3dtoys/scene.c

280 lines
9.4 KiB
C

#include "haloo3d/haloo3d.h"
#include "haloo3d/haloo3dex_gen.h"
#include "haloo3d/haloo3dex_img.h"
#include "haloo3d/haloo3dex_obj.h"
#include "haloo3d/haloo3dex_print.h"
#include "resources/flower.h"
#include <stdlib.h>
#include <time.h>
#define DOLIGHTING
#define FASTTRIS
#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 SKYSCALE 30
#define AVGWEIGHT 0.85
// this is the number of DYNAMIC objects..
#define NUMOBJECTS 4
#define NUMFLOWERS 300
#define PLANESIZE 61
#define FLOWERIND (NUMOBJECTS - 1)
#define NUMINSTANCES (NUMOBJECTS - 1 + NUMFLOWERS)
#define MAXCAM 1200
#ifdef FASTTRIS
#define WBUFCLEAR FARCLIP
#define TRIFUNC haloo3d_texturedtriangle_fast
#else
#define WBUFCLEAR 0
#define TRIFUNC haloo3d_texturedtriangle
#endif
#define CALCTIME(thistime, start, end, sum) \
float thistime = 1000.0 * (float)(end - start) / CLOCKS_PER_SEC; \
if (sum == 0) \
sum = thistime; \
sum = AVGWEIGHT * sum + (1 - AVGWEIGHT) * thistime;
typedef struct {
mfloat_t xofs;
mfloat_t yofs;
mfloat_t zofs;
mfloat_t yaw;
mfloat_t pitch;
} camset;
uint16_t redflower[64] = H3D_FLOWER(0xFE55, 0xF6C4, 0xFFE0, 0xFD44, 0xF492);
int readcam(camset *set, int max, char *filename) {
FILE *f = fopen(filename, "r");
if (f == NULL) {
dieerr("Can't open %s for reading cam\n", filename);
}
int num = 0;
while (5 == fscanf(f, "%f %f %f %f %f", &set[num].xofs, &set[num].yofs,
&set[num].zofs, &set[num].yaw, &set[num].pitch)) {
// char linebuf[1024];
// fgets(linebuf, sizeof(linebuf), f)) {
num++;
if (num >= max) {
eprintf("Camera file too big! Ignoring rest\n");
break;
}
}
fclose(f);
printf("Read %d camlines from %s\n", num, filename);
return num;
}
int main(int argc, char **argv) {
if (argc != 4) {
eprintf("WARN: THIS PROGRAM GENERATES A LOT OF FILES!\n");
dieerr("You must pass in the following:\n- obj file .obj\n- texture file "
".ppm\n- camera file (xofs yofs zofs yawdeg pitchdeg)\n");
//- obj xofs\n- obj yofs\n- obj zofs\n- obj rotation deg\n");
}
// Load the junk + generate stuff
haloo3d_obj models[NUMOBJECTS];
haloo3d_fb textures[NUMOBJECTS];
haloo3d_obj_loadfile(models, argv[1]);
haloo3d_img_loadppmfile(textures, argv[2]);
haloo3d_gen_1pxgradient(textures + 1, 0xF44F, 0xF001, 32);
haloo3d_gen_skybox(models + 1);
uint16_t checkcols[2] = {0xF0A0, 0xF270};
haloo3d_gen_checkerboard(textures + 2, checkcols, 2, 32);
haloo3d_gen_sloped(models + 2, PLANESIZE, 1.0, 1.25);
haloo3d_fb_init_tex(textures + 3, 8, 8);
memcpy(textures[3].buffer, redflower, sizeof(uint16_t) * 64);
// memset(textures[3].buffer, 0xFF, sizeof(uint16_t) * 64);
haloo3d_gen_crossquad(models + 3, textures + 3);
camset cams[MAXCAM];
int numcams = readcam(cams, MAXCAM, argv[3]);
// Create the camera matrix, which DOES change. In this one,
// we move the camera instead of the model
haloo3d_camera camera;
haloo3d_camera_init(&camera);
// Create the perspective matrix, which doesn't change
mfloat_t perspective[MAT4_SIZE];
haloo3d_perspective(perspective, FOV, ASPECT, NEARCLIP, FARCLIP);
// 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 objects[NUMINSTANCES];
for (int i = 0; i < NUMINSTANCES; i++) {
if (i < FLOWERIND) {
haloo3d_objin_init(objects + i, models + i, textures + i);
} else { // Setup the flowers
haloo3d_objin_init(objects + i, models + FLOWERIND, textures + FLOWERIND);
objects[i].cullbackface = 0;
objects[i].scale = 0.5;
int rvi = rand() % models[2].numvertices;
vec3_assign(objects[i].pos.v, models[2].vertices[rvi].v);
objects[i].pos.y += 0.5;
}
totalfaces += objects[i].model->numfaces;
totalverts += objects[i].model->numvertices;
}
#ifdef DOLIGHTING
objects[0].lighting = &light;
objects[2].lighting = &light;
#endif
// objects[0].pos.z = 0;
// objects[0].pos.y = -10;
// vec3(objects[2].pos.v, 0.5, 0.8, 0.5);
objects[0].pos.y = 1;
objects[1].scale = SKYSCALE;
// Now we create a framebuffer to draw the triangle into
haloo3d_fb fb;
haloo3d_fb_init(&fb, WIDTH, HEIGHT);
// Printing to screen needs tracking
haloo3d_print_tracker t;
char printbuf[8192];
haloo3d_print_initdefault(&t, printbuf, sizeof(printbuf));
t.fb = &fb;
t.logprints = 1;
// Storage stuff
mfloat_t matrix3d[MAT4_SIZE], matrixcam[MAT4_SIZE], matrixscreen[MAT4_SIZE],
matrixmodel[MAT4_SIZE];
haloo3d_facef outfaces[H3D_FACEF_MAXCLIP];
struct vec3 tmp1;
haloo3d_facef face, baseface;
struct vec4 *vert_precalc;
mallocordie(vert_precalc, sizeof(struct vec4) * H3D_OBJ_MAXVERTICES);
char fname[1024];
// float sumverts = 0, sumdraw = 0, sumframe = 0, suminit = 0, sumclip = 0;
// clock_t begin, end, vertend, drawend, initend, clipend, tempstart, tempend;
clock_t begin, end;
float sumframe = 0;
// float sumframe = 0;
// clock_t begin, end;
int totaldrawn = 0;
eprintf("Scene has %d tris, %d verts\n", totalfaces, totalverts);
// -----------------------------------
// Actual rendering
// -----------------------------------
for (int cami = 0; cami < numcams; cami++) {
begin = clock();
// vertend = begin;
// drawend = begin;
// clipend = begin;
totaldrawn = 0;
haloo3d_print_refresh(&t);
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;
// REMEMBER TO CLEAR DEPTH BUFFER
haloo3d_fb_cleardepth(&fb, WBUFCLEAR);
// memset(fb.buffer, 0xFF, sizeof(uint16_t) * fb.width * fb.height);
// Screen matrix calc. We multiply the modelview matrix with this later
haloo3d_camera_calclook(&camera, matrixcam);
mat4_inverse(matrixcam, matrixcam);
mat4_multiply(matrixscreen, perspective, matrixcam);
// initend = clock();
// Iterate over objects
for (int i = 0; i < NUMINSTANCES; i++) {
// tempstart = clock();
// Setup final model matrix and the precalced vertices
vec3_add(tmp1.v, objects[i].pos.v, objects[i].lookvec.v);
haloo3d_my_lookat(matrixmodel, objects[i].pos.v, tmp1.v, camera.up.v);
haloo3d_mat4_scale(matrixmodel, objects[i].scale);
mat4_multiply(matrix3d, matrixscreen, matrixmodel);
haloo3d_precalc_verts(objects[i].model, matrix3d, vert_precalc);
// tempend = clock();
// vertend += (tempend - tempstart);
// 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);
// tempstart = clock();
int tris = haloo3d_facef_clip(face, outfaces);
// tempend = clock();
// clipend += (tempend - tempstart);
// tempstart = tempend;
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]);
}
// tempend = clock();
// drawend += (tempend - tempstart);
}
}
end = clock();
// CALCTIME(thisinittime, begin, initend, suminit);
// CALCTIME(thisverttime, begin, vertend, sumverts);
// CALCTIME(thiscliptime, begin, clipend, sumclip);
// CALCTIME(thisdrawtime, begin, drawend, sumdraw);
CALCTIME(thisframetime, begin, end, sumframe);
// haloo3d_print(&t,
// "Init work: %.2f (%.2f)\nVert calc: %.2f (%.2f)\n Clip:
// "
// "%.2f (%.2f)\n Draw: %.2f"
// " (%.2f)\n Frame: %.2f (%.2f)\nTris: %d / %d\nVerts:
// %d\n", thisinittime, suminit, thisverttime, sumverts,
// thiscliptime, sumclip, thisdrawtime, sumdraw,
// thisframetime, sumframe, totaldrawn, totalfaces,
// totalverts);
haloo3d_print(&t, "Frame: %.2f (%.2f)\nTris: %d / %d\nVerts: %d\n",
thisframetime, sumframe, totaldrawn, totalfaces, totalverts);
sprintf(fname, "scene_%04d.ppm", cami);
haloo3d_img_writeppmfile(&fb, fname);
}
for (int i = 0; i < NUMOBJECTS; i++) {
haloo3d_obj_free(models + i);
haloo3d_fb_free(textures + i);
}
}