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small3dlib/s3l.h

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#ifndef S3L_H
#define S3L_H
#include <stdint.h>
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typedef int16_t S3L_UNIT;
#define S3L_FRACTIONS_PER_UNIT 1024
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typedef int16_t S3L_COORD;
typedef struct
{
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S3L_COORD x; ///< Screen X coordinate.
S3L_COORD y; ///< Screen Y coordinate.
S3L_UNIT barycentricA; /**< Barycentric coord A. Together with B and C coords
these serve to locate the pixel on a triangle and
interpolate values between it's three points. The
sum of the three coordinates will always be
exactly S3L_FRACTIONS_PER_UNIT. */
S3L_UNIT barycentricB; ///< Baryc. coord B, same semantics as barycentricA.
S3L_UNIT barycentricC; ///< Baryc. coord C, same semantics as barycentricA.
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} S3L_PixelInfo;
typedef struct
{
int16_t steps;
int16_t err;
int16_t x;
int16_t y;
int16_t *majorCoord;
int16_t *minorCoord;
int16_t majorIncrement;
int16_t minorIncrement;
int16_t majorDiff;
int16_t minorDiff;
} S3L_BresenhamState;
static inline int16_t S3L_abs(int16_t value)
{
return value >= 0 ? value : -1 * value;
}
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static inline int16_t S3L_min(int16_t v1, int16_t v2)
{
return v1 >= v2 ? v2 : v1;
}
static inline int16_t S3L_max(int16_t v1, int16_t v2)
{
return v1 >= v2 ? v1 : v2;
}
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/**
Interpolated between two values, v1 and v2, in the same ratio as t is to
tMax. Does NOT prevent zero division.
*/
static inline int16_t S3L_interpolate(int16_t v1, int16_t v2, int16_t t,
int16_t tMax)
{
return v1 + ((v2 - v1) * t) / tMax;
}
/**
Same as S3L_interpolate but with v1 = 0. Should be faster.
*/
static inline int16_t S3L_interpolateFrom0(int16_t v2, int16_t t, int16_t tMax)
{
return (v2 * t) / tMax;
}
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void S3L_bresenhamInit(S3L_BresenhamState *state, int16_t x0, int16_t y0, int16_t x1, int16_t y1)
{
int16_t dx = x1 - x0;
int16_t dy = y1 - y0;
int16_t absDx = S3L_abs(dx);
int16_t absDy = S3L_abs(dy);
if (absDx >= absDy)
{
state->majorCoord = &(state->x);
state->minorCoord = &(state->y);
state->minorDiff = 2 * absDy;
state->majorDiff = 2 * absDx;
state->err = 2 * dy - dx;
state->majorIncrement = dx >= 0 ? 1 : -1;
state->minorIncrement = dy >= 0 ? 1 : -1;
state->steps = absDx;
}
else
{
state->majorCoord = &(state->y);
state->minorCoord = &(state->x);
state->minorDiff = 2 * absDx;
state->majorDiff = 2 * absDy;
state->err = 2 * dx - dy;
state->majorIncrement = dy >= 0 ? 1 : -1;
state->minorIncrement = dx >= 0 ? 1 : -1;
state->steps = absDy;
}
state->x = x0;
state->y = y0;
}
int S3L_bresenhamStep(S3L_BresenhamState *state)
{
state->steps--;
(*state->majorCoord) += state->majorIncrement;
if (state->err > 0)
{
(*state->minorCoord) += state->minorIncrement;
state->err -= state->majorDiff;
}
state->err += state->minorDiff;
return state->steps >= 0;
}
void S3L_drawTriangle(int16_t x0, int16_t y0, int16_t x1, int16_t y1, int16_t x2, int16_t y2)
{
S3L_COORD
tPointX, tPointY, // top triangle point coords
lPointX, lPointY, // left triangle point coords
rPointX, rPointY; // right triangle point coords
// Sort the points.
#define handleLR(a,b)\
if (x##a <= x##b)\
{\
lPointX = x##a; lPointY = y##a;\
rPointX = x##b; rPointY = y##b;\
}\
else\
{\
lPointX = x##b; lPointY = y##b;\
rPointX = x##a; rPointY = y##a;\
}
if (y0 <= y1)
{
if (y0 <= y2)
{
tPointX = x0;
tPointY = y0;
handleLR(1,2)
}
else
{
tPointX = x2;
tPointY = y2;
handleLR(0,1)
}
}
else
{
if (y1 <= y2)
{
tPointX = x1;
tPointY = y1;
handleLR(0,2)
}
else
{
tPointX = x2;
tPointY = y2;
handleLR(0,1)
}
}
// Now drive the triangle line by line.
#undef handleLR
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S3L_COORD splitY; // Y at which one side (L or R) changes
S3L_COORD endY; // bottom Y of the whole triangle
int splitOnLeft; // whether split happens on L or R
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if (rPointY <= lPointY)
{
splitY = rPointY;
splitOnLeft = 0;
endY = lPointY;
}
else
{
splitY = lPointY;
splitOnLeft = 1;
endY = rPointY;
}
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S3L_COORD currentY = tPointY;
/* We'll be using a slight modification of Bresenham line algorithm (a one
that draws a _non-continous_ line). */
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int16_t
/* triangle side:
left right */
lX, rX, // current x position
lDx, rDx, // dx (end point - start point)
lDy, rDy, // dy (end point - start point)
lInc, rInc, // direction in which to increment (1 or -1)
lErr, rErr, // current error (Bresenham)
lErrAdd, rErrAdd, // error value to add in each Bresenham cycle
lErrSub, rErrSub; // error value to substract when moving in x direction
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S3L_UNIT
lSideUnitStep, rSideUnitStep,
lSideUnitPos, rSideUnitPos;
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int16_t helperDxAbs;
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#define initSide(v,p1,p2, down)\
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v##X = p1##PointX;\
v##Dx = p2##PointX - p1##PointX;\
v##Dy = p2##PointY - p1##PointY;\
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v##SideUnitStep = S3L_FRACTIONS_PER_UNIT / (v##Dy != 0 ? v##Dy : 1);\
v##SideUnitPos = 0;\
if (!down)\
{\
v##SideUnitPos = S3L_FRACTIONS_PER_UNIT;\
v##SideUnitStep *= -1;\
}\
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helperDxAbs = S3L_abs(v##Dx);\
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v##Inc = v##Dx >= 0 ? 1 : -1;\
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v##Err = 2 * helperDxAbs - v##Dy;\
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v##ErrAdd = 2 * helperDxAbs;\
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v##ErrSub = 2 * v##Dy;\
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v##ErrSub = v##ErrSub != 0 ? v##ErrSub : 1; /* don't allow 0, could lead
to an infinite substracting
loop */
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#define stepSide(s)\
while (s##Err > 0)\
{\
s##X += s##Inc;\
s##Err -= s##ErrSub;\
}\
s##Err += s##ErrAdd;
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initSide(r,t,r,1)
initSide(l,t,l,1)
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S3L_PixelInfo p;
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p.barycentricA = 0;
p.barycentricB = 0;
p.barycentricC = 0;
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S3L_UNIT *barycentric1 = &p.barycentricA;
S3L_UNIT *barycentric2 = &p.barycentricB;
S3L_UNIT *barycentric3 = &p.barycentricC;
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while (currentY <= endY)
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{
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if (currentY == splitY)
{
if (splitOnLeft)
{
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initSide(l,l,r,0);
barycentric1 = &p.barycentricC;
barycentric2 = &p.barycentricB;
barycentric3 = &p.barycentricA;
rSideUnitPos = S3L_FRACTIONS_PER_UNIT - rSideUnitPos;
rSideUnitStep *= -1;
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}
else
{
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initSide(r,r,l,0);
// TODO
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}
}
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p.y = currentY;
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// draw the line
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S3L_UNIT tMax = rX - lX;
tMax = tMax != 0 ? tMax : 1; // prevent division by zero
S3L_UNIT t1 = 0;
S3L_UNIT t2 = tMax;
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for (S3L_COORD x = lX; x <= rX; ++x)
{
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*barycentric1 = S3L_interpolateFrom0(rSideUnitPos,t1,tMax);
*barycentric2 = S3L_interpolateFrom0(lSideUnitPos,t2,tMax);
*barycentric3 = S3L_FRACTIONS_PER_UNIT - *barycentric1 - *barycentric2;
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p.x = x;
S3L_PIXEL_FUNCTION(&p);
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++t1;
--t2;
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}
stepSide(r)
stepSide(l)
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lSideUnitPos += lSideUnitStep;
rSideUnitPos += rSideUnitStep;
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++currentY;
}
#undef initSide
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#undef stepSide
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}
#endif