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https://git.coom.tech/drummyfish/small3dlib.git
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Update examples
This commit is contained in:
parent
5c16340f22
commit
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4 changed files with 56 additions and 181 deletions
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@ -5,7 +5,6 @@
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license: CC0 1.0
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*/
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#include <SDL2/SDL.h>
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#include <stdio.h>
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#include <time.h>
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@ -30,6 +29,8 @@
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#define TEXTURE_W 256
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#define TEXTURE_H 256
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#include "sdl_helper.h"
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#define MAX_VELOCITY 1000
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#define ACCELERATION 700
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#define TURN_SPEED 300
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@ -53,11 +54,9 @@ const uint8_t collisionMap[8 * 10] =
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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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void clearScreenBlue()
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{
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uint32_t index = 0;
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@ -79,31 +78,6 @@ void clearScreen()
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}
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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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uint8_t *p = ((uint8_t *) pixels) + (y * S3L_RESOLUTION_X + x) * 4 + 1;
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*p = blue;
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++p;
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*p = green;
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++p;
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*p = red;
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}
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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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u = S3L_clamp(u,0,CITY_TEXTURE_WIDTH - 1);
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v = S3L_clamp(v,0,CITY_TEXTURE_HEIGHT - 1);
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const uint8_t *t = cityTexture + (v * CITY_TEXTURE_WIDTH + u) * 3;
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*r = *t;
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t++;
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*g = *t;
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t++;
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*b = *t;
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}
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uint32_t previousTriangle = -1;
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S3L_Vec4 uv0, uv1, uv2;
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@ -137,7 +111,7 @@ void drawPixel(S3L_PixelInfo *p)
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uv[0] = S3L_interpolateBarycentric(uv0.x,uv1.x,uv2.x,p->barycentric);
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uv[1] = S3L_interpolateBarycentric(uv0.y,uv1.y,uv2.y,p->barycentric);
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sampleTexture(uv[0] >> 1,uv[1] >> 1,&r,&g,&b);
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sampleTexture(cityTexture,uv[0] >> 1,uv[1] >> 1,&r,&g,&b);
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setPixel(p->x,p->y,r,g,b);
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}
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@ -145,7 +119,7 @@ void drawPixel(S3L_PixelInfo *p)
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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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clearScreenBlue();
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S3L_drawScene(scene);
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}
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@ -178,13 +152,9 @@ static inline void handleCollision(S3L_Vec4 *pos, S3L_Vec4 previousPos)
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int16_t fps = 0;
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int main()
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int main(void)
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{
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SDL_Window *window = SDL_CreateWindow("city demo", 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 *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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sdlInit();
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cityModelInit();
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carModelInit();
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@ -223,8 +193,6 @@ int main()
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fps++;
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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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double timeDiff = ((double) (nowT - nextPrintT)) / CLOCKS_PER_SEC;
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@ -256,7 +224,9 @@ int main()
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if (velocity < 0)
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stepRotation *= -1;
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if (state[SDL_SCANCODE_LEFT])
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if (state[SDL_SCANCODE_ESCAPE])
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running = 0;
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else if (state[SDL_SCANCODE_LEFT])
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{
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models[1].transform.rotation.y += stepRotation;
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models[1].transform.rotation.z =
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@ -326,9 +296,7 @@ int main()
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scene.camera.transform.rotation.y = models[1].transform.rotation.y;
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SDL_RenderClear(renderer);
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SDL_RenderCopy(renderer,textureSDL,NULL,NULL);
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SDL_RenderPresent(renderer);
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sdlUpdate();
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frame++;
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}
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115
programs/level.c
115
programs/level.c
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@ -8,10 +8,12 @@
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#define TEXTURES 1 // whether to use textures for the level
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#define FOG 1
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#include <SDL2/SDL.h>
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#include <stdio.h>
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#include <time.h>
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#define S3L_RESOLUTION_X 640
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#define S3L_RESOLUTION_Y 480
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#define S3L_NEAR_CROSS_STRATEGY 3
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#if TEXTURES
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@ -30,10 +32,13 @@
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#define S3L_PIXEL_FUNCTION drawPixel
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#define S3L_MAX_PIXELS (1024 * 1024)
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#include "../small3dlib.h"
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#define TEXTURE_W 64
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#define TEXTURE_H 64
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#include "sdl_helper.h"
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#include "levelModel.h"
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#include "levelTextures.h"
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@ -41,54 +46,19 @@ S3L_Scene scene;
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S3L_Vec4 teleportPoint;
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uint32_t pixels[S3L_MAX_PIXELS];
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uint32_t frame = 0;
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uint8_t *texture = 0;
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const uint8_t *texture = 0;
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uint32_t previousTriangle = 1000;
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S3L_Vec4 uv0, uv1, uv2;
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void clearScreen()
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{
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memset(pixels,255,S3L_MAX_PIXELS * 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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uint8_t *p = ((uint8_t *) pixels) + (y * S3L_resolutionX + x) * 4 + 1;
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*p = blue;
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++p;
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*p = green;
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++p;
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*p = red;
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}
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void sampleTexture(S3L_Unit u, S3L_Unit v, uint8_t *r, uint8_t *g, uint8_t *b)
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{
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u = (u * LEVEL_TEXTURE_WIDTH) / S3L_FRACTIONS_PER_UNIT;
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v = (v * LEVEL_TEXTURE_HEIGHT) / S3L_FRACTIONS_PER_UNIT;
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u = S3L_wrap(u,LEVEL_TEXTURE_WIDTH);
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v = S3L_wrap(v,LEVEL_TEXTURE_HEIGHT);
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const uint8_t *t = texture + (v * LEVEL_TEXTURE_WIDTH + u) * 3;
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*r = *t;
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t++;
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*g = *t;
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t++;
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*b = *t;
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}
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void drawTeleport(int16_t x, int16_t y, S3L_ScreenCoord size)
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{
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int16_t halfSize = size / 2;
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S3L_ScreenCoord x0 = S3L_max(0,x - halfSize);
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S3L_ScreenCoord x1 = S3L_min(S3L_resolutionX,x + halfSize);
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S3L_ScreenCoord x1 = S3L_min(S3L_RESOLUTION_X,x + halfSize);
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S3L_ScreenCoord y0 = S3L_max(0,y - halfSize);
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S3L_ScreenCoord y1 = S3L_min(S3L_resolutionY,y + halfSize);
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S3L_ScreenCoord y1 = S3L_min(S3L_RESOLUTION_Y,y + halfSize);
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S3L_ScreenCoord row = y0 - (y - halfSize);
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S3L_Unit uv[2];
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uv[0] = S3L_interpolateBarycentric(uv0.x,uv1.x,uv2.x,p->barycentric);
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uv[1] = S3L_interpolateBarycentric(uv0.y,uv1.y,uv2.y,p->barycentric);
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uv[0] = S3L_interpolateBarycentric(uv0.x,uv1.x,uv2.x,p->barycentric) / 16;
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uv[1] = S3L_interpolateBarycentric(uv0.y,uv1.y,uv2.y,p->barycentric) / 16;
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sampleTexture(uv[0],uv[1],&r,&g,&b);
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sampleTexture(texture,uv[0],uv[1],&r,&g,&b);
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#else
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switch (p->modelIndex)
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{
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@ -184,7 +154,7 @@ clock_t nextT;
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int fps = 0;
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void draw()
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void draw(void)
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{
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S3L_newFrame();
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S3L_project3DPointToScreen(teleportPoint,scene.camera,&screenPoint);
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if (screenPoint.w > 0 &&
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screenPoint.x >= 0 && screenPoint.x < S3L_resolutionX &&
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screenPoint.y >= 0 && screenPoint.y < S3L_resolutionY &&
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screenPoint.x >= 0 && screenPoint.x < S3L_RESOLUTION_X &&
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screenPoint.y >= 0 && screenPoint.y < S3L_RESOLUTION_Y &&
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screenPoint.z < S3L_zBufferRead(screenPoint.x,screenPoint.y))
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drawTeleport(screenPoint.x,screenPoint.y,screenPoint.w);
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}
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}
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int main()
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int main(void)
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{
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S3L_resolutionX = 640;
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S3L_resolutionY = 480;
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SDL_Window *window = SDL_CreateWindow("level demo", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, S3L_resolutionX, S3L_resolutionY, 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_resolutionX, S3L_resolutionY);
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SDL_Surface *screenSurface = SDL_GetWindowSurface(window);
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SDL_Event event;
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sdlInit();
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teleportPoint.x = 6 * S3L_FRACTIONS_PER_UNIT;
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teleportPoint.y = -3 * S3L_FRACTIONS_PER_UNIT;
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@ -245,10 +208,7 @@ int main()
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while (running) // main loop
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{
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int newWidth = -1, newHeight = -1;
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draw();
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SDL_UpdateTexture(texture,NULL,pixels,S3L_resolutionX * sizeof(uint32_t));
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while (SDL_PollEvent(&event))
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if (event.type == SDL_QUIT)
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@ -260,6 +220,9 @@ int main()
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const uint8_t *state = SDL_GetKeyboardState(NULL);
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if (state[SDL_SCANCODE_ESCAPE])
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running = 0;
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if (state[SDL_SCANCODE_A])
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scene.camera.transform.rotation.y += 1;
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else if (state[SDL_SCANCODE_D])
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@ -278,40 +241,12 @@ int main()
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else if (state[SDL_SCANCODE_RIGHT])
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S3L_vec3Add(&scene.camera.transform.translation,camR);
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if (state[SDL_SCANCODE_K])
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newHeight = S3L_resolutionY + 4;
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else if (state[SDL_SCANCODE_I])
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newHeight = S3L_resolutionY - 4;
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else if (state[SDL_SCANCODE_J])
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newWidth = S3L_resolutionX - 4;
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else if (state[SDL_SCANCODE_L])
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newWidth = S3L_resolutionX + 4;
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if (
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(
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(newWidth != -1 && newWidth > 0) ||
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(newHeight != -1 && newHeight > 0)
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) &&
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(newWidth * S3L_resolutionY <= S3L_MAX_PIXELS) &&
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(newHeight * S3L_resolutionX <= S3L_MAX_PIXELS))
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{
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if (newWidth != -1)
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S3L_resolutionX = newWidth;
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if (newHeight != -1)
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S3L_resolutionY = newHeight;
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SDL_DestroyTexture(texture);
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texture = SDL_CreateTexture(renderer,SDL_PIXELFORMAT_RGBX8888, SDL_TEXTUREACCESS_STATIC, S3L_resolutionX, S3L_resolutionY);
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SDL_SetWindowSize(window,S3L_resolutionX,S3L_resolutionY);
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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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sdlUpdate();
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frame++;
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}
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sdlEnd();
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return 0;
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}
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@ -5,7 +5,6 @@
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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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#include "../small3dlib.h"
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#define TEXTURE_W 128
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#define TEXTURE_H 128
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#include "sdl_helper.h"
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#include "houseTexture.h"
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#include "houseModel.h"
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#include "cat2Model.h"
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#include "catTexture.h"
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#define TEXTURE_W 128
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#define TEXTURE_H 128
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#define MODE_TEXTUERED 0
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#define MODE_SINGLE_COLOR 1
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#define MODE_NORMAL_SMOOTH 2
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#define MODE_BARYCENTRIC 4
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#define MODE_TRIANGLE_INDEX 5
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void printHelp()
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void printHelp(void)
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{
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printf("Modelviewer: example program for small3dlib.\n\n");
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@ -87,40 +87,8 @@ const S3L_Index *uvIndices;
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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,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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{
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uint8_t *p = ((uint8_t *) pixels) + (y * S3L_RESOLUTION_X + x) * 4 + 1;
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*p = blue;
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++p;
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*p = green;
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++p;
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*p = red;
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}
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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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u = S3L_clamp(u,0,TEXTURE_W - 1);
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v = S3L_clamp(v,0,TEXTURE_H - 1);
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const uint8_t *t = texture + (v * TEXTURE_W + u) * 3;
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*r = *t;
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t++;
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*g = *t;
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t++;
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*b = *t;
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}
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void animate(double time)
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{
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time = (1.0 + sin(time * 8)) / 2;
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@ -211,7 +179,7 @@ void drawPixel(S3L_PixelInfo *p)
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uv[0] = S3L_interpolateBarycentric(uv0.x,uv1.x,uv2.x,p->barycentric);
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uv[1] = S3L_interpolateBarycentric(uv0.y,uv1.y,uv2.y,p->barycentric);
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sampleTexture(uv[0] / 4,uv[1] / 4,&r,&g,&b);
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sampleTexture(texture,uv[0] / 4,uv[1] / 4,&r,&g,&b);
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if (transparency && r == 255 && g == 0 && b == 0)
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transparent = 1;
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@ -364,11 +332,7 @@ int main(void)
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{
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printHelp();
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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 *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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sdlInit();
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toLight.x = 10;
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toLight.y = 10;
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@ -408,8 +372,6 @@ int main(void)
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fps++;
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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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double timeDiff = ((double) (nowT - nextPrintT)) / CLOCKS_PER_SEC;
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@ -452,6 +414,9 @@ int main(void)
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int16_t moveStep = S3L_max(1,3000 * frameDiff);
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int16_t fovStep = S3L_max(1,1000 * frameDiff);
|
||||
|
||||
if (state[SDL_SCANCODE_ESCAPE])
|
||||
running = 0;
|
||||
|
||||
if (!state[SDL_SCANCODE_LCTRL])
|
||||
{
|
||||
if (state[SDL_SCANCODE_LEFT])
|
||||
|
@ -497,12 +462,12 @@ int main(void)
|
|||
if (modelIndex == 2)
|
||||
animate(((double) clock()) / CLOCKS_PER_SEC);
|
||||
|
||||
SDL_RenderClear(renderer);
|
||||
SDL_RenderCopy(renderer,textureSDL,NULL,NULL);
|
||||
SDL_RenderPresent(renderer);
|
||||
sdlUpdate();
|
||||
|
||||
frame++;
|
||||
}
|
||||
|
||||
sdlEnd();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
|
|
@ -16,6 +16,13 @@ void sdlInit(void)
|
|||
screenSurface = SDL_GetWindowSurface(window);
|
||||
}
|
||||
|
||||
void sdlEnd(void)
|
||||
{
|
||||
SDL_DestroyTexture(textureSDL);
|
||||
SDL_DestroyRenderer(renderer);
|
||||
SDL_DestroyWindow(window);
|
||||
}
|
||||
|
||||
void sdlUpdate(void)
|
||||
{
|
||||
SDL_UpdateTexture(textureSDL,NULL,pixels,S3L_RESOLUTION_X * sizeof(uint32_t));
|
||||
|
|
Loading…
Reference in a new issue