Add animation smoothing

This commit is contained in:
Miloslav Ciz 2024-09-09 19:16:51 +02:00
parent e3d0b3219f
commit 03b703d454
5 changed files with 326 additions and 182 deletions

View file

@ -17,8 +17,8 @@
#include "small3dlib.h"
/// Renderer specific unit, length of one map square.
#define LCR_RENDERER_UNIT (S3L_FRACTIONS_PER_UNIT / 2)
// ^ just S3L_FRACTIONS_PER_UNIT leaves some tris bugging
#define LCR_RENDERER_UNIT (S3L_F / 2)
// ^ just S3L_F leaves some tris bugging
#define LCR_RENDERER_CHUNK_RESOLUTION 4 // do not change
#define LCR_RENDERER_LOD_BLOCKS 64 // do not change
@ -29,7 +29,7 @@
#define LCR_RENDERER_CHUNKS_TOTAL (LCR_RENDERER_CHUNK_RESOLUTION * \
LCR_RENDERER_CHUNK_RESOLUTION * LCR_RENDERER_CHUNK_RESOLUTION)
#define LCR_RENDERER_MODEL_COUNT 9
#define LCR_RENDERER_MODEL_COUNT 10
#define LCR_RENDERER_CAR_SCALE (LCR_RENDERER_UNIT / 4)
@ -37,7 +37,8 @@ struct
{
S3L_Scene scene;
S3L_Model3D mapModel; ///< whole map model
S3L_Model3D *carModel;
S3L_Model3D *carModel;
S3L_Model3D *ghostModel;
// TODO: ghostModel
@ -45,6 +46,7 @@ struct
The scene model array.
0, 1, 2, 3, 4, 5, 6, 7: nearest map chunk models
8: car model
9: ghost model
*/
S3L_Model3D models[LCR_RENDERER_MODEL_COUNT];
@ -70,11 +72,6 @@ struct
*/
uint8_t gridOfLODs[LCR_RENDERER_LOD_BLOCKS];
// pixel function precomputed values:
uint32_t previousTriID;
int triUVs[6];
uint8_t texSubsampleCount;
#if LCR_ANIMATE_CAR
S3L_Unit wheelRotation;
S3L_Unit wheelTurn;
@ -82,6 +79,13 @@ struct
S3L_Unit animatedCarVerts[LCR_CAR_VERTEX_COUNT * 3];
#endif
// pixel function precomputed values:
uint32_t previousTriID;
int triUVs[6];
int texSubsampleCount;
unsigned int flatAndTransparent; /**< If non-zero, transparent (dithered)
polygons will be drawn without texture,
with color stored in this variable. */
} LCR_renderer;
void LCR_rendererSetCarTransform(LCR_GameUnit position[3],
@ -95,11 +99,11 @@ void LCR_rendererSetCarTransform(LCR_GameUnit position[3],
(position[2] * LCR_RENDERER_UNIT) / LCR_GAME_UNIT;
LCR_renderer.carModel->transform.rotation.x = S3L_wrap((rotation[0] *
S3L_FRACTIONS_PER_UNIT) / LCR_GAME_UNIT,S3L_FRACTIONS_PER_UNIT);
S3L_F) / LCR_GAME_UNIT,S3L_F);
LCR_renderer.carModel->transform.rotation.y = S3L_wrap((rotation[1] *
S3L_FRACTIONS_PER_UNIT) / LCR_GAME_UNIT,S3L_FRACTIONS_PER_UNIT);
S3L_F) / LCR_GAME_UNIT,S3L_F);
LCR_renderer.carModel->transform.rotation.z = S3L_wrap((rotation[2] *
S3L_FRACTIONS_PER_UNIT) / LCR_GAME_UNIT,S3L_FRACTIONS_PER_UNIT);
S3L_F) / LCR_GAME_UNIT,S3L_F);
}
void _LCR_pixelFuncc3D(S3L_PixelInfo *pixel)
@ -108,12 +112,18 @@ void _LCR_pixelFuncc3D(S3L_PixelInfo *pixel)
if (pixel->triangleID != LCR_renderer.previousTriID)
{
LCR_renderer.previousTriID = pixel->triangleID;
LCR_renderer.flatAndTransparent = 0;
#if LCR_SETTING_TEXTURE_SUBSAMPLE != 0
LCR_renderer.texSubsampleCount = 0;
#endif
if (pixel->modelIndex == 8)
if (pixel->modelIndex == 9)
{
// car ghost model
LCR_renderer.flatAndTransparent = LCR_SETTING_GHOST_COLOR;
}
else if (pixel->modelIndex == 8)
{
// car model
@ -197,8 +207,15 @@ void _LCR_pixelFuncc3D(S3L_PixelInfo *pixel)
}
}
uint16_t color;
if (LCR_renderer.flatAndTransparent)
{
if (pixel->x % 2 == pixel->y % 2)
LCR_drawPixelXYUnsafe(pixel->x,pixel->y,LCR_renderer.flatAndTransparent);
return;
}
uint16_t color;
#if LCR_SETTING_TEXTURE_SUBSAMPLE != 0
if (LCR_renderer.texSubsampleCount == 0)
@ -214,11 +231,11 @@ void _LCR_pixelFuncc3D(S3L_PixelInfo *pixel)
(barycentric[0] * LCR_renderer.triUVs[0] +
barycentric[1] * LCR_renderer.triUVs[2] +
barycentric[2] * LCR_renderer.triUVs[4])
/ (S3L_FRACTIONS_PER_UNIT / 8),
/ (S3L_F / 8),
(barycentric[0] * LCR_renderer.triUVs[1] +
barycentric[1] * LCR_renderer.triUVs[3] +
barycentric[2] * LCR_renderer.triUVs[5])
/ (S3L_FRACTIONS_PER_UNIT / 8));
/ (S3L_F / 8));
#if LCR_SETTING_TEXTURE_SUBSAMPLE != 0
LCR_renderer.texSubsampleCount = LCR_SETTING_TEXTURE_SUBSAMPLE;
@ -755,6 +772,7 @@ uint8_t LCR_rendererInit(void)
_LCR_rendererComputeLOD();
LCR_renderer.carModel = LCR_renderer.models + 8;
LCR_renderer.ghostModel = LCR_renderer.models + 9;
S3L_model3DInit(
#if LCR_ANIMATE_CAR
@ -766,6 +784,20 @@ uint8_t LCR_rendererInit(void)
LCR_carTriangles,LCR_CAR_TRIANGLE_COUNT,
LCR_renderer.carModel);
S3L_vec4Set(&(LCR_renderer.carModel->transform.scale),
LCR_RENDERER_CAR_SCALE,LCR_RENDERER_CAR_SCALE,LCR_RENDERER_CAR_SCALE,0);
S3L_model3DInit(
LCR_carVertices
,LCR_CAR_VERTEX_COUNT,
LCR_carTriangles,LCR_CAR_TRIANGLE_COUNT,
LCR_renderer.ghostModel);
LCR_renderer.ghostModel->transform.scale =
LCR_renderer.carModel->transform.scale;
LCR_renderer.ghostModel->transform.translation.x -= LCR_GAME_UNIT / 4;
#if LCR_ANIMATE_CAR
for (int i = 0; i < LCR_CAR_VERTEX_COUNT * 3; ++i)
LCR_renderer.animatedCarVerts[i] = LCR_carVertices[i];
@ -799,10 +831,6 @@ uint8_t LCR_rendererInit(void)
LCR_renderer.wheelTurn = 0;
#endif
LCR_renderer.carModel->transform.scale.x = LCR_RENDERER_CAR_SCALE;
LCR_renderer.carModel->transform.scale.y = LCR_RENDERER_CAR_SCALE;
LCR_renderer.carModel->transform.scale.z = LCR_RENDERER_CAR_SCALE;
S3L_sceneInit(
LCR_renderer.models,LCR_RENDERER_MODEL_COUNT,&LCR_renderer.scene);
@ -820,14 +848,14 @@ void LCR_rendererGetCameraTransform(LCR_GameUnit position[3],
LCR_GAME_UNIT) / LCR_RENDERER_UNIT;
rotation[0] = (LCR_renderer.scene.camera.transform.rotation.x *
LCR_GAME_UNIT) / S3L_FRACTIONS_PER_UNIT;
LCR_GAME_UNIT) / S3L_F;
rotation[1] = (LCR_renderer.scene.camera.transform.rotation.y *
LCR_GAME_UNIT) / S3L_FRACTIONS_PER_UNIT;
LCR_GAME_UNIT) / S3L_F;
rotation[2] = (LCR_renderer.scene.camera.transform.rotation.z *
LCR_GAME_UNIT) / S3L_FRACTIONS_PER_UNIT;
LCR_GAME_UNIT) / S3L_F;
*fov = (LCR_renderer.scene.camera.focalLength * LCR_GAME_UNIT)
/ S3L_FRACTIONS_PER_UNIT;
/ S3L_F;
}
void LCR_rendererMoveCamera(LCR_GameUnit forwRightUpOffset[3],
@ -836,29 +864,29 @@ void LCR_rendererMoveCamera(LCR_GameUnit forwRightUpOffset[3],
S3L_Vec4 f, r, u;
S3L_rotationToDirections(LCR_renderer.scene.camera.transform.rotation,
S3L_FRACTIONS_PER_UNIT,&f,&r,&u);
S3L_F,&f,&r,&u);
LCR_renderer.scene.camera.transform.translation.x +=
((f.x * forwRightUpOffset[0] + r.x * forwRightUpOffset[1] +
u.x * forwRightUpOffset[2]) * S3L_FRACTIONS_PER_UNIT) / LCR_GAME_UNIT;
u.x * forwRightUpOffset[2]) * S3L_F) / LCR_GAME_UNIT;
LCR_renderer.scene.camera.transform.translation.y +=
((f.y * forwRightUpOffset[0] + r.y * forwRightUpOffset[1] +
u.y * forwRightUpOffset[2]) * S3L_FRACTIONS_PER_UNIT) / LCR_GAME_UNIT;
u.y * forwRightUpOffset[2]) * S3L_F) / LCR_GAME_UNIT;
LCR_renderer.scene.camera.transform.translation.z +=
((f.z * forwRightUpOffset[0] + r.z * forwRightUpOffset[1] +
u.z * forwRightUpOffset[2]) * S3L_FRACTIONS_PER_UNIT) / LCR_GAME_UNIT;
u.z * forwRightUpOffset[2]) * S3L_F) / LCR_GAME_UNIT;
LCR_renderer.scene.camera.transform.rotation.y = S3L_wrap(
LCR_renderer.scene.camera.transform.rotation.y +
(yawPitchOffset[0] * S3L_FRACTIONS_PER_UNIT) / LCR_GAME_UNIT,
S3L_FRACTIONS_PER_UNIT);
(yawPitchOffset[0] * S3L_F) / LCR_GAME_UNIT,
S3L_F);
LCR_renderer.scene.camera.transform.rotation.x = S3L_clamp(
LCR_renderer.scene.camera.transform.rotation.x +
(yawPitchOffset[1] * S3L_FRACTIONS_PER_UNIT) / LCR_GAME_UNIT,
-1 * S3L_FRACTIONS_PER_UNIT / 4,S3L_FRACTIONS_PER_UNIT / 4);
(yawPitchOffset[1] * S3L_F) / LCR_GAME_UNIT,
-1 * S3L_F / 4,S3L_F / 4);
#define chk(o,c,l) \
if (LCR_renderer.scene.camera.transform.translation.c o l) \
@ -976,7 +1004,7 @@ void _LCR_rendererDrawLODBlock(int blockX, int blockY, int blockZ, unsigned int
/**
Draws background sky, offsets are in multiples of screen dimensions
(e.g. S3L_FRACTIONS_PER_UNIT / 2 for offsetH means half the screen width).
(e.g. S3L_F / 2 for offsetH means half the screen width).
*/
void LCR_rendererDrawSky(int sky, S3L_Unit offsetH, S3L_Unit offsetV)
{
@ -993,7 +1021,7 @@ void LCR_rendererDrawSky(int sky, S3L_Unit offsetH, S3L_Unit offsetV)
bottomColor = LCR_sampleImage(LCR_IMAGE_SIZE - 1,LCR_IMAGE_SIZE - 1);
anchorPoint[0] = ((LCR_EFFECTIVE_RESOLUTION_X * offsetH)
/ S3L_FRACTIONS_PER_UNIT) %
/ S3L_F) %
(2 * LCR_IMAGE_SIZE * LCR_SETTING_SKY_SIZE);
if (anchorPoint[0] < 0)
@ -1001,7 +1029,7 @@ void LCR_rendererDrawSky(int sky, S3L_Unit offsetH, S3L_Unit offsetV)
anchorPoint[1] =
(LCR_EFFECTIVE_RESOLUTION_Y) / 3 - // 3: we place the center a bit more up
(LCR_EFFECTIVE_RESOLUTION_Y * offsetV) / S3L_FRACTIONS_PER_UNIT
(LCR_EFFECTIVE_RESOLUTION_Y * offsetV) / S3L_F
- LCR_IMAGE_SIZE * LCR_SETTING_SKY_SIZE;
pixelIndex = 0;
@ -1266,8 +1294,8 @@ void _LCR_rendererAnimateCar(void)
LCR_renderer.wheelRotationCenters[offset + 1];
tmp = v[0];
v[0] = (v[0] * c - v[1] * s) / S3L_FRACTIONS_PER_UNIT;
v[1] = (tmp * s + v[1] * c) / S3L_FRACTIONS_PER_UNIT;
v[0] = (v[0] * c - v[1] * s) / S3L_F;
v[1] = (tmp * s + v[1] * c) / S3L_F;
LCR_renderer.animatedCarVerts[index + 2] =
v[0] + LCR_renderer.wheelRotationCenters[offset];
@ -1282,12 +1310,12 @@ void _LCR_rendererAnimateCar(void)
LCR_renderer.animatedCarVerts[index + 2] -=
(LCR_renderer.animatedCarVerts[index] * LCR_renderer.wheelTurn)
/ (8 * S3L_FRACTIONS_PER_UNIT);
/ (8 * S3L_F);
LCR_renderer.animatedCarVerts[index] +=
((LCR_renderer.animatedCarVerts[index + 2] -
LCR_renderer.wheelRotationCenters[0]) * LCR_renderer.wheelTurn)
/ (2 * S3L_FRACTIONS_PER_UNIT);
/ (2 * S3L_F);
}
}
}
@ -1296,86 +1324,57 @@ void _LCR_rendererAnimateCar(void)
void LCR_rendererCameraFollow(void)
{
S3L_Transform3D transPrev =
LCR_renderer.scene.camera.transform;
/*
LCR_renderer.scene.camera.transform.translation.y =
LCR_renderer.carModel->transform.translation.y + LCR_RENDERER_UNIT;
*/
/*
TPE_Vec3 cPos = TPE_vec3KeepWithinDistanceBand(
TPE_vec3(
s3l_scene.camera.transform.translation.x,
s3l_scene.camera.transform.translation.y,
s3l_scene.camera.transform.translation.z
),carBody->joints[4].position,4 * TPE_F,6 * TPE_F);
s3l_scene.camera.transform.translation.x = cPos.x;
s3l_scene.camera.transform.translation.y = cPos.y;
s3l_scene.camera.transform.translation.z = cPos.z;
*/
/*
S3L_Unit tmp =
LCR_renderer.scene.camera.transform.translation.y -
LCR_renderer.carModel->transform.translation.y;
tmp -= S3L_clamp(tmp,
(LCR_SETTING_CAMERA_HEIGHT -
LCR_SETTING_CAMERA_HEIGHT_BAND) * LCR_GAME_UNIT / 8,
(LCR_SETTING_CAMERA_HEIGHT +
LCR_SETTING_CAMERA_HEIGHT_BAND) * LCR_GAME_UNIT / 8);
LCR_renderer.scene.camera.transform.translation.y -= tmp;
*/
LCR_renderer.scene.camera.transform.translation.y =
S3L_clamp(
LCR_renderer.scene.camera.transform.translation.y,
LCR_renderer.carModel->transform.translation.y +
(LCR_SETTING_CAMERA_HEIGHT - LCR_SETTING_CAMERA_HEIGHT_BAND) *
LCR_GAME_UNIT / 8,
LCR_renderer.carModel->transform.translation.y +
(LCR_SETTING_CAMERA_HEIGHT + LCR_SETTING_CAMERA_HEIGHT_BAND) *
LCR_GAME_UNIT / 8);
LCR_renderer.scene.camera.transform.translation.x =
S3L_clamp(
LCR_renderer.scene.camera.transform.translation.x,
LCR_renderer.carModel->transform.translation.x -
LCR_SETTING_CAMERA_MAX_DISTANCE * LCR_GAME_UNIT / 4,
LCR_renderer.carModel->transform.translation.x +
LCR_SETTING_CAMERA_MAX_DISTANCE * LCR_GAME_UNIT / 4);
LCR_renderer.scene.camera.transform.translation.z =
S3L_clamp(
LCR_renderer.scene.camera.transform.translation.z,
LCR_renderer.carModel->transform.translation.z -
LCR_SETTING_CAMERA_MAX_DISTANCE * LCR_GAME_UNIT / 4,
LCR_renderer.carModel->transform.translation.z +
LCR_SETTING_CAMERA_MAX_DISTANCE * LCR_GAME_UNIT / 4);
S3L_clamp(
LCR_renderer.scene.camera.transform.translation.y,
LCR_renderer.carModel->transform.translation.y +
(LCR_SETTING_CAMERA_HEIGHT - LCR_SETTING_CAMERA_HEIGHT_BAND) *
LCR_RENDERER_UNIT / 8,
LCR_renderer.carModel->transform.translation.y +
(LCR_SETTING_CAMERA_HEIGHT + LCR_SETTING_CAMERA_HEIGHT_BAND) *
LCR_RENDERER_UNIT / 8);
LCR_renderer.scene.camera.transform.translation.x =
S3L_clamp(
LCR_renderer.scene.camera.transform.translation.x,
LCR_renderer.carModel->transform.translation.x -
LCR_SETTING_CAMERA_MAX_DISTANCE * LCR_RENDERER_UNIT / 4,
LCR_renderer.carModel->transform.translation.x +
LCR_SETTING_CAMERA_MAX_DISTANCE * LCR_RENDERER_UNIT / 4);
LCR_renderer.scene.camera.transform.translation.z =
S3L_clamp(
LCR_renderer.scene.camera.transform.translation.z,
LCR_renderer.carModel->transform.translation.z -
LCR_SETTING_CAMERA_MAX_DISTANCE * LCR_RENDERER_UNIT / 4,
LCR_renderer.carModel->transform.translation.z +
LCR_SETTING_CAMERA_MAX_DISTANCE * LCR_RENDERER_UNIT / 4);
S3L_lookAt(LCR_renderer.carModel->transform.translation,
&(LCR_renderer.scene.camera.transform));
#if LCR_SETTING_SMOOTH_ANIMATIONS
// now average with previous transform to smooth the animation out:
S3L_vec3Add(&(LCR_renderer.scene.camera.transform.translation),
transPrev.translation);
/*
TPE_Unit angleDiff = s3l_scene.camera.transform.rotation.y -
(TPE_vec2Angle(toCar.x,toCar.z) - 128);
LCR_renderer.scene.camera.transform.translation.x /= 2;
LCR_renderer.scene.camera.transform.translation.y /= 2;
LCR_renderer.scene.camera.transform.translation.z /= 2;
s3l_scene.camera.transform.rotation.y -=
(angleDiff < 100 && angleDiff > -100) ? angleDiff / 2 : angleDiff;
*/
transPrev.rotation.x -= LCR_renderer.scene.camera.transform.rotation.x;
transPrev.rotation.y -= LCR_renderer.scene.camera.transform.rotation.y;
if (S3L_abs(transPrev.rotation.x) < S3L_F / 4)
LCR_renderer.scene.camera.transform.rotation.x += transPrev.rotation.x / 2;
LCR_renderer.scene.camera.transform.rotation.y += transPrev.rotation.y / 2;
#endif
}
void LCR_rendererDraw(void)
{
LCR_renderer.previousTriID = -1;
@ -1394,12 +1393,11 @@ LCR_renderer.wheelTurn = S3L_sin(LCR_renderer.frame * 4);
_LCR_rendererAnimateCar();
#endif
LCR_rendererCameraFollow();
LCR_drawLevelFloor();
LCR_rendererDrawLOD();
S3L_drawScene(LCR_renderer.scene);
LCR_renderer.frame++;
}