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Tidy examples
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2 changed files with 51 additions and 51 deletions
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@ -1,6 +1,8 @@
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/*
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Example program for small3dlib -- a GTA-like game demo.
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author: Miloslav Ciz
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license: CC0
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license: CC0 1.0
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*/
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#include <SDL2/SDL.h>
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@ -96,18 +98,18 @@ 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 sampleTexture(uint8_t *texture, 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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u = S3L_clamp(u,0,TEXTURE_W - 1);
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v = S3L_clamp(v,0,TEXTURE_H - 1);
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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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int32_t index = (v * TEXTURE_W + u) * 3;
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int32_t index = (v * CITY_TEXTURE_WIDTH + u) * 3;
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*r = texture[index];
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*r = cityTexture[index];
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index++;
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*g = texture[index];
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*g = cityTexture[index];
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index++;
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*b = texture[index];
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*b = cityTexture[index];
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}
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uint32_t previousTriangle = -1;
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@ -136,14 +138,14 @@ void drawPixel(S3L_PixelInfo *p)
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previousTriangle = p->triangleID;
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}
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uint8_t r,g,b;
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uint8_t r, g, b;
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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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sampleTexture(cityTexture,uv[0] / 2,uv[1] / 2,&r,&g,&b);
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sampleTexture(uv[0] / 2,uv[1] / 2,&r,&g,&b);
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setPixel(p->x,p->y,r,g,b);
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}
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@ -151,9 +153,7 @@ 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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S3L_drawScene(scene);
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}
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@ -167,29 +167,28 @@ static inline uint32_t collision(S3L_Vec4 worldPosition)
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return collisionMap[index];
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}
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void handleCollision(S3L_Vec4 *pos, S3L_Vec4 previousPos)
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static inline void handleCollision(S3L_Vec4 *pos, S3L_Vec4 previousPos)
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{
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S3L_Vec4 newPos = *pos;
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newPos.x = previousPos.x;
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S3L_Vec4 newPos = *pos;
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newPos.x = previousPos.x;
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if (collision(newPos))
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{
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newPos = *pos;
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newPos.z = previousPos.z;
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if (collision(newPos))
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{
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newPos = *pos;
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newPos.z = previousPos.z;
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if (collision(newPos))
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newPos = previousPos;
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}
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*pos = newPos;
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if (collision(newPos))
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newPos = previousPos;
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}
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*pos = newPos;
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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("model viewer", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, S3L_RESOLUTION_X, S3L_RESOLUTION_Y, SDL_WINDOW_SHOWN);
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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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@ -198,16 +197,12 @@ int main()
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cityModelInit();
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carModelInit();
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carModel.transform.translation.x = 7 * (S3L_FRACTIONS_PER_UNIT / 2);
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carModel.transform.translation.z = -7 * (S3L_FRACTIONS_PER_UNIT / 2);
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carModel.transform.translation.y = (S3L_FRACTIONS_PER_UNIT / 32);
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models[0] = cityModel;
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models[1] = carModel;
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S3L_initScene(models,2,&scene);
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scene.camera.transform.translation.z = -S3L_FRACTIONS_PER_UNIT * 8;
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S3L_setTransform3D(1909,16,-3317,0,-510,0,512,512,512,&(models[1].transform));
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int running = 1;
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@ -224,7 +219,7 @@ int main()
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int16_t velocity = 0;
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while (running)
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while (running) // main loop
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{
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clock_t frameStartT = clock();
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@ -1,6 +1,8 @@
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/*
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Example program for small3dlib, showing a Quake-like level.
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author: Miloslav Ciz
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license: CC0
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license: CC0 1.0
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*/
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#include <SDL2/SDL.h>
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@ -118,23 +120,26 @@ void drawPixel(S3L_PixelInfo *p)
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{
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if (p->triangleID != previousTriangle)
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{
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if (p->modelIndex == 0)
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switch (p->modelIndex)
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{
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uvs = levelWallsUVs;
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uvIndices = levelWallsUVIndices;
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texture = level1Texture;
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}
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else if (p->modelIndex == 1)
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{
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uvs = levelFloorUVs;
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uvIndices = levelFloorUVIndices;
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texture = level2Texture;
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}
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else
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{
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uvs = levelCeilingUVs;
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uvIndices = levelCeilingUVIndices;
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texture = level3Texture;
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case 0:
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uvs = levelWallsUVs;
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uvIndices = levelWallsUVIndices;
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texture = level1Texture;
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break;
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case 1:
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uvs = levelFloorUVs;
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uvIndices = levelFloorUVIndices;
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texture = level2Texture;
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break;
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case 2:
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default:
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uvs = levelCeilingUVs;
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uvIndices = levelCeilingUVIndices;
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texture = level3Texture;
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break;
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}
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S3L_getIndexedTriangleValues(p->triangleIndex,uvIndices,uvs,2,&uv0,&uv1,&uv2);
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@ -205,7 +210,7 @@ void draw()
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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_Window *window = SDL_CreateWindow("level 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 *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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int running = 1;
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while (running)
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while (running) // main loop
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{
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draw();
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SDL_UpdateTexture(texture,NULL,pixels,S3L_RESOLUTION_X * sizeof(uint32_t));
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