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- /*
- Example program for small3dlib -- a GTA-like game demo.
- author: Miloslav Ciz
- license: CC0 1.0
- */
- #include "Pokitto.h"
- #include <stdio.h>
- Pokitto::Core pokitto;
- #define S3L_FLAT 0
- #define S3L_STRICT_NEAR_CULLING 0
- #define S3L_PERSPECTIVE_CORRECTION 2
- #define S3L_SORT 0
- #define S3L_STENCIL_BUFFER 0
- #define S3L_Z_BUFFER 2
- #define S3L_PIXEL_FUNCTION drawPixel
- #define S3L_RESOLUTION_X 110
- #define S3L_RESOLUTION_Y 88
- #include "small3dlib.h"
- #include "cityModel.h"
- #include "cityTexture.h"
- #include "carModel.h"
- #define MAX_VELOCITY 700
- #define ACCELERATION 600
- #define TURN_SPEED 200
- #define FRICTION 600
- S3L_Model3D models[2];
- const uint8_t collisionMap[8 * 10] =
- {
- 1,1,1,1,1,1,1,1,
- 1,1,1,1,0,0,0,1,
- 1,1,1,1,0,1,0,1,
- 2,2,1,0,0,0,0,3,
- 1,2,1,0,1,1,3,1,
- 2,0,0,0,1,1,3,3,
- 1,0,1,0,0,1,1,1,
- 1,0,0,0,1,1,1,1,
- 1,1,1,1,1,1,1,1,
- 1,1,1,1,1,1,1,1
- };
- S3L_Scene scene;
- inline uint8_t sampleTexture(int32_t u, int32_t v)
- {
- uint32_t index = v * CITY_TEXTURE_WIDTH + u;
- return cityTexture[index];
- }
- uint32_t previousTriangle = -1;
- S3L_Vec4 uv0, uv1, uv2;
- void drawPixel(S3L_PixelInfo *p)
- {
- if (p->triangleID != previousTriangle)
- {
- const S3L_Index *uvIndices;
- const S3L_Unit *uvs;
- if (p->modelIndex == 0)
- {
- uvIndices = cityUVIndices;
- uvs = cityUVs;
- }
- else
- {
- uvIndices = carUVIndices;
- uvs = carUVs;
- }
- S3L_getIndexedTriangleValues(p->triangleIndex,uvIndices,uvs,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);
- uint8_t *buf = pokitto.display.screenbuffer;
- buf += p->y * 110;
- buf += p->x;
- *buf = sampleTexture(uv[0] >> 2,uv[1] >> 2);
- }
- static inline void draw()
- {
- S3L_newFrame();
- S3L_drawScene(scene);
- }
- static inline uint8_t collision(S3L_Vec4 worldPosition)
- {
- worldPosition.x /= S3L_FRACTIONS_PER_UNIT;
- worldPosition.z /= -S3L_FRACTIONS_PER_UNIT;
- uint16_t index = worldPosition.z * 8 + worldPosition.x;
- return collisionMap[index];
- }
- static inline void handleCollision(S3L_Vec4 *pos, S3L_Vec4 previousPos)
- {
- S3L_Vec4 newPos = *pos;
- newPos.x = previousPos.x;
-
- if (collision(newPos))
- {
- newPos = *pos;
- newPos.z = previousPos.z;
- if (collision(newPos))
- newPos = previousPos;
- }
- *pos = newPos;
- }
- int main()
- {
- pokitto.begin();
- // pokitto.display.persistence = 1;
- pokitto.setFrameRate(60);
- pokitto.display.load565Palette(cityPalette);
- pokitto.display.bgcolor = 78;
- cityModelInit();
- carModelInit();
- models[0] = cityModel;
- models[1] = carModel;
- S3L_initScene(models,2,&scene);
- S3L_setTransform3D(1909,16,-3317,0,-510,0,512,512,512,&(models[1].transform));
- S3L_Vec4 carDirection;
- S3L_initVec4(&carDirection);
-
- scene.camera.transform.translation.y = S3L_FRACTIONS_PER_UNIT / 2;
- scene.camera.transform.rotation.x = -S3L_FRACTIONS_PER_UNIT / 16;
- int16_t velocity = 0;
- int16_t previousTime = 0;
- while (pokitto.isRunning())
- {
- if (pokitto.update())
- {
- models[1].transform.rotation.y += models[1].transform.rotation.z; // overturn the car for the rendering
- draw();
- models[1].transform.rotation.y -= models[1].transform.rotation.z; // turn the car back for the physics
- int16_t timeNow = pokitto.getTime();
- int16_t frameDiffMs = timeNow - previousTime;
- previousTime = timeNow;
- int16_t step = (velocity * frameDiffMs) / 1024;
- int16_t stepFriction = (FRICTION * frameDiffMs) / 1024;
- int16_t stepRotation = TURN_SPEED * frameDiffMs * S3L_max(0,velocity - 200) / (MAX_VELOCITY * 1024);
- int16_t stepVelocity = S3L_nonZero((ACCELERATION * frameDiffMs) / 1024);
- if (stepRotation == 0 && S3L_abs(velocity) >= 200)
- stepRotation = 10;
- if (velocity < 0)
- stepRotation *= -1;
- if (pokitto.leftBtn())
- {
- models[1].transform.rotation.y += stepRotation;
- models[1].transform.rotation.z =
- S3L_min(S3L_abs(velocity) / 64, models[1].transform.rotation.z + 1);
- }
- else if (pokitto.rightBtn())
- {
- models[1].transform.rotation.y -= stepRotation;
- models[1].transform.rotation.z =
- S3L_max(-S3L_abs(velocity) / 64, models[1].transform.rotation.z - 1);
- }
- else
- models[1].transform.rotation.z = (models[1].transform.rotation.z * 3) / 4;
- S3L_rotationToDirections(models[1].transform.rotation,S3L_FRACTIONS_PER_UNIT,&carDirection,0,0);
- S3L_Vec4 previousCarPos = models[1].transform.translation;
- S3L_Vec4 previousCamPos = scene.camera.transform.translation;
- int16_t friction = 0;
- if (pokitto.upBtn())
- velocity = S3L_min(MAX_VELOCITY,velocity + (velocity < 0 ? (2 * stepVelocity) : stepVelocity));
- else if (pokitto.downBtn())
- velocity = S3L_max(-MAX_VELOCITY,velocity - (velocity > 0 ? (2 * stepVelocity) : stepVelocity));
- else
- friction = 1;
- models[1].transform.translation.x += (carDirection.x * step) / S3L_FRACTIONS_PER_UNIT;
- models[1].transform.translation.z += (carDirection.z * step) / S3L_FRACTIONS_PER_UNIT;
- uint8_t coll = collision(models[1].transform.translation);
- if (coll != 0)
- {
- if (coll == 1)
- {
- handleCollision(&(models[1].transform.translation),previousCarPos);
- friction = 2;
- }
- else if (coll == 2)
- {
- // teleport the car
- models[1].transform.translation.x += 5 * S3L_FRACTIONS_PER_UNIT;
- models[1].transform.translation.z += 2 * S3L_FRACTIONS_PER_UNIT;
- }
- else
- {
- // teleport the car
- models[1].transform.translation.x -= 5 * S3L_FRACTIONS_PER_UNIT;
- models[1].transform.translation.z -= 2 * S3L_FRACTIONS_PER_UNIT;
- }
- }
- if (velocity > 0)
- velocity = S3L_max(0,velocity - stepFriction * friction);
- else
- velocity = S3L_min(0,velocity + stepFriction * friction);
- S3L_Unit cameraDistance =
- S3L_interpolate(S3L_FRACTIONS_PER_UNIT / 2,(3 * S3L_FRACTIONS_PER_UNIT) / 4,S3L_abs(velocity),MAX_VELOCITY);
- scene.camera.transform.translation.x =
- scene.models[1].transform.translation.x - (carDirection.x * cameraDistance) / S3L_FRACTIONS_PER_UNIT;
- scene.camera.transform.translation.z =
- scene.models[1].transform.translation.z - (carDirection.z * cameraDistance) / S3L_FRACTIONS_PER_UNIT;
- scene.camera.transform.rotation.y = models[1].transform.rotation.y;
- }
- }
- return 0;
- }
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