154 lines
4.8 KiB
C
154 lines
4.8 KiB
C
#include "haloo3d/haloo3d.h"
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#include "haloo3d/haloo3dex_easy.h"
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#include "haloo3d/haloo3dex_gen.h"
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// #include "haloo3d/haloo3dex_img.h"
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#include "haloo3d/haloo3dex_obj.h"
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#include "haloo3d/haloo3dex_print.h"
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#include "unigi/unigi.headers/src/main.h"
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#include "unigi/unigi.platform.sdl1/src/main.c"
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#include <stdlib.h>
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// Performance options
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#define DOLIGHTING
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// #define FASTTRIS
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#define DITHERSTART -1
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#define DITHEREND 8
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#define TARGETFPS 60
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#define SECPERFRAME (1.0 / TARGETFPS)
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#define WIDTH 640
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#define HEIGHT 480
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#define ASPECT ((float)WIDTH / HEIGHT)
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#define FOV 90.0
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#define NEARCLIP 0.01
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#define FARCLIP 100.0
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#define LIGHTANG -MPI / 4.0
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#define MINLIGHT 0.25
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#define AVGWEIGHT 0.85
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// Game options
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#define MAZESIZE 31
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int main() { // int argc, char **argv) {
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haloo3d_easystore storage;
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haloo3d_easystore_init(&storage);
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haloo3d_easyrender render;
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haloo3d_easyrender_init(&render, WIDTH, HEIGHT);
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haloo3d_perspective(render.perspective, FOV, ASPECT, NEARCLIP, FARCLIP);
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render.camera.pos.y = 0.5;
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#ifdef FASTTRIS
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render.trifunc = H3D_EASYRENDER_FASTFUNC;
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#endif
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eprintf("Initialized renderer\n");
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haloo3d_easytimer frametimer, sdltimer;
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haloo3d_easytimer_init(&frametimer, AVGWEIGHT);
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haloo3d_easytimer_init(&sdltimer, AVGWEIGHT);
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// Load the junk + generate stuff
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haloo3d_obj *flooro = haloo3d_easystore_addobj(&storage, "floor");
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haloo3d_obj *ceilo = haloo3d_easystore_addobj(&storage, "ceiling");
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haloo3d_fb *floort = haloo3d_easystore_addtex(&storage, "floor");
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haloo3d_fb *ceilt = haloo3d_easystore_addtex(&storage, "ceiling");
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haloo3d_gen_plane(flooro, MAZESIZE);
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haloo3d_gen_plane(ceilo, MAZESIZE);
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uint16_t cols[4] = {0xFD93, 0xFB83, 0xFEEE, 0xFDDD};
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haloo3d_gen_checkerboard(floort, cols, 2, 32);
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haloo3d_gen_checkerboard(ceilt, cols + 2, 2, 32);
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eprintf("Initialized models and textures\n");
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// Lighting. Note that for performance, the lighting is always calculated
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// against the base model, and is thus not realistic if the object rotates in
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// the world. This can be fixed easily, since each object gets its own
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// lighting vector, which can easily be rotated in the opposite direction of
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// the model
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struct vec3 light;
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vec3(light.v, 0, -MCOS(LIGHTANG), MSIN(LIGHTANG));
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haloo3d_obj_instance *floori =
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haloo3d_easyrender_addinstance(&render, flooro, floort);
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haloo3d_obj_instance *ceili =
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haloo3d_easyrender_addinstance(&render, ceilo, ceilt);
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floori->cullbackface = 0;
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ceili->cullbackface = 0;
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ceili->pos.y = 1;
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eprintf("Setup all object instances\n");
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unigi_type_event event;
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unigi_type_resolution res;
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res.width = WIDTH;
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res.height = HEIGHT;
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res.depth = 0;
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int totaldrawn = 0;
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eprintf("Scene has %d tris, %d verts\n", render.totalfaces,
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render.totalverts);
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// Init unigi system
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// sprintf(render.printbuf, "maze.exe - %s %s %s", argv[1], argv[2], argv[3]);
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unigi_graphics_init();
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unigi_window_create(res, "maze.exe"); // render.printbuf);
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// -----------------------------------
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// Actual rendering
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// -----------------------------------
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while (1) {
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haloo3d_easytimer_start(&frametimer);
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render.camera.yaw += 0.005;
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haloo3d_easyrender_beginframe(&render);
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memset(render.window.buffer, 0,
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sizeof(uint16_t) * render.window.width * render.window.height);
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unigi_event_get(&event);
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if (event.type == unigi_enum_event_input_keyboard) {
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exit(0);
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}
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totaldrawn = 0;
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haloo3d_obj_instance *object = NULL;
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// Iterate over objects
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while ((object = haloo3d_easyrender_nextinstance(&render, object)) !=
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NULL) {
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// Setup final model matrix and the precalced vertices
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haloo3d_easyrender_beginmodel(&render, object);
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// Iterate over object faces
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for (int fi = 0; fi < object->model->numfaces; fi++) {
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totaldrawn += haloo3d_easyrender_renderface(
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&render, object, fi, DITHERSTART, DITHEREND, MINLIGHT);
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}
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}
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haloo3d_print(&render.tprint,
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"Last frame: %05.2f (%05.2f)\nLast SDLFl: %05.2f "
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"(%05.2f)\nTris: %d / %d\nVerts: %d\n",
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frametimer.last * 1000, frametimer.sum * 1000,
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sdltimer.last * 1000, sdltimer.sum * 1000, totaldrawn,
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render.totalfaces, render.totalverts);
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unigi_graphics_blit(0, (unigi_type_color *)render.window.buffer,
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res.width * res.height);
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haloo3d_easytimer_start(&sdltimer);
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unigi_graphics_flush();
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haloo3d_easytimer_end(&sdltimer);
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haloo3d_easytimer_end(&frametimer);
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float waittime = SECPERFRAME - frametimer.last;
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if (waittime > 0) {
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unigi_time_sleep(waittime * unigi_time_clocks_per_s);
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}
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}
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haloo3d_easystore_deleteallobj(&storage, haloo3d_obj_free);
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haloo3d_easystore_deletealltex(&storage, haloo3d_fb_free);
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}
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