mirror of
https://git.coom.tech/drummyfish/small3dlib.git
synced 2024-11-21 20:39:57 +01:00
473 lines
11 KiB
C
473 lines
11 KiB
C
/*
|
|
Example for small3dlib: model viewer. See the program's help for more info.
|
|
|
|
author: Miloslav Ciz
|
|
license: CC0
|
|
*/
|
|
|
|
#include <stdio.h>
|
|
#include <math.h>
|
|
#include <time.h>
|
|
#include <stdlib.h>
|
|
|
|
#define S3L_FLAT 0
|
|
#define S3L_NEAR_CROSS_STRATEGY 0
|
|
#define S3L_PERSPECTIVE_CORRECTION 2
|
|
#define S3L_SORT 0
|
|
#define S3L_STENCIL_BUFFER 0
|
|
#define S3L_Z_BUFFER 1
|
|
|
|
#define S3L_PIXEL_FUNCTION drawPixel
|
|
|
|
#define S3L_RESOLUTION_X 800
|
|
#define S3L_RESOLUTION_Y 600
|
|
|
|
#include "../small3dlib.h"
|
|
|
|
#define TEXTURE_W 128
|
|
#define TEXTURE_H 128
|
|
#include "sdl_helper.h"
|
|
|
|
#include "houseTexture.h"
|
|
#include "houseModel.h"
|
|
|
|
#include "chestTexture.h"
|
|
#include "chestModel.h"
|
|
|
|
#include "plantTexture.h"
|
|
#include "plantModel.h"
|
|
|
|
#include "cat1Model.h"
|
|
#include "cat2Model.h"
|
|
#include "catTexture.h"
|
|
|
|
#define MODE_TEXTUERED 0
|
|
#define MODE_SINGLE_COLOR 1
|
|
#define MODE_NORMAL_SMOOTH 2
|
|
#define MODE_NORMAL_SHARP 3
|
|
#define MODE_BARYCENTRIC 4
|
|
#define MODE_TRIANGLE_INDEX 5
|
|
|
|
void printHelp(void)
|
|
{
|
|
printf("Modelviewer: example program for small3dlib.\n\n");
|
|
|
|
printf("contols:\n");
|
|
printf(" arrows rotate\n");
|
|
printf(" ctrl + U/D go closer/further\n");
|
|
printf(" ctrl + L/R zoom (FOV) closer/further\n");
|
|
printf(" space next model\n");
|
|
printf(" 0 - 5 set display mode\n");
|
|
printf(" w toggle wireframe\n");
|
|
printf(" l toggle light\n");
|
|
printf(" f toggle fog\n");
|
|
printf(" b change backface culling\n");
|
|
printf(" n toggle noise\n");
|
|
|
|
printf("\nby Miloslav Ciz, released under CC0 1.0\n");
|
|
}
|
|
|
|
S3L_Unit houseNormals[HOUSE_VERTEX_COUNT * 3];
|
|
S3L_Unit chestNormals[CHEST_VERTEX_COUNT * 3];
|
|
S3L_Unit catNormals[CAT1_VERTEX_COUNT * 3];
|
|
S3L_Unit plantNormals[PLANT_VERTEX_COUNT * 3];
|
|
|
|
S3L_Unit catVertices[CAT1_VERTEX_COUNT * 3];
|
|
const S3L_Index *catTriangleIndices = cat1TriangleIndices;
|
|
const S3L_Unit *catUVs = cat1UVs;
|
|
const S3L_Index *catUVIndices = cat1UVIndices;
|
|
|
|
S3L_Model3D catModel;
|
|
|
|
S3L_Model3D model;
|
|
const uint8_t *texture;
|
|
const S3L_Unit *uvs;
|
|
const S3L_Unit *normals;
|
|
const S3L_Index *uvIndices;
|
|
|
|
S3L_Scene scene;
|
|
|
|
uint32_t frame = 0;
|
|
|
|
void animate(double time)
|
|
{
|
|
time = (1.0 + sin(time * 8)) / 2;
|
|
|
|
S3L_Unit t = time * S3L_FRACTIONS_PER_UNIT;
|
|
|
|
for (S3L_Index i = 0; i < CAT1_VERTEX_COUNT * 3; i += 3)
|
|
{
|
|
S3L_Unit v0[3], v1[3];
|
|
|
|
v0[0] = cat1Vertices[i];
|
|
v0[1] = cat1Vertices[i + 1];
|
|
v0[2] = cat1Vertices[i + 2];
|
|
|
|
v1[0] = cat2Vertices[i];
|
|
v1[1] = cat2Vertices[i + 1];
|
|
v1[2] = cat2Vertices[i + 2];
|
|
|
|
catVertices[i] = S3L_interpolateByUnit(v0[0],v1[0],t);
|
|
catVertices[i + 1] = S3L_interpolateByUnit(v0[1],v1[1],t);
|
|
catVertices[i + 2] = S3L_interpolateByUnit(v0[2],v1[2],t);
|
|
}
|
|
}
|
|
|
|
uint32_t previousTriangle = -1;
|
|
S3L_Vec4 uv0, uv1, uv2;
|
|
uint16_t l0, l1, l2;
|
|
S3L_Vec4 toLight;
|
|
int8_t light = 1;
|
|
int8_t fog = 0;
|
|
int8_t noise = 0;
|
|
int8_t wire = 0;
|
|
int8_t transparency = 0;
|
|
int8_t mode = 0;
|
|
S3L_Vec4 n0, n1, n2, nt;
|
|
|
|
void drawPixel(S3L_PixelInfo *p)
|
|
{
|
|
if (p->triangleID != previousTriangle)
|
|
{
|
|
if (mode == MODE_TEXTUERED)
|
|
{
|
|
S3L_getIndexedTriangleValues(p->triangleIndex,uvIndices,uvs,2,&uv0,&uv1,&uv2);
|
|
}
|
|
else if (mode == MODE_NORMAL_SHARP)
|
|
{
|
|
S3L_Vec4 v0, v1, v2;
|
|
S3L_getIndexedTriangleValues(p->triangleIndex,model.triangles,model.vertices,3,&v0,&v1,&v2);
|
|
|
|
S3L_triangleNormal(v0,v1,v2,&nt);
|
|
|
|
nt.x = S3L_clamp(128 + nt.x / 4,0,255);
|
|
nt.y = S3L_clamp(128 + nt.y / 4,0,255);
|
|
nt.z = S3L_clamp(128 + nt.z / 4,0,255);
|
|
}
|
|
|
|
if (light || mode == MODE_NORMAL_SMOOTH)
|
|
{
|
|
S3L_getIndexedTriangleValues(p->triangleIndex,model.triangles,normals,3,&n0,&n1,&n2);
|
|
|
|
l0 = 256 + S3L_clamp(S3L_vec3Dot(n0,toLight),-511,511) / 2;
|
|
l1 = 256 + S3L_clamp(S3L_vec3Dot(n1,toLight),-511,511) / 2;
|
|
l2 = 256 + S3L_clamp(S3L_vec3Dot(n2,toLight),-511,511) / 2;
|
|
}
|
|
|
|
previousTriangle = p->triangleID;
|
|
}
|
|
|
|
if (wire)
|
|
if (p->barycentric[0] != 0 &&
|
|
p->barycentric[1] != 0 &&
|
|
p->barycentric[2] != 0)
|
|
return;
|
|
|
|
uint8_t
|
|
r = 0,
|
|
g = 0,
|
|
b = 0;
|
|
|
|
int8_t transparent = 0;
|
|
|
|
switch (mode)
|
|
{
|
|
case MODE_TEXTUERED:
|
|
{
|
|
S3L_Unit uv[2];
|
|
|
|
uv[0] = S3L_interpolateBarycentric(uv0.x,uv1.x,uv2.x,p->barycentric);
|
|
uv[1] = S3L_interpolateBarycentric(uv0.y,uv1.y,uv2.y,p->barycentric);
|
|
|
|
sampleTexture(texture,uv[0] / 4,uv[1] / 4,&r,&g,&b);
|
|
|
|
if (transparency && r == 255 && g == 0 && b == 0)
|
|
transparent = 1;
|
|
|
|
break;
|
|
}
|
|
|
|
case MODE_SINGLE_COLOR:
|
|
{
|
|
r = 128;
|
|
g = 128;
|
|
b = 128;
|
|
|
|
break;
|
|
}
|
|
|
|
case MODE_NORMAL_SMOOTH:
|
|
{
|
|
S3L_Vec4 n;
|
|
|
|
n.x = S3L_interpolateBarycentric(n0.x,n1.x,n2.x,p->barycentric);
|
|
n.y = S3L_interpolateBarycentric(n0.y,n1.y,n2.y,p->barycentric);
|
|
n.z = S3L_interpolateBarycentric(n0.z,n1.z,n2.z,p->barycentric);
|
|
|
|
S3L_vec3Normalize(&n);
|
|
|
|
r = S3L_clamp(128 + n.x / 4,0,255);
|
|
g = S3L_clamp(128 + n.y / 4,0,255);
|
|
b = S3L_clamp(128 + n.z / 4,0,255);
|
|
|
|
break;
|
|
}
|
|
|
|
case MODE_NORMAL_SHARP:
|
|
{
|
|
r = nt.x;
|
|
g = nt.y;
|
|
b = nt.z;
|
|
break;
|
|
}
|
|
|
|
case MODE_BARYCENTRIC:
|
|
{
|
|
r = p->barycentric[0] >> 1;
|
|
g = p->barycentric[1] >> 1;
|
|
b = p->barycentric[2] >> 1;
|
|
break;
|
|
}
|
|
|
|
case MODE_TRIANGLE_INDEX:
|
|
{
|
|
r = S3L_min(p->triangleIndex,255);
|
|
g = r;
|
|
b = r;
|
|
}
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
if (light)
|
|
{
|
|
int16_t l = S3L_interpolateBarycentric(l0,l1,l2,p->barycentric);
|
|
|
|
r = S3L_clamp((((int16_t) r) * l) / S3L_FRACTIONS_PER_UNIT,0,255);
|
|
g = S3L_clamp((((int16_t) g) * l) / S3L_FRACTIONS_PER_UNIT,0,255);
|
|
b = S3L_clamp((((int16_t) b) * l) / S3L_FRACTIONS_PER_UNIT,0,255);
|
|
}
|
|
|
|
if (fog)
|
|
{
|
|
int16_t f = ((p->depth - S3L_NEAR) * 255) / (S3L_FRACTIONS_PER_UNIT * 64);
|
|
|
|
f *= 2;
|
|
|
|
r = S3L_clamp(((int16_t) r) + f,0,255);
|
|
g = S3L_clamp(((int16_t) g) + f,0,255);
|
|
b = S3L_clamp(((int16_t) b) + f,0,255);
|
|
}
|
|
|
|
if (transparency && transparent)
|
|
{
|
|
S3L_zBufferWrite(p->x,p->y,p->previousZ);
|
|
return;
|
|
}
|
|
|
|
if (noise)
|
|
setPixel(p->x + rand() % 8,p->y + rand() % 8,r,g,b);
|
|
else
|
|
setPixel(p->x,p->y,r,g,b);
|
|
}
|
|
|
|
void draw(void)
|
|
{
|
|
S3L_newFrame();
|
|
clearScreen();
|
|
S3L_drawScene(scene);
|
|
}
|
|
|
|
void setModel(uint8_t index)
|
|
{
|
|
printf("\nSetting model nmber %d.\n",index);
|
|
|
|
#define modelCase(n,m)\
|
|
case n:\
|
|
{\
|
|
texture = m##Texture;\
|
|
uvs = m##UVs;\
|
|
uvIndices = m##UVIndices;\
|
|
normals = m##Normals;\
|
|
scene.models[0] = m##Model;\
|
|
S3L_computeModelNormals(scene.models[0],m##Normals,0);\
|
|
break;\
|
|
}
|
|
|
|
switch (index)
|
|
{
|
|
modelCase(0,house)
|
|
modelCase(1,chest)
|
|
modelCase(2,cat)
|
|
modelCase(3,plant)
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
#undef modelCase
|
|
|
|
S3L_transform3DInit(&(scene.models[0].transform));
|
|
S3L_drawConfigInit(&(scene.models[0].config));
|
|
|
|
if (index == 3)
|
|
{
|
|
scene.models[0].config.backfaceCulling = 0;
|
|
transparency = 1;
|
|
}
|
|
else
|
|
{
|
|
scene.models[0].config.backfaceCulling = 2;
|
|
transparency = 0;
|
|
}
|
|
|
|
printf("vertices: %d\n",scene.models[0].vertexCount);
|
|
printf("triangles: %d\n",scene.models[0].triangleCount);
|
|
}
|
|
|
|
int16_t fps = 0;
|
|
|
|
int main(void)
|
|
{
|
|
printHelp();
|
|
|
|
sdlInit();
|
|
|
|
toLight.x = 10;
|
|
toLight.y = 10;
|
|
toLight.z = 10;
|
|
|
|
S3L_vec3Normalize(&toLight);
|
|
|
|
S3L_sceneInit(&model,1,&scene);
|
|
|
|
houseModelInit();
|
|
chestModelInit();
|
|
plantModelInit();
|
|
cat1ModelInit();
|
|
cat2ModelInit();
|
|
|
|
scene.camera.transform.translation.z = -S3L_FRACTIONS_PER_UNIT * 8;
|
|
|
|
catModel = cat1Model;
|
|
catModel.vertices = catVertices;
|
|
animate(0);
|
|
|
|
int8_t modelIndex = 0;
|
|
int8_t modelsTotal = 4;
|
|
setModel(0);
|
|
|
|
int running = 1;
|
|
|
|
clock_t nextPrintT;
|
|
|
|
nextPrintT = clock();
|
|
|
|
while (running)
|
|
{
|
|
clock_t frameStartT = clock();
|
|
|
|
draw();
|
|
|
|
fps++;
|
|
|
|
clock_t nowT = clock();
|
|
|
|
double timeDiff = ((double) (nowT - nextPrintT)) / CLOCKS_PER_SEC;
|
|
double frameDiff = ((double) (nowT - frameStartT)) / CLOCKS_PER_SEC;
|
|
|
|
if (timeDiff >= 1.0)
|
|
{
|
|
nextPrintT = nowT;
|
|
printf("FPS: %d\n",fps);
|
|
fps = 0;
|
|
}
|
|
|
|
while (SDL_PollEvent(&event))
|
|
{
|
|
if (event.type == SDL_QUIT)
|
|
running = 0;
|
|
else if (event.type == SDL_KEYDOWN)
|
|
{
|
|
if (event.key.keysym.scancode == SDL_SCANCODE_L)
|
|
light = !light;
|
|
else if (event.key.keysym.scancode == SDL_SCANCODE_F)
|
|
fog = !fog;
|
|
else if (event.key.keysym.scancode == SDL_SCANCODE_N)
|
|
noise = !noise;
|
|
else if (event.key.keysym.scancode == SDL_SCANCODE_W)
|
|
wire = !wire;
|
|
else if (event.key.keysym.scancode == SDL_SCANCODE_B)
|
|
model.config.backfaceCulling = (model.config.backfaceCulling + 1) % 3;
|
|
else if (event.key.keysym.scancode == SDL_SCANCODE_SPACE)
|
|
{
|
|
modelIndex = (modelIndex + 1) % modelsTotal;
|
|
setModel(modelIndex);
|
|
}
|
|
}
|
|
}
|
|
|
|
const uint8_t *state = SDL_GetKeyboardState(NULL);
|
|
|
|
int16_t rotationStep = S3L_max(1,300 * frameDiff);
|
|
int16_t moveStep = S3L_max(1,3000 * frameDiff);
|
|
int16_t fovStep = S3L_max(1,1000 * frameDiff);
|
|
|
|
if (state[SDL_SCANCODE_ESCAPE])
|
|
running = 0;
|
|
|
|
if (!state[SDL_SCANCODE_LCTRL])
|
|
{
|
|
if (state[SDL_SCANCODE_LEFT])
|
|
model.transform.rotation.y += rotationStep;
|
|
else if (state[SDL_SCANCODE_RIGHT])
|
|
model.transform.rotation.y -= rotationStep;
|
|
|
|
if (state[SDL_SCANCODE_DOWN])
|
|
model.transform.rotation.x += rotationStep;
|
|
else if (state[SDL_SCANCODE_UP])
|
|
model.transform.rotation.x -= rotationStep;
|
|
}
|
|
else
|
|
{
|
|
if (state[SDL_SCANCODE_LEFT])
|
|
scene.camera.focalLength =
|
|
S3L_min(S3L_FRACTIONS_PER_UNIT * 5,scene.camera.focalLength + fovStep);
|
|
else if (state[SDL_SCANCODE_RIGHT])
|
|
scene.camera.focalLength =
|
|
S3L_max(S3L_FRACTIONS_PER_UNIT / 2,scene.camera.focalLength - fovStep);
|
|
|
|
if (state[SDL_SCANCODE_UP])
|
|
scene.camera.transform.translation.z =
|
|
S3L_min(S3L_FRACTIONS_PER_UNIT, scene.camera.transform.translation.z + moveStep);
|
|
else if (state[SDL_SCANCODE_DOWN])
|
|
scene.camera.transform.translation.z =
|
|
S3L_max(-S3L_FRACTIONS_PER_UNIT * 16, scene.camera.transform.translation.z - moveStep);
|
|
}
|
|
|
|
if (state[SDL_SCANCODE_KP_0])
|
|
mode = MODE_TEXTUERED;
|
|
else if (state[SDL_SCANCODE_KP_1])
|
|
mode = MODE_SINGLE_COLOR;
|
|
else if (state[SDL_SCANCODE_KP_2])
|
|
mode = MODE_NORMAL_SMOOTH;
|
|
else if (state[SDL_SCANCODE_KP_3])
|
|
mode = MODE_NORMAL_SHARP;
|
|
else if (state[SDL_SCANCODE_KP_4])
|
|
mode = MODE_BARYCENTRIC;
|
|
else if (state[SDL_SCANCODE_KP_5])
|
|
mode = MODE_TRIANGLE_INDEX;
|
|
|
|
if (modelIndex == 2)
|
|
animate(((double) clock()) / CLOCKS_PER_SEC);
|
|
|
|
sdlUpdate();
|
|
|
|
frame++;
|
|
}
|
|
|
|
sdlEnd();
|
|
|
|
return 0;
|
|
}
|