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Continue image tool
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4 changed files with 559 additions and 8777 deletions
9312
houseTexture.h
9312
houseTexture.h
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@ -123,10 +123,11 @@ if GUARDS:
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if USE_PALETTE:
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printArray(paletteArray,NAME + "Palette",str(len(paletteArray)))
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printArray(imageArray,NAME + "Texture",NAME.upper() + "_WIDTH * " + NAME.upper() + "_HEIGHT * 3")
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print("#define " + NAME.upper() + "_TEXTURE_WIDTH " + str(OUT_WIDTH))
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print("#define " + NAME.upper() + "_TEXTURE_HEIGHT " + str(OUT_HEIGHT))
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print("")
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print("#define " + NAME.upper() + "_WIDTH " + str(OUT_WIDTH))
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print("#define " + NAME.upper() + "_HEIGHT " + str(OUT_HEIGHT))
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printArray(imageArray,NAME + "Texture",NAME.upper() + "_TEXTURE_WIDTH * " + NAME.upper() + "_TEXTURE_HEIGHT * 3")
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if GUARDS:
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print("\n#endif // guard")
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@ -35,7 +35,12 @@
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CONVENTIONS:
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This library should never draw pixels outside the specified screen
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coordinates, so you don't have to check this!
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boundaries, so you don't have to check this!
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You can safely suppose that triangles are rasterized one by one and from top
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down, left to right (so you can utilize e.g. various caches), and if sorting
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is disabled the order of rasterization will be that specified in the scene
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structure (of course, some triangles and models may be skipped).
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Angles are in S3L_Units, a full angle (2 pi) is S3L_FRACTIONS_PER_UNITs.
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10
testSDL.c
10
testSDL.c
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@ -116,10 +116,10 @@ void houseTex(int32_t u, int32_t v, uint8_t *r, uint8_t *g, uint8_t *b)
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if (v < 0)
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v = 0;
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u %= HOUSE_WIDTH;
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v %= HOUSE_HEIGHT;
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u %= HOUSE_TEXTURE_WIDTH;
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v %= HOUSE_TEXTURE_HEIGHT;
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int index = (v * HOUSE_WIDTH + u) * 3;
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int index = (v * HOUSE_TEXTURE_WIDTH + u) * 3;
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*r = houseTexture[index];
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*g = houseTexture[index + 1];
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@ -182,8 +182,8 @@ if (p->modelIndex != 0)
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uint8_t r,g,b;
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houseTex(
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(u / ((float) S3L_FRACTIONS_PER_UNIT)) * HOUSE_WIDTH,
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(v / ((float) S3L_FRACTIONS_PER_UNIT)) * HOUSE_HEIGHT,
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(u / ((float) S3L_FRACTIONS_PER_UNIT)) * HOUSE_TEXTURE_WIDTH,
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(v / ((float) S3L_FRACTIONS_PER_UNIT)) * HOUSE_TEXTURE_HEIGHT,
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&r,&g,&b);
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setPixel(p->x,p->y,r,g,b);
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}
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