1,1,0,0,0,0,0,0,0,0,2,
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0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,
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0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,
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0,0,2,2,0,0,0,0,0,0,0,0,1,1,0,0,
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2,0,2,2,0,0,0,0,0,0,0,0,1,1,0,2,
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2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
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2,2,2,0,0,0,2,2,2,2,0,0,0,2,2,2
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};
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uint32_t pixels[S3L_RESOLUTION_X * S3L_RESOLUTION_Y];
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uint32_t frame = 0;
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void clearScreen()
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{
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memset(pixels,0,S3L_RESOLUTION_X * S3L_RESOLUTION_Y * sizeof(uint32_t));
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}
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static inline void setPixel(int x, int y, uint8_t red, uint8_t green, uint8_t blue)
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{
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if (x < 0 || x >= S3L_RESOLUTION_X || y < 0 || y >= S3L_RESOLUTION_Y)
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return;
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uint32_t r = red & 0x000000FF;
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r = r << 24;
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uint32_t g = green & 0x000000FF;
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g = g << 16;
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uint32_t b = blue & 0x000000FF;
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b = b << 8;
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pixels[y * S3L_RESOLUTION_X + x] = r | g | b;
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}
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uint8_t texturePixel(int32_t u, int32_t v)
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{
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u %= 16;
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v %= 16;
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return testTexture[v * 16 + u];
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}
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void drawPixel(S3L_PixelInfo *p)
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{
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S3L_Unit u, v, *coords;
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coords = tex_coords + p->triangleID * 6;
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u = S3L_interpolateBarycentric(
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coords[0] * 16,
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coords[2] * 16,
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coords[4] * 16,
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p->barycentric0, p->barycentric1, p->barycentric2);
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v = S3L_interpolateBarycentric(
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coords[1] * 16,
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coords[3] * 16,
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coords[5] * 16,
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p->barycentric0, p->barycentric1, p->barycentric2);
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uint8_t col = texturePixel(u,v);
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setPixel(p->x,p->y,col * 120,20,(2 - col) * 120);
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// 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);
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}
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S3L_Camera camera;
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S3L_Transform3D modelTransform;
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S3L_DrawConfig conf;
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void draw()
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{
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clearScreen();
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//frame = 853;
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modelTransform.rotation.z = frame * 0.1;
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modelTransform.rotation.x = frame * 0.3;
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S3L_drawModelIndexed(ver,tri,12,modelTransform,&camera,&conf);
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// S3L_drawModelIndexed(ver,tri + 3,1,modelTransform,&camera,&conf);
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/*
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conf.backfaceCulling = S3L_BACKFACE_CULLING_NONE;
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conf.mode = S3L_MODE_TRIANGLES;
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for (int c = 0; c < 8; ++c)
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{
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int
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x0 = test_coords[6 * c],
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y0 = test_coords[6 * c + 1],
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x1 = test_coords[6 * c + 2],
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y1 = test_coords[6 * c + 3],
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x2 = test_coords[6 * c + 4],
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y2 = test_coords[6 * c + 5];
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int cent = (x0 + x1 + x2) / 3.0;
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x2 = cent + (x2 - cent) * sin(frame * 0.001) * 2;
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//x2 = cent + (x2 - cent) * sin(600 * 0.001) * 2;
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S3L_drawTriangle(x0,y0,x1,y1,x2,y2,conf,0);
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setPixel(x0,y0,255,0,0);
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setPixel(x1,y1,255,0,0);
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setPixel(x2,y2,255,0,0);
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}
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float rotRate = 0.002;
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int16_t rotX0 = 200 + sin(frame * rotRate) * 100;
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int16_t rotY0 = 200 + cos(frame * rotRate) * 100;
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int16_t rotX1 = 200 + sin((frame + 1500) * rotRate) * 100;
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int16_t rotY1 = 200 + cos((frame + 1500) * rotRate) * 100;
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int16_t rotX2 = 200 + sin((frame + 500) * rotRate) * 100;
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int16_t rotY2 = 200 + cos((frame + 500) * rotRate) * 100;
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S3L_drawTriangle(rotX0,rotY0,rotX1,rotY1,rotX2,rotY2,conf,0);
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*/
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}
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int main()
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{
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SDL_Window *window = SDL_CreateWindow("test", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, S3L_RESOLUTION_X, S3L_RESOLUTION_Y, SDL_WINDOW_SHOWN);
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SDL_Renderer *renderer = SDL_CreateRenderer(window,-1,0);
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SDL_Texture *texture = SDL_CreateTexture(renderer,SDL_PIXELFORMAT_RGBX8888, SDL_TEXTUREACCESS_STATIC, S3L_RESOLUTION_X, S3L_RESOLUTION_Y);
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SDL_Surface *screenSurface = SDL_GetWindowSurface(window);
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SDL_Event event;
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S3L_initCamera(&camera);
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camera.transform.translation.z = -S3L_FRACTIONS_PER_UNIT * 2;
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// camera.transform.translation.x = S3L_FRACTIONS_PER_UNIT;
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// camera.transform.translation.y = S3L_FRACTIONS_PER_UNIT;
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S3L_initTransoform3D(&modelTransform);
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S3L_initDrawConfig(&conf);
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int running = 1;
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while (running)
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{
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draw();
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SDL_UpdateTexture(texture,NULL,pixels,S3L_RESOLUTION_X * sizeof(uint32_t));
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while (SDL_PollEvent(&event))
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{
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switch (event.type)
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{
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case SDL_QUIT:
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running = 0;
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break;
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default:
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break;
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}
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}
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SDL_RenderClear(renderer);
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SDL_RenderCopy(renderer,texture,NULL,NULL);
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SDL_RenderPresent(renderer);
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frame++;
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}
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return 0;
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}
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