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https://git.coom.tech/drummyfish/small3dlib.git
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295 lines
7 KiB
C
295 lines
7 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_Z_BUFFER 0
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#define S3L_SORT S3L_SORT_BACK_TO_FRONT
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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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#define S3L_COMPUTE_DEPTH 1
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#define S3L_PERSPECTIVE_CORRECTION 0
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#include "small3dlib.h"
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#include "house.h"
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int32_t offScreenPixels = 0;
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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(16) };
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S3L_Model3D models[2];
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S3L_Scene scene;
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int8_t keys[256];
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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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if (p->x < 0 || p ->x >= S3L_RESOLUTION_X || p->y < 0 || p->y >= S3L_RESOLUTION_Y)
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{
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offScreenPixels++;
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return;
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}
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S3L_Unit u, v;
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const S3L_Unit *coords;
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coords = tex_coords + p->triangleID * 6;
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/*
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u = S3L_interpolateBarycentric(
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coords[0],
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coords[2],
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coords[4],
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p->barycentric0, p->barycentric1, p->barycentric2);
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v = S3L_interpolateBarycentric(
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coords[1],
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coords[3],
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coords[5],
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p->barycentric0, p->barycentric1, p->barycentric2);
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*/
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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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uint8_t sss = (p->depth / 5000.0) * 255 ;
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setPixel(p->x,p->y,sss, (p->triangleID * 37) % 255 ,128);
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//setPixel(p->x,p->y,p->modelID * 64,p->modelID * 128,255);
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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_Transform3D modelTransform;
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S3L_DrawConfig conf;
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void draw()
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{
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S3L_zBufferClear();
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offScreenPixels = 0;
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clearScreen();
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uint32_t f = frame;
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scene.models[0].transform.rotation.z = f * 0.1;
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scene.models[0].transform.rotation.x = f * 0.3;
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S3L_drawScene(scene);
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if (offScreenPixels > 0)
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printf("offscreen pixels: %d\n",offScreenPixels);
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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(&scene.camera);
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scene.camera.transform.translation.z = -S3L_FRACTIONS_PER_UNIT * 2;
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scene.modelCount = 2;
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scene.models = models;
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scene.models[0].vertices = ver;
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scene.models[0].vertexCount = S3L_CUBE_VERTEX_COUNT;
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scene.models[0].triangles = tri;
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scene.models[0].triangleCount = S3L_CUBE_TRIANGLE_COUNT;
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S3L_initTransoform3D(&(scene.models[0].transform));
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S3L_initDrawConfig(&(scene.models[0].config));
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scene.models[0].transform.translation.x = S3L_FRACTIONS_PER_UNIT;
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// scene.models[1] = scene.models[0];
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// scene.models[1].transform.translation.x = 0.5 * S3L_FRACTIONS_PER_UNIT;
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scene.models[1] = house;
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S3L_initTransoform3D(&(scene.models[1].transform));
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S3L_initDrawConfig(&(scene.models[1].config));
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scene.models[1].transform.translation.y = -1 * S3L_FRACTIONS_PER_UNIT;
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scene.models[1].transform.translation.z = 4 * S3L_FRACTIONS_PER_UNIT;
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// scene.camera.transform.translation.x = S3L_FRACTIONS_PER_UNIT;
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// scene.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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for (int i = 0; i < 256; ++i)
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keys[i] = 0;
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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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int code = 0;
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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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case SDL_KEYDOWN:
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code = 'a' + event.key.keysym.scancode - SDL_SCANCODE_A;
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if (code >= 0 && code <= 255)
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keys[code] = 1;
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break;
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case SDL_KEYUP:
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code = 'a' + event.key.keysym.scancode - SDL_SCANCODE_A;
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if (code >= 0 && code <= 255)
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keys[code] = 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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S3L_Vec4 camF, camR, camU;
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int step = 10;
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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 (keys['w'])
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S3L_vec3Add(&scene.camera.transform.translation,camF);
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if (keys['s'])
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S3L_vec3Sub(&scene.camera.transform.translation,camF);
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if (keys['d'])
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S3L_vec3Add(&scene.camera.transform.translation,camR);
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if (keys['a'])
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S3L_vec3Sub(&scene.camera.transform.translation,camR);
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if (keys['c'])
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S3L_vec3Add(&scene.camera.transform.translation,camU);
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if (keys['x'])
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S3L_vec3Sub(&scene.camera.transform.translation,camU);
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if (keys['q'])
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scene.camera.transform.rotation.y -= 1;
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if (keys['e'])
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scene.camera.transform.rotation.y += 1;
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if (keys['r'])
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scene.camera.transform.rotation.x -= 1;
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if (keys['t'])
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scene.camera.transform.rotation.x += 1;
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if (keys['f'])
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scene.camera.transform.rotation.z -= 1;
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if (keys['g'])
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scene.camera.transform.rotation.z += 1;
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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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