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-rw-r--r--src/city/city.c336
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;
-}