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small3dlib/programs/modelViewer.c

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/*
Example for small3dlib: model viewer.
author: Miloslav Ciz
license: CC0
*/
#include <SDL2/SDL.h>
#include <stdio.h>
#include <math.h>
#include <time.h>
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#include <stdlib.h>
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#define S3L_FLAT 0
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#define S3L_STRICT_NEAR_CULLING 1
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#define S3L_PERSPECTIVE_CORRECTION 2
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#define S3L_SORT 0
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#define S3L_STENCIL_BUFFER 0
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#define S3L_Z_BUFFER 1
#define S3L_PIXEL_FUNCTION drawPixel
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#define S3L_RESOLUTION_X 800
#define S3L_RESOLUTION_Y 600
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#include "../small3dlib.h"
#include "houseTexture.h"
#include "houseModel.h"
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#include "chestTexture.h"
#include "chestModel.h"
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#include "plantTexture.h"
#include "plantModel.h"
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#include "cat1Model.h"
#include "cat2Model.h"
#include "catTexture.h"
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#define TEXTURE_W 128
#define TEXTURE_H 128
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S3L_Unit houseNormals[HOUSE_VERTEX_COUNT * 3];
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S3L_Unit chestNormals[CHEST_VERTEX_COUNT * 3];
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S3L_Unit catNormals[CAT1_VERTEX_COUNT * 3];
S3L_Unit plantNormals[PLANT_VERTEX_COUNT * 3];
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S3L_Unit catVertices[CAT1_VERTEX_COUNT * 3];
const S3L_Index *catTriangleIndices = cat1TriangleIndices;
const S3L_Index *catUVs = cat1UVs;
const S3L_Index *catUVIndices = cat1UVIndices;
S3L_Model3D catModel;
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S3L_Model3D model;
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uint8_t *texture;
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const S3L_Unit *uvs;
const S3L_Unit *normals;
const S3L_Index *uvIndices;
S3L_Scene scene;
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uint32_t pixels[S3L_RESOLUTION_X * S3L_RESOLUTION_Y];
uint32_t frame = 0;
void clearScreen()
{
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memset(pixels,200,S3L_RESOLUTION_X * S3L_RESOLUTION_Y * sizeof(uint32_t));
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}
static inline void setPixel(int x, int y, uint8_t red, uint8_t green, uint8_t blue)
{
if (x < 0 || x >= S3L_RESOLUTION_X || y < 0 || y >= S3L_RESOLUTION_Y)
return;
uint32_t r = red & 0x000000FF;
r = r << 24;
uint32_t g = green & 0x000000FF;
g = g << 16;
uint32_t b = blue & 0x000000FF;
b = b << 8;
pixels[y * S3L_RESOLUTION_X + x] = r | g | b;
}
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void sampleTexture(int32_t u, int32_t v, uint8_t *r, uint8_t *g, uint8_t *b)
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{
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u = S3L_clamp(u,0,TEXTURE_W - 1);
v = S3L_clamp(v,0,TEXTURE_H - 1);
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int32_t index = (v * TEXTURE_W + u) * 3;
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*r = texture[index];
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index++;
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*g = texture[index];
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index++;
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*b = texture[index];
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}
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void animate(double time)
{
time = (1.0 + sin(time * 8)) / 2;
S3L_Unit t = time * S3L_FRACTIONS_PER_UNIT;
for (S3L_Index i = 0; i < CAT1_VERTEX_COUNT * 3; i += 3)
{
S3L_Unit v0[3], v1[3];
v0[0] = cat1Vertices[i];
v0[1] = cat1Vertices[i + 1];
v0[2] = cat1Vertices[i + 2];
v1[0] = cat2Vertices[i];
v1[1] = cat2Vertices[i + 1];
v1[2] = cat2Vertices[i + 2];
catVertices[i] = S3L_interpolateByUnit(v0[0],v1[0],t);
catVertices[i + 1] = S3L_interpolateByUnit(v0[1],v1[1],t);
catVertices[i + 2] = S3L_interpolateByUnit(v0[2],v1[2],t);
}
}
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int16_t previousTriangle = -1;
S3L_Unit uv0[2], uv1[2], uv2[2];
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uint16_t l0, l1, l2;
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S3L_Vec4 toLight;
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int8_t light = 1;
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int8_t fog = 0;
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int8_t noise = 0;
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int8_t wire = 0;
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int8_t transparency = 0;
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int8_t mode = 0;
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S3L_Vec4 n0, n1, n2, nt;
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void drawPixel(S3L_PixelInfo *p)
{
if (p->triangleIndex != previousTriangle)
{
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int16_t index;
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if (mode == 0)
{
index = p->triangleIndex * 3;
int16_t i0 = uvIndices[index];
int16_t i1 = uvIndices[index + 1];
int16_t i2 = uvIndices[index + 2];
index = i0 * 2;
uv0[0] = uvs[index];
uv0[1] = uvs[index + 1];
index = i1 * 2;
uv1[0] = uvs[index];
uv1[1] = uvs[index + 1];
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index = i2 * 2;
uv2[0] = uvs[index];
uv2[1] = uvs[index + 1];
}
else if (mode == 3)
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{
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index = p->triangleIndex * 3;
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S3L_Vec4 v0, v1, v2;
S3L_Index v = model.triangles[index] * 3;
v0.x = model.vertices[v];
v++;
v0.y = model.vertices[v];
v++;
v0.z = model.vertices[v];
v = model.triangles[index + 1] * 3;
v1.x = model.vertices[v];
v++;
v1.y = model.vertices[v];
v++;
v1.z = model.vertices[v];
v = model.triangles[index + 2] * 3;
v2.x = model.vertices[v];
v++;
v2.y = model.vertices[v];
v++;
v2.z = model.vertices[v];
S3L_triangleNormal(v0,v1,v2,&nt);
nt.x = S3L_clamp(128 + nt.x / 4,0,255);
nt.y = S3L_clamp(128 + nt.y / 4,0,255);
nt.z = S3L_clamp(128 + nt.z / 4,0,255);
}
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if (light || mode == 2)
{
index = scene.models[p->modelIndex].triangles[p->triangleIndex * 3] * 3;
n0.x = normals[index];
index++;
n0.y = normals[index];
index++;
n0.z = normals[index];
index = scene.models[p->modelIndex].triangles[p->triangleIndex * 3 + 1] * 3;
n1.x = normals[index];
index++;
n1.y = normals[index];
index++;
n1.z = normals[index];
index = scene.models[p->modelIndex].triangles[p->triangleIndex * 3 + 2] * 3;
n2.x = normals[index];
index++;
n2.y = normals[index];
index++;
n2.z = normals[index];
l0 = 256 + S3L_clamp(S3L_dotProductVec3(n0,toLight),-511,511) / 2;
l1 = 256 + S3L_clamp(S3L_dotProductVec3(n1,toLight),-511,511) / 2;
l2 = 256 + S3L_clamp(S3L_dotProductVec3(n2,toLight),-511,511) / 2;
}
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previousTriangle = p->triangleIndex;
}
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if (wire)
if (p->barycentric[0] != 0 &&
p->barycentric[1] != 0 &&
p->barycentric[2] != 0)
return;
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uint8_t r,g,b;
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int8_t transparent = 0;
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switch (mode)
{
case 0: // textured mode
{
S3L_Unit uv[2];
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uv[0] = S3L_interpolateBarycentric(uv0[0],uv1[0],uv2[0],
p->barycentric[0], p->barycentric[1], p->barycentric[2]);
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uv[1] = S3L_interpolateBarycentric(uv0[1],uv1[1],uv2[1],
p->barycentric[0], p->barycentric[1], p->barycentric[2]);
sampleTexture(uv[0] / 4,uv[1] / 4,&r,&g,&b);
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if (transparency && r == 255 && g == 0 && b == 0)
transparent = 1;
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break;
}
case 1: // single color mode
{
r = 128;
g = 128;
b = 128;
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break;
}
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case 2: // smooth normal mode
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{
S3L_Vec4 n;
n.x = S3L_interpolateBarycentric(n0.x,n1.x,n2.x,
p->barycentric[0], p->barycentric[1], p->barycentric[2]);
n.y = S3L_interpolateBarycentric(n0.y,n1.y,n2.y,
p->barycentric[0], p->barycentric[1], p->barycentric[2]);
n.z = S3L_interpolateBarycentric(n0.z,n1.z,n2.z,
p->barycentric[0], p->barycentric[1], p->barycentric[2]);
S3L_normalizeVec3(&n);
r = S3L_clamp(128 + n.x / 4,0,255);
g = S3L_clamp(128 + n.y / 4,0,255);
b = S3L_clamp(128 + n.z / 4,0,255);
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break;
}
case 3: // non-smooth normal mode
{
r = nt.x;
g = nt.y;
b = nt.z;
break;
}
case 4: // barycentric mode
{
r = p->barycentric[0] >> 1;
g = p->barycentric[1] >> 1;
b = p->barycentric[2] >> 1;
break;
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}
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case 5: // triangle index mode
{
r = S3L_min(p->triangleIndex,255);
g = r;
b = r;
}
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default:
break;
}
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if (light)
{
int16_t l = S3L_interpolateBarycentric(l0,l1,l2,
p->barycentric[0], p->barycentric[1], p->barycentric[2]);
r = S3L_clamp((((int16_t) r) * l) / S3L_FRACTIONS_PER_UNIT,0,255);
g = S3L_clamp((((int16_t) g) * l) / S3L_FRACTIONS_PER_UNIT,0,255);
b = S3L_clamp((((int16_t) b) * l) / S3L_FRACTIONS_PER_UNIT,0,255);
}
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if (fog)
{
int16_t f = ((p->depth - S3L_NEAR) * 255) / (S3L_FRACTIONS_PER_UNIT * 64);
f *= 2;
r = S3L_clamp(((int16_t) r) + f,0,255);
g = S3L_clamp(((int16_t) g) + f,0,255);
b = S3L_clamp(((int16_t) b) + f,0,255);
}
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if (transparency && transparent)
{
S3L_zBufferWrite(p->x,p->y,p->previousZ);
return;
}
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if (noise)
setPixel(p->x + rand() % 8,p->y + rand() % 8,r,g,b);
else
setPixel(p->x,p->y,r,g,b);
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}
void draw()
{
S3L_newFrame();
clearScreen();
S3L_drawScene(scene);
}
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void setModel(uint8_t index)
{
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printf("Setting model nmber %d.\n",index);
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#define modelCase(n,m)\
case n:\
{\
texture = m##Texture;\
uvs = m##UVs;\
uvIndices = m##UVIndices;\
normals = m##Normals;\
scene.models[0] = m##Model;\
S3L_computeModelNormals(scene.models[0],m##Normals,0);\
break;\
}
switch (index)
{
modelCase(0,house)
modelCase(1,chest)
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modelCase(2,cat)
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modelCase(3,plant)
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default:
break;
}
#undef modelCase
S3L_initTransoform3D(&(scene.models[0].transform));
S3L_initDrawConfig(&(scene.models[0].config));
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if (index == 3)
{
scene.models[0].config.backfaceCulling = 0;
transparency = 1;
}
else
{
scene.models[0].config.backfaceCulling = 2;
transparency = 0;
}
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printf("vertices: %d\n",scene.models[0].vertexCount);
printf("triangles: %d\n",scene.models[0].triangleCount);
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}
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int16_t fps = 0;
int main()
{
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SDL_Window *window = SDL_CreateWindow("model viewer", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, S3L_RESOLUTION_X, S3L_RESOLUTION_Y, SDL_WINDOW_SHOWN);
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SDL_Renderer *renderer = SDL_CreateRenderer(window,-1,0);
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SDL_Texture *textureSDL = SDL_CreateTexture(renderer,SDL_PIXELFORMAT_RGBX8888, SDL_TEXTUREACCESS_STATIC, S3L_RESOLUTION_X, S3L_RESOLUTION_Y);
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SDL_Surface *screenSurface = SDL_GetWindowSurface(window);
SDL_Event event;
toLight.x = 10;
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toLight.y = 10;
toLight.z = 10;
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S3L_normalizeVec3(&toLight);
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S3L_initScene(&model,1,&scene);
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scene.camera.transform.translation.z = -S3L_FRACTIONS_PER_UNIT * 8;
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catModel = cat1Model;
catModel.vertices = catVertices;
animate(0);
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int8_t modelIndex = 0;
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int8_t modelsTotal = 4;
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setModel(0);
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int running = 1;
clock_t nextPrintT;
nextPrintT = clock();
while (running)
{
clock_t frameStartT = clock();
draw();
fps++;
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SDL_UpdateTexture(textureSDL,NULL,pixels,S3L_RESOLUTION_X * sizeof(uint32_t));
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clock_t nowT = clock();
double timeDiff = ((double) (nowT - nextPrintT)) / CLOCKS_PER_SEC;
double frameDiff = ((double) (nowT - frameStartT)) / CLOCKS_PER_SEC;
if (timeDiff >= 1.0)
{
nextPrintT = nowT;
printf("FPS: %d\n",fps);
fps = 0;
}
while (SDL_PollEvent(&event))
{
if (event.type == SDL_QUIT)
running = 0;
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else if (event.type == SDL_KEYDOWN)
{
if (event.key.keysym.scancode == SDL_SCANCODE_L)
light = !light;
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else if (event.key.keysym.scancode == SDL_SCANCODE_F)
fog = !fog;
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else if (event.key.keysym.scancode == SDL_SCANCODE_N)
noise = !noise;
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else if (event.key.keysym.scancode == SDL_SCANCODE_W)
wire = !wire;
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else if (event.key.keysym.scancode == SDL_SCANCODE_B)
model.config.backfaceCulling = (model.config.backfaceCulling + 1) % 3;
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else if (event.key.keysym.scancode == SDL_SCANCODE_SPACE)
{
modelIndex = (modelIndex + 1) % modelsTotal;
setModel(modelIndex);
}
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}
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}
uint8_t *state = SDL_GetKeyboardState(NULL);
int16_t rotationStep = S3L_max(1,300 * frameDiff);
int16_t zoomStep = S3L_max(1,3000 * frameDiff);
int16_t fovStep = S3L_max(1,1000 * frameDiff);
if (!state[SDL_SCANCODE_LCTRL])
{
if (state[SDL_SCANCODE_LEFT])
model.transform.rotation.y += rotationStep;
else if (state[SDL_SCANCODE_RIGHT])
model.transform.rotation.y -= rotationStep;
if (state[SDL_SCANCODE_DOWN])
model.transform.rotation.x += rotationStep;
else if (state[SDL_SCANCODE_UP])
model.transform.rotation.x -= rotationStep;
}
else
{
if (state[SDL_SCANCODE_LEFT])
scene.camera.focalLength =
S3L_min(S3L_FRACTIONS_PER_UNIT * 5,scene.camera.focalLength + fovStep);
else if (state[SDL_SCANCODE_RIGHT])
scene.camera.focalLength =
S3L_max(S3L_FRACTIONS_PER_UNIT / 2,scene.camera.focalLength - fovStep);
if (state[SDL_SCANCODE_UP])
scene.camera.transform.translation.z =
S3L_min(S3L_FRACTIONS_PER_UNIT, scene.camera.transform.translation.z + zoomStep);
else if (state[SDL_SCANCODE_DOWN])
scene.camera.transform.translation.z =
S3L_max(-S3L_FRACTIONS_PER_UNIT * 16, scene.camera.transform.translation.z - zoomStep);
}
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if (state[SDL_SCANCODE_KP_0])
mode = 0;
else if (state[SDL_SCANCODE_KP_1])
mode = 1;
else if (state[SDL_SCANCODE_KP_2])
mode = 2;
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else if (state[SDL_SCANCODE_KP_3])
mode = 3;
else if (state[SDL_SCANCODE_KP_4])
mode = 4;
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else if (state[SDL_SCANCODE_KP_5])
mode = 5;
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if (modelIndex == 2)
animate(((double) clock()) / CLOCKS_PER_SEC);
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SDL_RenderClear(renderer);
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SDL_RenderCopy(renderer,textureSDL,NULL,NULL);
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SDL_RenderPresent(renderer);
frame++;
}
return 0;
}