mirror of
https://git.coom.tech/drummyfish/small3dlib.git
synced 2024-11-21 20:39:57 +01:00
539 lines
12 KiB
C
539 lines
12 KiB
C
/*
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Example for small3dlib: model viewer.
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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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#include <time.h>
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#include <stdlib.h>
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#define S3L_FLAT 0
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#define S3L_STRICT_NEAR_CULLING 1
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#define S3L_PERSPECTIVE_CORRECTION 0
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#define S3L_SORT 0
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#define S3L_STENCIL_BUFFER 0
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#define S3L_Z_BUFFER 1
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#define S3L_PIXEL_FUNCTION drawPixel
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#define S3L_RESOLUTION_X 800
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#define S3L_RESOLUTION_Y 600
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#include "../small3dlib.h"
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#include "houseTexture.h"
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#include "houseModel.h"
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#include "chestTexture.h"
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#include "chestModel.h"
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#include "plantTexture.h"
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#include "plantModel.h"
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#include "cat1Model.h"
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#include "cat2Model.h"
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#include "catTexture.h"
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#define TEXTURE_W 128
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#define TEXTURE_H 128
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S3L_Unit houseNormals[HOUSE_VERTEX_COUNT * 3];
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S3L_Unit chestNormals[CHEST_VERTEX_COUNT * 3];
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S3L_Unit catNormals[CAT1_VERTEX_COUNT * 3];
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S3L_Unit plantNormals[PLANT_VERTEX_COUNT * 3];
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S3L_Unit catVertices[CAT1_VERTEX_COUNT * 3];
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const S3L_Index *catTriangleIndices = cat1TriangleIndices;
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const S3L_Index *catUVs = cat1UVs;
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const S3L_Index *catUVIndices = cat1UVIndices;
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S3L_Model3D catModel;
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S3L_Model3D model;
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uint8_t *texture;
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const S3L_Unit *uvs;
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const S3L_Unit *normals;
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const S3L_Index *uvIndices;
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S3L_Scene scene;
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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,200,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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void sampleTexture(int32_t u, int32_t v, uint8_t *r, uint8_t *g, uint8_t *b)
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{
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int32_t index = (v * TEXTURE_W + u) * 3;
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index = S3L_clamp(index,0,TEXTURE_W * TEXTURE_H * 3);
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*r = texture[index];
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index++;
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*g = texture[index];
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index++;
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*b = texture[index];
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}
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void animate(double time)
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{
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time = (1.0 + sin(time * 8)) / 2;
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S3L_Unit t = time * S3L_FRACTIONS_PER_UNIT;
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for (S3L_Index i = 0; i < CAT1_VERTEX_COUNT * 3; i += 3)
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{
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S3L_Unit v0[3], v1[3];
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v0[0] = cat1Vertices[i];
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v0[1] = cat1Vertices[i + 1];
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v0[2] = cat1Vertices[i + 2];
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v1[0] = cat2Vertices[i];
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v1[1] = cat2Vertices[i + 1];
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v1[2] = cat2Vertices[i + 2];
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catVertices[i] = S3L_interpolateByUnit(v0[0],v1[0],t);
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catVertices[i + 1] = S3L_interpolateByUnit(v0[1],v1[1],t);
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catVertices[i + 2] = S3L_interpolateByUnit(v0[2],v1[2],t);
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}
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}
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int16_t previousTriangle = -1;
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S3L_Unit uv0[2], uv1[2], uv2[2];
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uint16_t l0, l1, l2;
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S3L_Vec4 toLight;
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int8_t light = 1;
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int8_t fog = 0;
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int8_t noise = 0;
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int8_t transparency = 0;
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int8_t mode = 0;
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S3L_Vec4 n0, n1, n2, nt;
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void drawPixel(S3L_PixelInfo *p)
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{
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if (p->triangleIndex != previousTriangle)
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{
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int16_t index;
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if (mode == 0)
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{
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index = p->triangleIndex * 3;
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int16_t i0 = uvIndices[index];
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int16_t i1 = uvIndices[index + 1];
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int16_t i2 = uvIndices[index + 2];
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index = i0 * 2;
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uv0[0] = uvs[index];
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uv0[1] = uvs[index + 1];
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index = i1 * 2;
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uv1[0] = uvs[index];
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uv1[1] = uvs[index + 1];
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index = i2 * 2;
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uv2[0] = uvs[index];
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uv2[1] = uvs[index + 1];
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}
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else if (mode == 3)
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{
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index = p->triangleIndex * 3;
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S3L_Vec4 v0, v1, v2;
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S3L_Index v = model.triangles[index] * 3;
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v0.x = model.vertices[v];
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v++;
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v0.y = model.vertices[v];
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v++;
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v0.z = model.vertices[v];
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v = model.triangles[index + 1] * 3;
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v1.x = model.vertices[v];
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v++;
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v1.y = model.vertices[v];
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v++;
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v1.z = model.vertices[v];
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v = model.triangles[index + 2] * 3;
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v2.x = model.vertices[v];
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v++;
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v2.y = model.vertices[v];
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v++;
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v2.z = model.vertices[v];
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S3L_triangleNormal(v0,v1,v2,&nt);
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nt.x = S3L_clamp(128 + nt.x / 4,0,255);
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nt.y = S3L_clamp(128 + nt.y / 4,0,255);
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nt.z = S3L_clamp(128 + nt.z / 4,0,255);
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}
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if (light || mode == 2)
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{
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index = scene.models[p->modelIndex].triangles[p->triangleIndex * 3] * 3;
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n0.x = normals[index];
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index++;
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n0.y = normals[index];
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index++;
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n0.z = normals[index];
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index = scene.models[p->modelIndex].triangles[p->triangleIndex * 3 + 1] * 3;
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n1.x = normals[index];
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index++;
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n1.y = normals[index];
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index++;
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n1.z = normals[index];
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index = scene.models[p->modelIndex].triangles[p->triangleIndex * 3 + 2] * 3;
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n2.x = normals[index];
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index++;
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n2.y = normals[index];
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index++;
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n2.z = normals[index];
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l0 = 256 + S3L_clamp(S3L_dotProductVec3(n0,toLight),-511,511) / 2;
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l1 = 256 + S3L_clamp(S3L_dotProductVec3(n1,toLight),-511,511) / 2;
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l2 = 256 + S3L_clamp(S3L_dotProductVec3(n2,toLight),-511,511) / 2;
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}
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previousTriangle = p->triangleIndex;
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}
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uint8_t r,g,b;
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int8_t transparent = 0;
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switch (mode)
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{
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case 0: // textured mode
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{
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S3L_Unit uv[2];
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uv[0] = S3L_interpolateBarycentric(uv0[0],uv1[0],uv2[0],
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p->barycentric[0], p->barycentric[1], p->barycentric[2]);
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uv[1] = S3L_interpolateBarycentric(uv0[1],uv1[1],uv2[1],
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p->barycentric[0], p->barycentric[1], p->barycentric[2]);
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sampleTexture(uv[0] / 4,uv[1] / 4,&r,&g,&b);
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if (transparency && r == 255 && g == 0 && b == 0)
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transparent = 1;
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break;
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}
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case 1: // single color mode
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{
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r = 128;
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g = 128;
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b = 128;
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break;
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}
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case 2: // smooth normal mode
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{
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S3L_Vec4 n;
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n.x = S3L_interpolateBarycentric(n0.x,n1.x,n2.x,
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p->barycentric[0], p->barycentric[1], p->barycentric[2]);
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n.y = S3L_interpolateBarycentric(n0.y,n1.y,n2.y,
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p->barycentric[0], p->barycentric[1], p->barycentric[2]);
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n.z = S3L_interpolateBarycentric(n0.z,n1.z,n2.z,
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p->barycentric[0], p->barycentric[1], p->barycentric[2]);
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S3L_normalizeVec3(&n);
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r = S3L_clamp(128 + n.x / 4,0,255);
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g = S3L_clamp(128 + n.y / 4,0,255);
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b = S3L_clamp(128 + n.z / 4,0,255);
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break;
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}
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case 3: // non-smooth normal mode
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{
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r = nt.x;
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g = nt.y;
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b = nt.z;
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break;
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}
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case 4: // barycentric mode
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{
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r = p->barycentric[0] >> 1;
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g = p->barycentric[1] >> 1;
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b = p->barycentric[2] >> 1;
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break;
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}
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case 5: // triangle index mode
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{
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r = S3L_min(p->triangleIndex,255);
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g = r;
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b = r;
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}
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default:
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break;
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}
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if (light)
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{
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int16_t l = S3L_interpolateBarycentric(l0,l1,l2,
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p->barycentric[0], p->barycentric[1], p->barycentric[2]);
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r = S3L_clamp((((int16_t) r) * l) / S3L_FRACTIONS_PER_UNIT,0,255);
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g = S3L_clamp((((int16_t) g) * l) / S3L_FRACTIONS_PER_UNIT,0,255);
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b = S3L_clamp((((int16_t) b) * l) / S3L_FRACTIONS_PER_UNIT,0,255);
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}
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if (fog)
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{
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int16_t f = ((p->depth - S3L_NEAR) * 255) / (S3L_FRACTIONS_PER_UNIT * 64);
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f *= 2;
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r = S3L_clamp(((int16_t) r) + f,0,255);
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g = S3L_clamp(((int16_t) g) + f,0,255);
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b = S3L_clamp(((int16_t) b) + f,0,255);
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}
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if (transparency && transparent)
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{
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S3L_zBufferWrite(p->x,p->y,p->previousZ);
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return;
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}
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if (noise)
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setPixel(p->x + rand() % 8,p->y + rand() % 8,r,g,b);
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else
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setPixel(p->x,p->y,r,g,b);
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}
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void draw()
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{
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S3L_newFrame();
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clearScreen();
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S3L_drawScene(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,m)\
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case n:\
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{\
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texture = m##Texture;\
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uvs = m##UVs;\
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uvIndices = m##UVIndices;\
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normals = m##Normals;\
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scene.models[0] = m##Model;\
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S3L_computeModelNormals(scene.models[0],m##Normals,0);\
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break;\
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}
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switch (index)
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{
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modelCase(0,house)
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modelCase(1,chest)
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modelCase(2,cat)
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modelCase(3,plant)
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default:
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break;
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}
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#undef modelCase
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S3L_initTransoform3D(&(scene.models[0].transform));
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S3L_initDrawConfig(&(scene.models[0].config));
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if (index == 3)
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{
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scene.models[0].config.backfaceCulling = 0;
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transparency = 1;
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}
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else
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{
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scene.models[0].config.backfaceCulling = 2;
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transparency = 0;
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}
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}
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int16_t fps = 0;
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int main()
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{
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SDL_Window *window = SDL_CreateWindow("model viewer", 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 *textureSDL = 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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toLight.x = 10;
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toLight.y = 10;
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toLight.z = 10;
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S3L_normalizeVec3(&toLight);
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S3L_initScene(&model,1,&scene);
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scene.camera.transform.translation.z = -S3L_FRACTIONS_PER_UNIT * 8;
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catModel = cat1Model;
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catModel.vertices = catVertices;
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animate(0);
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int8_t modelIndex = 0;
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int8_t modelsTotal = 4;
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setModel(0);
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int running = 1;
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clock_t nextPrintT;
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nextPrintT = clock();
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while (running)
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{
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clock_t frameStartT = clock();
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draw();
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fps++;
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SDL_UpdateTexture(textureSDL,NULL,pixels,S3L_RESOLUTION_X * sizeof(uint32_t));
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clock_t nowT = clock();
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double timeDiff = ((double) (nowT - nextPrintT)) / CLOCKS_PER_SEC;
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double frameDiff = ((double) (nowT - frameStartT)) / CLOCKS_PER_SEC;
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if (timeDiff >= 1.0)
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{
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nextPrintT = nowT;
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printf("FPS: %d\n",fps);
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fps = 0;
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}
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while (SDL_PollEvent(&event))
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{
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if (event.type == SDL_QUIT)
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running = 0;
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else if (event.type == SDL_KEYDOWN)
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{
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if (event.key.keysym.scancode == SDL_SCANCODE_L)
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light = !light;
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else if (event.key.keysym.scancode == SDL_SCANCODE_F)
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fog = !fog;
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else if (event.key.keysym.scancode == SDL_SCANCODE_N)
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noise = !noise;
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else if (event.key.keysym.scancode == SDL_SCANCODE_SPACE)
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{
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modelIndex = (modelIndex + 1) % modelsTotal;
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setModel(modelIndex);
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}
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}
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}
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uint8_t *state = SDL_GetKeyboardState(NULL);
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int16_t rotationStep = S3L_max(1,300 * frameDiff);
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int16_t zoomStep = S3L_max(1,3000 * frameDiff);
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int16_t fovStep = S3L_max(1,1000 * frameDiff);
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if (!state[SDL_SCANCODE_LCTRL])
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{
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if (state[SDL_SCANCODE_LEFT])
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model.transform.rotation.y += rotationStep;
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else if (state[SDL_SCANCODE_RIGHT])
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model.transform.rotation.y -= rotationStep;
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if (state[SDL_SCANCODE_DOWN])
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model.transform.rotation.x += rotationStep;
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else if (state[SDL_SCANCODE_UP])
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model.transform.rotation.x -= rotationStep;
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}
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else
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{
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if (state[SDL_SCANCODE_LEFT])
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scene.camera.focalLength =
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S3L_min(S3L_FRACTIONS_PER_UNIT * 5,scene.camera.focalLength + fovStep);
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else if (state[SDL_SCANCODE_RIGHT])
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scene.camera.focalLength =
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S3L_max(S3L_FRACTIONS_PER_UNIT / 2,scene.camera.focalLength - fovStep);
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if (state[SDL_SCANCODE_UP])
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scene.camera.transform.translation.z =
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S3L_min(S3L_FRACTIONS_PER_UNIT, scene.camera.transform.translation.z + zoomStep);
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else if (state[SDL_SCANCODE_DOWN])
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scene.camera.transform.translation.z =
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S3L_max(-S3L_FRACTIONS_PER_UNIT * 16, scene.camera.transform.translation.z - zoomStep);
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}
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if (state[SDL_SCANCODE_KP_0])
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mode = 0;
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else if (state[SDL_SCANCODE_KP_1])
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mode = 1;
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else if (state[SDL_SCANCODE_KP_2])
|
|
mode = 2;
|
|
else if (state[SDL_SCANCODE_KP_3])
|
|
mode = 3;
|
|
else if (state[SDL_SCANCODE_KP_4])
|
|
mode = 4;
|
|
else if (state[SDL_SCANCODE_KP_5])
|
|
mode = 5;
|
|
|
|
if (modelIndex == 2)
|
|
animate(((double) clock()) / CLOCKS_PER_SEC);
|
|
|
|
SDL_RenderClear(renderer);
|
|
SDL_RenderCopy(renderer,textureSDL,NULL,NULL);
|
|
SDL_RenderPresent(renderer);
|
|
|
|
frame++;
|
|
}
|
|
|
|
return 0;
|
|
}
|