cos2000v2/lib/3d.c

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/*******************************************************************************/
/* COS2000 - Compatible Operating System - LGPL v3 - Hordé Nicolas */
/* */
#include "3d.h"
#include "types.h"
#include "video.h"
#include "string.h"
/*******************************************************************************/
/* Crée une projection simple pour test */
void proj(vector4 list[], vertex2d plane[], vector4 origin[], u16 number, float factor)
{
for (u32 i=0;i<number;i++)
{
plane[i].x=(int)((list[i].x*factor)/(list[i].z+origin->z)+origin->x);
plane[i].y=(int)((list[i].y*factor)/(list[i].z+origin->z)+origin->y);
}
}
/*******************************************************************************/
/* Crée une liste de vertex3D pour un cube */
void cube(model3d *model, vector4 *origin, u16 size)
{
strcpy("cube",model->name);
model->vertexnb=8;
model->vertexlist=0x00300000;
model->vertexlist[0].x=origin->x;
model->vertexlist[0].y=origin->y;
model->vertexlist[0].z=origin->z;
model->vertexlist[0].w=1.0f;
model->vertexlist[1].x=origin->x+size;
model->vertexlist[1].y=origin->y;
model->vertexlist[1].z=origin->z;
model->vertexlist[1].w=1.0f;
model->vertexlist[2].x=origin->x;
model->vertexlist[2].y=origin->y+size;
model->vertexlist[2].z=origin->z;
model->vertexlist[2].w=1.0f;
model->vertexlist[3].x=origin->x+size;
model->vertexlist[3].y=origin->y+size;
model->vertexlist[3].z=origin->z;
model->vertexlist[3].w=1.0f;
model->vertexlist[4].x=origin->x;
model->vertexlist[4].y=origin->y;
model->vertexlist[4].z=origin->z+size;
model->vertexlist[4].w=1.0f;
model->vertexlist[5].x=origin->x+size;
model->vertexlist[5].y=origin->y;
model->vertexlist[5].z=origin->z+size;
model->vertexlist[5].w=1.0f;
model->vertexlist[6].x=origin->x;
model->vertexlist[6].y=origin->y+size;
model->vertexlist[6].z=origin->z+size;
model->vertexlist[6].w=1.0f;
model->vertexlist[7].x=origin->x+size;
model->vertexlist[7].y=origin->y+size;
model->vertexlist[7].z=origin->z+size;
model->vertexlist[7].w=1.0f;
model->facelist=0x00310000;
model->facelist[0].V1=0;
model->facelist[0].V2=1;
model->facelist[0].V3=3;
model->facelist[1].V1=0;
model->facelist[1].V2=2;
model->facelist[1].V3=3;
model->facelist[2].V1=4;
model->facelist[2].V2=5;
model->facelist[2].V3=7;
model->facelist[3].V1=4;
model->facelist[3].V2=6;
model->facelist[3].V3=7;
model->facelist[4].V1=0;
model->facelist[4].V2=1;
model->facelist[4].V3=5;
model->facelist[5].V1=0;
model->facelist[5].V2=1;
model->facelist[5].V3=4;
model->facelist[6].V1=0;
model->facelist[6].V2=0;
model->facelist[6].V3=0;
model->facelist[7].V1=0;
model->facelist[7].V2=0;
model->facelist[7].V3=0;
model->facelist[8].V1=0;
model->facelist[8].V2=0;
model->facelist[8].V3=0;
model->facelist[9].V1=0;
model->facelist[9].V2=0;
model->facelist[9].V3=0;
model->facelist[10].V1=0;
model->facelist[10].V2=0;
model->facelist[10].V3=0;
model->facelist[11].V1=0;
model->facelist[11].V2=0;
model->facelist[11].V3=0;
}
/*******************************************************************************/
/* Affiche un modèle 3D */
void show3dmodel(model3d *model, matrix44 *transformation, vector4 origin[], float factor, type3D type)
{
u16 i;
vertex2d *plane=0x00250000;
for (i = 0; i < model->vertexnb; i++)
{
matrix44_transform(transformation, &model->vertexlist[i]);
}
proj(model->vertexlist, plane, origin, model->vertexnb, factor);
switch (type) {
case TYPE3D_POINTS:
for(i=0;i<model->vertexnb;i++) {
v_writepxl(&plane[i], egatorgb(4));
}
break;
case TYPE3D_LINES:
for(i=0;i<model->facenb;i++) {
v_line(&plane[model->facelist[i].V1], &plane[model->facelist[i].V2], egatorgb(4));
v_line(&plane[model->facelist[i].V1], &plane[model->facelist[i].V3], egatorgb(4));
v_line(&plane[model->facelist[i].V2], &plane[model->facelist[i].V3], egatorgb(4));
}
break;
case TYPE3D_FACES:
break;
case TYPE3D_FLAT:
break;
case TYPE3D_TEXTURE:
break;
}
}
/*******************************************************************************/
/* Charge un fichier 3DS */
int load3ds(u8 *pointer,u32 size, model3d *model)
{
u8 *ptr=pointer;
u16 chunk_id;
u32 chunk_size;
u16 i;
float *listfloat;
u16 *listunsigned;
dsState state=DS_READ_CHUNK_ID;
bool dsfile=false;
while(ptr-pointer<size) {
switch(state)
{
case DS_READ_CHUNK_ID:
chunk_id=*((u16*) ptr);
ptr+=2;
state=DS_READ_CHUNK_LENGTH;
break;
case DS_READ_CHUNK_LENGTH:
chunk_size=*((u32*) ptr);
ptr+=4;
switch(chunk_id)
{
case MAIN3DS:
dsfile=true;
ptr+=10;
state=DS_READ_CHUNK_ID;
break;
case EDIT3DS:
state=DS_READ_CHUNK_ID;
break;
case OBJ_TRIMESH:
state=DS_READ_CHUNK_ID;
break;
case EDIT_OBJECT:
state=DS_READ_OBJECT_NAME;
break;
case TRI_VERTEXL:
state=DS_READ_POINT_COUNT;
break;
case TRI_FACEL1:
state=DS_READ_FACE_COUNT;
break;
case TRI_LOCAL:
state=DS_READ_MATRIX;
break;
default:
if (!dsfile) return 1;
ptr+=(chunk_size-6);
state=DS_READ_CHUNK_ID;
break;
}
break;
case DS_READ_OBJECT_NAME:
strcpy(ptr, model->name);
ptr+=(strlen(ptr)+1);
state=DS_READ_CHUNK_ID;
break;
case DS_SKIP_CHUNK:
break;
case DS_READ_POINT_COUNT:
model->vertexnb=*((u16*) ptr);
state=DS_READ_POINTS;
ptr+=2;
break;
case DS_READ_POINTS:
i=0;
listfloat=ptr;
model->vertexlist=0x00300000;
while(i<model->vertexnb)
{
model->vertexlist[i].x=*(listfloat++);
model->vertexlist[i].y=*(listfloat++);
model->vertexlist[i].z=*(listfloat++);
model->vertexlist[i++].w=1.0;
}
ptr=listfloat;
state=DS_READ_CHUNK_ID;
break;
case DS_READ_FACE_COUNT:
model->facenb=*((u16*) ptr);
state=DS_READ_FACES;
ptr+=2;
break;
case DS_READ_FACES:
i=0;
listunsigned=ptr;
model->facelist=0x00400000;
while(i<model->facenb)
{
model->facelist[i].V1=*(listunsigned++);
model->facelist[i].V2=*(listunsigned++);
model->facelist[i++].V3=*(listunsigned++);
listunsigned++;
}
ptr=listunsigned;
state=DS_READ_CHUNK_ID;
break;
case DS_READ_MATRIX:
i=0;
listfloat=ptr;
while(i<4)
{
model->view.V[i].x=*(listfloat++);
model->view.V[i].y=*(listfloat++);
model->view.V[i].z=*(listfloat++);
model->view.V[i++].w=0.0f;
}
model->view.V[3].w=1.0f;
ptr=listfloat;
state=DS_READ_CHUNK_ID;
break;
case DS_READ_DONE:
break;
}
}
}