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@@ -59,6 +59,17 @@
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#define S3L_NEAR_CROSS_STRATEGY 1
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#define S3L_NEAR_CROSS_STRATEGY 1
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#endif
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#endif
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+#ifndef HEIGHTMAP_3D_RESOLUTION
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+ #define HEIGHTMAP_3D_RESOLUTION 8
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+#endif
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+
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+#ifndef HEIGHTMAP_3D_STEP
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+ #define HEIGHTMAP_3D_STEP 512
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+#endif
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+
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+#define HEIGHTMAP_3D_POINTS (HEIGHTMAP_3D_RESOLUTION * HEIGHTMAP_3D_RESOLUTION)
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+#define HEIGHTMAP_3D_TRIANGLES (((HEIGHTMAP_3D_RESOLUTION - 1) * (HEIGHTMAP_3D_RESOLUTION - 1) * 2) * 3)
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+
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#define S3L_USE_WIDER_TYPES 1
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#define S3L_USE_WIDER_TYPES 1
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#include "small3dlib.h"
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#include "small3dlib.h"
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@@ -67,6 +78,10 @@
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#define helper_lastBody tpe_world.bodies[tpe_world.bodyCount - 1]
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#define helper_lastBody tpe_world.bodies[tpe_world.bodyCount - 1]
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+S3L_Unit heightmapVertices[HEIGHTMAP_3D_POINTS * 3];
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+S3L_Index heightmapTriangles[HEIGHTMAP_3D_TRIANGLES];
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+S3L_Model3D heightmapModel;
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+
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S3L_Unit cubeVertices[] = { S3L_CUBE_VERTICES(TPE_FRACTIONS_PER_UNIT) };
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S3L_Unit cubeVertices[] = { S3L_CUBE_VERTICES(TPE_FRACTIONS_PER_UNIT) };
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S3L_Index cubeTriangles[] = { S3L_CUBE_TRIANGLES };
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S3L_Index cubeTriangles[] = { S3L_CUBE_TRIANGLES };
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S3L_Model3D cubeModel;
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S3L_Model3D cubeModel;
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@@ -582,7 +597,7 @@ void s3l_drawPixel(S3L_PixelInfo *p)
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{
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{
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if (p->triangleIndex != s3l_previousTriangleID)
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if (p->triangleIndex != s3l_previousTriangleID)
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{
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{
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- S3L_Index *v = _helper_drawnModel->triangles
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+ const S3L_Index *v = _helper_drawnModel->triangles
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+ 3 * p->triangleIndex;
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+ 3 * p->triangleIndex;
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TPE_Vec3 a = TPE_vec3(
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TPE_Vec3 a = TPE_vec3(
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@@ -730,6 +745,21 @@ void helper_draw3DSphereInside(TPE_Vec3 pos, TPE_Vec3 scale, TPE_Vec3 rot)
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helper_drawModel(&sphereModel,pos,scale,rot);
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helper_drawModel(&sphereModel,pos,scale,rot);
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}
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}
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+TPE_Vec3 helper_heightmapPointLocation(int index)
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+{
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+ return TPE_vec3(
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+ (-1 * HEIGHTMAP_3D_RESOLUTION * HEIGHTMAP_3D_STEP) / 2 + (index % HEIGHTMAP_3D_RESOLUTION) * HEIGHTMAP_3D_STEP + HEIGHTMAP_3D_STEP / 2,0,
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+ (-1 * HEIGHTMAP_3D_RESOLUTION * HEIGHTMAP_3D_STEP) / 2 + (index / HEIGHTMAP_3D_RESOLUTION) * HEIGHTMAP_3D_STEP + HEIGHTMAP_3D_STEP / 2);
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+}
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+
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+void helper_setHeightmapPoint(uint16_t x, uint16_t y, TPE_Unit height)
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+{
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+ x = x % HEIGHTMAP_3D_RESOLUTION;
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+ y = y % HEIGHTMAP_3D_RESOLUTION;
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+
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+ heightmapVertices[(y * HEIGHTMAP_3D_RESOLUTION + x) * 3 + 1] = height;
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+}
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+
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void helper_init(void)
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void helper_init(void)
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{
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{
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helper_lightDir = TPE_vec3Normalized(TPE_vec3(300,200,100));
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helper_lightDir = TPE_vec3Normalized(TPE_vec3(300,200,100));
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@@ -759,6 +789,48 @@ void helper_init(void)
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S3L_model3DInit(triangleVertices,3,triangleTriangles,2,&triangleModel);
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S3L_model3DInit(triangleVertices,3,triangleTriangles,2,&triangleModel);
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+ // build the heightmap 3D model:
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+
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+ for (int i = 0; i < HEIGHTMAP_3D_POINTS; ++i)
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+ {
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+ TPE_Vec3 pos = helper_heightmapPointLocation(i);
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+
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+ heightmapVertices[i * 3] = pos.x;
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+ heightmapVertices[i * 3 + 1] = pos.y;
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+ heightmapVertices[i * 3 + 2] = pos.z;
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+ }
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+
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+ int index = 0;
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+
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+ for (int j = 0; j < HEIGHTMAP_3D_RESOLUTION - 1; ++j)
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+ for (int i = 0; i < HEIGHTMAP_3D_RESOLUTION - 1; ++i)
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+ {
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+ heightmapTriangles[index] = j * HEIGHTMAP_3D_RESOLUTION + i;
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+ heightmapTriangles[index + 1] = heightmapTriangles[index] + 1;
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+ heightmapTriangles[index + 2] = heightmapTriangles[index] + HEIGHTMAP_3D_RESOLUTION;
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+
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+ heightmapTriangles[index + 3] = heightmapTriangles[index + 1];
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+ heightmapTriangles[index + 4] = heightmapTriangles[index + 1] + HEIGHTMAP_3D_RESOLUTION;
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+ heightmapTriangles[index + 5] = heightmapTriangles[index + 4] - 1;
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+/*
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+ heightmapTriangles[index] = j * HEIGHTMAP_3D_RESOLUTION + i;
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+ heightmapTriangles[index + 1] = heightmapTriangles[index] + 1;
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+ heightmapTriangles[index + 2] = heightmapTriangles[index + 1] + HEIGHTMAP_3D_RESOLUTION;
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+
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+ heightmapTriangles[index + 3] = heightmapTriangles[index];
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+ heightmapTriangles[index + 4] = heightmapTriangles[index + 1] + HEIGHTMAP_3D_RESOLUTION;
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+ heightmapTriangles[index + 5] = heightmapTriangles[index] + HEIGHTMAP_3D_RESOLUTION;
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+*/
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+ index += 6;
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+ }
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+
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+ S3L_model3DInit(
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+ heightmapVertices,
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+ HEIGHTMAP_3D_POINTS * 3,
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+ heightmapTriangles,
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+ ((HEIGHTMAP_3D_RESOLUTION - 1) * (HEIGHTMAP_3D_RESOLUTION - 1) * 2),
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+ &heightmapModel);
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+
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S3L_sceneInit(0,1,&s3l_scene);
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S3L_sceneInit(0,1,&s3l_scene);
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TPE_worldInit(&tpe_world,tpe_bodies,0,0);
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TPE_worldInit(&tpe_world,tpe_bodies,0,0);
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