Setting up maze

This commit is contained in:
Carlos Sanchez 2024-08-15 02:28:37 -04:00
parent 7c3c42a31d
commit 3255556ead
3 changed files with 217 additions and 9 deletions

@ -1 +1 @@
Subproject commit c7104a09b0698ca7c81b1c7dd55f5b5095a66a4e
Subproject commit 1a1a277e7bd1bf824faaafe01d88d8ab46cce85e

194
maze.c Normal file
View File

@ -0,0 +1,194 @@
#include "haloo3d/haloo3d.h"
#include "haloo3d/haloo3dex_easy.h"
#include "haloo3d/haloo3dex_gen.h"
// #include "haloo3d/haloo3dex_img.h"
#include "haloo3d/haloo3dex_obj.h"
#include "haloo3d/haloo3dex_print.h"
#include "unigi/unigi.headers/src/main.h"
#include "unigi/unigi.platform.sdl1/src/main.c"
#include <stdlib.h>
// Performance options
#define DOLIGHTING
// #define FASTTRIS
#define DITHERSTART 100
#define DITHEREND 101
#define TARGETFPS 60
#define SECPERFRAME 1.0 / TARGETFPS
// IDK you probably have to change this based on your display.
// Maybe there's a way to fix this?
#define UNIGIBITDEPTH 32
#define WIDTH 640
#define HEIGHT 480
#define ASPECT ((float)WIDTH / HEIGHT)
#define FOV 90.0
#define NEARCLIP 0.01
#define FARCLIP 100.0
#define LIGHTANG -MPI / 4.0
#define MINLIGHT 0.25
#define AVGWEIGHT 0.85
// Game options
#define MAZESIZE 31
#ifdef FASTTRIS
#define DBUFCLEARFUNC(fb) haloo3d_fb_cleardepth(fb, FARCLIP);
#define TRIFUNC haloo3d_texturedtriangle_fast
#else
#define DBUFCLEARFUNC(fb) haloo3d_fb_cleardepth(fb, 0);
#define TRIFUNC haloo3d_texturedtriangle
#endif
int main(int argc, char **argv) {
if (argc != 4) {
dieerr("You must pass in the following:\n- obj file .obj\n- texture file "
".ppm\n- camera file (xofs yofs zofs yawdeg pitchdeg)\n");
}
haloo3d_easystore storage;
haloo3d_easystore_init(&storage);
haloo3d_easyrender render;
haloo3d_easyrender_init(&render, WIDTH, HEIGHT);
haloo3d_perspective(render.perspective, FOV, ASPECT, NEARCLIP, FARCLIP);
// Setup render config with defaults. We won't necessarily use all features
// present in this
haloo3d_trirender rendersettings;
haloo3d_trirender_init(&rendersettings);
haloo3d_easytimer frametimer;
haloo3d_easytimer_init(&frametimer);
// Load the junk + generate stuff
haloo3d_obj *flooro = haloo3d_easystore_addobj(&storage, "floor");
haloo3d_obj *ceilo = haloo3d_easystore_addobj(&storage, "ceiling");
haloo3d_fb *floort = haloo3d_easystore_addtex(&storage, "floor");
haloo3d_fb *ceilt = haloo3d_easystore_addtex(&storage, "ceiling");
haloo3d_gen_plane(flooro, MAZESIZE);
haloo3d_gen_plane(ceilo, MAZESIZE);
uint16_t cols[4] = {0xFD93, 0xFB83, 0xFEEE, 0xFDDD};
haloo3d_gen_checkerboard(floort, cols, 2, 32);
haloo3d_gen_checkerboard(ceilt, cols + 2, 2, 32);
// Lighting. Note that for performance, the lighting is always calculated
// against the base model, and is thus not realistic if the object rotates in
// the world. This can be fixed easily, since each object gets its own
// lighting vector, which can easily be rotated in the opposite direction of
// the model
struct vec3 light;
vec3(light.v, 0, -MCOS(LIGHTANG), MSIN(LIGHTANG));
int totalfaces = 0;
int totalverts = 0;
haloo3d_obj_instance *floori =
haloo3d_easyrender_addinstance(&render, flooro, floort);
haloo3d_obj_instance *ceili =
haloo3d_easyrender_addinstance(&render, ceilo, ceilt);
// totalfaces += objects[i].model->numfaces;
// totalverts += objects[i].model->numvertices;
// #ifdef DOLIGHTING
// objects[0].lighting = &light;
// objects[2].lighting = &light;
// #endif
unigi_type_event event;
unigi_type_resolution res;
res.width = WIDTH;
res.height = HEIGHT;
res.depth = UNIGIBITDEPTH;
// Storage stuff
haloo3d_facef face, baseface;
int totaldrawn = 0;
eprintf("Scene has %d tris, %d verts\n", totalfaces, totalverts);
// Init unigi system
sprintf(render.printbuf, "scene.exe - %s %s %s", argv[1], argv[2], argv[3]);
unigi_graphics_init();
unigi_window_create(res, render.printbuf);
// -----------------------------------
// Actual rendering
// -----------------------------------
while (1) {
haloo3d_easytimer_start(&frametimer);
haloo3d_easyrender_beginframe(&render);
unigi_event_get(&event);
if (event.type == unigi_enum_event_input_keyboard) {
exit(0);
}
totaldrawn = 0;
// camera.pos.x = cams[cami].xofs;
// camera.pos.y = cams[cami].yofs;
// camera.pos.z = cams[cami].zofs;
// camera.yaw = cams[cami].yaw;
// camera.pitch = cams[cami].pitch + MPI_2;
haloo3d_obj_instance *object = NULL;
// Iterate over objects
while ((object = haloo3d_easyrender_nextinstance(&render, object))) {
// Setup final model matrix and the precalced vertices
haloo3d_easyrender_beginmodel(&render, object);
rendersettings.texture = object->texture;
// Iterate over object faces
for (int fi = 0; fi < object->model->numfaces; fi++) {
// Copy face values out of precalc array and clip them
haloo3d_make_facef(object->model->faces[fi], render.precalcs,
object->model->vtexture, face);
int tris = haloo3d_facef_clip(face, render.outfaces);
if (tris > 0) {
haloo3d_easy_calcdither4x4(&rendersettings, face, DITHERSTART,
DITHEREND);
rendersettings.intensity = 1.0;
if (object->lighting) {
haloo3d_obj_facef(object->model, object->model->faces[fi],
baseface);
rendersettings.intensity =
haloo3d_calc_light(object->lighting->v, MINLIGHT, baseface);
}
}
for (int ti = 0; ti < tris; ti++) {
int backface = !haloo3d_facef_finalize(render.outfaces[ti]);
if (object->cullbackface && backface) {
continue;
}
totaldrawn++;
// We still have to convert the points into the view
haloo3d_facef_viewport_into(render.outfaces[ti], WIDTH, HEIGHT);
TRIFUNC(&render.window, &rendersettings, render.outfaces[ti]);
}
}
}
haloo3d_print(&render.tprint,
"Last frame: %05.2f (%05.2f)\nTris: %d / %d\nVerts: %d\n",
frametimer.last * 1000, frametimer.sum * 1000, totaldrawn,
totalfaces, totalverts);
unigi_graphics_blit(0, (unigi_type_color *)&render.window,
res.width * res.height);
unigi_graphics_flush();
haloo3d_easytimer_end(&frametimer);
float waittime = SECPERFRAME - frametimer.last;
if (waittime > 0) {
unigi_time_sleep(waittime * unigi_time_clocks_per_s);
}
}
haloo3d_easystore_deleteallobj(&storage, haloo3d_obj_free);
haloo3d_easystore_deletealltex(&storage, haloo3d_fb_free);
}

30
scene.c
View File

@ -1,4 +1,5 @@
#include "haloo3d/haloo3d.h"
#include "haloo3d/haloo3dex_easy.h"
#include "haloo3d/haloo3dex_gen.h"
#include "haloo3d/haloo3dex_img.h"
#include "haloo3d/haloo3dex_obj.h"
@ -22,6 +23,9 @@
#define UNIGIBITDEPTH 32
#define TARGETFPS 60
#define DITHERSTART 100
#define DITHEREND 101
#define WIDTH 640
#define HEIGHT 480
#define ASPECT ((float)WIDTH / HEIGHT)
@ -153,6 +157,11 @@ int main(int argc, char **argv) {
float msperframe = 1000.0 / TARGETFPS;
int totaldrawn = 0;
// Setup render config with defaults. We won't necessarily use all features
// present in this
haloo3d_trirender rendersettings;
haloo3d_trirender_init(&rendersettings);
eprintf("Scene has %d tris, %d verts\n", totalfaces, totalverts);
// Init unigi system
@ -199,28 +208,33 @@ int main(int argc, char **argv) {
haloo3d_mat4_scale(matrixmodel, objects[i].scale);
mat4_multiply(matrix3d, matrixscreen, matrixmodel);
haloo3d_precalc_verts(objects[i].model, matrix3d, vert_precalc);
rendersettings.texture = objects[i].texture;
// Iterate over object faces
for (int fi = 0; fi < objects[i].model->numfaces; fi++) {
// Copy face values out of precalc array and clip them
haloo3d_make_facef(objects[i].model->faces[fi], vert_precalc,
objects[i].model->vtexture, face);
int tris = haloo3d_facef_clip(face, outfaces);
if (tris > 0) {
haloo3d_easy_calcdither4x4(&rendersettings, face, DITHERSTART,
DITHEREND);
rendersettings.intensity = 1.0;
if (objects[i].lighting) {
haloo3d_obj_facef(objects[i].model, objects[i].model->faces[fi],
baseface);
rendersettings.intensity =
haloo3d_calc_light(objects[i].lighting->v, MINLIGHT, baseface);
}
}
for (int ti = 0; ti < tris; ti++) {
int backface = !haloo3d_facef_finalize(outfaces[ti]);
if (objects[i].cullbackface && backface) {
continue;
}
totaldrawn++;
mfloat_t intensity = 1.0;
if (objects[i].lighting) {
haloo3d_obj_facef(objects[i].model, objects[i].model->faces[fi],
baseface);
intensity =
haloo3d_calc_light(objects[i].lighting->v, MINLIGHT, baseface);
}
// We still have to convert the points into the view
haloo3d_facef_viewport_into(outfaces[ti], WIDTH, HEIGHT);
TRIFUNC(&fb, objects[i].texture, intensity, outfaces[ti]);
TRIFUNC(&fb, &rendersettings, outfaces[ti]);
}
}
}