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https://git.coom.tech/drummyfish/small3dlib.git
synced 2024-11-21 20:39:57 +01:00
Remove some warnings
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parent
c2829c2177
commit
3e4fbbeca1
4 changed files with 11 additions and 14 deletions
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@ -114,8 +114,8 @@ void drawPixel(S3L_PixelInfo *p)
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{
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if (p->triangleID != previousTriangle)
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{
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S3L_Index *uvIndices;
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S3L_Unit *uvs;
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const S3L_Index *uvIndices;
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const S3L_Unit *uvs;
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if (p->modelIndex == 0)
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{
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@ -245,7 +245,7 @@ int main()
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if (event.type == SDL_QUIT)
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running = 0;
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uint8_t *state = SDL_GetKeyboardState(NULL);
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const uint8_t *state = SDL_GetKeyboardState(NULL);
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int16_t step = (velocity * frameDiffMs) / 1000;
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int16_t stepFriction = (FRICTION * frameDiffMs) / 1000;
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@ -277,7 +277,6 @@ int main()
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S3L_rotationToDirections(models[1].transform.rotation,S3L_FRACTIONS_PER_UNIT,&carDirection,0,0);
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S3L_Vec4 previousCarPos = models[1].transform.translation;
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S3L_Vec4 previousCamPos = scene.camera.transform.translation;
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int16_t friction = 0;
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@ -21,6 +21,7 @@
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#include "../small3dlib.h"
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#include <stdio.h>
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#include <string.h>
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#include <math.h>
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#include "grassTexture.h"
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@ -84,7 +85,7 @@ S3L_Unit treeNormals[TREE_VERTEX_COUNT * 3];
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S3L_Model3D models[MODELS_TOTAL];
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S3L_Scene scene;
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int previousTriangle = -1;
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uint32_t previousTriangle = 1000;
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S3L_Vec4 toLightDirection;
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@ -92,7 +93,7 @@ S3L_Vec4 n0, n1, n2, v0, v1, v2;
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S3L_Vec4 uv0, uv1, uv2;
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void sampleTexture(uint8_t *texture, int w, int h, float x, float y, uint8_t color[3])
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void sampleTexture(const uint8_t *texture, int w, int h, float x, float y, uint8_t color[3])
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{
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// we do linear interpolation of the samples
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@ -220,7 +221,7 @@ void drawPixel(S3L_PixelInfo *p)
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specularIntensity = 0.8;
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specularPower = 40.0;
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float dist, dx, dy;
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float dist;
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// create wavy normal map for water
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@ -453,14 +454,10 @@ int main()
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char fileName[] = "test00.ppm";
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S3L_Transform3D transform0, transform1;
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S3L_Vec4 target0, target1;
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S3L_initTransoform3D(&transform0);
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S3L_initTransoform3D(&transform1);
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target0 = scene.models[0].transform.translation;
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target1 = scene.models[2].transform.translation;
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transform0.translation.x = -2 * S3L_FRACTIONS_PER_UNIT;
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transform0.translation.y = 5 * S3L_FRACTIONS_PER_UNIT;
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transform0.translation.z = -14 * S3L_FRACTIONS_PER_UNIT;
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@ -190,8 +190,6 @@ void draw()
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clearScreen();
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uint32_t f = frame;
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S3L_drawScene(scene);
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S3L_Vec4 screenPoint;
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@ -255,7 +253,7 @@ int main()
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S3L_rotationToDirections(scene.camera.transform.rotation,20,&camF,&camR,0);
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uint8_t *state = SDL_GetKeyboardState(NULL);
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const uint8_t *state = SDL_GetKeyboardState(NULL);
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if (state[SDL_SCANCODE_A])
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scene.camera.transform.rotation.y += 1;
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@ -2130,7 +2130,9 @@ void S3L_drawTriangle(
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int8_t rowCount = S3L_PC_APPROX_LENGTH;
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#endif
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#if S3L_Z_BUFFER
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S3L_Index zBufferIndex = p.y * S3L_RESOLUTION_X + lXClipped;
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#endif
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// draw the row -- inner loop:
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@ -2230,6 +2232,7 @@ void S3L_drawTriangle(
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#if S3L_Z_BUFFER
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p.previousZ = S3L_zBuffer[zBufferIndex];
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zBufferIndex++;
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if (!S3L_zTest(p.x,p.y,p.depth))
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