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Continue model viewer
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1 changed files with 58 additions and 18 deletions
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@ -80,8 +80,9 @@ int16_t previousTriangle = -1;
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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 mode = 0;
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S3L_Vec4 n0, n1, n2;
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void drawPixel(S3L_PixelInfo *p)
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{
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@ -108,8 +109,6 @@ void drawPixel(S3L_PixelInfo *p)
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uv2[0] = houseUVs[index];
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uv2[1] = houseUVs[index + 1];
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S3L_Vec4 n0, n1, n2;
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index = scene.models[p->modelIndex].triangles[p->triangleIndex * 3] * 3;
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n0.x = houseNormals[index];
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@ -141,23 +140,57 @@ void drawPixel(S3L_PixelInfo *p)
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previousTriangle = p->triangleIndex;
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}
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S3L_Unit uv[2];
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uv[0] = S3L_interpolateBarycentric(
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uv0[0],
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uv1[0],
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uv2[0],
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p->barycentric[0], p->barycentric[1], p->barycentric[2]);
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uv[1] = S3L_interpolateBarycentric(
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uv0[1],
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uv1[1],
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uv2[1],
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p->barycentric[0], p->barycentric[1], p->barycentric[2]);
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uint8_t r,g,b;
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sampleTexture(uv[0] / 4,uv[1] / 4,&r,&g,&b);
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switch (mode)
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{
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case 0: // textured mode
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{
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S3L_Unit uv[2];
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uv[0] = S3L_interpolateBarycentric(uv0[0],uv1[0],uv2[0],
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p->barycentric[0], p->barycentric[1], p->barycentric[2]);
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uv[1] = S3L_interpolateBarycentric(uv0[1],uv1[1],uv2[1],
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p->barycentric[0], p->barycentric[1], p->barycentric[2]);
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sampleTexture(uv[0] / 4,uv[1] / 4,&r,&g,&b);
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break;
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}
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case 1: // single color mode
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{
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r = 128;
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g = 128;
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b = 128;
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break;
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}
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case 2: // normal mode
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{
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S3L_Vec4 n;
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n.x = S3L_interpolateBarycentric(n0.x,n1.x,n2.x,
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p->barycentric[0], p->barycentric[1], p->barycentric[2]);
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n.y = S3L_interpolateBarycentric(n0.y,n1.y,n2.y,
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p->barycentric[0], p->barycentric[1], p->barycentric[2]);
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n.z = S3L_interpolateBarycentric(n0.z,n1.z,n2.z,
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p->barycentric[0], p->barycentric[1], p->barycentric[2]);
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S3L_normalizeVec3(&n);
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r = S3L_clamp(128 + n.x / 4,0,255);
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g = S3L_clamp(128 + n.y / 4,0,255);
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b = S3L_clamp(128 + n.z / 4,0,255);
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}
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default:
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break;
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}
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if (light)
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{
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@ -291,6 +324,13 @@ int main()
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scene.camera.transform.translation.z =
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S3L_max(-S3L_FRACTIONS_PER_UNIT * 16, scene.camera.transform.translation.z - zoomStep);
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}
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if (state[SDL_SCANCODE_KP_0])
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mode = 0;
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else if (state[SDL_SCANCODE_KP_1])
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mode = 1;
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else if (state[SDL_SCANCODE_KP_2])
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mode = 2;
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SDL_RenderClear(renderer);
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SDL_RenderCopy(renderer,textureSDL,NULL,NULL);
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