diff options
Diffstat (limited to 'src/city/city.c')
-rw-r--r-- | src/city/city.c | 336 |
1 files changed, 0 insertions, 336 deletions
diff --git a/src/city/city.c b/src/city/city.c deleted file mode 100644 index 3ba25cb..0000000 --- a/src/city/city.c +++ /dev/null @@ -1,336 +0,0 @@ -/* - 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; -} |