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201 lines
5.1 KiB
C++
201 lines
5.1 KiB
C++
/*
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Gamebuino META example demo for small3dlib -- model viewer.
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author: Miloslav Ciz
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license: CC0 1.0
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*/
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#include <Gamebuino-Meta.h>
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/* Before including small3dlib, we need to define some values for it, such as
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the resolution, the name of the pixel drawing function etc.: */
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#define S3L_PIXEL_FUNCTION pixelFunc
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#define S3L_RESOLUTION_X 80
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#define S3L_RESOLUTION_Y 64
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#define S3L_Z_BUFFER 2 // this sets up a reduced precision z-buffer
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#define S3L_SORT 0 // no sorting of triangles
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#define S3L_STENCIL_BUFFER 0 // no stencil buffer
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#define S3L_PERSPECTIVE_CORRECTION 0 /* perspective correction expensive and
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dosn't improve quality significantly
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with far away models, so turn it off,
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but you can try setting it it 2
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(approximation) */
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#include "small3dlib.h" // now we can include the library
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// include the resources (converted using provided Python scripts):
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#include "palette.h"
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#include "houseModel.h"
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#include "houseTexture.h"
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#include "chestModel.h"
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#include "chestTexture.h"
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#include "earthModel.h"
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#include "earthTexture.h"
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#include "gbmetaModel.h"
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#include "gbmetaTexture.h"
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Gamebuino_Meta::Color paletteGB[256];
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#define MIN_ZOOM (-6 * S3L_FRACTIONS_PER_UNIT)
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#define MAX_ZOOM (-16 * S3L_FRACTIONS_PER_UNIT)
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#define TEXTURE_W 64
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#define TEXTURE_H 64
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// helper global variabls and pointers:
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int16_t previousTriangle = -1;
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S3L_Vec4 uv0, uv1, uv2;
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const uint8_t *texture = houseTexture;
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const S3L_Index *uvIndices = houseUVIndices;
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const S3L_Unit *uvs = houseUVs;
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static inline unsigned short sampleTexure(int32_t u, int32_t v)
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{
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int index = v * TEXTURE_W + u;
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return texture[index];
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}
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/* This function will be called by the library to render individual pixels --
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remember, this is the bottleneck, it should be as fast as possible! */
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void pixelFunc(S3L_PixelInfo *p)
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{
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S3L_Unit u, v; // texturing coordinates
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if (p->triangleIndex != previousTriangle)
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{
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/* This is a per-triangle cache, it prevents computing per-triangle values
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for each pixel. We only recompute these when the triangleID changes. */
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S3L_getIndexedTriangleValues(p->triangleIndex,uvIndices,uvs,2,&uv0,&uv1,&uv2);
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/* ^ This is a helper funtion that retrieves the 3 UV coordinates of the
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triangle (one for each triangle vertex). */
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previousTriangle = p->triangleIndex;
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}
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u = S3L_interpolateBarycentric(uv0.x,uv1.x,uv2.x,p->barycentric);
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v = S3L_interpolateBarycentric(uv0.y,uv1.y,uv2.y,p->barycentric);
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uint8_t c = sampleTexure(u >> 3,v >> 3);
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/* ^ Shifting by 3 gets the value from 0 to 512
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(S3L_FRACTIONS_PER_UNIT) to 0 to 32 (texture resoltion). */
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// now write the pixel:
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Gamebuino_Meta::Color col = paletteGB[c];
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gb.display.drawPixel(p->x,p->y,col);
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}
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S3L_Scene scene; // our 3D scene, it will only hold one model at a time
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void draw()
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{
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S3L_newFrame(); // needs to be done before rendering a new frame
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S3L_drawScene(scene); // renders the 3D scene
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}
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void setModel(uint8_t index)
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{
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#define modelCase(n)\
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scene.models = &(n##Model);\
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texture = n##Texture;\
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uvIndices = n##UVIndices;\
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uvs = n##UVs;
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switch (index)
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{
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case 1:
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modelCase(chest)
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break;
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case 2:
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modelCase(earth)
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break;
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case 3:
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modelCase(gbmeta)
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break;
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default:
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modelCase(house)
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break;
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}
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#undef modelCase
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}
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uint8_t modelIndex = 0;
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void setup()
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{
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gb.begin();
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gb.setFrameRate(50);
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for (uint16_t i = 0; i < 256; ++i)
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{
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uint8_t h,s,v,r,g,b;
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r = palette[i * 3];
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g = palette[i * 3 + 1];
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b = palette[i * 3 + 2];
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paletteGB[i] = gb.createColor(r,g,b);
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}
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houseModelInit();
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chestModelInit();
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earthModelInit();
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gbmetaModelInit();
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S3L_initScene(&houseModel,1,&scene);
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setModel(0);
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scene.camera.transform.translation.z = -8 * S3L_FRACTIONS_PER_UNIT;
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// ^ place the camera a little bit to the front so that the model is seen
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}
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void loop()
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{
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while(!gb.update());
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S3L_Unit rotationStep = 16;
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S3L_Unit zoomStep = 140;
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if (gb.buttons.timeHeld(BUTTON_A) > 0)
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{
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if (gb.buttons.timeHeld(BUTTON_DOWN) > 0)
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scene.camera.transform.translation.z =
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S3L_max(MAX_ZOOM,scene.camera.transform.translation.z - zoomStep);
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else if (gb.buttons.timeHeld(BUTTON_UP) > 0)
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scene.camera.transform.translation.z =
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S3L_min(MIN_ZOOM,scene.camera.transform.translation.z + zoomStep);
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}
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else
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{
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if (gb.buttons.timeHeld(BUTTON_UP) > 0)
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scene.models[0].transform.rotation.x += rotationStep;
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else if (gb.buttons.timeHeld(BUTTON_DOWN) > 0)
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scene.models[0].transform.rotation.x -= rotationStep;
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if (gb.buttons.timeHeld(BUTTON_RIGHT) > 0)
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scene.models[0].transform.rotation.y += rotationStep;
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else if (gb.buttons.timeHeld(BUTTON_LEFT) > 0)
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scene.models[0].transform.rotation.y -= rotationStep;
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}
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if (gb.buttons.timeHeld(BUTTON_B) == 1)
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{
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modelIndex = (modelIndex + 1) % 4;
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setModel(modelIndex);
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}
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gb.display.clear();
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draw();
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}
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