Roll sky by camera

This commit is contained in:
Miloslav Ciz 2023-09-17 15:42:46 +02:00
parent e21d5b7825
commit 84163d0d3c
4 changed files with 60 additions and 36 deletions

View file

@ -12,6 +12,9 @@
#define LCR_FREE_CAMERA_STEP \ #define LCR_FREE_CAMERA_STEP \
(LCR_SETTING_FREE_CAMERA_SPEED / LCR_SETTING_FPS) (LCR_SETTING_FREE_CAMERA_SPEED / LCR_SETTING_FPS)
#define LCR_FREE_CAMERA_TURN_STEP \
(LCR_SETTING_FREE_CAMERA_TURN_SPEED / LCR_SETTING_FPS)
/** Maximum number of triangles of a block shape. */ /** Maximum number of triangles of a block shape. */
#define LCR_MAP_BLOCK_SHAPE_MAX_TRIANGLES 32 #define LCR_MAP_BLOCK_SHAPE_MAX_TRIANGLES 32

21
game.h
View file

@ -132,9 +132,18 @@ uint8_t LCR_gameStep(uint32_t time)
if (time >= LCR_nextRenderFrameTime) if (time >= LCR_nextRenderFrameTime)
{ {
LCR_drawBackground(0); int skyOffsetV = LCR_EFFECTIVE_RESOLUTION_Y / 2 +
LCR_drawSkyStrip(0,0); // TODO: do this AFTER 3D rendering ((LCR_EFFECTIVE_RESOLUTION_Y / 2) *
LCR_rendererGetCameraPitch()) /
(LCR_SQUARE_SIDE_LEN / LCR_SETTING_SKY_ROLL_MULTIPLIER_V);
int skyOffsetH = LCR_SKY_IMAGE_SIZE - 1 -
(LCR_rendererGetCameraYaw() * LCR_SKY_IMAGE_SIZE) /
(LCR_SQUARE_SIDE_LEN / LCR_SETTING_SKY_ROLL_MULTIPLIER_H);
LCR_drawBackground(skyOffsetV);
LCR_rendererDraw(); LCR_rendererDraw();
LCR_drawSkyStrip(skyOffsetV,skyOffsetH);
LCR_nextRenderFrameTime += 1000 / LCR_SETTING_FPS; LCR_nextRenderFrameTime += 1000 / LCR_SETTING_FPS;
@ -146,14 +155,14 @@ uint8_t LCR_gameStep(uint32_t time)
if (_LCR_keyStates[LCR_KEY_A]) if (_LCR_keyStates[LCR_KEY_A])
{ {
if (_LCR_keyStates[LCR_KEY_UP]) if (_LCR_keyStates[LCR_KEY_UP])
offsets[4] = 4; offsets[4] = LCR_FREE_CAMERA_TURN_STEP;
else if (_LCR_keyStates[LCR_KEY_DOWN]) else if (_LCR_keyStates[LCR_KEY_DOWN])
offsets[4] -= 4; offsets[4] -= LCR_FREE_CAMERA_TURN_STEP;
if (_LCR_keyStates[LCR_KEY_RIGHT]) if (_LCR_keyStates[LCR_KEY_RIGHT])
offsets[3] -= 4; offsets[3] -= LCR_FREE_CAMERA_TURN_STEP;
else if (_LCR_keyStates[LCR_KEY_LEFT]) else if (_LCR_keyStates[LCR_KEY_LEFT])
offsets[3] = 4; offsets[3] = LCR_FREE_CAMERA_TURN_STEP;
} }
else else
{ {

View file

@ -9,6 +9,8 @@
#define S3L_RESOLUTION_Y LCR_SETTING_RESOLUTION_Y #define S3L_RESOLUTION_Y LCR_SETTING_RESOLUTION_Y
#define S3L_PIXEL_FUNCTION LCR_pixelFunc3D #define S3L_PIXEL_FUNCTION LCR_pixelFunc3D
#define S3L_Z_BUFFER 2
#include "small3dlib.h" #include "small3dlib.h"
struct LCR_Renderer struct LCR_Renderer
@ -35,17 +37,17 @@ uint8_t LCR_buildMapModel(void)
{ {
// TODO // TODO
LCR_vertices3D[0] = -400; LCR_vertices3D[0] = -2000;
LCR_vertices3D[1] = -100; LCR_vertices3D[1] = -100;
LCR_vertices3D[2] = 1000; LCR_vertices3D[2] = 1000;
LCR_vertices3D[3] = 400; LCR_vertices3D[3] = 400;
LCR_vertices3D[4] = -100; LCR_vertices3D[4] = -100;
LCR_vertices3D[5] = 1000; LCR_vertices3D[5] = 2000;
LCR_vertices3D[6] = 0; LCR_vertices3D[6] = 0;
LCR_vertices3D[7] = 400; LCR_vertices3D[7] = 400;
LCR_vertices3D[8] = 1000; LCR_vertices3D[8] = 2000;
LCR_triangles3D[0] = 0; LCR_triangles3D[0] = 0;
LCR_triangles3D[1] = 1; LCR_triangles3D[1] = 1;
@ -90,29 +92,13 @@ void LCR_rendererMoveCamera(LCR_SpaceUnit forwRightUpOffset[3],
LCR_scene3D.camera.transform.rotation.x += LCR_scene3D.camera.transform.rotation.x +=
(yawPitchOffset[1] * S3L_FRACTIONS_PER_UNIT) / LCR_SQUARE_SIDE_LEN; (yawPitchOffset[1] * S3L_FRACTIONS_PER_UNIT) / LCR_SQUARE_SIDE_LEN;
}
/* if (LCR_scene3D.camera.transform.rotation.x > S3L_FRACTIONS_PER_UNIT / 4)
void LCR_getCameraPos(LCR_SpaceUnit pos[3]) LCR_scene3D.camera.transform.rotation.x = S3L_FRACTIONS_PER_UNIT / 4;
{
pos[0] = (LCR_scene3D.camera.transform.translation.x *
LCR_SQUARE_SIDE_LEN) / S3L_FRACTIONS_PER_UNIT;
pos[1] = (LCR_scene3D.camera.transform.translation.y *
LCR_SQUARE_SIDE_LEN) / S3L_FRACTIONS_PER_UNIT;
pos[2] = (LCR_scene3D.camera.transform.translation.z *
LCR_SQUARE_SIDE_LEN) / S3L_FRACTIONS_PER_UNIT;
}
void LCR_setCameraPos(LCR_SpaceUnit pos[3]) 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;
LCR_scene3D.camera.transform.translation.x =
(pos[0] * S3L_FRACTIONS_PER_UNIT) / LCR_SQUARE_SIDE_LEN;
LCR_scene3D.camera.transform.translation.y =
(pos[1] * S3L_FRACTIONS_PER_UNIT) / LCR_SQUARE_SIDE_LEN;
LCR_scene3D.camera.transform.translation.z =
(pos[2] * S3L_FRACTIONS_PER_UNIT) / LCR_SQUARE_SIDE_LEN;
} }
*/
void LCR_rendererDraw(void) void LCR_rendererDraw(void)
{ {
@ -168,8 +154,9 @@ void LCR_drawSkyStrip(int verticalOffset, uint8_t horizontalOffset)
{ {
for (int i = 0; i < LCR_EFFECTIVE_RESOLUTION_X; ++i) for (int i = 0; i < LCR_EFFECTIVE_RESOLUTION_X; ++i)
{ {
// TODO: check z-buffer // only diraw background on empty pixels
if (S3L_zBufferRead(i,verticalOffset) == S3L_MAX_DEPTH)
{
int offsetX = (i / LCR_SETTING_SKY_SIZE + horizontalOffset) int offsetX = (i / LCR_SETTING_SKY_SIZE + horizontalOffset)
% LCR_SKY_IMAGE_SIZE; % LCR_SKY_IMAGE_SIZE;
@ -179,6 +166,7 @@ void LCR_drawSkyStrip(int verticalOffset, uint8_t horizontalOffset)
LCR_drawPixelUnsafe(i,verticalOffset,LCR_skyImages[pixel]); LCR_drawPixelUnsafe(i,verticalOffset,LCR_skyImages[pixel]);
} }
}
verticalOffset++; verticalOffset++;
@ -189,4 +177,16 @@ void LCR_drawSkyStrip(int verticalOffset, uint8_t horizontalOffset)
#endif #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;
}
#endif // guard #endif // guard

View file

@ -23,6 +23,18 @@
#define LCR_SETTING_FREE_CAMERA_SPEED 50 #define LCR_SETTING_FREE_CAMERA_SPEED 50
#endif #endif
#ifndef LCR_SETTING_FREE_CAMERA_TURN_SPEED
#define LCR_SETTING_FREE_CAMERA_TURN_SPEED 1024
#endif
#ifndef LCR_SETTING_SKY_ROLL_MULTIPLIER_V
#define LCR_SETTING_SKY_ROLL_MULTIPLIER_V 8
#endif
#ifndef LCR_SETTING_SKY_ROLL_MULTIPLIER_H
#define LCR_SETTING_SKY_ROLL_MULTIPLIER_H 4
#endif
#ifndef LCR_SETTING_MAX_VERTICES #ifndef LCR_SETTING_MAX_VERTICES
/** Maximum number of vertices for 3D rendering. Lower number will decrease /** Maximum number of vertices for 3D rendering. Lower number will decrease
RAM usage but will prevent larger maps from being loaded. */ RAM usage but will prevent larger maps from being loaded. */