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/*
work in progress game made using small3dlib, based on Miloslav Ciz's
quake-like level
*/
#include <SDL2/SDL_events.h>
#include <SDL2/SDL_mouse.h>
#include <SDL2/SDL_stdinc.h>
#include <SDL2/SDL.h>
#include <stdio.h>
#include <time.h>
#include "leveldefines.h"
#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;
typedef struct mouse {
int x, y;
// In this case: the position where the mouse is held at
short trap; // flag for holding mouse at one place
} t_mouse;
static t_mouse mouse;
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_WarpMouseGlobal(HALF_SCREEN_WIDTH, HALF_SCREEN_HEIGHT);
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;
SDL_SetRelativeMouseMode(SDL_TRUE);
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;
} else if (event.type == SDL_MOUSEMOTION) {
/* Set x and y to the current mouse position */
int x, y;
SDL_GetMouseState(&x, &y);
int xdiff = x - mouse.x; // Calculate difference in x
int ydiff = y - mouse.y; // Calculate difference in y
/* rotate camera relative to what it was before */
scene.camera.transform.rotation.x -= ydiff;
scene.camera.transform.rotation.y -= xdiff;
mouse.x = x;
mouse.y = y;
}
}
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_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;
}
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