mirror of
https://git.coom.tech/drummyfish/small3dlib.git
synced 2024-11-21 20:39:57 +01:00
272 lines
6.4 KiB
C
272 lines
6.4 KiB
C
/*
|
|
author: Miloslav Ciz
|
|
license: CC0
|
|
*/
|
|
|
|
#include <SDL2/SDL.h>
|
|
#include <stdio.h>
|
|
#include <math.h>
|
|
|
|
#define S3L_USE_Z_BUFFER 1
|
|
|
|
#define S3L_PIXEL_FUNCTION drawPixel
|
|
|
|
#define S3L_RESOLUTION_X 640
|
|
#define S3L_RESOLUTION_Y 480
|
|
|
|
#define S3L_COMPUTE_DEPTH 1
|
|
#define S3L_PERSPECTIVE_CORRECTION 1
|
|
|
|
#include "s3l.h"
|
|
|
|
int32_t offScreenPixels = 0;
|
|
|
|
const int16_t test_coords[] =
|
|
{
|
|
100,100, 99,101, 101,101, // 0, small triangle
|
|
190,50, 200,10, 400,80, // 1, arbitrary
|
|
40,80, 60,50, 100,30, // 2, arbitrary
|
|
350,270, 440,200, 490,220, // 3, arbitrary
|
|
150,300, 290,400, 450,400, // 4, regular
|
|
105,200, 120,200, 201,200, // 5, horizontal line
|
|
300,200, 300,250, 300,220, // 6, vertical line
|
|
496,15, 613,131, 552,203
|
|
};
|
|
|
|
const S3L_Unit ver[] = { S3L_CUBE_VERTICES };
|
|
const S3L_Index tri[] = { S3L_CUBE_TRIANGLES };
|
|
const S3L_Unit tex_coords[] = { S3L_CUBE_TEXCOORDS(16) };
|
|
|
|
S3L_Model3D models[2];
|
|
S3L_Scene scene;
|
|
|
|
int8_t keys[256];
|
|
|
|
const uint8_t testTexture[] =
|
|
{
|
|
2,2,2,0,0,0,2,2,2,2,0,0,0,2,2,2,
|
|
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
|
|
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
|
|
0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0,
|
|
0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,
|
|
0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,
|
|
2,0,0,0,0,1,1,1,1,1,0,0,0,0,0,2,
|
|
2,0,0,0,0,1,1,0,0,0,0,0,0,0,0,2,
|
|
2,0,0,0,0,1,1,0,0,0,0,0,0,0,0,2,
|
|
2,0,0,0,0,1,1,0,0,0,0,0,0,0,0,2,
|
|
0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,
|
|
0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,
|
|
0,0,2,2,0,0,0,0,0,0,0,0,1,1,0,0,
|
|
2,0,2,2,0,0,0,0,0,0,0,0,1,1,0,2,
|
|
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
|
|
2,2,2,0,0,0,2,2,2,2,0,0,0,2,2,2
|
|
};
|
|
|
|
uint32_t pixels[S3L_RESOLUTION_X * S3L_RESOLUTION_Y];
|
|
|
|
uint32_t frame = 0;
|
|
|
|
void clearScreen()
|
|
{
|
|
memset(pixels,0,S3L_RESOLUTION_X * S3L_RESOLUTION_Y * sizeof(uint32_t));
|
|
}
|
|
|
|
static inline void setPixel(int x, int y, uint8_t red, uint8_t green, uint8_t blue)
|
|
{
|
|
if (x < 0 || x >= S3L_RESOLUTION_X || y < 0 || y >= S3L_RESOLUTION_Y)
|
|
return;
|
|
|
|
uint32_t r = red & 0x000000FF;
|
|
r = r << 24;
|
|
|
|
uint32_t g = green & 0x000000FF;
|
|
g = g << 16;
|
|
|
|
uint32_t b = blue & 0x000000FF;
|
|
b = b << 8;
|
|
|
|
pixels[y * S3L_RESOLUTION_X + x] = r | g | b;
|
|
}
|
|
|
|
uint8_t texturePixel(int32_t u, int32_t v)
|
|
{
|
|
u %= 16;
|
|
v %= 16;
|
|
|
|
return testTexture[v * 16 + u];
|
|
}
|
|
|
|
void drawPixel(S3L_PixelInfo *p)
|
|
{
|
|
if (p->x < 0 || p ->x >= S3L_RESOLUTION_X || p->y < 0 || p->y >= S3L_RESOLUTION_Y)
|
|
{
|
|
offScreenPixels++;
|
|
return;
|
|
}
|
|
|
|
S3L_Unit u, v, *coords;
|
|
|
|
coords = tex_coords + p->triangleID * 6;
|
|
|
|
u = S3L_interpolateBarycentric(
|
|
coords[0],
|
|
coords[2],
|
|
coords[4],
|
|
p->barycentric0, p->barycentric1, p->barycentric2);
|
|
|
|
v = S3L_interpolateBarycentric(
|
|
coords[1],
|
|
coords[3],
|
|
coords[5],
|
|
p->barycentric0, p->barycentric1, p->barycentric2);
|
|
|
|
uint8_t col = texturePixel(u,v);
|
|
|
|
// setPixel(p->x,p->y,col * 120,20,(2 - col) * 120);
|
|
|
|
uint8_t sss = (p->depth / 5000.0) * 255 ;
|
|
|
|
setPixel(p->x,p->y,sss,sss,sss);
|
|
|
|
// 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);
|
|
}
|
|
|
|
S3L_Transform3D modelTransform;
|
|
S3L_DrawConfig conf;
|
|
|
|
void draw()
|
|
{
|
|
S3L_zBufferClear();
|
|
|
|
offScreenPixels = 0;
|
|
|
|
clearScreen();
|
|
|
|
uint32_t f = frame;
|
|
|
|
scene.models[0].transform.rotation.z = f * 0.1;
|
|
scene.models[0].transform.rotation.x = f * 0.3;
|
|
|
|
S3L_drawScene(scene);
|
|
|
|
if (offScreenPixels > 0)
|
|
printf("offscreen pixels: %d\n",offScreenPixels);
|
|
}
|
|
|
|
int main()
|
|
{
|
|
SDL_Window *window = SDL_CreateWindow("test", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, S3L_RESOLUTION_X, S3L_RESOLUTION_Y, SDL_WINDOW_SHOWN);
|
|
SDL_Renderer *renderer = SDL_CreateRenderer(window,-1,0);
|
|
SDL_Texture *texture = SDL_CreateTexture(renderer,SDL_PIXELFORMAT_RGBX8888, SDL_TEXTUREACCESS_STATIC, S3L_RESOLUTION_X, S3L_RESOLUTION_Y);
|
|
SDL_Surface *screenSurface = SDL_GetWindowSurface(window);
|
|
SDL_Event event;
|
|
|
|
S3L_initCamera(&scene.camera);
|
|
|
|
scene.camera.transform.translation.z = -S3L_FRACTIONS_PER_UNIT * 2;
|
|
scene.modelCount = 2;
|
|
scene.models = ⊧
|
|
|
|
scene.models[0].vertices = ver;
|
|
scene.models[0].vertexCount = S3L_CUBE_VERTEX_COUNT;
|
|
scene.models[0].triangles = tri;
|
|
scene.models[0].triangleCount = S3L_CUBE_TRIANGLE_COUNT;
|
|
S3L_initTransoform3D(&(scene.models[0].transform));
|
|
S3L_initDrawConfig(&(scene.models[0].config));
|
|
scene.models[0].transform.translation.x = S3L_FRACTIONS_PER_UNIT;
|
|
|
|
scene.models[1] = scene.models[0];
|
|
scene.models[1].transform.translation.x = -1 * S3L_FRACTIONS_PER_UNIT;
|
|
|
|
// scene.camera.transform.translation.x = S3L_FRACTIONS_PER_UNIT;
|
|
// scene.camera.transform.translation.y = S3L_FRACTIONS_PER_UNIT;
|
|
|
|
S3L_initTransoform3D(&modelTransform);
|
|
S3L_initDrawConfig(&conf);
|
|
|
|
int running = 1;
|
|
|
|
for (int i = 0; i < 256; ++i)
|
|
keys[i] = 0;
|
|
|
|
while (running)
|
|
{
|
|
draw();
|
|
SDL_UpdateTexture(texture,NULL,pixels,S3L_RESOLUTION_X * sizeof(uint32_t));
|
|
|
|
while (SDL_PollEvent(&event))
|
|
{
|
|
switch (event.type)
|
|
{
|
|
case SDL_QUIT:
|
|
running = 0;
|
|
break;
|
|
|
|
case SDL_KEYDOWN:
|
|
keys['a' + event.key.keysym.scancode - SDL_SCANCODE_A] = 1;
|
|
break;
|
|
|
|
case SDL_KEYUP:
|
|
keys['a' + event.key.keysym.scancode - SDL_SCANCODE_A] = 0;
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
S3L_Vec4 camF, camR, camU;
|
|
int step = 10;
|
|
|
|
S3L_rotationToDirections(
|
|
scene.camera.transform.rotation,
|
|
step,
|
|
&camF,
|
|
&camR,
|
|
&camU);
|
|
|
|
if (keys['w'])
|
|
S3L_vec3Add(&scene.camera.transform.translation,camF);
|
|
|
|
if (keys['s'])
|
|
S3L_vec3Sub(&scene.camera.transform.translation,camF);
|
|
|
|
if (keys['d'])
|
|
S3L_vec3Add(&scene.camera.transform.translation,camR);
|
|
|
|
if (keys['a'])
|
|
S3L_vec3Sub(&scene.camera.transform.translation,camR);
|
|
|
|
if (keys['c'])
|
|
S3L_vec3Add(&scene.camera.transform.translation,camU);
|
|
|
|
if (keys['x'])
|
|
S3L_vec3Sub(&scene.camera.transform.translation,camU);
|
|
|
|
if (keys['q'])
|
|
scene.camera.transform.rotation.y -= 1;
|
|
|
|
if (keys['e'])
|
|
scene.camera.transform.rotation.y += 1;
|
|
|
|
if (keys['r'])
|
|
scene.camera.transform.rotation.x -= 1;
|
|
|
|
if (keys['t'])
|
|
scene.camera.transform.rotation.x += 1;
|
|
|
|
if (keys['f'])
|
|
scene.camera.transform.rotation.z -= 1;
|
|
|
|
if (keys['g'])
|
|
scene.camera.transform.rotation.z += 1;
|
|
|
|
SDL_RenderClear(renderer);
|
|
SDL_RenderCopy(renderer,texture,NULL,NULL);
|
|
SDL_RenderPresent(renderer);
|
|
|
|
frame++;
|
|
}
|
|
|
|
return 0;
|
|
}
|