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Continue model viewer
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2c0139aead
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870f012546
3 changed files with 20 additions and 15 deletions
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@ -27,18 +27,23 @@
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#include "houseTexture.h"
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#include "houseModel.h"
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#define TEXTURE_W 128
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#define TEXTURE_H 128
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S3L_Unit houseNormals[HOUSE_VERTEX_COUNT * 3];
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S3L_Model3D model;
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S3L_Scene scene;
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uint8_t *texture;
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uint32_t pixels[S3L_RESOLUTION_X * S3L_RESOLUTION_Y];
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uint32_t frame = 0;
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void clearScreen()
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{
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memset(pixels,0,S3L_RESOLUTION_X * S3L_RESOLUTION_Y * sizeof(uint32_t));
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memset(pixels,200,S3L_RESOLUTION_X * S3L_RESOLUTION_Y * sizeof(uint32_t));
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}
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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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@ -58,17 +63,17 @@ static inline void setPixel(int x, int y, uint8_t red, uint8_t green, uint8_t bl
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pixels[y * S3L_RESOLUTION_X + x] = r | g | b;
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}
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void houseTex(int32_t u, int32_t v, uint8_t *r, uint8_t *g, uint8_t *b)
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void sampleTexture(int32_t u, int32_t v, uint8_t *r, uint8_t *g, uint8_t *b)
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{
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int32_t index = (v * HOUSE_TEXTURE_WIDTH + u) * 3;
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int32_t index = (v * TEXTURE_W + u) * 3;
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index = S3L_clamp(index,0,HOUSE_TEXTURE_WIDTH * HOUSE_TEXTURE_HEIGHT * 3);
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index = S3L_clamp(index,0,TEXTURE_W * TEXTURE_H * 3);
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*r = houseTexture[index];
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*r = texture[index];
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index++;
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*g = houseTexture[index];
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*g = texture[index];
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index++;
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*b = houseTexture[index];
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*b = texture[index];
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}
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int16_t previousTriangle = -1;
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@ -156,10 +161,7 @@ void drawPixel(S3L_PixelInfo *p)
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uint8_t r,g,b;
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houseTex(
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(uv[0] / ((float) S3L_FRACTIONS_PER_UNIT)) * HOUSE_TEXTURE_WIDTH,
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(uv[1] / ((float) S3L_FRACTIONS_PER_UNIT)) * HOUSE_TEXTURE_HEIGHT,
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&r,&g,&b);
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sampleTexture(uv[0] / 4,uv[1] / 4,&r,&g,&b);
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r = S3L_clamp((((int16_t) r) * l) / S3L_FRACTIONS_PER_UNIT,0,255);
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g = S3L_clamp((((int16_t) g) * l) / S3L_FRACTIONS_PER_UNIT,0,255);
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@ -186,7 +188,7 @@ int main()
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{
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SDL_Window *window = SDL_CreateWindow("model viewer", 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_Texture *textureSDL = 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);
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SDL_Event event;
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@ -200,6 +202,8 @@ int main()
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scene.camera.transform.translation.z = -S3L_FRACTIONS_PER_UNIT * 8;
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texture = houseTexture;
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scene.modelCount = 1;
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scene.models = &model;
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@ -226,7 +230,7 @@ int main()
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fps++;
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SDL_UpdateTexture(texture,NULL,pixels,S3L_RESOLUTION_X * sizeof(uint32_t));
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SDL_UpdateTexture(textureSDL,NULL,pixels,S3L_RESOLUTION_X * sizeof(uint32_t));
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clock_t nowT = clock();
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@ -282,7 +286,7 @@ int main()
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}
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SDL_RenderClear(renderer);
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SDL_RenderCopy(renderer,texture,NULL,NULL);
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SDL_RenderCopy(renderer,textureSDL,NULL,NULL);
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SDL_RenderPresent(renderer);
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frame++;
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@ -128,7 +128,7 @@ def printArray(array, name, sizeString):
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if lineLen > 80:
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arrayString += "\n"
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lineLen = 0
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lineLen = len(item)
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arrayString += item
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@ -65,6 +65,7 @@ for line in objFile:
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if line[:2] == "v ":
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coords = line[2:].split()
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vertex = [float(coords[i]) for i in range(3)]
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vertex[2] *= -1
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vertices.append(vertex)
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elif line[:3] == "vt ":
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coords = line[3:].split()
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