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mirror of https://github.com/sigonasr2/Shep.git synced 2026-08-18 05:43:22 -05:00

Switch to Hardware3D Util

This commit is contained in:
sigonasr2 2025-08-23 12:41:49 -05:00
parent 0692ffb68a
commit 1ee5f4ec80
7 changed files with 3780 additions and 2374 deletions

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@ -351,10 +351,13 @@ if %errorlevel% neq 0 goto :VCEnd</Command>
</ItemGroup>
<ItemGroup>
<ClInclude Include="miniaudio.h" />
<ClInclude Include="olcPGEX_Graphics3D.h" />
<ClInclude Include="olcPGEX_MiniAudio.h" />
<ClInclude Include="olcPixelGameEngine.h" />
<ClInclude Include="olcUTIL_Geometry2D.h" />
<ClInclude Include="olcUTIL_Hardware3D.h">
<SubType>
</SubType>
</ClInclude>
<ClInclude Include="util.h" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />

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@ -29,9 +29,6 @@
<ClInclude Include="miniaudio.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="olcPGEX_Graphics3D.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="olcPGEX_MiniAudio.h">
<Filter>Header Files</Filter>
</ClInclude>
@ -44,5 +41,8 @@
<ClInclude Include="util.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="olcUTIL_Hardware3D.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
</Project>

280
main.cpp
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@ -1,120 +1,220 @@
#include "olcPixelGameEngine.h"
#include "olcPGEX_Graphics3D.h"
#include "util.h"
/*
Example file for olcUTIL_Hardware3D.h
class ShepGame : public olc::PixelGameEngine
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2018 - 2025 OneLoneCoder.com
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions
are met:
1. Redistributions or derivations of source code must retain the above
copyright notice, this list of conditions and the following disclaimer.
2. Redistributions or derivative works in binary form must reproduce
the above copyright notice. This list of conditions and the following
disclaimer must be reproduced in the documentation and/or other
materials provided with the distribution.
3. Neither the name of the copyright holder nor the names of its
contributors may be used to endorse or promote products derived
from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
Links
~~~~~
YouTube: https://www.youtube.com/javidx9
Discord: https://discord.gg/WhwHUMV
Twitter: https://www.twitter.com/javidx9
Twitch: https://www.twitch.tv/javidx9
GitHub: https://www.github.com/onelonecoder
Homepage: https://www.onelonecoder.com
Author
~~~~~~
David Barr, aka javidx9, ©OneLoneCoder 2019, 2020, 2021, 2022, 2023, 2024, 2025
*/
//#define OLC_GFX_OPENGL33
#include "olcUTIL_Hardware3D.h"
#include "olcPixelGameEngine.h"
class Quad3D : public olc::PixelGameEngine
{
public:
ShepGame()
Quad3D()
{
// Name your application
sAppName = "Shep";
sAppName = "Hardware3D Assetless Demo";
}
olc::mf4d matWorld;
olc::mf4d matView;
olc::mf4d matProject;
olc::Renderable texCube;
olc::utils::hw3d::mesh meshCube;
olc::utils::hw3d::mesh meshLightCube;
std::array<olc::vf3d, 64> cubes;
std::array<olc::vf3d, 3> lights;
public:
const vi2d SCREEN_SIZE{256,192};
Renderable space,nico;
GFX3D::PipeLine renderer;
GFX3D::vec3d vUp{0,0,1};
GFX3D::vec3d vEye{0.f,-5.f,2.f};
GFX3D::mat4x4 camRot{GFX3D::Math::Mat_MakeRotationX(util::degToRad(5))};
GFX3D::vec3d vLookDir{GFX3D::Math::Mat_MultiplyVector(camRot,{0,0,1})};
bool OnUserCreate() override
{
olc::GFX3D::ConfigureDisplay();
renderer.SetProjection(90.0f, (float)SCREEN_SIZE.x/(float)SCREEN_SIZE.y, 0.1f, 1000.0f, 0, SCREEN_SIZE.y, 512, SCREEN_SIZE.y);
space.Load("assets/gfx/space.png");
nico.Load("assets/gfx/nico-Trapper_512.png");
float fAspect = float(GetScreenSize().y) / float(GetScreenSize().x);
float S = 1.0f / (tan(3.14159f * 0.25f));
float f = 1000.0f;
float n = 0.1f;
matProject(0, 0) = fAspect; matProject(0, 1) = 0.0f; matProject(0, 2) = 0.0f; matProject(0, 3) = 0.0f;
matProject(1, 0) = 0.0f; matProject(1, 1) = 1; matProject(1, 2) = 0.0f; matProject(1, 3) = 0.0f;
matProject(2, 0) = 0.0f; matProject(2, 1) = 0.0f; matProject(2, 2) = -(f / (f - n)); matProject(2, 3) = -1.0f;
matProject(3, 0) = 0.0f; matProject(3, 1) = 0.0f; matProject(3, 2) = -((f * n) / (f - n)); matProject(3, 3) = 0.0f;
matWorld.identity();
matView.identity();
// Create a unit cube, centered on origin
meshCube = olc::utils::hw3d::CreateCube({ 1,1,1 }, {-0.5, -0.5, -0.5});
// Creat another cube, smaller
meshLightCube = olc::utils::hw3d::CreateCube({ 0.5,0.5,0.5 }, { -0.25, -0.25, -0.25 });
// Why 2 cubes? the regular ones will have their vertex information recoloured
// Create texture (so we dont need to load anything)
texCube.Create(128, 128);
SetDrawTarget(texCube.Sprite());
Clear(olc::WHITE);
FillCircle(64, 64, 32, olc::BLACK);
FillCircle(64, 64, 24, olc::BLUE);
FillCircle(64, 64, 16, olc::RED);
FillCircle(64, 64, 8, olc::YELLOW);
SetDrawTarget(nullptr);
texCube.Decal()->Update();
// Position cubes nicely
for(int x=0; x<8; x++)
for (int y = 0; y < 8; y++)
{
float z = sin(float(x)) + cos(float(y));
cubes[y * 8 + x] = { float(x) - 4.0f, float(z), float(y) - 4.0f };
}
Clear(olc::VERY_DARK_BLUE);
HW3D_Projection(matProject.m);
HW3D_SetCullMode(olc::CullMode::CCW);
return true;
}
float fThetaX = 1;
float fThetaY = 2;
float fLightTime = 0.0f;
olc::vf3d pos;
bool OnUserUpdate(float fElapsedTime) override
{
DrawDecal({},space.Decal(),{1.f,1.f},WHITE,olc::GFX3DTransform::TRANSFORM_REQUIRED);
olc::mf4d m1, m2, m3, m4;
// fake a pseudo-view matrix by transforming in an identity view
m1.rotateY(fThetaY);
m2.rotateX(fThetaX);
m3.translate(pos.x,pos.y,pos.z);
using namespace olc;
if(GetKey(olc::Key::RIGHT).bHeld)pos.x+=fElapsedTime*5;
if(GetKey(olc::Key::LEFT).bHeld)pos.x-=fElapsedTime*5;
if(GetKey(olc::Key::UP).bHeld)pos.y-=fElapsedTime*5;
if(GetKey(olc::Key::DOWN).bHeld)pos.y+=fElapsedTime*5;
if(GetKey(olc::Key::PGUP).bHeld)pos.z-=fElapsedTime*5;
if(GetKey(olc::Key::PGDN).bHeld)pos.z+=fElapsedTime*5;
matView = m3 * m2 * m1;
// Clear background
ClearBuffer(olc::BLANK, true);
DrawDecal({},nico.Decal(),{1.f,1.f},WHITE,olc::GFX3DTransform::POPUP_SPRITE);
// Update light positions
fLightTime += fElapsedTime;
lights[0] = { 6.0f * sin(fLightTime * 2.5f), 6.0f * cos(fLightTime * 2.5f), 0.0f };
lights[1] = { 0.0f, 6.0f * sin(fLightTime), 6.0f * cos(fLightTime) };
lights[2] = { 6.0f * cos(fLightTime * 1.7f), 0.0f, 6.0f * sin(fLightTime * 1.7f) };
// World Space lighting! The 3 lights are used as directional light sources
// so i dont need to pre-compute all the geometry on the CPU. This is a
// limitation of the hw3d approach but like I said, its for basic 3D usage.
for (size_t i = 0; i < meshCube.pos.size(); i += 3)
{
const auto& p0 = meshCube.pos[i + 0];
const auto& p1 = meshCube.pos[i + 1];
const auto& p2 = meshCube.pos[i + 2];
// Hand calculate surface normal (i know i know the norms are already there...)
olc::vf3d vCross = olc::vf3d(p1[0] - p0[0], p1[1] - p0[1], p1[2] - p0[2]).cross(olc::vf3d(p2[0] - p0[0], p2[1] - p0[1], p2[2] - p0[2])).norm();
if(GetKey(LEFT).bHeld)vEye.x-=fElapsedTime*5;
if(GetKey(RIGHT).bHeld)vEye.x+=fElapsedTime*5;
if(GetKey(UP).bHeld)vEye.z+=fElapsedTime*5;
if(GetKey(DOWN).bHeld)vEye.z-=fElapsedTime*5;
if(GetKey(PGUP).bHeld)vEye.y+=fElapsedTime*5;
if(GetKey(PGDN).bHeld)vEye.y-=fElapsedTime*5;
return true;
}
virtual void Apply3DTransform(std::vector<DecalInstance>&decals)override{
std::vector<DecalInstance>oldDecals;
//std::vector<DecalInstance>foregroundDecals;
oldDecals.reserve(decals.size());
std::copy(decals.begin(),decals.end(),std::back_inserter(oldDecals));
decals.clear();
GFX3D::vec3d vLookTarget = GFX3D::Math::Vec_Add(vEye, vLookDir);
renderer.SetCamera(vEye,vLookTarget,vUp);
// Additive colouring
meshCube.col[i + 0] = olc::BLACK;
meshCube.col[i + 1] = olc::BLACK;
meshCube.col[i + 2] = olc::BLACK;
GFX3D::mat4x4 matRotateX=GFX3D::Math::Mat_MakeRotationX(0.f);
GFX3D::mat4x4 matRotateZ=GFX3D::Math::Mat_MakeRotationZ(0.f);
GFX3D::mat4x4 matWorld=GFX3D::Math::Mat_MultiplyMatrix(matRotateX,matRotateZ);
renderer.SetTransform(matWorld);
float zIncrementer{0.f};
for(DecalInstance&decal:oldDecals){
SetDecalMode(decal.mode);
if(decal.points==0)continue;
if(decal.points==3){
GFX3D::triangle tri{{{decal.pos[0].x,decal.pos[0].y,decal.z[0],1.f},{decal.pos[1].x,decal.pos[1].y,decal.z[1],1.f},{decal.pos[2].x,decal.pos[2].y,decal.z[2],1.f}},{{decal.uv[0].x,decal.uv[0].y,0.f},{decal.uv[1].x,decal.uv[1].y,0.f},{decal.uv[2].x,decal.uv[2].y,0.f}},{decal.tint[0],decal.tint[1],decal.tint[2]}};
tri.p[0].z+=zIncrementer;
tri.p[1].z+=zIncrementer;
tri.p[2].z+=zIncrementer;
renderer.Render({tri},decal.decal,GFX3D::RENDER_TEXTURED|GFX3D::RENDER_DEPTH);
if(decal.z[0]>0.1f||decal.z[1]>0.1f||decal.z[2]>0.1f){
tri.col[0]=tri.col[1]=tri.col[2]={0,0,0,uint8_t(util::lerp(0,160,(1/std::pow(decal.z[0]/10.f+1,4))))};
tri.p[0].z=tri.p[1].z=tri.p[2].z=0.1f+zIncrementer;
renderer.Render({tri},decal.decal,GFX3D::RENDER_TEXTURED|GFX3D::RENDER_DEPTH);
}
}else if(decal.points==4){
GFX3D::triangle tri,tri2;
if(decal.transform==GFX3DTransform::POPUP_SPRITE){ //Orientation is lower-left clockwise
tri={{{decal.pos[0].x,decal.pos[0].y,decal.z[0],1.f},{decal.pos[1].x,decal.pos[1].y,decal.decal->sprite->height+decal.z[1],1.f},{decal.pos[2].x,decal.pos[2].y,decal.decal->sprite->height+decal.z[2],1.f}},{{decal.uv[0].x,decal.uv[0].y,0.f},{decal.uv[1].x,decal.uv[1].y,0.f},{decal.uv[2].x,decal.uv[2].y,0.f}},{decal.tint[0],decal.tint[1],decal.tint[2]}};
tri2={{{decal.pos[0].x,decal.pos[0].y,decal.decal->sprite->height+decal.z[0],1.f},{decal.pos[2].x,decal.pos[2].y,decal.decal->sprite->height+decal.z[2],1.f},{decal.pos[3].x,decal.pos[3].y,decal.z[3],1.f}},{{decal.uv[0].x,decal.uv[0].y,0.f},{decal.uv[2].x,decal.uv[2].y,0.f},{decal.uv[3].x,decal.uv[3].y,0.f}},{decal.tint[0],decal.tint[2],decal.tint[3]}};
}else{
tri={{{decal.pos[0].x,decal.pos[0].y,decal.z[0],1.f},{decal.pos[1].x,decal.pos[1].y,decal.z[1],1.f},{decal.pos[2].x,decal.pos[2].y,decal.z[2],1.f}},{{decal.uv[0].x,decal.uv[0].y,0.f},{decal.uv[1].x,decal.uv[1].y,0.f},{decal.uv[2].x,decal.uv[2].y,0.f}},{decal.tint[0],decal.tint[1],decal.tint[2]}};
tri2={{{decal.pos[0].x,decal.pos[0].y,decal.z[0],1.f},{decal.pos[2].x,decal.pos[2].y,decal.z[2],1.f},{decal.pos[3].x,decal.pos[3].y,decal.z[3],1.f}},{{decal.uv[0].x,decal.uv[0].y,0.f},{decal.uv[2].x,decal.uv[2].y,0.f},{decal.uv[3].x,decal.uv[3].y,0.f}},{decal.tint[0],decal.tint[2],decal.tint[3]}};
}
tri.p[0].z+=zIncrementer;
tri.p[1].z+=zIncrementer;
tri.p[2].z+=zIncrementer;
tri2.p[0].z+=zIncrementer;
tri2.p[1].z+=zIncrementer;
tri2.p[2].z+=zIncrementer;
renderer.Render({tri,tri2},decal.decal,GFX3D::RENDER_TEXTURED|GFX3D::RENDER_DEPTH);
if(decal.z[0]>0.1f||decal.z[1]>0.1f||decal.z[2]>0.1f||decal.z[3]>0.1f){
tri.col[0]=tri.col[1]=tri.col[2]=tri2.col[0]=tri2.col[1]=tri2.col[2]={0,0,0,uint8_t(util::lerp(0,160,(1/std::pow(decal.z[0]/10.f+1,4))))};
tri.p[0].z=tri.p[1].z=tri.p[2].z=tri2.p[0].z=tri2.p[1].z=tri2.p[2].z=0.1f+zIncrementer;
renderer.Render({tri,tri2},decal.decal,GFX3D::RENDER_TEXTURED|GFX3D::RENDER_DEPTH);
}
}else{
olc::Pixel c[] = { olc::RED, olc::GREEN, olc::BLUE };
for (int j = 0; j < 3; j++)
{
olc::vf3d vLight = -lights[j].norm();
float illum = std::max(-vCross.dot(vLight), 0.0f) * 0.8f + 0.2f;
meshCube.col[i + 0] += olc::PixelF(illum, illum, illum, 1.0f) * c[j];
meshCube.col[i + 1] += olc::PixelF(illum, illum, illum, 1.0f) * c[j];
meshCube.col[i + 2] += olc::PixelF(illum, illum, illum, 1.0f) * c[j];
}
SetDecalMode(DecalMode::NORMAL);
zIncrementer+=0.000001f;
}
std::sort(decals.begin(),decals.end(),[](const DecalInstance&d1,const DecalInstance&d2){return d1.z[0]>d2.z[0];});
// Draw all cubes
for (const auto& cube : cubes)
{
matWorld.translate(cube);
HW3D_DrawObject((matView * matWorld).m, texCube.Decal(), meshCube.layout, meshCube.pos, meshCube.uv, meshCube.col);
}
// Draw light cubes
matWorld.translate(lights[0]);
HW3D_DrawObject((matView * matWorld).m, nullptr, meshLightCube.layout, meshLightCube.pos, meshLightCube.uv, meshLightCube.col, olc::RED);
matWorld.translate(lights[1]);
HW3D_DrawObject((matView * matWorld).m, nullptr, meshLightCube.layout, meshLightCube.pos, meshLightCube.uv, meshLightCube.col, olc::GREEN);
matWorld.translate(lights[2]);
HW3D_DrawObject((matView * matWorld).m, nullptr, meshLightCube.layout, meshLightCube.pos, meshLightCube.uv, meshLightCube.col, olc::BLUE);
return true;
}
};
int main()
{
ShepGame demo;
if (demo.Construct(256, 240, 4, 4))
Quad3D demo;
if (demo.Construct(1280, 720, 1, 1, false, false))
demo.Start();
return 0;
}

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#define OLC_PGE_APPLICATION
#include "olcPixelGameEngine.h"
#define OLC_PGEX_GRAPHICS3D
#include "olcPGEX_Graphics3D.h"

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olcUTIL_Hardware3D.h Normal file

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