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Diffstat (limited to 'src/city/city.c')
-rw-r--r-- | src/city/city.c | 336 |
1 files changed, 336 insertions, 0 deletions
diff --git a/src/city/city.c b/src/city/city.c new file mode 100644 index 0000000..3ba25cb --- /dev/null +++ b/src/city/city.c @@ -0,0 +1,336 @@ +/* + Example program for small3dlib -- a GTA-like game demo. + + author: Miloslav Ciz + license: CC0 1.0 +*/ + +#include <SDL2/SDL.h> +#include <SDL2/SDL_scancode.h> +#include <stdio.h> +#include <time.h> + +#define S3L_FLAT 0 +#define S3L_NEAR_CROSS_STRATEGY 3 +#define S3L_PERSPECTIVE_CORRECTION 2 +#define S3L_SORT 0 +#define S3L_STENCIL_BUFFER 0 +#define S3L_Z_BUFFER 2 + +#define S3L_PIXEL_FUNCTION drawPixel + +#define S3L_RESOLUTION_X 1000 +#define S3L_RESOLUTION_Y 600 + +#include "small3dlib.h" + +#include "cityModel.h" +#include "cityTexture.h" +#include "carModel.h" + +#define TEXTURE_W 256 +#define TEXTURE_H 256 + +#define MAX_VELOCITY 1000 +#define ACCELERATION 700 +#define TURN_SPEED 300 +#define FRICTION 600 + +S3L_Model3D models[2]; + +const uint8_t collisionMap[8 * 10] = +{ + 1,1,1,1,1,1,1,1, + 1,1,1,1,0,0,0,1, + 1,1,1,1,0,1,0,1, + 2,2,1,0,0,0,0,3, + 1,2,1,0,1,1,3,1, + 2,0,0,0,1,1,3,3, + 1,0,1,0,0,1,1,1, + 1,0,0,0,1,1,1,1, + 1,1,1,1,1,1,1,1, + 1,1,1,1,1,1,1,1 +}; + +S3L_Scene scene; + +uint32_t pixels[S3L_RESOLUTION_X * S3L_RESOLUTION_Y]; + +uint32_t frame = 0; + +void clearScreen() +{ + uint32_t index = 0; + + for (uint16_t y = 0; y < S3L_RESOLUTION_Y; ++y) + { + S3L_Unit t = S3L_min(S3L_FRACTIONS_PER_UNIT,((y * S3L_FRACTIONS_PER_UNIT) / S3L_RESOLUTION_Y) * 4); + + uint32_t r = S3L_interpolateByUnit(200,242,t); + uint32_t g = S3L_interpolateByUnit(102,255,t); + uint32_t b = S3L_interpolateByUnit(255,230,t); + + uint32_t color = (r << 24) | (g << 16 ) | (b << 8); + + for (uint16_t x = 0; x < S3L_RESOLUTION_X; ++x) + { + pixels[index] = color; + index++; + } + } +} + +static inline void setPixel(int x, int y, uint8_t red, uint8_t green, uint8_t blue) +{ + uint8_t *p = ((uint8_t *) pixels) + (y * S3L_RESOLUTION_X + x) * 4 + 1; + + *p = blue; + ++p; + *p = green; + ++p; + *p = red; +} + +void sampleTexture(int32_t u, int32_t v, uint8_t *r, uint8_t *g, uint8_t *b) +{ + u = S3L_clamp(u,0,CITY_TEXTURE_WIDTH - 1); + v = S3L_clamp(v,0,CITY_TEXTURE_HEIGHT - 1); + + const uint8_t *t = cityTexture + (v * CITY_TEXTURE_WIDTH + u) * 3; + + *r = *t; + t++; + *g = *t; + t++; + *b = *t; +} + +uint32_t previousTriangle = -1; +S3L_Vec4 uv0, uv1, uv2; + +void drawPixel(S3L_PixelInfo *p) +{ + if (p->triangleID != previousTriangle) + { + const S3L_Index *uvIndices; + const S3L_Unit *uvs; + + if (p->modelIndex == 0) + { + uvIndices = cityUVIndices; + uvs = cityUVs; + } + else + { + uvIndices = carUVIndices; + uvs = carUVs; + } + + S3L_getIndexedTriangleValues(p->triangleIndex,uvIndices,uvs,2,&uv0,&uv1,&uv2); + + previousTriangle = p->triangleID; + } + + uint8_t r, g, b; + + 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(uv[0] >> 1,uv[1] >> 1,&r,&g,&b); + + setPixel(p->x,p->y,r,g,b); +} + +void draw() +{ + S3L_newFrame(); + clearScreen(); + S3L_drawScene(scene); +} + +static inline uint8_t collision(S3L_Vec4 worldPosition) +{ + worldPosition.x /= S3L_FRACTIONS_PER_UNIT; + worldPosition.z /= -S3L_FRACTIONS_PER_UNIT; + + uint16_t index = worldPosition.z * 8 + worldPosition.x; + + return collisionMap[index]; +} + +static inline void handleCollision(S3L_Vec4 *pos, S3L_Vec4 previousPos) +{ + S3L_Vec4 newPos = *pos; + newPos.x = previousPos.x; + + if (collision(newPos)) + { + newPos = *pos; + newPos.z = previousPos.z; + + if (collision(newPos)) + newPos = previousPos; + } + + *pos = newPos; +} + +int16_t fps = 0; + +int main() +{ + SDL_Window *window = SDL_CreateWindow("city demo", 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 *textureSDL = SDL_CreateTexture(renderer,SDL_PIXELFORMAT_RGBX8888, SDL_TEXTUREACCESS_STATIC, S3L_RESOLUTION_X, S3L_RESOLUTION_Y); + SDL_Surface *screenSurface = SDL_GetWindowSurface(window); + SDL_Event event; + + cityModelInit(); + carModelInit(); + + models[0] = cityModel; + models[1] = carModel; + + S3L_sceneInit(models,2,&scene); + + S3L_transform3DSet(1909,16,-3317,0,-510,0,512,512,512,&(models[1].transform)); + + int running = 1; + + clock_t nextPrintT; + + nextPrintT = clock(); + + S3L_Vec4 carDirection; + + S3L_vec4Init(&carDirection); + + scene.camera.transform.translation.x = 0; + scene.camera.transform.translation.y = S3L_FRACTIONS_PER_UNIT / 4; + scene.camera.transform.rotation.x = 1; + + int16_t velocity = 0; + + while (running) // main loop + { + clock_t frameStartT = clock(); + + models[1].transform.rotation.y += models[1].transform.rotation.z; // overturn the car for the rendering + + draw(); + + models[1].transform.rotation.y -= models[1].transform.rotation.z; // turn the car back for the physics + + fps++; + + SDL_UpdateTexture(textureSDL,NULL,pixels,S3L_RESOLUTION_X * sizeof(uint32_t)); + + clock_t nowT = clock(); + + double timeDiff = ((double) (nowT - nextPrintT)) / CLOCKS_PER_SEC; + double frameDiff = ((double) (nowT - frameStartT)) / CLOCKS_PER_SEC; + int16_t frameDiffMs = frameDiff * 1000; + + if (timeDiff >= 1.0) + { + nextPrintT = nowT; + printf("FPS: %d\n",fps); + fps = 0; + } + + while (SDL_PollEvent(&event)) + if (event.type == SDL_QUIT) + running = 0; + + const uint8_t *state = SDL_GetKeyboardState(NULL); + + int16_t step = (velocity * frameDiffMs) / 1000; + int16_t stepFriction = (FRICTION * frameDiffMs) / 1000; + int16_t stepRotation = TURN_SPEED * frameDiffMs * S3L_max(0,velocity - 200) / (MAX_VELOCITY * 1000); + + int16_t stepVelocity = S3L_nonZero((ACCELERATION * frameDiffMs) / 1000); + + if (stepRotation == 0 && S3L_abs(velocity) >= 200) + stepRotation = 1; + + if (velocity < 0) + stepRotation *= -1; + + if (state[SDL_SCANCODE_LEFT] || state[SDL_SCANCODE_A]) + { + models[1].transform.rotation.y += stepRotation; + models[1].transform.rotation.z = + S3L_min(S3L_abs(velocity) / 64, models[1].transform.rotation.z + 1); + } + else if (state[SDL_SCANCODE_RIGHT] || state[SDL_SCANCODE_D]) + { + models[1].transform.rotation.y -= stepRotation; + models[1].transform.rotation.z = + S3L_max(-S3L_abs(velocity) / 64, models[1].transform.rotation.z - 1); + } + else + models[1].transform.rotation.z = (models[1].transform.rotation.z * 3) / 4; + + S3L_rotationToDirections(models[1].transform.rotation,S3L_FRACTIONS_PER_UNIT,&carDirection,0,0); + + S3L_Vec4 previousCarPos = models[1].transform.translation; + + int16_t friction = 0; + + if (state[SDL_SCANCODE_UP] || state[SDL_SCANCODE_W]) + velocity = S3L_min(MAX_VELOCITY,velocity + (velocity < 0 ? (2 * stepVelocity) : stepVelocity)); + else if (state[SDL_SCANCODE_DOWN] || state[SDL_SCANCODE_S]) + velocity = S3L_max(-MAX_VELOCITY,velocity - (velocity > 0 ? (2 * stepVelocity) : stepVelocity)); + else + friction = 1; + + models[1].transform.translation.x += (carDirection.x * step) / S3L_FRACTIONS_PER_UNIT; + models[1].transform.translation.z += (carDirection.z * step) / S3L_FRACTIONS_PER_UNIT; + + uint8_t coll = collision(models[1].transform.translation); + + if (coll != 0) + { + if (coll == 1) + { + handleCollision(&(models[1].transform.translation),previousCarPos); + friction = 2; + } + else if (coll == 2) + { + // teleport the car + models[1].transform.translation.x += 5 * S3L_FRACTIONS_PER_UNIT; + models[1].transform.translation.z += 2 * S3L_FRACTIONS_PER_UNIT; + } + else + { + // teleport the car + models[1].transform.translation.x -= 5 * S3L_FRACTIONS_PER_UNIT; + models[1].transform.translation.z -= 2 * S3L_FRACTIONS_PER_UNIT; + } + } + + if (velocity > 0) + velocity = S3L_max(0,velocity - stepFriction * friction); + else + velocity = S3L_min(0,velocity + stepFriction * friction); + + scene.camera.transform.translation.x = + scene.models[1].transform.translation.x - (carDirection.x) / S3L_FRACTIONS_PER_UNIT; + + scene.camera.transform.translation.z = + scene.models[1].transform.translation.z - (carDirection.z) / S3L_FRACTIONS_PER_UNIT; + + scene.camera.transform.rotation.y = models[1].transform.rotation.y; + + SDL_RenderClear(renderer); + SDL_RenderCopy(renderer,textureSDL,NULL,NULL); + SDL_RenderPresent(renderer); + + frame++; + } + + return 0; +} |