mirror of
https://git.coom.tech/drummyfish/small3dlib.git
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284 lines
6.3 KiB
C
284 lines
6.3 KiB
C
/*
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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 1.0
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*/
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#define TEXTURES 1 // whether to use textures for the level
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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_STRICT_NEAR_CULLING 0
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#if TEXTURES
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#define S3L_PERSPECTIVE_CORRECTION 2
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#else
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#define S3L_PERSPECTIVE_CORRECTION 0
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#endif
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#define S3L_NEAR (S3L_FRACTIONS_PER_UNIT / 5)
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#define S3L_FLAT 0
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#define S3L_SORT 0
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#define S3L_Z_BUFFER 1
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#define S3L_MAX_TRIANGES_DRAWN 512
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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 "levelModel.h"
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#include "levelTextures.h"
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S3L_Scene scene;
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S3L_Vec4 teleportPoint;
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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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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_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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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 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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uint32_t index = (v * LEVEL_TEXTURE_WIDTH + u) * 3;
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*r = texture[index];
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index++;
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*g = texture[index];
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index++;
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*b = texture[index];
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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_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_RESOLUTION_Y,y + halfSize);
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S3L_ScreenCoord row = y0 - (y - halfSize);
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for (S3L_ScreenCoord j = y0; j < y1; ++j)
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{
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S3L_ScreenCoord i0, i1;
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if (row <= halfSize)
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{
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i0 = S3L_max(x0,x - row);
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i1 = S3L_min(x1,x + row);
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}
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else
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{
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i0 = S3L_max(x0,x - size + row);
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i1 = S3L_min(x1,x + size - row);
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}
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for (S3L_ScreenCoord i = i0; i < i1; ++i)
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if (rand() % 8 == 0)
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setPixel(i,j,255,0,0);
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row++;
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}
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}
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void drawPixel(S3L_PixelInfo *p)
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{
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uint8_t r, g, b;
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#if TEXTURES
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if (p->triangleID != previousTriangle)
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{
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uint8_t material = levelMaterials[p->triangleIndex];
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switch (material)
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{
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case 0:
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texture = level1Texture;
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break;
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case 1:
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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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texture = level3Texture;
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break;
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}
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S3L_getIndexedTriangleValues(p->triangleIndex,levelUVIndices,levelUVs,2,&uv0,&uv1,&uv2);
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previousTriangle = p->triangleID;
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}
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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(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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case 0: r = 255; g = 0; b = 0; break;
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case 1: r = 0; g = 255; b = 0; break;
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case 2:
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default: r = 0; g = 0; b = 255; break;
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}
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#endif
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S3L_Unit fog = (p->depth *
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#if TEXTURES
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8
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#else
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16
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#endif
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) / S3L_FRACTIONS_PER_UNIT;
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r = S3L_clamp(((S3L_Unit) r) - fog,0,255);
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g = S3L_clamp(((S3L_Unit) g) - fog,0,255);
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b = S3L_clamp(((S3L_Unit) b) - fog,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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clock_t nextT;
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int fps = 0;
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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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S3L_Vec4 screenPoint;
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project3DPointToScreen(teleportPoint,scene.camera,&screenPoint);
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if (screenPoint.w > 0 &&
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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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clock_t nowT = clock();
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double timeDiff = ((double) (nowT - nextT)) / CLOCKS_PER_SEC;
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fps++;
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if (timeDiff >= 1.0)
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{
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nextT = nowT;
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printf("FPS: %d\n",fps);
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printf("camera: ");
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S3L_logTransform3D(scene.camera.transform);
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fps = 0;
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}
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}
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int main()
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{
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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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SDL_Event event;
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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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teleportPoint.z = 3 * S3L_FRACTIONS_PER_UNIT / 2;
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teleportPoint.w = S3L_FRACTIONS_PER_UNIT;
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nextT = clock();
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levelModelInit();
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S3L_initScene(&levelModel,1,&scene);
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int running = 1;
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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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while (SDL_PollEvent(&event))
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if (event.type == SDL_QUIT)
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running = 0;
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S3L_Vec4 camF, camR;
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S3L_rotationToDirections(scene.camera.transform.rotation,20,&camF,&camR,0);
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const uint8_t *state = SDL_GetKeyboardState(NULL);
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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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scene.camera.transform.rotation.y -= 1;
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else if (state[SDL_SCANCODE_W])
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scene.camera.transform.rotation.x += 1;
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else if (state[SDL_SCANCODE_S])
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scene.camera.transform.rotation.x -= 1;
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if (state[SDL_SCANCODE_UP])
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S3L_vec3Add(&scene.camera.transform.translation,camF);
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else if (state[SDL_SCANCODE_DOWN])
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S3L_vec3Sub(&scene.camera.transform.translation,camF);
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else if (state[SDL_SCANCODE_LEFT])
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S3L_vec3Sub(&scene.camera.transform.translation,camR);
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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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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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