gpmark

diff src/engine3d.cpp @ 0:5019d031b485

initial commit
author John Tsiombikas <nuclear@member.fsf.org>
date Wed, 05 Jun 2013 22:33:37 +0300
parents
children
line diff
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/src/engine3d.cpp	Wed Jun 05 22:33:37 2013 +0300
     1.3 @@ -0,0 +1,274 @@
     1.4 +#include <math.h>
     1.5 +#include <stdio.h>
     1.6 +
     1.7 +#include "engine3d.h"
     1.8 +#include "generate3d.h"
     1.9 +#include "render3d.h"
    1.10 +#include "main.h"
    1.11 +
    1.12 +point3d fpts[MAXDATA];
    1.13 +point3d norms[MAXDATA];
    1.14 +point3d pt_norms[MAXDATA];
    1.15 +point2d spts[MAXDATA];
    1.16 +point3d spls[MAXDATA];
    1.17 +
    1.18 +unsigned short swp[MAXDATA];
    1.19 +
    1.20 +int lightcalc = LIGHTVIEW;
    1.21 +
    1.22 +#define fp_mul 256
    1.23 +#define fp_shr 8
    1.24 +#define proj_shr 8
    1.25 +
    1.26 +
    1.27 +vector3d CrossProduct(vector3d v1, vector3d v2)
    1.28 +{
    1.29 +	vector3d v;
    1.30 +	v.x=v1.y*v2.z-v1.z*v2.y;
    1.31 +	v.y=v1.z*v2.x-v1.x*v2.z;
    1.32 +	v.z=v1.x*v2.y-v1.y*v2.x;
    1.33 +	return v;
    1.34 +}
    1.35 +
    1.36 +
    1.37 +int DotProduct(vector3d v1, vector3d v2)
    1.38 +{
    1.39 +	return v1.x*v2.x + v1.y*v2.y + v1.z*v2.z;
    1.40 +}
    1.41 +
    1.42 +
    1.43 +vector3d Normalize(vector3d v)
    1.44 +{
    1.45 +	int d=(int)(sqrt(v.x*v.x+v.y*v.y+v.z*v.z));
    1.46 +	if (d!=0)
    1.47 +	{
    1.48 +	   v.x=(v.x<<fp_shr)/d;
    1.49 +	   v.y=(v.y<<fp_shr)/d;
    1.50 +	   v.z=(v.z<<fp_shr)/d;
    1.51 +    }
    1.52 +    else
    1.53 +    {
    1.54 +        v.x = 0;
    1.55 +        v.y = 0;
    1.56 +        v.z = 0;
    1.57 +    }    
    1.58 +	return v;
    1.59 +}
    1.60 +
    1.61 +
    1.62 +vector3d NegVec(vector3d v)
    1.63 +{
    1.64 +	v.x=-v.x;
    1.65 +	v.y=-v.y;
    1.66 +	v.z=-v.z;
    1.67 +	return v;
    1.68 +}
    1.69 +
    1.70 +
    1.71 +void translate3d (object3d *obj)
    1.72 +{
    1.73 +	int i;
    1.74 +	int objposx = (int)(obj->pos.x * fp_mul);
    1.75 +	int objposy = (int)(obj->pos.y * fp_mul);
    1.76 +	int objposz = (int)(obj->pos.z * fp_mul);
    1.77 +
    1.78 +    for (i=0; i<obj->npts; i++)
    1.79 +    {
    1.80 +       fpts[i].x += objposx;
    1.81 +       fpts[i].y += objposy;
    1.82 +       fpts[i].z += objposz;
    1.83 +    }
    1.84 +}
    1.85 +
    1.86 +void rotate3d (object3d *obj)
    1.87 +{
    1.88 +    float cosxr = cos(obj->rot.x); float cosyr = cos(obj->rot.y); float coszr = cos(obj->rot.z);
    1.89 +    float sinxr = sin(obj->rot.x); float sinyr = sin(obj->rot.y); float sinzr = sin(obj->rot.z);
    1.90 +
    1.91 +    int xvx = (int)((cosyr * coszr) * fp_mul); int xvy = (int)((sinxr * sinyr * coszr - cosxr * sinzr) * fp_mul); int xvz = (int)((cosxr * sinyr * coszr + sinxr * sinzr) * fp_mul);
    1.92 +    int yvx = (int)((cosyr * sinzr) * fp_mul); int yvy = (int)((cosxr * coszr + sinxr * sinyr * sinzr) * fp_mul); int yvz = (int)((-sinxr * coszr + cosxr * sinyr * sinzr) * fp_mul);
    1.93 +    int zvx = (int)((-sinyr) * fp_mul); int zvy = (int)((sinxr * cosyr) * fp_mul); int zvz = (int)((cosxr * cosyr) * fp_mul);
    1.94 +
    1.95 +    int x, y, z;
    1.96 +    int i;
    1.97 +    for (i=0; i<obj->npts; i++)
    1.98 +    {
    1.99 +        x = obj->point[i].x;
   1.100 +        y = obj->point[i].y;
   1.101 +        z = obj->point[i].z;
   1.102 +        fpts[i].x = x * xvx + y * xvy + z * xvz;
   1.103 +        fpts[i].y = x * yvx + y * yvy + z * yvz;
   1.104 +        fpts[i].z = x * zvx + y * zvy + z * zvz;
   1.105 +    }
   1.106 +}
   1.107 +
   1.108 +
   1.109 +void rotate3d_normals (object3d *obj)
   1.110 +{
   1.111 +    float cosxr = cos(obj->rot.x); float cosyr = cos(obj->rot.y); float coszr = cos(obj->rot.z);
   1.112 +    float sinxr = sin(obj->rot.x); float sinyr = sin(obj->rot.y); float sinzr = sin(obj->rot.z);
   1.113 +
   1.114 +    int xvx = (int)((cosyr * coszr) * fp_mul); int xvy = (int)((sinxr * sinyr * coszr - cosxr * sinzr) * fp_mul); int xvz = (int)((cosxr * sinyr * coszr + sinxr * sinzr) * fp_mul);
   1.115 +    int yvx = (int)((cosyr * sinzr) * fp_mul); int yvy = (int)((cosxr * coszr + sinxr * sinyr * sinzr) * fp_mul); int yvz = (int)((-sinxr * coszr + cosxr * sinyr * sinzr) * fp_mul);
   1.116 +    int zvx = (int)((-sinyr) * fp_mul); int zvy = (int)((sinxr * cosyr) * fp_mul); int zvz = (int)((cosxr * cosyr) * fp_mul);
   1.117 +
   1.118 +    int x, y, z;
   1.119 +    int i;
   1.120 +    for (i=0; i<obj->npls; i++)
   1.121 +    {
   1.122 +        x = obj->normal[i].x;
   1.123 +        y = obj->normal[i].y;
   1.124 +        z = obj->normal[i].z;
   1.125 +        norms[i].x = x * xvx + y * xvy + z * xvz;
   1.126 +        norms[i].y = x * yvx + y * yvy + z * yvz;
   1.127 +        norms[i].z = x * zvx + y * zvy + z * zvz;
   1.128 +    }
   1.129 +}
   1.130 +
   1.131 +
   1.132 +void rotate3d_pt_normals (object3d *obj)
   1.133 +{
   1.134 +    float cosxr = cos(obj->rot.x); float cosyr = cos(obj->rot.y); float coszr = cos(obj->rot.z);
   1.135 +    float sinxr = sin(obj->rot.x); float sinyr = sin(obj->rot.y); float sinzr = sin(obj->rot.z);
   1.136 +
   1.137 +    int xvx = (int)((cosyr * coszr) * fp_mul); int xvy = (int)((sinxr * sinyr * coszr - cosxr * sinzr) * fp_mul); int xvz = (int)((cosxr * sinyr * coszr + sinxr * sinzr) * fp_mul);
   1.138 +    int yvx = (int)((cosyr * sinzr) * fp_mul); int yvy = (int)((cosxr * coszr + sinxr * sinyr * sinzr) * fp_mul); int yvz = (int)((-sinxr * coszr + cosxr * sinyr * sinzr) * fp_mul);
   1.139 +    int zvx = (int)((-sinyr) * fp_mul); int zvy = (int)((sinxr * cosyr) * fp_mul); int zvz = (int)((cosxr * cosyr) * fp_mul);
   1.140 +
   1.141 +    int x, y, z;
   1.142 +    int i;
   1.143 +    for (i=0; i<obj->npts; i++)
   1.144 +    {
   1.145 +        x = obj->pt_normal[i].x;
   1.146 +        y = obj->pt_normal[i].y;
   1.147 +        z = obj->pt_normal[i].z;
   1.148 +        pt_norms[i].x = x * xvx + y * xvy + z * xvz;
   1.149 +        pt_norms[i].y = x * yvx + y * yvy + z * yvz;
   1.150 +        pt_norms[i].z = x * zvx + y * zvy + z * zvz;
   1.151 +    }
   1.152 +}
   1.153 +
   1.154 +void project3d (object3d *obj)
   1.155 +{
   1.156 +	int i;
   1.157 +    int smul = 1;
   1.158 +
   1.159 +	for (i=0; i<obj->npts; i++)
   1.160 +		if (fpts[i].z > 0)
   1.161 +		{
   1.162 +            spts[i].x = ((fpts[i].x << proj_shr) / (fpts[i].z/smul)) + (ScreenWidth>>1);
   1.163 +            spts[i].y = ((fpts[i].y << proj_shr) / (fpts[i].z/smul)) + (ScreenHeight>>1);
   1.164 +		}
   1.165 +}
   1.166 +
   1.167 +void CalcPolyColorStatic(object3d *obj)
   1.168 +{
   1.169 +    int i, c;
   1.170 +    for (i=0; i<obj->npls; i++)
   1.171 +    {
   1.172 +        c = norms[i].z>>8;
   1.173 +        if (c<0) c=0;
   1.174 +        if (c>255) c=255;
   1.175 +        spls[i].c = c;
   1.176 +    }
   1.177 +}
   1.178 +
   1.179 +void CalcPointColorStatic(object3d *obj)
   1.180 +{
   1.181 +    int i, c;
   1.182 +    for (i=0; i<obj->npts; i++)
   1.183 +    {
   1.184 +        c = pt_norms[i].z>>8;
   1.185 +        if (c<0) c=0;
   1.186 +        if (c>255) c=255;
   1.187 +        spts[i].c = c;
   1.188 +    }
   1.189 +}
   1.190 +
   1.191 +void CalcPolyColorDynamic(object3d *obj)
   1.192 +{
   1.193 +    vector3d light, v;
   1.194 +    light.x = 0;
   1.195 +    light.y = 0;
   1.196 +    light.z = 256;
   1.197 +    float c;
   1.198 +
   1.199 +    int i;
   1.200 +    for (i=0; i<obj->npls; i++)
   1.201 +    {
   1.202 +        v.x = norms[i].x;
   1.203 +        v.y = norms[i].y;
   1.204 +        v.z = norms[i].z;
   1.205 +        c = DotProduct(v,light);
   1.206 +        spls[i].c = (int)c;
   1.207 +        if (c<0) spls[i].c = 0;
   1.208 +        if (spls[i].c>255) spls[i].c = 255;
   1.209 +    }
   1.210 +}
   1.211 +
   1.212 +void CalcPointColorDynamic(object3d *obj)
   1.213 +{
   1.214 +    vector3d light, v;
   1.215 +    light.x = 0;
   1.216 +    light.y = 0;
   1.217 +    light.z = 256;
   1.218 +    float c;
   1.219 +
   1.220 +    int i;
   1.221 +    for (i=0; i<obj->npts; i++)
   1.222 +    {
   1.223 +        v.x = pt_norms[i].x;
   1.224 +        v.y = pt_norms[i].y;
   1.225 +        v.z = pt_norms[i].z;
   1.226 +        c = DotProduct(v,light);
   1.227 +        if (c<0) c = 0;
   1.228 +        if (c>255) c = 255;
   1.229 +        spts[i].c = (int)c;
   1.230 +    }
   1.231 +}
   1.232 +
   1.233 +void CalcPointColor(object3d *obj)
   1.234 +{
   1.235 +    if (lightcalc==LIGHTVIEW) CalcPointColorStatic(obj);
   1.236 +    if (lightcalc==LIGHTMOVE) CalcPointColorDynamic(obj);
   1.237 +}
   1.238 +
   1.239 +void CalcPolyColor(object3d *obj)
   1.240 +{
   1.241 +    if (lightcalc==LIGHTVIEW) CalcPolyColorStatic(obj);
   1.242 +    if (lightcalc==LIGHTMOVE) CalcPolyColorDynamic(obj);
   1.243 +}
   1.244 +
   1.245 +void Calc3d(object3d *obj)
   1.246 +{
   1.247 +	rotate3d(obj);
   1.248 +	translate3d(obj);
   1.249 +	project3d(obj);
   1.250 +}
   1.251 +
   1.252 +void quicksort (int lo, int hi, int data[])
   1.253 +{
   1.254 +	int m1 = lo;
   1.255 +	int m2 = hi;
   1.256 +	int temp0;
   1.257 +	unsigned short temp1;
   1.258 +
   1.259 +	int mp = data[(lo + hi)>>1];
   1.260 +
   1.261 +	while (m1<=m2)
   1.262 +	{
   1.263 +		while (data[m1] < mp) m1++;
   1.264 +		while (mp < data[m2]) m2--;
   1.265 +
   1.266 +		if (m1<=m2)
   1.267 +		{
   1.268 +			temp0 = data[m1]; data[m1] = data[m2]; data[m2] = temp0;
   1.269 +			temp1 = swp[m1]; swp[m1] = swp[m2]; swp[m2] = temp1;
   1.270 +			m1++;
   1.271 +			m2--;
   1.272 +		}
   1.273 +	}
   1.274 +
   1.275 +	if (m2>lo) quicksort(lo, m2, data);
   1.276 +	if (m1<hi) quicksort(m1, hi, data);
   1.277 +}