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small3dlib/testSDL.c

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/*
author: Miloslav Ciz
license: CC0
*/
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#include <SDL2/SDL.h>
#include <stdio.h>
#include <math.h>
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#include <time.h>
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//#define S3L_PRESET_HIGHEST_QUALITY
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#define S3L_FLAT 0
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#define S3L_STRICT_NEAR_CULLING 0
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#define S3L_PERSPECTIVE_CORRECTION11
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#define S3L_SORT 0
#define S3L_Z_BUFFER 1
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#define S3L_PIXEL_FUNCTION drawPixel
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#define S3L_RESOLUTION_X 640
#define S3L_RESOLUTION_Y 480
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#include "small3dlib.h"
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#include "houseTexture.h"
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#include "house.h"
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int32_t offScreenPixels = 0;
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const S3L_Unit ver[] = { S3L_CUBE_VERTICES(S3L_FRACTIONS_PER_UNIT) };
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const S3L_Index tri[] = { S3L_CUBE_TRIANGLES };
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const S3L_Unit tex_coords[] = { S3L_CUBE_TEXCOORDS(16) };
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S3L_Model3D models[2];
S3L_Scene scene;
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uint8_t houseVertexLighting[127];
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int8_t keys[256];
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const uint8_t testTexture[] =
{
2,2,2,0,0,0,2,2,2,2,0,0,0,2,2,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
0,0,0,0,1,1,1,1,1,1,1,1,0,0,0,0,
0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,
2,0,0,0,0,1,1,1,1,1,0,0,0,0,0,2,
2,0,0,0,0,1,1,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,1,1,0,0,0,0,0,0,0,0,2,
2,0,0,0,0,1,1,0,0,0,0,0,0,0,0,2,
0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,
0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,
0,0,2,2,0,0,0,0,0,0,0,0,1,1,0,0,
2,0,2,2,0,0,0,0,0,0,0,0,1,1,0,2,
2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,
2,2,2,0,0,0,2,2,2,2,0,0,0,2,2,2
};
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/*
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{
0,1,2,0,1,2,0,1,2,0,1,2,0,1,2,0,
1,2,0,1,2,0,1,2,0,1,2,0,1,2,0,1,
2,0,1,2,0,1,2,0,1,2,0,1,2,0,1,2,
0,1,2,0,1,2,0,1,2,0,1,2,0,1,2,0,
1,2,0,1,2,0,1,2,0,1,2,0,1,2,0,1,
2,0,1,2,0,1,2,0,1,2,0,1,2,0,1,2,
0,1,2,0,1,2,0,1,2,0,1,2,0,1,2,0,
1,2,0,1,2,0,1,2,0,1,2,0,1,2,0,1,
2,0,1,2,0,1,2,0,1,2,0,1,2,0,1,2,
0,1,2,0,1,2,0,1,2,0,1,2,0,1,2,0,
1,2,0,1,2,0,1,2,0,1,2,0,1,2,0,1,
2,0,1,2,0,1,2,0,1,2,0,1,2,0,1,2,
0,1,2,0,1,2,0,1,2,0,1,2,0,1,2,0,
1,2,0,1,2,0,1,2,0,1,2,0,1,2,0,1,
2,0,1,2,0,1,2,0,1,2,0,1,2,0,1,2
};
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*/
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uint32_t pixels[S3L_RESOLUTION_X * S3L_RESOLUTION_Y];
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uint32_t frame = 0;
void clearScreen()
{
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memset(pixels,0,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)
{
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if (x < 0 || x >= S3L_RESOLUTION_X || y < 0 || y >= S3L_RESOLUTION_Y)
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return;
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uint32_t r = red & 0x000000FF;
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r = r << 24;
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uint32_t g = green & 0x000000FF;
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g = g << 16;
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uint32_t b = blue & 0x000000FF;
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b = b << 8;
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pixels[y * S3L_RESOLUTION_X + x] = r | g | b;
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}
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uint8_t texturePixel(int32_t u, int32_t v)
{
u %= 16;
v %= 16;
return testTexture[v * 16 + u];
}
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void houseTex(int32_t u, int32_t v, uint8_t *r, uint8_t *g, uint8_t *b)
{
if (u < 0)
u = 0;
if (v < 0)
v = 0;
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u %= HOUSE_TEXTURE_WIDTH;
v %= HOUSE_TEXTURE_HEIGHT;
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int index = (v * HOUSE_TEXTURE_WIDTH + u) * 3;
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*r = houseTexture[index];
*g = houseTexture[index + 1];
*b = houseTexture[index + 2];
}
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int l0, l1, l2;
int previousTriangle = 255;
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void drawPixel(S3L_PixelInfo *p)
{
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if (p->triangleIndex != previousTriangle)
{
l0 = houseVertexLighting[houseTriangleIndices[p->triangleIndex * 3]];
l1 = houseVertexLighting[houseTriangleIndices[p->triangleIndex * 3 + 1]];
l2 = houseVertexLighting[houseTriangleIndices[p->triangleIndex * 3 + 2]];
previousTriangle = p->triangleIndex;
}
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if (p->x < 0 || p ->x >= S3L_RESOLUTION_X || p->y < 0 || p->y >= S3L_RESOLUTION_Y)
{
offScreenPixels++;
return;
}
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S3L_Unit u, v;
const S3L_Unit *coords;
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coords = tex_coords + p->triangleIndex * 6;
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if (p->modelIndex != 0)
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{
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int tmp = p->triangleIndex * 3;
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int i0 = houseUVIndices[tmp];
int i1 = houseUVIndices[tmp + 1];
int i2 = houseUVIndices[tmp + 2];
tmp = i0 * 2;
int uv0[2];
uv0[0] = houseUVs[tmp];
uv0[1] = houseUVs[tmp + 1];
tmp = i1 * 2;
int uv1[2];
uv1[0] = houseUVs[tmp];
uv1[1] = houseUVs[tmp + 1];
tmp = i2 * 2;
int uv2[2];
uv2[0] = houseUVs[tmp];
uv2[1] = houseUVs[tmp + 1];
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u = S3L_interpolateBarycentric(
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uv0[0],
uv1[0],
uv2[0],
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p->barycentric[0], p->barycentric[1], p->barycentric[2]);
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v = S3L_interpolateBarycentric(
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uv0[1],
uv1[1],
uv2[1],
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p->barycentric[0], p->barycentric[1], p->barycentric[2]);
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uint8_t r,g,b;
houseTex(
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(u / ((float) S3L_FRACTIONS_PER_UNIT)) * HOUSE_TEXTURE_WIDTH,
(v / ((float) S3L_FRACTIONS_PER_UNIT)) * HOUSE_TEXTURE_HEIGHT,
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&r,&g,&b);
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uint8_t l = S3L_interpolateBarycentric(l0,l1,l2,
p->barycentric[0],
p->barycentric[1],
p->barycentric[2]);
l = 255 - l;
l /= 2;
int16_t clampTmp = r - l;
r = clampTmp >= 0 ? clampTmp : 0;
clampTmp = g - l;
g = clampTmp >= 0 ? clampTmp : 0;
clampTmp = b - l;
b = clampTmp >= 0 ? clampTmp : 0;
setPixel(p->x,p->y,r,g,b);
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}
else
{
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u = S3L_interpolateBarycentric(
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coords[0],
coords[2],
coords[4],
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p->barycentric[0], p->barycentric[1], p->barycentric[2]);
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v = S3L_interpolateBarycentric(
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coords[1],
coords[3],
coords[5],
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p->barycentric[0], p->barycentric[1], p->barycentric[2]);
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uint8_t col = texturePixel(u,v);
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setPixel(p->x,p->y,col,col * 30,(2 - col) * 120);
}
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// uint8_t dep = (p->depth / 5000.0) * 255;
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// setPixel(p->x,p->y, (p->triangleID * 60) % 255, (p->triangleID * 170) % 255, (p->triangleID * 10) % 255 );
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//setPixel(p->x,p->y,sss, (p->triangleID * 37) % 255 ,128);
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//setPixel(p->x,p->y,p->modelID * 64,p->modelID * 128,255);
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// setPixel(p->x,p->y,p->barycentric0 / ((float) S3L_FRACTIONS_PER_UNIT) * 255,p->barycentric1 / ((float) S3L_FRACTIONS_PER_UNIT) * 255,p->barycentric2 / ((float) S3L_FRACTIONS_PER_UNIT) * 255);
}
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S3L_Transform3D modelTransform;
S3L_DrawConfig conf;
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clock_t nextT;
int fps = 0;
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void recomputeLight()
{
S3L_Mat4 m;
S3L_makeWorldMatrix(scene.models[1].transform,&m);
int radius = S3L_FRACTIONS_PER_UNIT * 12;
for (int i = 0; i < 127; ++i)
{
S3L_Vec4 v;
int index = i * 3;
v.x = houseVertices[index];
v.y = houseVertices[index + 1];
v.z = houseVertices[index + 2];
S3L_vec3Xmat4(&v,m);
S3L_Unit d = S3L_distanceManhattan(v,scene.camera.transform.translation);
d = radius - d;
int l = 0;
if (d >= 0)
l = 255 - S3L_interpolateFrom0(255,d,radius);
houseVertexLighting[i] = l;
}
}
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void draw()
{
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S3L_newFrame();
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offScreenPixels = 0;
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clearScreen();
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uint32_t f = frame;
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if (f % 16 == 0)
recomputeLight();
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//scene.models[0].transform.rotation.z = f * 0.1;
//scene.models[0].transform.rotation.x = f * 0.3;
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S3L_drawScene(scene);
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if (offScreenPixels > 0)
printf("offscreen pixels: %d\n",offScreenPixels);
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clock_t nowT = clock();
double timeDiff = ((double) (nowT - nextT)) / CLOCKS_PER_SEC;
fps++;
if (timeDiff >= 1.0)
{
nextT = nowT;
printf("FPS: %d\n",fps);
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printf("camera: ");
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S3L_logTransform3D(scene.camera.transform);
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fps = 0;
}
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}
int main()
{
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SDL_Window *window = SDL_CreateWindow("test", 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 *texture = 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;
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nextT = clock();
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S3L_initCamera(&scene.camera);
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// scene.camera.transform.translation.z = -S3L_FRACTIONS_PER_UNIT * 2;
scene.camera.transform.translation.x = 105;
scene.camera.transform.translation.y = 469;
scene.camera.transform.translation.z = 9;
scene.camera.transform.rotation.x = -35;
scene.camera.transform.rotation.y = 128;
scene.camera.transform.rotation.z = 0;
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S3L_setTransform3D(3196,1814,5958,-18,300,0,512,512,512,&(scene.camera.transform));
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scene.modelCount = 2;
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scene.models = models;
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scene.models[0].vertices = ver;
scene.models[0].vertexCount = S3L_CUBE_VERTEX_COUNT;
scene.models[0].triangles = tri;
scene.models[0].triangleCount = S3L_CUBE_TRIANGLE_COUNT;
S3L_initTransoform3D(&(scene.models[0].transform));
S3L_initDrawConfig(&(scene.models[0].config));
scene.models[0].transform.translation.x = S3L_FRACTIONS_PER_UNIT;
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// scene.models[1] = scene.models[0];
// scene.models[1].transform.translation.x = 0.5 * S3L_FRACTIONS_PER_UNIT;
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scene.models[1] = houseModel;
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S3L_initTransoform3D(&(scene.models[1].transform));
S3L_initDrawConfig(&(scene.models[1].config));
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scene.models[1].transform.translation.y = -1 * S3L_FRACTIONS_PER_UNIT;
scene.models[1].transform.translation.z = 4 * S3L_FRACTIONS_PER_UNIT;
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recomputeLight();
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// scene.camera.transform.translation.x = S3L_FRACTIONS_PER_UNIT;
// scene.camera.transform.translation.y = S3L_FRACTIONS_PER_UNIT;
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S3L_initTransoform3D(&modelTransform);
S3L_initDrawConfig(&conf);
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int running = 1;
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for (int i = 0; i < 256; ++i)
keys[i] = 0;
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while (running)
{
draw();
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SDL_UpdateTexture(texture,NULL,pixels,S3L_RESOLUTION_X * sizeof(uint32_t));
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int code = 0;
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while (SDL_PollEvent(&event))
{
switch (event.type)
{
case SDL_QUIT:
running = 0;
break;
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case SDL_KEYDOWN:
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code = 'a' + event.key.keysym.scancode - SDL_SCANCODE_A;
if (code >= 0 && code <= 255)
keys[code] = 1;
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break;
case SDL_KEYUP:
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code = 'a' + event.key.keysym.scancode - SDL_SCANCODE_A;
if (code >= 0 && code <= 255)
keys[code] = 0;
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break;
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default:
break;
}
}
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S3L_Vec4 camF, camR, camU;
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int step = 50;
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S3L_rotationToDirections(
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scene.camera.transform.rotation,
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step,
&camF,
&camR,
&camU);
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if (keys['w'])
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S3L_vec3Add(&scene.camera.transform.translation,camF);
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if (keys['s'])
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S3L_vec3Sub(&scene.camera.transform.translation,camF);
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if (keys['d'])
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S3L_vec3Add(&scene.camera.transform.translation,camR);
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if (keys['a'])
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S3L_vec3Sub(&scene.camera.transform.translation,camR);
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if (keys['c'])
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S3L_vec3Add(&scene.camera.transform.translation,camU);
if (keys['x'])
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S3L_vec3Sub(&scene.camera.transform.translation,camU);
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if (keys['q'])
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scene.camera.transform.rotation.y -= 1;
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if (keys['e'])
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scene.camera.transform.rotation.y += 1;
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if (keys['r'])
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scene.camera.transform.rotation.x -= 1;
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if (keys['t'])
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scene.camera.transform.rotation.x += 1;
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if (keys['f'])
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scene.camera.transform.rotation.z -= 1;
if (keys['g'])
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scene.camera.transform.rotation.z += 1;
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SDL_RenderClear(renderer);
SDL_RenderCopy(renderer,texture,NULL,NULL);
SDL_RenderPresent(renderer);
frame++;
}
return 0;
}