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Refactor
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parent
8392d88763
commit
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2 changed files with 73 additions and 128 deletions
197
s3l.h
197
s3l.h
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@ -832,16 +832,16 @@ void _S3L_drawFilledTriangle(
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S3L_PixelInfo *p)
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{
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S3L_ScreenCoord x0, y0, x1, y1, x2, y2;
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S3L_Vec4 *pointTop, *pointLeft, *pointRight;
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S3L_Vec4 *tPointPP, *lPointPP, *rPointPP; // points in projction plane space
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S3L_mapProjectionPlaneToScreen(point0,&x0,&y0);
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S3L_mapProjectionPlaneToScreen(point1,&x1,&y1);
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S3L_mapProjectionPlaneToScreen(point2,&x2,&y2);
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S3L_ScreenCoord
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tPointX, tPointY, // top triangle point coords
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lPointX, lPointY, // left triangle point coords
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rPointX, rPointY; // right triangle point coords
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tPointSx, tPointSy, // top point coords, in screen space
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lPointSx, lPointSy, // left point coords, in screen space
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rPointSx, rPointSy; // right point coords, in screen space
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S3L_Unit *barycentric0; // bar. coord that gets higher from L to R
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S3L_Unit *barycentric1; // bar. coord that gets higher from R to L
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@ -849,90 +849,72 @@ void _S3L_drawFilledTriangle(
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// Sort the points.
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#define handleLR(t,a,b)\
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int16_t aDx = x##a - x##t;\
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int16_t bDx = x##b - x##t;\
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int16_t aDy = S3L_nonZero(y##a - y##t);\
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int16_t bDy = S3L_nonZero(y##b - y##t);\
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if ((aDx << 4) / aDy < (bDx << 4) / bDy)\
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/*if (x##a <= x##b)*/\
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#define assignPoints(t,a,b)\
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{\
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lPointX = x##a; lPointY = y##a;\
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rPointX = x##b; rPointY = y##b;\
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pointLeft = &point##a; pointRight = &point##b;\
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barycentric0 = &(p->barycentric##b);\
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barycentric1 = &(p->barycentric##a);\
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}\
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else\
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{\
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lPointX = x##b; lPointY = y##b;\
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rPointX = x##a; rPointY = y##a;\
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pointLeft = &point##b; pointRight = &point##a;\
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barycentric0 = &(p->barycentric##a);\
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barycentric1 = &(p->barycentric##b);\
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tPointSx = x##t;\
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tPointSy = y##t;\
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tPointPP = &point##t;\
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barycentric2 = &(p->barycentric##t);\
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int16_t aDx = x##a - x##t;\
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int16_t bDx = x##b - x##t;\
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int16_t aDy = S3L_nonZero(y##a - y##t);\
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int16_t bDy = S3L_nonZero(y##b - y##t);\
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if ((aDx << 4) / aDy < (bDx << 4) / bDy)\
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/*if (x##a <= x##b)*/\
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{\
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lPointSx = x##a; lPointSy = y##a;\
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rPointSx = x##b; rPointSy = y##b;\
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lPointPP = &point##a; rPointPP = &point##b;\
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barycentric0 = &(p->barycentric##b);\
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barycentric1 = &(p->barycentric##a);\
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}\
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else\
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{\
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lPointSx = x##b; lPointSy = y##b;\
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rPointSx = x##a; rPointSy = y##a;\
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lPointPP = &point##b; rPointPP = &point##a;\
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barycentric0 = &(p->barycentric##a);\
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barycentric1 = &(p->barycentric##b);\
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}\
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}
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if (y0 <= y1)
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{
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if (y0 <= y2)
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{
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tPointX = x0;
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tPointY = y0;
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pointTop = &point0;
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barycentric2 = &(p->barycentric0);
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handleLR(0,1,2)
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}
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assignPoints(0,1,2)
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else
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{
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tPointX = x2;
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tPointY = y2;
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pointTop = &point2;
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barycentric2 = &(p->barycentric2);
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handleLR(2,0,1)
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}
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assignPoints(2,0,1)
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}
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else
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{
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if (y1 <= y2)
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{
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tPointX = x1;
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tPointY = y1;
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pointTop = &point1;
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barycentric2 = &(p->barycentric1);
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handleLR(1,0,2)
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}
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assignPoints(1,0,2)
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else
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{
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tPointX = x2;
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tPointY = y2;
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pointTop = &point2;
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barycentric2 = &(p->barycentric2);
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handleLR(2,0,1)
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}
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assignPoints(2,0,1)
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}
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// Now draw the triangle line by line.
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#undef handleLR
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#undef assignPoints
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S3L_ScreenCoord splitY; // Y of the vertically middle point of the triangle
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S3L_ScreenCoord endY; // bottom Y of the whole triangle
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int splitOnLeft; // whether splitY happens on L or R side
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if (rPointY <= lPointY)
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if (rPointSy <= lPointSy)
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{
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splitY = rPointY;
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splitY = rPointSy;
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splitOnLeft = 0;
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endY = lPointY;
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endY = lPointSy;
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}
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else
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{
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splitY = lPointY;
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splitY = lPointSy;
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splitOnLeft = 1;
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endY = rPointY;
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endY = rPointSy;
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}
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S3L_ScreenCoord currentY = tPointY;
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S3L_ScreenCoord currentY = tPointSy;
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/* We'll be using an algorithm similar to Bresenham line algorithm. The
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specifics of this algorithm are among others:
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@ -956,7 +938,7 @@ void _S3L_drawFilledTriangle(
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int16_t
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/* triangle side:
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left right */
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lX, rX, // current x position
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lX, rX, // current x position on the screen
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lDx, rDx, // dx (end point - start point)
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lDy, rDy, // dy (end point - start point)
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lInc, rInc, // direction in which to increment (1 or -1)
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@ -976,9 +958,9 @@ void _S3L_drawFilledTriangle(
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down - whether the side coordinate goes top-down or vice versa
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*/
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#define initSide(s,p1,p2,down)\
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s##X = p1##PointX;\
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s##Dx = p2##PointX - p1##PointX;\
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s##Dy = p2##PointY - p1##PointY;\
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s##X = p1##PointSx;\
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s##Dx = p2##PointSx - p1##PointSx;\
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s##Dy = p2##PointSy - p1##PointSy;\
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s##SideUnitStep = (S3L_FRACTIONS_PER_UNIT << S3L_LERP_QUALITY)\
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/ (s##Dy != 0 ? s##Dy : 1);\
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s##SideUnitPos = 0;\
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@ -1007,34 +989,21 @@ void _S3L_drawFilledTriangle(
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initSide(r,t,r,1)
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initSide(l,t,l,1)
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#define initPC(f,t,pc)\
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S3L_initPerspectiveCorrectionState(\
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f##PointPP->x,\
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f##PointPP->y,\
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f##PointPP->z,\
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t##PointPP->x,\
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t##PointPP->y,\
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t##PointPP->z,\
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camera->focalLength,\
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&pc##PC);
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#if S3L_PERSPECTIVE_CORRECTION == 1
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S3L_PerspectiveCorrectionState lPC, rPC, rowPC;
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S3L_Unit
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lDepthFrom = pointTop->z,
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lDepthTo = pointLeft->z,
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rDepthFrom = pointTop->z,
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rDepthTo = pointRight->z;
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S3L_initPerspectiveCorrectionState(
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pointTop->x,
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pointTop->y,
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pointTop->z,
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pointLeft->x,
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pointLeft->y,
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pointLeft->z,
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camera->focalLength,
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&lPC);
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S3L_initPerspectiveCorrectionState(
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pointTop->x,
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pointTop->y,
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pointTop->z,
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pointRight->x,
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pointRight->y,
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pointRight->z,
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camera->focalLength,
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&rPC);
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initPC(t,l,l)
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initPC(t,r,r)
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#endif
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while (currentY < endY) /* draw the triangle from top to bottom -- the
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@ -1058,18 +1027,7 @@ void _S3L_drawFilledTriangle(
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rSideUnitStep *= -1;
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#if S3L_PERSPECTIVE_CORRECTION == 1
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S3L_initPerspectiveCorrectionState(
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pointLeft->x,
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pointLeft->y,
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pointLeft->z,
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pointRight->x,
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pointRight->y,
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pointRight->z,
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camera->focalLength,
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&lPC);
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lDepthFrom = pointLeft->z;
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lDepthTo = pointRight->z;
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initPC(l,r,l)
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#endif
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}
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else
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@ -1086,18 +1044,7 @@ void _S3L_drawFilledTriangle(
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lSideUnitStep *= -1;
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#if S3L_PERSPECTIVE_CORRECTION == 1
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S3L_initPerspectiveCorrectionState(
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pointRight->x,
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pointRight->y,
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pointRight->z,
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pointLeft->x,
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pointLeft->y,
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pointLeft->z,
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camera->focalLength,
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&rPC);
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rDepthFrom = pointRight->z;
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rDepthTo = pointLeft->z;
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initPC(r,l,r)
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#endif
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}
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}
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@ -1120,27 +1067,24 @@ void _S3L_drawFilledTriangle(
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#if S3L_PERSPECTIVE_CORRECTION == 1
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S3L_Unit lDepth, rDepth, lT, rT;
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lT = lSideUnitPos >> S3L_LERP_QUALITY;
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rT = rSideUnitPos >> S3L_LERP_QUALITY;
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lT = lSideUnitPos >> S3L_LERP_QUALITY; // CHANGEEEE
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rT = rSideUnitPos >> S3L_LERP_QUALITY; // CHANGEEEE
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printf("%d %d\n",lDepth,rDepth);
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rT = S3L_correctPerspective(rT,&rPC);
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lDepth = S3L_interpolateByUnit(lPC.p0[2],lPC.p1[2],lT);
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rDepth = S3L_interpolateByUnit(rPC.p0[2],rPC.p1[2],rT);
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S3L_initPerspectiveCorrectionState(
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S3L_interpolateByUnit(pointTop->x,pointLeft->x,lT),
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S3L_interpolateByUnit(pointTop->y,pointLeft->y,lT),
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S3L_interpolateByUnit(lPC.a[0],lPC.b[0],lT),
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S3L_interpolateByUnit(lPC.a[1],lPC.b[1],lT),
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lDepth,
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S3L_interpolateByUnit(pointTop->x,pointRight->x,rT),
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S3L_interpolateByUnit(pointTop->y,pointRight->y,rT),
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S3L_interpolateByUnit(rPC.a[0],rPC.b[0],rT),
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S3L_interpolateByUnit(rPC.a[1],rPC.b[1],rT),
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rDepth,
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camera->focalLength,
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&rowPC
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);
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lT = S3L_correctPerspective(lT,&lPC);
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rT = S3L_correctPerspective(rT,&rPC);
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lDepth = S3L_interpolateByUnit(lDepthFrom,lDepthTo,lT);
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rDepth = S3L_interpolateByUnit(rDepthFrom,rDepthTo,rT);
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#endif
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for (S3L_ScreenCoord x = lX; x < rX; ++x)
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@ -1170,6 +1114,7 @@ printf("%d %d\n",lDepth,rDepth);
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++currentY;
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}
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#undef initPC
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#undef initSide
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#undef stepSide
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}
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@ -119,8 +119,8 @@ void draw()
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//frame = 853;
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// modelTransform.rotation.z = frame * 0.1;
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modelTransform.rotation.x = 60;//frame * 0.3;
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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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// S3L_drawModelIndexed(ver,tri + 3,1,modelTransform,&camera,&conf);
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