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Texture the cube correctly
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2 changed files with 22 additions and 20 deletions
4
s3l.h
4
s3l.h
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@ -1011,7 +1011,9 @@ static inline void S3L_mapCameraToScreen(S3L_Vec4 point, S3L_Camera *camera,
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/*
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Helper function to interpolate texture coordinates based on barycentric
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coordinates.
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coordinates. If you're going for max performance, you may want to compute
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these values yourself -- some specific cases may be possible to compute
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faster.
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*/
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void S3L_interpolateTexCoords(
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38
testSDL.c
38
testSDL.c
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@ -42,18 +42,18 @@ S3L_Unit ver[] =
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S3L_Unit tex_coords[] =
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{
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16,0, 0,0, 16,16,
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16,0, 0,0, 16,16,
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16,0, 0,0, 16,16,
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16,0, 0,0, 16,16,
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16,0, 0,0, 16,16,
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16,0, 0,0, 16,16,
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16,0, 0,0, 16,16,
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16,0, 0,0, 16,16,
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16,0, 0,0, 16,16,
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16,0, 0,0, 16,16,
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16,0, 0,0, 16,16,
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16,0, 0,0, 16,16
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1,1, 0,0, 1,0,
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1,1, 0,1, 0,0,
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1,0, 1,1, 0,1,
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1,0, 0,1, 0,0,
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0,0, 1,0, 1,1,
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1,1, 0,1, 0,0,
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0,1, 0,0, 1,0,
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0,1, 1,0, 1,1,
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1,1, 0,0, 1,0,
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1,1, 0,1, 0,0,
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0,1, 1,0, 1,1,
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0,1, 0,0, 1,0
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};
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#undef S
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@ -140,9 +140,9 @@ void drawPixel(S3L_PixelInfo *p)
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coords = tex_coords + p->triangleID * 6;
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S3L_interpolateTexCoords(
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coords[0],coords[1],
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coords[2],coords[3],
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coords[4],coords[5],
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coords[0] * 16,coords[1] * 16,
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coords[2] * 16,coords[3] * 16,
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coords[4] * 16,coords[5] * 16,
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p,
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&u,&v);
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@ -161,8 +161,8 @@ void draw()
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{
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clearScreen();
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// modelTransform.rotation.z = frame * 0.2;
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// modelTransform.rotation.x = frame * 0.1;
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modelTransform.rotation.z = frame * 0.1;
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modelTransform.rotation.x = frame * 0.3;
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S3L_drawModelIndexed(ver,tri,12,modelTransform,camera,conf);
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@ -219,8 +219,8 @@ int main()
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camera.resolutionX = SCREEN_WIDTH;
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camera.resolutionY = SCREEN_HEIGHT;
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camera.transform.translation.z = -S3L_FRACTIONS_PER_UNIT * 2;
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camera.transform.translation.x = S3L_FRACTIONS_PER_UNIT;
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camera.transform.translation.y = S3L_FRACTIONS_PER_UNIT;
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// camera.transform.translation.x = S3L_FRACTIONS_PER_UNIT;
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// camera.transform.translation.y = S3L_FRACTIONS_PER_UNIT;
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S3L_initTransoform3D(&modelTransform);
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S3L_initDrawConfig(&conf);
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