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Update tests
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25
README.md
25
README.md
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@ -39,7 +39,16 @@ PC (SDL, offline rendering, terminal):
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- **Different drawing strategies** to choose from: none, z-buffer (none, full, reduced), triangle sorting (back-to-front, fron-to-back with stencil buffer).
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- Triangles provide **barycentric coordinates**, thanks to which practically anything that can be achieved with OpenGL can be achieved (texturing, shading, normal-mapping, texture fitering, transparency, PBR, shadow mapping, MIP mapping, ...).
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- **Top-left rasterization rule**, pixels of adjacent triangles don't overlap or have holes (just like in OpenGL).
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- **Tested on multiple platforms** (PC, Pokitto, Gamebuino META).
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- **Tested on many platforms**:
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- PC (little endian, 64bit GNU)
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- PowerPC emulator (big endian)
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- compilers: gcc, clang
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- Arduboy (only experimental)
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- Gamebuino META (32bit resource-limited embedded ARM)
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- TODO:
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- Android
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- Windows
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- emscripten (web browser, JavaScript transpile)
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- **Many compile-time options** to tune the performance vs quality.
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- **Similar to OpenGL** in principle, but simpler, easier to use, with higher-level features.
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- **Tools** (Python scripts) for converting 3D models and textures to C array format used by the library.
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@ -51,8 +60,22 @@ be an as-is set of tools that the users is welcome to adjust for their
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specific project. So new features will be preferred to keeping the same
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interface.
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## why?
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You just need to make a small mini 3D game, quick 3D animation or visualization and don't want to go through the horror of learning and setting
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up OpenGL, installing drivers and libraries? Don't want to be tied to HW, 3rd party API or libraries and their dependencies? Don't want to install
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gigabytes of heavy super ultra graphics engines just for playing around with a few low poly models? You want to create extremely portable 3D
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graphics that will run on small and obscure platforms that don't have OpenGL, good specs or even standard C library? Want to just render something
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offline simply and not caring about highest rendering speed? You want to toy around with modifying something in the rendering pipeline that you
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can't easily do or debug in OpenGL (such as the rasterization algorithm)? Want to hack around in the demo scene? Want to create something public
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domain and need a public domain renderer? Or just don't want to be bothered by conditions such as proper attribution or copyleft?
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This library may help you.
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## limitations
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And advantages at the same time :)
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- **No scenegraph** (object parenting), just a scene list. Parenting can still be achieved by using cutom transform matrices.
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- Though performance is high, due to multiplatformness it **probably can't match platform-specific rasterizers written in assembly**.
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- There is **no far plane**.
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74
programs/helloWorld.c
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74
programs/helloWorld.c
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@ -0,0 +1,74 @@
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/**
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Simple hello world for small3dlib. Renders a triangle in terminal as ASCII.
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by drummyfish, released under CC0 1.0, public domain
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*/
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#include <stdio.h> // for IO
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// This tells the library the resolution of our ASCII screen.
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#define S3L_RESOLUTION_X 64
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#define S3L_RESOLUTION_Y 30
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// This tells the library the name of a function we use to write pixels.
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#define S3L_PIXEL_FUNCTION drawPixel
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#include "../small3dlib.h" // now include the library
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#define U S3L_FRACTIONS_PER_UNIT // this is the library unit, like e.g. 1 meter
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S3L_Unit triangleVertices[] = { // x, y, z
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U, 0, 0, // vertex 1
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0, U, 0, // vertex 2
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-U, U/2, 0 }; // vertex 3
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S3L_Index triangleTriangles[] = { 0, 1, 2 }; // our single triangle
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#undef U
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#define SCREEN_SIZE (S3L_RESOLUTION_X * S3L_RESOLUTION_Y)
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char screen[SCREEN_SIZE]; // our ASCII screen
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/* This function will be called by the library to draw individual rasterized
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pixels to our screen. We should try to make this function as fast as possible
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as it tends to be the performance bottle neck. */
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void drawPixel(S3L_PixelInfo *p)
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{
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screen[p->y * S3L_RESOLUTION_X + p->x] = 'X';
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}
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int main()
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{
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for (int i = 0; i < SCREEN_SIZE; ++i) // init the screen
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screen[i] = '.';
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S3L_Model3D triangleModel; // 3D model representing our triangle
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S3L_initModel3D(triangleVertices,9,triangleTriangles,1,&triangleModel);
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S3L_Scene scene; // scene of 3D models (we only have 1)
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S3L_initScene(&triangleModel,1,&scene);
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// shift the camera a little bit so that we can see the triangle
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scene.camera.transform.translation.z = -2 * S3L_FRACTIONS_PER_UNIT;
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scene.camera.transform.translation.y = S3L_FRACTIONS_PER_UNIT / 2;
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S3L_newFrame(); // has to be called before each frame
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S3L_drawScene(scene); /* this starts the scene rendering, the library
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will now start calling our drawPixel function to
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render the camera view */
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int index = 0;
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for (int y = 0; y < S3L_RESOLUTION_Y; ++y) // now display the screen
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{
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for (int x = 0; x < S3L_RESOLUTION_X; ++x)
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{
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putchar(screen[index]);
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index++;
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}
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putchar('\n');
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}
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return 0; // done!
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}
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@ -1,26 +1,22 @@
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/*
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/**
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Simple example of small3dlib, rendering in terminal.
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license: CC0 1.0
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by drummyfish, released under CC0 1.0, public domain
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*/
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#include <stdio.h>
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#include <unistd.h> // for usleep
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#include <unistd.h> // for usleep
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// we need to define screen resolution before including the library:
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#define S3L_RESOLUTION_X 80
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#define S3L_RESOLUTION_Y 40
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// and a name of the function we'll be using to draw individual pixels:
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#define S3L_PIXEL_FUNCTION drawPixel
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// now include the library:
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#include "../small3dlib.h" // now include the library
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#include "../small3dlib.h"
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// we'll use a predefined geometry of a cube that's in the library:
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// we'll use a predefined geometry of a cube from the library:
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S3L_Unit cubeVertices[] = { S3L_CUBE_VERTICES(S3L_FRACTIONS_PER_UNIT) };
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S3L_Index cubeTriangles[] = { S3L_CUBE_TRIANGLES };
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@ -28,7 +24,10 @@ S3L_Index cubeTriangles[] = { S3L_CUBE_TRIANGLES };
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S3L_Model3D cubeModel; // 3D model, has a geometry, position, rotation etc.
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S3L_Scene scene; // scene we'll be rendring (can have multiple models)
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uint8_t screen[S3L_RESOLUTION_X * S3L_RESOLUTION_Y]; // our screen
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#define FRAME_OFFSET 20 // how many newlines will be printed before each frame
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#define SCREEN_SIZE (FRAME_OFFSET + (S3L_RESOLUTION_X + 1) * S3L_RESOLUTION_Y + 1)
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uint8_t screen[SCREEN_SIZE]; // ASCII screen
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/* This function will be called by the library to draw individual rasterized
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pixels to the screen. We should try to make this function as fast as possible
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else
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c = '.';
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screen[p->y * S3L_RESOLUTION_X + p->x] = c; // draw the pixel to the screen
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}
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void clearScreen()
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{
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for (int j = 0; j < S3L_RESOLUTION_X * S3L_RESOLUTION_Y; ++j)
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screen[j] = ' ';
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}
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// This function prints out the content of the screen to the terminal.
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void drawScreen()
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{
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for (int i = 0; i < 20; ++i)
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printf("\n");
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int pos = 0;
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for (int y = 0; y < S3L_RESOLUTION_Y; ++y)
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{
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for (int x = 0; x < S3L_RESOLUTION_X; ++x)
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{
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printf("%c",screen[pos]);
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pos++;
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}
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printf("\n");
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}
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// draw to ASCII screen
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screen[FRAME_OFFSET + p->y * (S3L_RESOLUTION_X + 1) + p->x] = c;
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}
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int main()
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S3L_CUBE_TRIANGLE_COUNT,
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&cubeModel);
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S3L_initScene( // Initialize the scene we'll be rendering.
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&cubeModel, /* We only have one model (the cube), this is like an array
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with only one model in it. */
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S3L_initScene( // Initialize the scene we'll be rendering.
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&cubeModel, // This is like an array with only one model in it.
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1,
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&scene);
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scene.camera.transform.translation.z = -2 * S3L_FRACTIONS_PER_UNIT;
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for (int i = 0; i < 200; ++i) // render 200 frames
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for (int i = 0; i < 200; ++i) // render 200 frames
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{
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clearScreen();
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// clear the screen
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for (int j = 0; j < FRAME_OFFSET; ++j)
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screen[j] = '\n';
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for (int j = FRAME_OFFSET; j < SCREEN_SIZE; ++j)
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screen[j] = ((j - FRAME_OFFSET + 1) % (S3L_RESOLUTION_X + 1) ? ' ' : '\n');
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screen[SCREEN_SIZE - 1] = 0; // terminate the string
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S3L_newFrame(); // has to be called before each frame
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S3L_drawScene(scene); /* This starts the scene rendering. The drawPixel
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function will be called to draw it. */
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drawScreen();
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puts(screen); // display the frame
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usleep(100000); // wait a bit to let the user see the frame
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// now move and rotate the cube a little to see some movement:
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scene.models[0].transform.rotation.y += 10;
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scene.models[0].transform.rotation.x += 4;
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scene.models[0].transform.translation.x = S3L_sin(i * 4);
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