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-rw-r--r--src/level.c317
1 files changed, 317 insertions, 0 deletions
diff --git a/src/level.c b/src/level.c
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index 0000000..80df73f
--- /dev/null
+++ b/src/level.c
@@ -0,0 +1,317 @@
+/*
+ Example program for small3dlib, showing a Quake-like level.
+
+ author: Miloslav Ciz
+ license: CC0 1.0
+*/
+
+#define TEXTURES 1 // whether to use textures for the level
+#define FOG 1
+
+#include <SDL2/SDL.h>
+#include <stdio.h>
+#include <time.h>
+
+#define S3L_NEAR_CROSS_STRATEGY 3
+
+#if TEXTURES
+ #define S3L_PERSPECTIVE_CORRECTION 2
+#else
+ #define S3L_PERSPECTIVE_CORRECTION 0
+#endif
+
+#define S3L_NEAR (S3L_FRACTIONS_PER_UNIT / 5)
+
+#define S3L_USE_WIDER_TYPES 0
+#define S3L_FLAT 0
+#define S3L_SORT 0
+#define S3L_Z_BUFFER 1
+#define S3L_MAX_TRIANGES_DRAWN 512
+
+#define S3L_PIXEL_FUNCTION drawPixel
+
+#define S3L_MAX_PIXELS (1024 * 1024)
+
+#include "small3dlib.h"
+
+#include "levelModel.h"
+#include "levelTextures.h"
+
+S3L_Scene scene;
+
+S3L_Vec4 teleportPoint;
+
+uint32_t pixels[S3L_MAX_PIXELS];
+
+uint32_t frame = 0;
+uint8_t *texture = 0;
+uint32_t previousTriangle = 1000;
+S3L_Vec4 uv0, uv1, uv2;
+
+void clearScreen()
+{
+ memset(pixels,255,S3L_MAX_PIXELS * sizeof(uint32_t));
+}
+
+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_resolutionX + x) * 4 + 1;
+
+ *p = blue;
+ ++p;
+ *p = green;
+ ++p;
+ *p = red;
+}
+
+void sampleTexture(S3L_Unit u, S3L_Unit v, uint8_t *r, uint8_t *g, uint8_t *b)
+{
+ u = (u * LEVEL_TEXTURE_WIDTH) / S3L_FRACTIONS_PER_UNIT;
+ v = (v * LEVEL_TEXTURE_HEIGHT) / S3L_FRACTIONS_PER_UNIT;
+
+ u = S3L_wrap(u,LEVEL_TEXTURE_WIDTH);
+ v = S3L_wrap(v,LEVEL_TEXTURE_HEIGHT);
+
+ const uint8_t *t = texture + (v * LEVEL_TEXTURE_WIDTH + u) * 3;
+
+ *r = *t;
+ t++;
+ *g = *t;
+ t++;
+ *b = *t;
+}
+
+void drawTeleport(int16_t x, int16_t y, S3L_ScreenCoord size)
+{
+ int16_t halfSize = size / 2;
+
+ S3L_ScreenCoord x0 = S3L_max(0,x - halfSize);
+ S3L_ScreenCoord x1 = S3L_min(S3L_resolutionX,x + halfSize);
+ S3L_ScreenCoord y0 = S3L_max(0,y - halfSize);
+ S3L_ScreenCoord y1 = S3L_min(S3L_resolutionY,y + halfSize);
+
+ S3L_ScreenCoord row = y0 - (y - halfSize);
+
+ for (S3L_ScreenCoord j = y0; j < y1; ++j)
+ {
+ S3L_ScreenCoord i0, i1;
+
+ if (row <= halfSize)
+ {
+ i0 = S3L_max(x0,x - row);
+ i1 = S3L_min(x1,x + row);
+ }
+ else
+ {
+ i0 = S3L_max(x0,x - size + row);
+ i1 = S3L_min(x1,x + size - row);
+ }
+
+ for (S3L_ScreenCoord i = i0; i < i1; ++i)
+ if (rand() % 8 == 0)
+ setPixel(i,j,255,0,0);
+
+ row++;
+ }
+}
+
+void drawPixel(S3L_PixelInfo *p)
+{
+ uint8_t r, g, b;
+
+#if TEXTURES
+ if (p->triangleID != previousTriangle)
+ {
+ uint8_t material = levelMaterials[p->triangleIndex];
+
+ switch (material)
+ {
+ case 0:
+ texture = level1Texture;
+ break;
+
+ case 1:
+ texture = level2Texture;
+ break;
+
+ case 2:
+ default:
+ texture = level3Texture;
+ break;
+ }
+
+ S3L_getIndexedTriangleValues(p->triangleIndex,levelUVIndices,levelUVs,2,&uv0,&uv1,&uv2);
+ previousTriangle = p->triangleID;
+ }
+
+ 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],uv[1],&r,&g,&b);
+#else
+ switch (p->modelIndex)
+ {
+ case 0: r = 255; g = 0; b = 0; break;
+ case 1: r = 0; g = 255; b = 0; break;
+ case 2:
+ default: r = 0; g = 0; b = 255; break;
+ }
+#endif
+
+#if FOG
+ S3L_Unit fog = (p->depth *
+#if TEXTURES
+ 8
+#else
+ 16
+#endif
+ ) / S3L_FRACTIONS_PER_UNIT;
+
+ r = S3L_clamp(((S3L_Unit) r) - fog,0,255);
+ g = S3L_clamp(((S3L_Unit) g) - fog,0,255);
+ b = S3L_clamp(((S3L_Unit) b) - fog,0,255);
+#endif
+
+ setPixel(p->x,p->y,r,g,b);
+}
+
+S3L_Transform3D modelTransform;
+S3L_DrawConfig conf;
+
+clock_t nextT;
+
+int fps = 0;
+
+void draw()
+{
+ S3L_newFrame();
+
+ clearScreen();
+
+ S3L_drawScene(scene);
+
+ S3L_Vec4 screenPoint;
+
+ project3DPointToScreen(teleportPoint,scene.camera,&screenPoint);
+
+ if (screenPoint.w > 0 &&
+ screenPoint.x >= 0 && screenPoint.x < S3L_resolutionX &&
+ screenPoint.y >= 0 && screenPoint.y < S3L_resolutionY &&
+ screenPoint.z < S3L_zBufferRead(screenPoint.x,screenPoint.y))
+ drawTeleport(screenPoint.x,screenPoint.y,screenPoint.w);
+
+ clock_t nowT = clock();
+
+ double timeDiff = ((double) (nowT - nextT)) / CLOCKS_PER_SEC;
+
+ fps++;
+
+ if (timeDiff >= 1.0)
+ {
+ nextT = nowT;
+ printf("FPS: %d\n",fps);
+
+ printf("camera: ");
+ S3L_logTransform3D(scene.camera.transform);
+ fps = 0;
+ }
+}
+
+int main()
+{
+ S3L_resolutionX = 1000;
+ S3L_resolutionY = 600;
+
+ SDL_Window *window = SDL_CreateWindow("level demo", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, S3L_resolutionX, S3L_resolutionY, SDL_WINDOW_SHOWN);
+ SDL_Renderer *renderer = SDL_CreateRenderer(window,-1,0);
+ SDL_Texture *texture = SDL_CreateTexture(renderer,SDL_PIXELFORMAT_RGBX8888, SDL_TEXTUREACCESS_STATIC, S3L_resolutionX, S3L_resolutionY);
+ SDL_Surface *screenSurface = SDL_GetWindowSurface(window);
+ SDL_Event event;
+
+ teleportPoint.x = 6 * S3L_FRACTIONS_PER_UNIT;
+ teleportPoint.y = -3 * S3L_FRACTIONS_PER_UNIT;
+ teleportPoint.z = 3 * S3L_FRACTIONS_PER_UNIT / 2;
+ teleportPoint.w = S3L_FRACTIONS_PER_UNIT;
+
+ nextT = clock();
+
+ levelModelInit();
+
+ S3L_sceneInit(&levelModel,1,&scene);
+
+ int running = 1;
+
+ while (running) // main loop
+ {
+ int newWidth = -1, newHeight = -1;
+
+ draw();
+ SDL_UpdateTexture(texture,NULL,pixels,S3L_resolutionX * sizeof(uint32_t));
+
+ while (SDL_PollEvent(&event))
+ if (event.type == SDL_QUIT)
+ running = 0;
+
+ S3L_Vec4 camF, camR;
+
+ S3L_rotationToDirections(scene.camera.transform.rotation,20,&camF,&camR,0);
+
+ const uint8_t *state = SDL_GetKeyboardState(NULL);
+
+ if (state[SDL_SCANCODE_A])
+ scene.camera.transform.rotation.y += 1;
+ else if (state[SDL_SCANCODE_D])
+ scene.camera.transform.rotation.y -= 1;
+ else if (state[SDL_SCANCODE_W])
+ scene.camera.transform.rotation.x += 1;
+ else if (state[SDL_SCANCODE_S])
+ scene.camera.transform.rotation.x -= 1;
+
+ if (state[SDL_SCANCODE_UP])
+ S3L_vec3Add(&scene.camera.transform.translation,camF);
+ else if (state[SDL_SCANCODE_DOWN])
+ S3L_vec3Sub(&scene.camera.transform.translation,camF);
+ else if (state[SDL_SCANCODE_LEFT])
+ S3L_vec3Sub(&scene.camera.transform.translation,camR);
+ else if (state[SDL_SCANCODE_RIGHT])
+ S3L_vec3Add(&scene.camera.transform.translation,camR);
+
+ if (state[SDL_SCANCODE_K])
+ newHeight = S3L_resolutionY + 4;
+ else if (state[SDL_SCANCODE_I])
+ newHeight = S3L_resolutionY - 4;
+ else if (state[SDL_SCANCODE_J])
+ newWidth = S3L_resolutionX - 4;
+ else if (state[SDL_SCANCODE_L])
+ newWidth = S3L_resolutionX + 4;
+
+ if (
+ (
+ (newWidth != -1 && newWidth > 0) ||
+ (newHeight != -1 && newHeight > 0)
+ ) &&
+ (newWidth * S3L_resolutionY <= S3L_MAX_PIXELS) &&
+ (newHeight * S3L_resolutionX <= S3L_MAX_PIXELS))
+ {
+ if (newWidth != -1)
+ S3L_resolutionX = newWidth;
+
+ if (newHeight != -1)
+ S3L_resolutionY = newHeight;
+
+ SDL_DestroyTexture(texture);
+ texture = SDL_CreateTexture(renderer,SDL_PIXELFORMAT_RGBX8888, SDL_TEXTUREACCESS_STATIC, S3L_resolutionX, S3L_resolutionY);
+ SDL_SetWindowSize(window,S3L_resolutionX,S3L_resolutionY);
+ }
+
+ SDL_RenderClear(renderer);
+ SDL_RenderCopy(renderer,texture,NULL,NULL);
+ SDL_RenderPresent(renderer);
+
+ frame++;
+ }
+
+ return 0;
+}