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Start adding controls to the test
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85cadda3b3
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534f4aa2b9
2 changed files with 62 additions and 2 deletions
21
s3l.h
21
s3l.h
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@ -1175,6 +1175,9 @@ void S3L_drawTriangle(S3L_Vec4 point0, S3L_Vec4 point1, S3L_Vec4 point2,
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const S3L_DrawConfig *config, const S3L_Camera *camera,
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const S3L_DrawConfig *config, const S3L_Camera *camera,
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S3L_Index triangleID)
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S3L_Index triangleID)
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{
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{
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if (point0.z <= 0 && point1.z <= 0 && point2.z <= 0)
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return; // completely behind the camera
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if (config->backfaceCulling != S3L_BACKFACE_CULLING_NONE)
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if (config->backfaceCulling != S3L_BACKFACE_CULLING_NONE)
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{
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{
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int32_t winding = // determines CW or CCW
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int32_t winding = // determines CW or CCW
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@ -1312,11 +1315,29 @@ void S3L_makeWorldMatrix(S3L_Transform3D worldTransform, S3L_Mat4 *m)
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void S3L_makeCameraMatrix(S3L_Transform3D cameraTransform, S3L_Mat4 *m)
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void S3L_makeCameraMatrix(S3L_Transform3D cameraTransform, S3L_Mat4 *m)
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{
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{
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/*
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S3L_makeTranslationMat(
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S3L_makeTranslationMat(
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-1 * cameraTransform.translation.x,
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-1 * cameraTransform.translation.x,
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-1 * cameraTransform.translation.y,
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-1 * cameraTransform.translation.y,
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-1 * cameraTransform.translation.z,
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-1 * cameraTransform.translation.z,
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m);
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m);
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*/
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S3L_makeTranslationMat(
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-1 * cameraTransform.translation.x,
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-1 * cameraTransform.translation.y,
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-1 * cameraTransform.translation.z,
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m);
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S3L_Mat4 r;
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S3L_makeRotationMatrix(
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cameraTransform.rotation.x,
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cameraTransform.rotation.y,
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cameraTransform.rotation.z,
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&r);
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S3L_mat4Xmat4(m,&r);
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}
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}
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static inline void S3L_zDivide(S3L_Vec4 *vector)
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static inline void S3L_zDivide(S3L_Vec4 *vector)
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43
testSDL.c
43
testSDL.c
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@ -34,6 +34,8 @@ const S3L_Unit ver[] = { S3L_CUBE_VERTICES };
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const S3L_Index tri[] = { S3L_CUBE_TRIANGLES };
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const S3L_Index tri[] = { S3L_CUBE_TRIANGLES };
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const S3L_Unit tex_coords[] = { S3L_CUBE_TEXCOORDS };
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const S3L_Unit tex_coords[] = { S3L_CUBE_TEXCOORDS };
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int8_t keys[256];
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const uint8_t testTexture[] =
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const uint8_t testTexture[] =
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{
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{
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2,2,2,0,0,0,2,2,2,2,0,0,0,2,2,2,
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2,2,2,0,0,0,2,2,2,2,0,0,0,2,2,2,
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@ -134,8 +136,8 @@ void draw()
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modelTransform.rotation.z = f * 0.1;
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modelTransform.rotation.z = f * 0.1;
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modelTransform.rotation.x = f * 0.3;
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modelTransform.rotation.x = f * 0.3;
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modelTransform.translation.x = sin(f >> 7) * 700;
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// modelTransform.translation.x = sin(f >> 7) * 700;
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modelTransform.translation.y = sin(f >> 8) * 600;
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// modelTransform.translation.y = sin(f >> 8) * 600;
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S3L_drawModelIndexed(ver,tri,12,modelTransform,&camera,&conf);
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S3L_drawModelIndexed(ver,tri,12,modelTransform,&camera,&conf);
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@ -203,6 +205,9 @@ int main()
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int running = 1;
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int running = 1;
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for (int i = 0; i < 256; ++i)
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keys[i] = 0;
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while (running)
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while (running)
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{
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{
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draw();
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draw();
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@ -216,11 +221,45 @@ int main()
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running = 0;
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running = 0;
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break;
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break;
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case SDL_KEYDOWN:
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keys['a' + event.key.keysym.scancode - SDL_SCANCODE_A] = 1;
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break;
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case SDL_KEYUP:
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keys['a' + event.key.keysym.scancode - SDL_SCANCODE_A] = 0;
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break;
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default:
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default:
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break;
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break;
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}
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}
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}
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}
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int step = 10;
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if (keys['w'])
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camera.transform.translation.z += step;
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if (keys['s'])
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camera.transform.translation.z -= step;
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if (keys['a'])
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camera.transform.translation.x -= step;
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if (keys['d'])
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camera.transform.translation.x += step;
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if (keys['x'])
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camera.transform.translation.y += step;
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if (keys['c'])
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camera.transform.translation.y -= step;
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if (keys['q'])
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camera.transform.rotation.y -= 1;
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if (keys['e'])
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camera.transform.rotation.y += 1;
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SDL_RenderClear(renderer);
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SDL_RenderClear(renderer);
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SDL_RenderCopy(renderer,texture,NULL,NULL);
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SDL_RenderCopy(renderer,texture,NULL,NULL);
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SDL_RenderPresent(renderer);
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SDL_RenderPresent(renderer);
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