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https://git.coom.tech/drummyfish/small3dlib.git
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244 lines
4.9 KiB
C++
244 lines
4.9 KiB
C++
/*
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Example program of small3dlib for Pokitto -- Quake-like level.
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author: Miloslav Ciz
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license: CC0 1.0
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*/
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#include "Pokitto.h"
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#define SUBSAMPLE 3
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#if 1 // This can switch between a textured and flat mode.
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#define S3L_Z_BUFFER 2
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#define S3L_SORT 0
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#define S3L_STENCIL_BUFFER 0
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#define S3L_FLAT 0
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#define S3L_PERSPECTIVE_CORRECTION 2
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#else
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#define S3L_Z_BUFFER 2
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#define S3L_SORT 0
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#define S3L_STENCIL_BUFFER 0
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#define S3L_FLAT 1
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#define S3L_MAX_TRIANGES_DRAWN 200
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#endif
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#define S3L_PIXEL_FUNCTION pixelFunc
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// Because we'll be writing pixels as 2x2, define the resolution one smaller.
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#define BASE_W 109
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#define BASE_H 87
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#define S3L_RESOLUTION_X (BASE_W - BASE_W / SUBSAMPLE)
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#define S3L_RESOLUTION_Y (BASE_H - BASE_H / SUBSAMPLE)
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#define S3L_STRICT_NEAR_CULLING 0
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#define S3L_COMPUTE_DEPTH 1 // for fog
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#define S3L_REDUCED_Z_BUFFER_GRANULARITY 6
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#include "small3dlib.h"
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#include "levelTexture1Pal.h"
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#include "levelModel.h"
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Pokitto::Core pokitto;
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#if S3L_FLAT
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uint8_t triangleColors[LEVEL_TRIANGLE_COUNT];
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#endif
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static inline uint8_t texture(int32_t u, int32_t v)
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{
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u = S3L_wrap(u,LEVEL1_TEXTURE_WIDTH);
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v = S3L_wrap(v,LEVEL1_TEXTURE_HEIGHT);
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uint32_t index = v * LEVEL1_TEXTURE_WIDTH + u;
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return level1Texture[index];
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}
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S3L_ScreenCoord subsampleMap[BASE_W + SUBSAMPLE];
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uint32_t previousTriangle = 100;
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static inline uint8_t addIntensity(uint8_t color, uint8_t intensity)
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{
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uint8_t newValue = color + intensity; // value as in HSV
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if (color >> 4 == newValue >> 4)
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return newValue;
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return color | 0x0F;
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}
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static inline uint8_t substractIntensity(uint8_t color, uint8_t intensity)
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{
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uint8_t newValue = color - intensity; // value as in HSV
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if (color >> 4 == newValue >> 4)
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return newValue;
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return 0;
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}
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uint8_t c = 0;
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S3L_Vec4 uv0, uv1, uv2;
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S3L_Index material = 0;
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void pixelFunc(S3L_PixelInfo *p)
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{
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uint8_t val;
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uint8_t *buf = pokitto.display.screenbuffer;
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#if S3L_FLAT
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val = triangleColors[p->triangleIndex];
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#else
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if (p->triangleIndex != previousTriangle)
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{
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material = levelMaterials[p->triangleIndex];
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if (material == 1)
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c = 135;
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else if (material == 2)
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c = 213;
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else
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S3L_getIndexedTriangleValues(p->triangleIndex,levelUVIndices,levelUVs,2,&uv0,&uv1,&uv2);
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previousTriangle = p->triangleID;
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}
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S3L_Unit fog = p->depth >> 9;
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if (material == 0)
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{
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S3L_Unit uv[2];
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uv[0] = S3L_interpolateBarycentric(uv0.x,uv1.x,uv2.x,p->barycentric);
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uv[1] = S3L_interpolateBarycentric(uv0.y,uv1.y,uv2.y,p->barycentric);
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c = texture(uv[0] / 32,uv[1] / 32);
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}
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val = substractIntensity(c,fog);
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#endif
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buf += subsampleMap[p->y] * 110;
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buf += subsampleMap[p->x];
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*buf = val;
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buf++;
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*buf = val;
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buf += 109;
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*buf = val;
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buf++;
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*buf = val;
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}
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S3L_Scene scene;
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void draw()
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{
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S3L_newFrame();
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S3L_drawScene(scene);
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}
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unsigned short palette[256];
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int main()
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{
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for (uint16_t i = 0; i < BASE_W + SUBSAMPLE; ++i)
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subsampleMap[i] = i + i / SUBSAMPLE;
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#if S3L_FLAT
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S3L_Vec4 toLight;
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S3L_setVec4(&toLight,10,5,7,0);
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S3L_normalizeVec3(&toLight);
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for (uint16_t i = 0; i < LEVEL_TRIANGLE_COUNT; ++i)
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{
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uint8_t c;
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S3L_Vec4 v0, v1, v2;
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S3L_getIndexedTriangleValues(
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i,
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levelTriangleIndices,
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levelVertices,3,&v0,&v1,&v2);
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material = levelMaterials[i];
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if (material == 1)
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c = 38;
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else if (material == 2)
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c = 53;
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else
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c = 24;
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S3L_Vec4 normal;
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S3L_triangleNormal(v0,v1,v2,&normal);
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triangleColors[i] = addIntensity(c,
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S3L_max(0,(S3L_dotProductVec3(normal,toLight) + S3L_FRACTIONS_PER_UNIT) / 64));
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}
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#endif
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pokitto.begin();
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// pokitto.display.persistence = 1;
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pokitto.setFrameRate(60);
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pokitto.display.load565Palette(level1Palette);
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S3L_initCamera(&scene.camera);
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levelModelInit();
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S3L_initScene(&levelModel,1,&scene);
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while (pokitto.isRunning())
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{
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if (pokitto.update())
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{
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S3L_Vec4 camF, camR, camU;
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int step = 300;
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int step2 = 8;
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S3L_rotationToDirections(
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scene.camera.transform.rotation,
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step,
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&camF,
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&camR,
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&camU);
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if (pokitto.aBtn())
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{
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if (pokitto.upBtn())
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scene.camera.transform.rotation.x += 8;
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else if (pokitto.downBtn())
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scene.camera.transform.rotation.x -= 8;
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else if (pokitto.rightBtn())
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scene.camera.transform.rotation.y += 8;
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else if (pokitto.leftBtn())
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scene.camera.transform.rotation.y -= 8;
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}
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else
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{
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if (pokitto.upBtn())
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S3L_vec3Add(&(scene.camera.transform.translation),camF);
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else if (pokitto.downBtn())
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S3L_vec3Sub(&scene.camera.transform.translation,camF);
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else if (pokitto.rightBtn())
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S3L_vec3Add(&scene.camera.transform.translation,camR);
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else if (pokitto.leftBtn())
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S3L_vec3Sub(&scene.camera.transform.translation,camR);
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}
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draw();
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}
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}
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}
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