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Start model viewer
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programs/modelViewer.c
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301
programs/modelViewer.c
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/*
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Example for small3dlib: model viewer.
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author: Miloslav Ciz
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license: CC0
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*/
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#include <SDL2/SDL.h>
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#include <stdio.h>
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#include <math.h>
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#include <time.h>
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#define S3L_FLAT 0
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#define S3L_STRICT_NEAR_CULLING 0
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#define S3L_PERSPECTIVE_CORRECTION11
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#define S3L_SORT 0
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#define S3L_Z_BUFFER 1
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#define S3L_PIXEL_FUNCTION drawPixel
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#define S3L_RESOLUTION_X 640
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#define S3L_RESOLUTION_Y 480
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#include "../small3dlib.h"
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#include "houseTexture.h"
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#include "houseModel.h"
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int32_t offScreenPixels = 0;
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const S3L_Unit ver[] = { S3L_CUBE_VERTICES(S3L_FRACTIONS_PER_UNIT) };
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const S3L_Index tri[] = { S3L_CUBE_TRIANGLES };
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const S3L_Unit tex_coords[] = { S3L_CUBE_TEXCOORDS(16) };
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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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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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}
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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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{
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if (x < 0 || x >= S3L_RESOLUTION_X || y < 0 || y >= S3L_RESOLUTION_Y)
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return;
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uint32_t r = red & 0x000000FF;
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r = r << 24;
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uint32_t g = green & 0x000000FF;
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g = g << 16;
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uint32_t b = blue & 0x000000FF;
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b = b << 8;
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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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{
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if (u < 0)
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u = 0;
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if (v < 0)
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v = 0;
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u %= HOUSE_TEXTURE_WIDTH;
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v %= HOUSE_TEXTURE_HEIGHT;
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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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*b = houseTexture[index + 2];
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}
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int16_t previousTriangle = -1;
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S3L_Unit uv0[2], uv1[2], uv2[2];
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uint8_t l0, l1, l2;
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S3L_Vec4 toLight;
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void drawPixel(S3L_PixelInfo *p)
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{
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if (p->triangleIndex != previousTriangle)
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{
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int16_t index = p->triangleIndex * 3;
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int16_t i0 = houseUVIndices[index];
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int16_t i1 = houseUVIndices[index + 1];
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int16_t i2 = houseUVIndices[index + 2];
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index = i0 * 2;
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uv0[0] = houseUVs[index];
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uv0[1] = houseUVs[index + 1];
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index = i1 * 2;
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uv1[0] = houseUVs[index];
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uv1[1] = houseUVs[index + 1];
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index = i2 * 2;
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uv2[0] = houseUVs[index];
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uv2[1] = houseUVs[index + 1];
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S3L_Vec4 n0, n1, n2;
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index = scene.models[p->modelIndex].triangles[p->triangleIndex * 3] * 3;
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n0.x = houseNormals[index];
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index++;
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n0.y = houseNormals[index];
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index++;
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n0.z = houseNormals[index];
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index = scene.models[p->modelIndex].triangles[p->triangleIndex * 3 + 1] * 3;
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n1.x = houseNormals[index];
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index++;
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n1.y = houseNormals[index];
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index++;
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n1.z = houseNormals[index];
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index = scene.models[p->modelIndex].triangles[p->triangleIndex * 3 + 2] * 3;
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n2.x = houseNormals[index];
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index++;
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n2.y = houseNormals[index];
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index++;
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n2.z = houseNormals[index];
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l0 = 64 + S3L_clamp(S3L_dotProductVec3(n0,toLight),-511,511) / 8;
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l1 = 64 + S3L_clamp(S3L_dotProductVec3(n1,toLight),-511,511) / 8;
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l2 = 64 + S3L_clamp(S3L_dotProductVec3(n2,toLight),-511,511) / 8;
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previousTriangle = p->triangleIndex;
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}
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S3L_Unit uv[2];
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uv[0] = S3L_interpolateBarycentric(
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uv0[0],
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uv1[0],
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uv2[0],
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p->barycentric[0], p->barycentric[1], p->barycentric[2]);
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uv[1] = S3L_interpolateBarycentric(
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uv0[1],
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uv1[1],
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uv2[1],
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p->barycentric[0], p->barycentric[1], p->barycentric[2]);
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uint8_t l = S3L_interpolateBarycentric(
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l0,
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l1,
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l2,
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p->barycentric[0], p->barycentric[1], p->barycentric[2]);
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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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r = S3L_clamp(((int16_t) r) - l,0,255);
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g = S3L_clamp(((int16_t) g) - l,0,255);
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b = S3L_clamp(((int16_t) b) - l,0,255);
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setPixel(p->x,p->y,r,g,b);
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}
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S3L_Transform3D modelTransform;
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S3L_DrawConfig conf;
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void draw()
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{
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S3L_newFrame();
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clearScreen();
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S3L_drawScene(scene);
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}
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int16_t fps = 0;
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int main()
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{
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SDL_Window *window = SDL_CreateWindow("test", 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_Surface *screenSurface = SDL_GetWindowSurface(window);
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SDL_Event event;
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toLight.x = 10;
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toLight.y = -10;
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toLight.z = -10;
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S3L_normalizeVec3(&toLight);
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S3L_initCamera(&scene.camera);
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scene.camera.transform.translation.z = -S3L_FRACTIONS_PER_UNIT * 8;
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scene.modelCount = 1;
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scene.models = &model;
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scene.models[0] = houseModel;
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S3L_initTransoform3D(&(scene.models[0].transform));
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S3L_initDrawConfig(&(scene.models[0].config));
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S3L_initTransoform3D(&modelTransform);
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S3L_initDrawConfig(&conf);
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int running = 1;
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S3L_computeModelNormals(scene.models[0],houseNormals,1);
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clock_t nextPrintT;
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nextPrintT = clock();
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while (running)
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{
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clock_t frameStartT = clock();
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draw();
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fps++;
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SDL_UpdateTexture(texture,NULL,pixels,S3L_RESOLUTION_X * sizeof(uint32_t));
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clock_t nowT = clock();
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double timeDiff = ((double) (nowT - nextPrintT)) / CLOCKS_PER_SEC;
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double frameDiff = ((double) (nowT - frameStartT)) / CLOCKS_PER_SEC;
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if (timeDiff >= 1.0)
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{
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nextPrintT = nowT;
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printf("FPS: %d\n",fps);
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fps = 0;
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}
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while (SDL_PollEvent(&event))
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{
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if (event.type == SDL_QUIT)
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running = 0;
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}
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uint8_t *state = SDL_GetKeyboardState(NULL);
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int16_t rotationStep = S3L_max(1,300 * frameDiff);
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int16_t zoomStep = S3L_max(1,3000 * frameDiff);
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int16_t fovStep = S3L_max(1,1000 * frameDiff);
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if (!state[SDL_SCANCODE_LCTRL])
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{
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if (state[SDL_SCANCODE_LEFT])
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model.transform.rotation.y += rotationStep;
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else if (state[SDL_SCANCODE_RIGHT])
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model.transform.rotation.y -= rotationStep;
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if (state[SDL_SCANCODE_DOWN])
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model.transform.rotation.x += rotationStep;
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else if (state[SDL_SCANCODE_UP])
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model.transform.rotation.x -= rotationStep;
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}
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else
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{
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if (state[SDL_SCANCODE_LEFT])
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scene.camera.focalLength =
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S3L_min(S3L_FRACTIONS_PER_UNIT * 5,scene.camera.focalLength + fovStep);
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else if (state[SDL_SCANCODE_RIGHT])
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scene.camera.focalLength =
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S3L_max(S3L_FRACTIONS_PER_UNIT / 2,scene.camera.focalLength - fovStep);
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if (state[SDL_SCANCODE_UP])
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scene.camera.transform.translation.z =
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S3L_min(S3L_FRACTIONS_PER_UNIT, scene.camera.transform.translation.z + zoomStep);
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else if (state[SDL_SCANCODE_DOWN])
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scene.camera.transform.translation.z =
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S3L_max(-S3L_FRACTIONS_PER_UNIT * 16, scene.camera.transform.translation.z - zoomStep);
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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_RenderPresent(renderer);
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frame++;
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}
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return 0;
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}
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