Commit 63932bab authored by Scott Duensing's avatar Scott Duensing

"World" and "Prop" are now separate concepts. Lots of code cleanup and bug fixes.

parent 081e669a
......@@ -62,7 +62,7 @@ int main(void) {
" * 3. This notice may not be removed or altered from any source distribution.\n" \
"*/\n\n\n" \
"#ifndef H_J3DTBLS_\n" \
"#define H_J3DTBLS_\n\n\nstatic float sin_table[] = {\n\t" \
"#define H_J3DTBLS_\n\n\nstatic float sinTable[] = {\n\t" \
);
// Build look-up tables for speed later
......@@ -82,7 +82,7 @@ int main(void) {
}
fprintf(out, "\n};\n\n");
if (pass == 0) {
fprintf(out, "static float cos_table[] = {\n\t");
fprintf(out, "static float cosTable[] = {\n\t");
}
}
......
This diff is collapsed.
......@@ -58,10 +58,18 @@ typedef struct {
juint16 index[3]; // We do this instead of just a typedef so it works with stretch_buffer
} j3TriangleT;
typedef struct {
jint16 color; // Assigned color of this face
bool lit; // Do we care about lighting?
bool twoSided; // Are both sides visible?
float normalLength; // Magnatude of surface normal
juint16 index[3]; // We do this instead of just a typedef so it works with stretch_buffer
} j3TriangleThinT;
typedef struct {
juint16 vertexCount; // How many verticies are in the list
juint16 triangleCount; // How many triangles are in the list
j3CoordinatesT *verticies; // List of verticies as loaded from disk (more v1, v2, v3 than x, y, z)
j3CoordinatesT *vertices; // List of vertices as loaded from disk (more v1, v2, v3 than x, y, z)
j3TriangleT *triangles; // Triangles built from vertex list
j3VertexT position; // Position of object in world
j3VertexT rotation; // Rotation of object in world
......@@ -77,60 +85,26 @@ typedef struct {
} j3PolyListT;
typedef struct {
juint16 objectCount;
j3ObjectT *objects;
juint16 objectCount; // Number of objects in world
j3ObjectT *objects; // Objects data
j3PolyListT *polygons; // Polygons to render
juint16 polygonCount; // Current visible polygons
juint16 triangleCount; // Current triangles in world
} j3WorldT;
typedef struct {
juint16 vertexCount; // How many verticies are in the list
juint16 triangleCount; // How many triangles are in the list
j3VertexT *vertices; // List of vertices as loaded from disk (more v1, v2, v3 than x, y, z)
j3TriangleThinT *triangles; // Triangles built from vertex list
} j3PieceT;
extern jint16 _j3VarClipMinX;
extern jint16 _j3VarClipMinY;
extern jint16 _j3VarClipMinZ;
extern jint16 _j3VarClipMaxX;
extern jint16 _j3VarClipMaxY;
extern jint16 _j3VarClipMaxZ;
extern jint16 _j3VarViewDistance;
extern float _j3VarAmbientLight;
extern j3Matrix4x4T _j3VarCameraMatrix;
extern j3VertexT _j3VarCameraLocation;
extern j3FacingT _j3VarCameraAngle;
extern bool _j3VarCameraLocationDirty;
extern bool _j3VarCameraAngleDirty;
extern j3VertexT _j3VarSunLocation;
extern j3PolyListT *_j3Polygons;
extern juint16 _j3PolygonCount;
extern juint16 _j3TriangleCount;
#define j3CameraMove(ob, px, py, pz) \
_j3VarCameraLocation.x += (px); \
_j3VarCameraLocation.y += (py); \
_j3VarCameraLocation.z += (pz); \
_j3VarCameraLocationDirty = true
#define j3CameraMoveTo(ob, px, py, pz) \
_j3VarCameraLocation.x = (px); \
_j3VarCameraLocation.y = (py); \
_j3VarCameraLocation.z = (pz); \
_j3VarCameraLocationDirty = true
#define j3CameraRotate(ob, px, py, pz) \
_j3VarCameraAngle.x += (px); j3MathWrapBounds(_j3VarCameraAngle.x, 0, 360); \
_j3VarCameraAngle.y += (py); j3MathWrapBounds(_j3VarCameraAngle.y, 0, 360); \
_j3VarCameraAngle.z += (pz); j3MathWrapBounds(_j3VarCameraAngle.z, 0, 360); \
_j3VarCameraAngleDirty = true
#define j3CameraRotateTo(ob, px, py, pz) \
_j3VarCameraAngle.x = (px); j3MathWrapBounds(_j3VarCameraAngle.x, 0, 360); \
_j3VarCameraAngle.y = (py); j3MathWrapBounds(_j3VarCameraAngle.y, 0, 360); \
_j3VarCameraAngle.z = (pz); j3MathWrapBounds(_j3VarCameraAngle.z, 0, 360); \
_j3VarCameraAngleDirty = true
#define j3CameraSetClippingBounds(x1, y1, x2, y2) \
_j3VarClipMinX = (x1); j3MathCheckBounds(_j3VarClipMinX, 0, 319); \
_j3VarClipMinY = (y1); j3MathCheckBounds(_j3VarClipMiny, 0, 199); \
_j3VarClipMaxX = (x2); j3MathCheckBounds(_j3VarClipMaxX, 0, 319); \
_j3VarClipMaxY = (y2); j3MathCheckBounds(_j3VarClipMaxy, 0, 199)
typedef struct {
juint16 pieceCount; // Number of pieces in the prop
j3PieceT *pieces; // Piece data
} j3PropT;
// Couple inline routines
#define j3MathCheckBounds(value, min, max) \
if (value < (min)) value = (min); \
if (value > (max)) value = (max)
......@@ -139,54 +113,28 @@ extern juint16 _j3TriangleCount;
if (value < (min)) value += (max); \
if (value > (max)) value -= (max)
#define j3ObjectMove(ob, px, py, pz) \
ob.position.x += (px); \
ob.position.y += (py); \
ob.position.z += (pz); \
ob.positionDirty = true
#define j3ObjectMoveTo(ob, px, py, pz) \
ob.position.x = (px); \
ob.position.y = (py); \
ob.position.z = (pz); \
ob.positionDirty = true
#define j3ObjectRotate(ob, px, py, pz) \
ob.rotation.x += (px); j3MathWrapBounds(ob.rotation.x, 0, 360); \
ob.rotation.y += (py); j3MathWrapBounds(ob.rotation.y, 0, 360); \
ob.rotation.z += (pz); j3MathWrapBounds(ob.rotation.z, 0, 360); \
ob.rotationDirty = true
#define j3ObjectRotateTo(ob, px, py, pz) \
ob.rotation.x = (px); j3MathWrapBounds(ob.rotation.x, 0, 360); \
ob.rotation.y = (py); j3MathWrapBounds(ob.rotation.y, 0, 360); \
ob.rotation.z = (pz); j3MathWrapBounds(ob.rotation.z, 0, 360); \
ob.rotationDirty = true
#define j3ObjectScale(ob, px, py, pz) \
ob.scale.x += (px); \
ob.scale.y += (py); \
ob.scale.z += (pz); \
ob.scaleDirty = true
#define j3ObjectScaleTo(ob, px, py, pz) \
ob.scale.x = (px); \
ob.scale.y = (py); \
ob.scale.z = (pz); \
ob.scaleDirty = true
// Syntatic sugar
#define j3DrawSolid(o) _j3DrawSolid(&(o))
#define j3DrawWireframe(o) _j3DrawWireframe(&(o))
#define j3ObjectReset(o) _j3ObjectReset(&(o))
#define j3ObjectUpdate(o) _j3ObjectUpdate(&(o))
#define j3WorldFree(w) _j3WorldFree((j3WorldT **)&(w))
#define j3WorldLoad(w, f) _j3WorldLoad((j3WorldT **)&(w), (f))
#define j3ObjectMove(o, px, py, pz) _j3ObjectMove(&(o), (px), (py), (pz))
#define j3ObjectMoveTo(o, px, py, pz) _j3ObjectMoveTo(&(o), (px), (py), (pz))
#define j3ObjectReset(o) _j3ObjectReset(&(o))
#define j3ObjectRotate(o, px, py, pz) _j3ObjectRotate(&(o), (px), (py), (pz))
#define j3ObjectRotateTo(o, px, py, pz) _j3ObjectRotateTo(&(o), (px), (py), (pz))
#define j3ObjectScale(o, px, py, pz) _j3ObjectScale(&(o), (px), (py), (pz))
#define j3ObjectScaleTo(o, px, py, pz) _j3ObjectScaleTo(&(o), (px), (py), (pz))
#define j3PropFree(p) _j3PropFree((j3PropT **)&(p))
#define j3PropLoad(p, f) _j3PropLoad((j3PropT **)&(p), (f))
#define j3WorldAddProp(w, p) _j3WorldAddProp((j3WorldT **)&(w), (p))
#define j3WorldFree(w) _j3WorldFree((j3WorldT **)&(w))
// Prototypes
void j3DrawTriangle2D(jint16 x1, jint16 y1, jint16 x2,jint16 y2, jint16 x3, jint16 y3, jint16 color);
void j3CameraMove(float x, float y, float z);
void j3CameraMoveTo(float x, float y, float z);
void j3CameraRotate(float x, float y, float z);
void j3CameraRotateTo(float x, float y, float z);
void j3CameraSetClippingBounds(jint16 x1, jint16 y1, jint16 x2, jint16 y2);
void j3DrawTriangle2D(jint16 x1, jint16 y1, jint16 x2, jint16 y2, jint16 x3, jint16 y3, jint16 color);
void j3DrawWorld(j3WorldT *w);
void j3MathCrossProduct3D(j3Vector3DT *u, j3Vector3DT *v, j3Vector3DT *normal);
float j3MathDotProduct3D(j3Vector3DT *u, j3Vector3DT *v);
......@@ -199,17 +147,17 @@ void j3UtilStartup(void);
// Private Prototypes
void _j3DrawSolid(j3ObjectT *o);
void _j3DrawTriangleBottom(jint16 x1, jint16 y1, jint16 x2,jint16 y2, jint16 x3, jint16 y3);
void _j3DrawTriangleTop(jint16 x1, jint16 y1, jint16 x2,jint16 y2, jint16 x3, jint16 y3);
void _j3DrawWireframePair(j3ObjectT *o, juint16 v1, juint16 v2);
void _j3DrawWireframe(j3ObjectT *o);
void _j3ObjectReset(j3ObjectT *o);
void _j3ObjectUpdateNormalLength(j3ObjectT *object, juint16 triangle);
void _j3ObjectUpdate(j3ObjectT *o);
bool _j3UtilClipLine(jint16 *x1, jint16 *y1, jint16 *x2, jint16 *y2);
void _j3WorldFree(j3WorldT **world);
bool _j3WorldLoad(j3WorldT **world, char *file);
void _j3ObjectMove(j3ObjectT *o, float x, float y, float z);
void _j3ObjectMoveTo(j3ObjectT *o, float x, float y, float z);
void _j3ObjectReset(j3ObjectT *o);
void _j3ObjectRotate(j3ObjectT *o, float x, float y, float z);
void _j3ObjectRotateTo(j3ObjectT *o, float x, float y, float z);
void _j3ObjectScale(j3ObjectT *o, float x, float y, float z);
void _j3ObjectScaleTo(j3ObjectT *o, float x, float y, float z);
void _j3PropFree(j3PropT **prop);
jint16 _j3PropLoad(j3PropT **prop, char *file);
jint16 _j3WorldAddProp(j3WorldT **world, j3PropT *prop);
void _j3WorldFree(j3WorldT **world);
#endif // H_J3D_
......@@ -24,7 +24,7 @@
#define H_J3DTBLS_
static float sin_table[] = {
static float sinTable[] = {
0.0000000, 0.0174524, 0.0348995, 0.0523360, 0.0697565, 0.0871557,
0.1045285, 0.1218693, 0.1391731, 0.1564345, 0.1736482, 0.1908090,
0.2079117, 0.2249510, 0.2419219, 0.2588190, 0.2756374, 0.2923717,
......@@ -88,7 +88,7 @@ static float sin_table[] = {
-0.0000003
};
static float cos_table[] = {
static float cosTable[] = {
1.0000000, 0.9998477, 0.9993908, 0.9986295, 0.9975641, 0.9961947,
0.9945219, 0.9925462, 0.9902681, 0.9876883, 0.9848078, 0.9816272,
0.9781476, 0.9743701, 0.9702957, 0.9659258, 0.9612617, 0.9563048,
......
......@@ -61,9 +61,11 @@ int main(void) {
jint16 x;
jint16 y;
jint16 c;
jlStaT *font = NULL;
j3WorldT *world = NULL;
bool r;
jint16 cubeId;
jint16 cubePieces;
jlStaT *font = NULL;
j3PropT *cube = NULL;
j3WorldT *world = NULL;
jlUtilStartup("JoeyLib 3D");
jlStaLoad(font, "font");
......@@ -74,8 +76,8 @@ int main(void) {
printAt(font, 1, 1, "Loading object... ");
jlDisplayPresent();
r = j3WorldLoad(world, "cube");
if (!r) {
cubePieces = j3PropLoad(cube, "cube");
if (cubePieces < 0) {
printAt(font, 1, 1, "Object loading: Failed.");
jlDisplayPresent();
jlKeyWaitForAny();
......@@ -83,14 +85,15 @@ int main(void) {
printAt(font, 1, 1, "Object loading: Success!");
jlDisplayPresent();
// Add prop to world
cubeId = j3WorldAddProp(world, cube);
// Assign fake colors until we can read them from the J3D
c = 1;
for (x=0; x<world->objectCount; x++) {
for (y=0; y<world->objects[x].triangleCount; y++) {
world->objects[x].triangles[y].color = c++;
if (c > 15) {
c = 1;
}
for (y=0; y<world->objects[cubeId].triangleCount; y++) {
world->objects[cubeId].triangles[y].color = c++;
if (c > 15) {
c = 1;
}
}
......@@ -102,9 +105,9 @@ int main(void) {
for (y=0; y<world->objects[x].vertexCount; y++) {
printf(" Vertex %d: %f %f %f\n",
y,
(double)world->objects[x].verticies[y].local.x,
(double)world->objects[x].verticies[y].local.y,
(double)world->objects[x].verticies[y].local.z
(double)world->objects[x].vertices[y].local.x,
(double)world->objects[x].vertices[y].local.y,
(double)world->objects[x].vertices[y].local.z
);
}
printf(" Triangles: %d\n", world->objects[x].triangleCount);
......@@ -130,14 +133,8 @@ int main(void) {
jlDrawColor(15);
jlDrawBox(0, 0, 319, 199);
//***TODO*** HACK!!!
_j3PolygonCount = 0;
for (x=0; x<world->objectCount; x++) {
j3ObjectRotate(world->objects[x], 2, 4, 6); // Matching values in code I'm studying
j3ObjectUpdate(world->objects[x]);
//j3DrawWireframe(world->objects[x]);
//j3DrawSolid(world->objects[x]);
j3DrawWorld(world);
}
......@@ -157,6 +154,7 @@ int main(void) {
jlKeyRead();
}
j3PropFree(cube);
j3WorldFree(world);
jlStaFree(font);
......
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