Start drawing sky
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parent
d02b8b4ec3
commit
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4 changed files with 3113 additions and 147 deletions
1
game.h
1
game.h
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@ -130,7 +130,6 @@ uint8_t LCR_gameStep(uint32_t time)
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if (time >= LCR_nextRenderFrameTime)
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{
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LCR_drawBackground(0);
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LCR_rendererDraw();
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LCR_nextRenderFrameTime += 1000 / LCR_SETTING_FPS;
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326
renderer.h
326
renderer.h
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@ -12,43 +12,38 @@
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#define S3L_PERSPECTIVE_CORRECTION 2
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#define S3L_NEAR_CROSS_STRATEGY 0
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#define S3L_Z_BUFFER 2
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#define S3L_Z_BUFFER 1
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#include "small3dlib.h"
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/// Renderer specific unit, length of one map square.
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#define LCR_RENDERER_UNIT S3L_FRACTIONS_PER_UNIT
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struct LCR_Renderer
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struct
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{
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// TODO
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};
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S3L_Scene scene3D;
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S3L_Model3D models3D[3]; // TODO
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S3L_Scene LCR_scene3D;
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S3L_Model3D LCR_models3D[3]; // TODO
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S3L_Model3D *mapModel;
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S3L_Unit mapVertices[LCR_SETTING_MAX_MAP_VERTICES * 3];
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S3L_Index mapTriangles[LCR_SETTING_MAX_MAP_TRIANGLES * 3];
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S3L_Model3D *LCR_mapModel;
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S3L_Unit LCR_mapVertices[LCR_SETTING_MAX_MAP_VERTICES * 3];
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S3L_Index LCR_mapTriangles[LCR_SETTING_MAX_MAP_TRIANGLES * 3];
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int _LCR_rendererPreviousTriangleID;
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int _LCR_rendererTriangleUVs[6];
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uint16_t _LCR_triangleShadingMask;
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// pixel function precomputed values:
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int previousTriangleID;
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int triangleUVs[6];
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} LCR_renderer;
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void LCR_pixelFunc3D(S3L_PixelInfo *pixel)
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{
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// once we get a new triangle, we precompute things for it:
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if (pixel->triangleIndex != _LCR_rendererPreviousTriangleID)
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if (pixel->triangleIndex != LCR_renderer.previousTriangleID)
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{
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S3L_Index *t = LCR_mapTriangles + 3 * pixel->triangleIndex;
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S3L_Index *t = LCR_renderer.mapTriangles + 3 * pixel->triangleIndex;
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S3L_Unit *v[3];
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v[0] = LCR_mapVertices + 3 * t[0];
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v[1] = LCR_mapVertices + 3 * t[1];
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v[2] = LCR_mapVertices + 3 * t[2];
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for (int i = 0; i < 3; ++i)
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v[i] = LCR_renderer.mapVertices + 3 * t[i];
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uint8_t type = // 0: floor, 1: wall, 2: wall 90 degrees
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(v[0][0] == v[1][0] && v[1][0] == v[2][0]) +
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@ -56,33 +51,35 @@ void LCR_pixelFunc3D(S3L_PixelInfo *pixel)
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if (type == 0)
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{
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LCR_loadImage(1);
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_LCR_triangleShadingMask = 0xffff;
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LCR_loadImage(3);
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if (v[0][1] != v[1][1] || v[1][1] != v[2][1])
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LCR_imageChangeBrightness(1);
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for (int i = 0; i < 6; ++i)
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_LCR_rendererTriangleUVs[i] = ((
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LCR_renderer.triangleUVs[i] = ((
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(v[i / 2][(i % 2) * 2]) *
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LCR_IMAGE_SIZE) / LCR_RENDERER_UNIT);
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}
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else
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{
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LCR_loadImage(0);
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LCR_loadImage(1);
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if (type == 1)
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LCR_imageChangeBrightness(0);
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for (int i = 0; i < 6; ++i)
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{
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_LCR_rendererTriangleUVs[i] = ((
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LCR_renderer.triangleUVs[i] = ((
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(v[i / 2][i % 2 ? 1 : (type == 1 ? 2 : 0)]) *
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LCR_IMAGE_SIZE) / LCR_RENDERER_UNIT);
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if (i % 2)
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_LCR_rendererTriangleUVs[i] = LCR_IMAGE_SIZE -
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_LCR_rendererTriangleUVs[i];
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LCR_renderer.triangleUVs[i] = LCR_IMAGE_SIZE -
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LCR_renderer.triangleUVs[i];
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}
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}
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_LCR_triangleShadingMask = type == 1 ? 0xf7de : 0xe79c;
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}
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_LCR_rendererPreviousTriangleID = pixel->triangleIndex;
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LCR_renderer.previousTriangleID = pixel->triangleIndex;
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}
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int barycentric[3];
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@ -92,15 +89,15 @@ void LCR_pixelFunc3D(S3L_PixelInfo *pixel)
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barycentric[2] = pixel->barycentric[2] / 8;
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uint16_t color = LCR_sampleImage(
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(barycentric[0] * _LCR_rendererTriangleUVs[0] +
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barycentric[1] * _LCR_rendererTriangleUVs[2] +
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barycentric[2] * _LCR_rendererTriangleUVs[4])
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(barycentric[0] * LCR_renderer.triangleUVs[0] +
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barycentric[1] * LCR_renderer.triangleUVs[2] +
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barycentric[2] * LCR_renderer.triangleUVs[4])
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/ (S3L_FRACTIONS_PER_UNIT / 8),
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(barycentric[0] * _LCR_rendererTriangleUVs[1] +
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barycentric[1] * _LCR_rendererTriangleUVs[3] +
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barycentric[2] * _LCR_rendererTriangleUVs[5])
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(barycentric[0] * LCR_renderer.triangleUVs[1] +
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barycentric[1] * LCR_renderer.triangleUVs[3] +
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barycentric[2] * LCR_renderer.triangleUVs[5])
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/ (S3L_FRACTIONS_PER_UNIT / 8)
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) & _LCR_triangleShadingMask;
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);
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LCR_drawPixelXYUnsafe(pixel->x,pixel->y,color);
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}
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@ -108,9 +105,9 @@ void LCR_pixelFunc3D(S3L_PixelInfo *pixel)
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S3L_Index _LCR_addMapVertex(S3L_Unit x, S3L_Unit y, S3L_Unit z)
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{
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S3L_Index index = 0;
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S3L_Unit *vertices = LCR_mapVertices;
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S3L_Unit *vertices = LCR_renderer.mapVertices;
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while (index < LCR_mapModel->vertexCount) // if exists, return vertex index
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while (index < LCR_renderer.mapModel->vertexCount) // if exists, return vertex index
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{
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if (vertices[0] == x && vertices[1] == y && vertices[2] == z)
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return index;
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@ -120,15 +117,15 @@ S3L_Index _LCR_addMapVertex(S3L_Unit x, S3L_Unit y, S3L_Unit z)
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}
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// if it doesn't exist, add it
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if (LCR_mapModel->vertexCount < LCR_SETTING_MAX_MAP_VERTICES)
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if (LCR_renderer.mapModel->vertexCount < LCR_SETTING_MAX_MAP_VERTICES)
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{
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*vertices = x;
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vertices++;
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*vertices = y;
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vertices++;
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*vertices = z;
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LCR_mapModel->vertexCount++;
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return LCR_mapModel->vertexCount - 1;
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LCR_renderer.mapModel->vertexCount++;
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return LCR_renderer.mapModel->vertexCount - 1;
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}
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// TODO: error print
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@ -137,9 +134,9 @@ S3L_Index _LCR_addMapVertex(S3L_Unit x, S3L_Unit y, S3L_Unit z)
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void _LCR_addMapTriangle(S3L_Index a, S3L_Index b, S3L_Index c)
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{
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if (LCR_mapModel->triangleCount < LCR_SETTING_MAX_MAP_TRIANGLES)
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if (LCR_renderer.mapModel->triangleCount < LCR_SETTING_MAX_MAP_TRIANGLES)
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{
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S3L_Index *t = &(LCR_mapTriangles[LCR_mapModel->triangleCount * 3]);
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S3L_Index *t = &(LCR_renderer.mapTriangles[LCR_renderer.mapModel->triangleCount * 3]);
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*t = a;
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t++;
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@ -147,7 +144,7 @@ void _LCR_addMapTriangle(S3L_Index a, S3L_Index b, S3L_Index c)
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t++;
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*t = c;
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LCR_mapModel->triangleCount++;
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LCR_renderer.mapModel->triangleCount++;
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}
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}
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@ -219,11 +216,11 @@ uint8_t _LCR_rendererCheckMapTriangleCover(const S3L_Index *t1,
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int plane = -1;
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for (int i = 0; i < 3; ++i)
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if (LCR_mapVertices[3 * t1[0] + i] == LCR_mapVertices[3 * t1[1] + i] &&
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LCR_mapVertices[3 * t1[1] + i] == LCR_mapVertices[3 * t1[2] + i] &&
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LCR_mapVertices[3 * t1[2] + i] == LCR_mapVertices[3 * t2[0] + i] &&
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LCR_mapVertices[3 * t2[0] + i] == LCR_mapVertices[3 * t2[1] + i] &&
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LCR_mapVertices[3 * t2[1] + i] == LCR_mapVertices[3 * t2[2] + i])
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if (LCR_renderer.mapVertices[3 * t1[0] + i] == LCR_renderer.mapVertices[3 * t1[1] + i] &&
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LCR_renderer.mapVertices[3 * t1[1] + i] == LCR_renderer.mapVertices[3 * t1[2] + i] &&
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LCR_renderer.mapVertices[3 * t1[2] + i] == LCR_renderer.mapVertices[3 * t2[0] + i] &&
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LCR_renderer.mapVertices[3 * t2[0] + i] == LCR_renderer.mapVertices[3 * t2[1] + i] &&
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LCR_renderer.mapVertices[3 * t2[1] + i] == LCR_renderer.mapVertices[3 * t2[2] + i])
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{
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plane = i;
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break;
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@ -240,10 +237,10 @@ uint8_t _LCR_rendererCheckMapTriangleCover(const S3L_Index *t1,
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for (int i = 0; i < 3; ++i)
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{
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points2D[i * 2] = LCR_mapVertices[3 * t1[i] + coordX];
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points2D[i * 2 + 1] = LCR_mapVertices[3 * t1[i] + coordY];
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points2D[6 + i * 2] = LCR_mapVertices[3 * t2[i] + coordX];
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points2D[6 + i * 2 + 1] = LCR_mapVertices[3 * t2[i] + coordY];
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points2D[i * 2] = LCR_renderer.mapVertices[3 * t1[i] + coordX];
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points2D[i * 2 + 1] = LCR_renderer.mapVertices[3 * t1[i] + coordY];
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points2D[6 + i * 2] = LCR_renderer.mapVertices[3 * t2[i] + coordX];
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points2D[6 + i * 2 + 1] = LCR_renderer.mapVertices[3 * t2[i] + coordY];
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}
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points2D[12] = (4 * points2D[6] + 3 * points2D[8] + points2D[10]) / 8;
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@ -256,9 +253,9 @@ uint8_t _LCR_rendererCheckMapTriangleCover(const S3L_Index *t1,
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{
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// now check if this triangle along with a neighbor cover the other one
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S3L_Index *t3 = LCR_mapTriangles;
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S3L_Index *t3 = LCR_renderer.mapTriangles;
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for (int i = 0; i < LCR_mapModel->triangleCount; ++i)
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for (int i = 0; i < LCR_renderer.mapModel->triangleCount; ++i)
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{
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uint8_t sharedVerts =
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(t3[0] == t2[0] || t3[0] == t2[1] || t3[0] == t2[2]) |
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@ -268,12 +265,12 @@ uint8_t _LCR_rendererCheckMapTriangleCover(const S3L_Index *t1,
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if (
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t3 != t1 && t3 != t2 &&
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(sharedVerts == 3 || sharedVerts == 5 || sharedVerts == 6) &&
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LCR_mapVertices[3 * t3[0] + plane] ==
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LCR_mapVertices[3 * t3[1] + plane] &&
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LCR_mapVertices[3 * t3[1] + plane] ==
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LCR_mapVertices[3 * t3[2] + plane] &&
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LCR_mapVertices[3 * t3[0] + plane] ==
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LCR_mapVertices[3 * t1[0] + plane]
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LCR_renderer.mapVertices[3 * t3[0] + plane] ==
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LCR_renderer.mapVertices[3 * t3[1] + plane] &&
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LCR_renderer.mapVertices[3 * t3[1] + plane] ==
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LCR_renderer.mapVertices[3 * t3[2] + plane] &&
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LCR_renderer.mapVertices[3 * t3[0] + plane] ==
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LCR_renderer.mapVertices[3 * t1[0] + plane]
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)
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{
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// here shares exactly two vertices and is in the same plane
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@ -281,8 +278,8 @@ uint8_t _LCR_rendererCheckMapTriangleCover(const S3L_Index *t1,
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uint8_t freeVert =
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sharedVerts == 3 ? 2 : (sharedVerts == 5 ? 1 : 0);
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points2D[12] = LCR_mapVertices[3 * t3[freeVert] + coordX];
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points2D[13] = LCR_mapVertices[3 * t3[freeVert] + coordY];
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points2D[12] = LCR_renderer.mapVertices[3 * t3[freeVert] + coordX];
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points2D[13] = LCR_renderer.mapVertices[3 * t3[freeVert] + coordY];
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if (_LCR_quadCoversTriangle(points2D + 6,points2D))
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{
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@ -315,19 +312,19 @@ void _LCR_rendererPruneHiddenMapTriangles(void)
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int n = 0; // number of removed elements
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int i = 0;
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S3L_Index *t1 = LCR_mapTriangles, *t2;
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S3L_Index *t1 = LCR_renderer.mapTriangles, *t2;
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/*
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We'll be moving the covered triangles to the end of the array, then at the
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end we'll just shorten the array.
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*/
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while (i < LCR_mapModel->triangleCount - n)
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while (i < LCR_renderer.mapModel->triangleCount - n)
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{
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t2 = t1 + 3;
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int t1Covered = 0;
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for (int j = i + 1; j < LCR_mapModel->triangleCount; ++j)
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for (int j = i + 1; j < LCR_renderer.mapModel->triangleCount; ++j)
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{
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uint8_t cover = _LCR_rendererCheckMapTriangleCover(t1,t2);
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@ -335,10 +332,10 @@ void _LCR_rendererPruneHiddenMapTriangles(void)
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if (cover & 0x02)
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{
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if (j < LCR_mapModel->triangleCount - n)
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if (j < LCR_renderer.mapModel->triangleCount - n)
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{
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_LCR_rendererSwapTriangles(t2,
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LCR_mapTriangles + (LCR_mapModel->triangleCount - 1 - n) * 3);
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LCR_renderer.mapTriangles + (LCR_renderer.mapModel->triangleCount - 1 - n) * 3);
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n++;
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}
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@ -350,7 +347,7 @@ void _LCR_rendererPruneHiddenMapTriangles(void)
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if (t1Covered)
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{
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_LCR_rendererSwapTriangles(t1,
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LCR_mapTriangles + (LCR_mapModel->triangleCount - 1 - n) * 3);
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LCR_renderer.mapTriangles + (LCR_renderer.mapModel->triangleCount - 1 - n) * 3);
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n++;
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}
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else
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@ -360,18 +357,18 @@ void _LCR_rendererPruneHiddenMapTriangles(void)
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}
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}
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LCR_mapModel->triangleCount -= n;
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LCR_renderer.mapModel->triangleCount -= n;
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// remove unused vertices:
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i = 0;
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while (i < LCR_mapModel->vertexCount)
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while (i < LCR_renderer.mapModel->vertexCount)
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{
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int used = 0;
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for (int j = 0; j < LCR_mapModel->triangleCount * 3; ++j)
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if (LCR_mapTriangles[j] == i)
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for (int j = 0; j < LCR_renderer.mapModel->triangleCount * 3; ++j)
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if (LCR_renderer.mapTriangles[j] == i)
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{
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used = 1;
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break;
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@ -382,28 +379,28 @@ void _LCR_rendererPruneHiddenMapTriangles(void)
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else
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{
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for (int j = 0; j < 3; ++j)
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LCR_mapVertices[3 * i + j] =
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LCR_mapVertices[(LCR_mapModel->vertexCount - 1) * 3 + j];
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LCR_renderer.mapVertices[3 * i + j] =
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LCR_renderer.mapVertices[(LCR_renderer.mapModel->vertexCount - 1) * 3 + j];
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for (int j = 0; j < LCR_mapModel->triangleCount * 3; ++j)
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if (LCR_mapTriangles[j] == LCR_mapModel->vertexCount - 1)
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LCR_mapTriangles[j] = i;
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for (int j = 0; j < LCR_renderer.mapModel->triangleCount * 3; ++j)
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if (LCR_renderer.mapTriangles[j] == LCR_renderer.mapModel->vertexCount - 1)
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LCR_renderer.mapTriangles[j] = i;
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LCR_mapModel->vertexCount--;
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LCR_renderer.mapModel->vertexCount--;
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}
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}
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}
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/**
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Builds an internal 3D model of the currently loaded map. Returns 1 on success,
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otherwise 0 (e.g. not enough space).
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Builds the internal 3D model of the currently loaded map. Returns 1 on
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success, 0 otherwise (e.g. not enough space).
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*/
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uint8_t _LCR_rendererBuildMapModel(void)
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{
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uint8_t blockShapeBytes[LCR_MAP_BLOCK_SHAPE_MAX_BYTES];
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uint8_t blockShapeByteCount;
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S3L_model3DInit(LCR_mapVertices,0,LCR_mapTriangles,0,LCR_mapModel);
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S3L_model3DInit(LCR_renderer.mapVertices,0,LCR_renderer.mapTriangles,0,LCR_renderer.mapModel);
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for (int j = 0; j < LCR_currentMap.blockCount; ++j)
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{
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@ -440,19 +437,19 @@ uint8_t _LCR_rendererBuildMapModel(void)
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}
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}
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_LCR_rendererPruneHiddenMapTriangles();
|
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_LCR_rendererPruneHiddenMapTriangles();
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
uint8_t LCR_rendererInit(void)
|
||||
{
|
||||
LCR_mapModel = LCR_models3D;
|
||||
LCR_renderer.mapModel = LCR_renderer.models3D;
|
||||
|
||||
if (!_LCR_rendererBuildMapModel())
|
||||
return 0;
|
||||
|
||||
S3L_sceneInit(LCR_models3D,1,&LCR_scene3D);
|
||||
S3L_sceneInit(LCR_renderer.models3D,1,&LCR_renderer.scene3D);
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
@ -462,67 +459,148 @@ void LCR_rendererMoveCamera(LCR_SpaceUnit forwRightUpOffset[3],
|
|||
{
|
||||
S3L_Vec4 f, r, u;
|
||||
|
||||
S3L_rotationToDirections(LCR_scene3D.camera.transform.rotation,
|
||||
S3L_rotationToDirections(LCR_renderer.scene3D.camera.transform.rotation,
|
||||
S3L_FRACTIONS_PER_UNIT,&f,&r,&u);
|
||||
|
||||
LCR_scene3D.camera.transform.translation.x +=
|
||||
LCR_renderer.scene3D.camera.transform.translation.x +=
|
||||
((f.x * forwRightUpOffset[0] + r.x * forwRightUpOffset[1] +
|
||||
u.x * forwRightUpOffset[2]) * S3L_FRACTIONS_PER_UNIT) / LCR_SQUARE_SIDE_LEN;
|
||||
|
||||
LCR_scene3D.camera.transform.translation.y +=
|
||||
LCR_renderer.scene3D.camera.transform.translation.y +=
|
||||
((f.y * forwRightUpOffset[0] + r.y * forwRightUpOffset[1] +
|
||||
u.y * forwRightUpOffset[2]) * S3L_FRACTIONS_PER_UNIT) / LCR_SQUARE_SIDE_LEN;
|
||||
|
||||
LCR_scene3D.camera.transform.translation.z +=
|
||||
LCR_renderer.scene3D.camera.transform.translation.z +=
|
||||
((f.z * forwRightUpOffset[0] + r.z * forwRightUpOffset[1] +
|
||||
u.z * forwRightUpOffset[2]) * S3L_FRACTIONS_PER_UNIT) / LCR_SQUARE_SIDE_LEN;
|
||||
|
||||
LCR_scene3D.camera.transform.rotation.y +=
|
||||
LCR_renderer.scene3D.camera.transform.rotation.y +=
|
||||
(yawPitchOffset[0] * S3L_FRACTIONS_PER_UNIT) / LCR_SQUARE_SIDE_LEN;
|
||||
|
||||
LCR_scene3D.camera.transform.rotation.x +=
|
||||
LCR_renderer.scene3D.camera.transform.rotation.x +=
|
||||
(yawPitchOffset[1] * S3L_FRACTIONS_PER_UNIT) / LCR_SQUARE_SIDE_LEN;
|
||||
|
||||
if (LCR_scene3D.camera.transform.rotation.x > S3L_FRACTIONS_PER_UNIT / 4)
|
||||
LCR_scene3D.camera.transform.rotation.x = S3L_FRACTIONS_PER_UNIT / 4;
|
||||
if (LCR_renderer.scene3D.camera.transform.rotation.x > S3L_FRACTIONS_PER_UNIT / 4)
|
||||
LCR_renderer.scene3D.camera.transform.rotation.x = S3L_FRACTIONS_PER_UNIT / 4;
|
||||
|
||||
if (LCR_scene3D.camera.transform.rotation.x < -1 * S3L_FRACTIONS_PER_UNIT / 4)
|
||||
LCR_scene3D.camera.transform.rotation.x = -1 * S3L_FRACTIONS_PER_UNIT / 4;
|
||||
if (LCR_renderer.scene3D.camera.transform.rotation.x < -1 * S3L_FRACTIONS_PER_UNIT / 4)
|
||||
LCR_renderer.scene3D.camera.transform.rotation.x = -1 * S3L_FRACTIONS_PER_UNIT / 4;
|
||||
}
|
||||
|
||||
/**
|
||||
Draws background sky, offsets are in multiples of screen dimensions
|
||||
(e.g. S3L_FRACTIONS_PER_UNIT / 2 for offsetH means half the screen width).
|
||||
*/
|
||||
void LCR_rendererDrawSky(int sky, S3L_Unit offsetH, S3L_Unit offsetV)
|
||||
{
|
||||
int anchorPoint[2], y;
|
||||
unsigned long pixelIndex;
|
||||
unsigned int topColor, bottomColor;
|
||||
|
||||
LCR_loadImage(8);
|
||||
topColor = LCR_sampleImage(0,0);
|
||||
|
||||
LCR_loadImage(8 + 3);
|
||||
bottomColor = LCR_sampleImage(LCR_IMAGE_SIZE - 1,LCR_IMAGE_SIZE - 1);
|
||||
|
||||
anchorPoint[0] = ((LCR_EFFECTIVE_RESOLUTION_X * offsetH)
|
||||
/ S3L_FRACTIONS_PER_UNIT) %
|
||||
(2 * LCR_IMAGE_SIZE * LCR_SETTING_SKY_SIZE);
|
||||
|
||||
if (anchorPoint[0] < 0)
|
||||
anchorPoint[0] += 2 * LCR_IMAGE_SIZE * LCR_SETTING_SKY_SIZE;
|
||||
|
||||
anchorPoint[1] =
|
||||
(LCR_EFFECTIVE_RESOLUTION_Y) / 2 -
|
||||
(LCR_EFFECTIVE_RESOLUTION_Y * offsetV) / S3L_FRACTIONS_PER_UNIT
|
||||
- LCR_IMAGE_SIZE * LCR_SETTING_SKY_SIZE;
|
||||
|
||||
pixelIndex = 0;
|
||||
y = anchorPoint[1] < 0 ? anchorPoint[1] : 0;
|
||||
|
||||
while (y < anchorPoint[1] && y < LCR_EFFECTIVE_RESOLUTION_Y) // top strip
|
||||
{
|
||||
for (int x = 0; x < LCR_EFFECTIVE_RESOLUTION_X; ++x)
|
||||
{
|
||||
LCR_drawPixel(pixelIndex,topColor);
|
||||
pixelIndex++;
|
||||
}
|
||||
|
||||
y++;
|
||||
}
|
||||
|
||||
anchorPoint[1] += 2 * LCR_IMAGE_SIZE * LCR_SETTING_SKY_SIZE;
|
||||
|
||||
int linesLeft = 0;
|
||||
int skyPart = 0;
|
||||
|
||||
while (y < anchorPoint[1] && y < LCR_EFFECTIVE_RESOLUTION_Y) // image strip
|
||||
{
|
||||
if (!linesLeft)
|
||||
{
|
||||
LCR_loadImage(8 + skyPart);
|
||||
linesLeft = LCR_IMAGE_SIZE / 2;
|
||||
skyPart++;
|
||||
}
|
||||
|
||||
if (y >= 0)
|
||||
{
|
||||
for (int ix = 0; ix < 2 * LCR_IMAGE_SIZE * LCR_SETTING_SKY_SIZE;
|
||||
ix += LCR_SETTING_SKY_SIZE)
|
||||
{
|
||||
unsigned int color = LCR_getNextImagePixel();
|
||||
|
||||
int x = anchorPoint[0] + ix;
|
||||
|
||||
if (x >= 2 * LCR_IMAGE_SIZE * LCR_SETTING_SKY_SIZE)
|
||||
x -= 2 * LCR_IMAGE_SIZE * LCR_SETTING_SKY_SIZE;
|
||||
|
||||
while (x < LCR_EFFECTIVE_RESOLUTION_X)
|
||||
{
|
||||
LCR_drawPixel(pixelIndex + x,color);
|
||||
x += 2 * LCR_IMAGE_SIZE * LCR_SETTING_SKY_SIZE;
|
||||
}
|
||||
}
|
||||
|
||||
pixelIndex += LCR_EFFECTIVE_RESOLUTION_X * LCR_SETTING_SKY_SIZE;
|
||||
}
|
||||
else
|
||||
for (int ix = 0; ix < 2 * LCR_IMAGE_SIZE; ++ix)
|
||||
LCR_getNextImagePixel();
|
||||
|
||||
linesLeft--;
|
||||
y += LCR_SETTING_SKY_SIZE;
|
||||
}
|
||||
|
||||
while (y < 0) // can still be the case
|
||||
y = 0;
|
||||
|
||||
while (y < LCR_EFFECTIVE_RESOLUTION_Y) // bottom strip
|
||||
{
|
||||
for (int x = 0; x < LCR_EFFECTIVE_RESOLUTION_X; ++x)
|
||||
{
|
||||
LCR_drawPixel(pixelIndex,bottomColor);
|
||||
pixelIndex++;
|
||||
}
|
||||
|
||||
y++;
|
||||
}
|
||||
}
|
||||
|
||||
void LCR_rendererDraw(void)
|
||||
{
|
||||
_LCR_rendererPreviousTriangleID = -1;
|
||||
LCR_renderer.previousTriangleID = -1;
|
||||
S3L_newFrame();
|
||||
S3L_drawScene(LCR_scene3D);
|
||||
}
|
||||
|
||||
void LCR_drawBackground(int verticalOffset)
|
||||
{
|
||||
// REMOVE LATER
|
||||
for (int i = 0; i < LCR_EFFECTIVE_RESOLUTION_X * LCR_EFFECTIVE_RESOLUTION_Y; ++i)
|
||||
LCR_drawPixel(i,0xffff);
|
||||
|
||||
LCR_rendererDrawSky(0,
|
||||
LCR_renderer.scene3D.camera.transform.rotation.y / 8,
|
||||
-4 * LCR_renderer.scene3D.camera.transform.rotation.x);
|
||||
|
||||
for (int y = 0; y < LCR_EFFECTIVE_RESOLUTION_Y; ++y)
|
||||
for (int x = 0; x < LCR_EFFECTIVE_RESOLUTION_X; ++x)
|
||||
LCR_drawPixelXYUnsafe(x,y,0xffff);
|
||||
|
||||
}
|
||||
|
||||
void LCR_drawSkyStrip(int verticalOffset, uint8_t horizontalOffset)
|
||||
{
|
||||
#if LCR_SETTING_SKY_SIZE != 0
|
||||
#endif
|
||||
}
|
||||
|
||||
LCR_SpaceUnit LCR_rendererGetCameraYaw(void)
|
||||
{
|
||||
return (LCR_scene3D.camera.transform.rotation.y * LCR_SQUARE_SIDE_LEN) /
|
||||
S3L_FRACTIONS_PER_UNIT;
|
||||
}
|
||||
|
||||
LCR_SpaceUnit LCR_rendererGetCameraPitch(void)
|
||||
{
|
||||
return (LCR_scene3D.camera.transform.rotation.x * LCR_SQUARE_SIDE_LEN) /
|
||||
S3L_FRACTIONS_PER_UNIT;
|
||||
S3L_drawScene(LCR_renderer.scene3D);
|
||||
}
|
||||
|
||||
#endif // guard
|
||||
|
|
|
@ -48,8 +48,7 @@
|
|||
|
||||
#ifndef LCR_SETTING_SKY_SIZE
|
||||
/** Size of sky texture pixel, 0 turns off sky rendering. */
|
||||
#define LCR_SETTING_SKY_SIZE \
|
||||
(LCR_SETTING_RESOLUTION_X / 256 * LCR_SETTING_RESOLUTION_SUBDIVIDE)
|
||||
#define LCR_SETTING_SKY_SIZE 2
|
||||
#endif
|
||||
|
||||
#ifndef LCR_SETTING_MAP_MAX_SIZE
|
||||
|
|
Loading…
Reference in a new issue