From 01e523aff0737a099bfa40af3266124a7ccc7fb8 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Miloslav=20=C4=8C=C3=AD=C5=BE?= Date: Fri, 10 May 2019 16:52:20 +0200 Subject: [PATCH] Refactor --- s3l.h | 197 ++++++++++++++++++++---------------------------------- testSDL.c | 4 +- 2 files changed, 73 insertions(+), 128 deletions(-) diff --git a/s3l.h b/s3l.h index b0fdf7b..979fb40 100644 --- a/s3l.h +++ b/s3l.h @@ -832,16 +832,16 @@ void _S3L_drawFilledTriangle( S3L_PixelInfo *p) { S3L_ScreenCoord x0, y0, x1, y1, x2, y2; - S3L_Vec4 *pointTop, *pointLeft, *pointRight; + S3L_Vec4 *tPointPP, *lPointPP, *rPointPP; // points in projction plane space S3L_mapProjectionPlaneToScreen(point0,&x0,&y0); S3L_mapProjectionPlaneToScreen(point1,&x1,&y1); S3L_mapProjectionPlaneToScreen(point2,&x2,&y2); S3L_ScreenCoord - tPointX, tPointY, // top triangle point coords - lPointX, lPointY, // left triangle point coords - rPointX, rPointY; // right triangle point coords + tPointSx, tPointSy, // top point coords, in screen space + lPointSx, lPointSy, // left point coords, in screen space + rPointSx, rPointSy; // right point coords, in screen space S3L_Unit *barycentric0; // bar. coord that gets higher from L to R S3L_Unit *barycentric1; // bar. coord that gets higher from R to L @@ -849,90 +849,72 @@ void _S3L_drawFilledTriangle( // Sort the points. - #define handleLR(t,a,b)\ - int16_t aDx = x##a - x##t;\ - int16_t bDx = x##b - x##t;\ - int16_t aDy = S3L_nonZero(y##a - y##t);\ - int16_t bDy = S3L_nonZero(y##b - y##t);\ - if ((aDx << 4) / aDy < (bDx << 4) / bDy)\ - /*if (x##a <= x##b)*/\ + #define assignPoints(t,a,b)\ {\ - lPointX = x##a; lPointY = y##a;\ - rPointX = x##b; rPointY = y##b;\ - pointLeft = &point##a; pointRight = &point##b;\ - barycentric0 = &(p->barycentric##b);\ - barycentric1 = &(p->barycentric##a);\ - }\ - else\ - {\ - lPointX = x##b; lPointY = y##b;\ - rPointX = x##a; rPointY = y##a;\ - pointLeft = &point##b; pointRight = &point##a;\ - barycentric0 = &(p->barycentric##a);\ - barycentric1 = &(p->barycentric##b);\ + tPointSx = x##t;\ + tPointSy = y##t;\ + tPointPP = &point##t;\ + barycentric2 = &(p->barycentric##t);\ + int16_t aDx = x##a - x##t;\ + int16_t bDx = x##b - x##t;\ + int16_t aDy = S3L_nonZero(y##a - y##t);\ + int16_t bDy = S3L_nonZero(y##b - y##t);\ + if ((aDx << 4) / aDy < (bDx << 4) / bDy)\ + /*if (x##a <= x##b)*/\ + {\ + lPointSx = x##a; lPointSy = y##a;\ + rPointSx = x##b; rPointSy = y##b;\ + lPointPP = &point##a; rPointPP = &point##b;\ + barycentric0 = &(p->barycentric##b);\ + barycentric1 = &(p->barycentric##a);\ + }\ + else\ + {\ + lPointSx = x##b; lPointSy = y##b;\ + rPointSx = x##a; rPointSy = y##a;\ + lPointPP = &point##b; rPointPP = &point##a;\ + barycentric0 = &(p->barycentric##a);\ + barycentric1 = &(p->barycentric##b);\ + }\ } if (y0 <= y1) { if (y0 <= y2) - { - tPointX = x0; - tPointY = y0; - pointTop = &point0; - barycentric2 = &(p->barycentric0); - handleLR(0,1,2) - } + assignPoints(0,1,2) else - { - tPointX = x2; - tPointY = y2; - pointTop = &point2; - barycentric2 = &(p->barycentric2); - handleLR(2,0,1) - } + assignPoints(2,0,1) } else { if (y1 <= y2) - { - tPointX = x1; - tPointY = y1; - pointTop = &point1; - barycentric2 = &(p->barycentric1); - handleLR(1,0,2) - } + assignPoints(1,0,2) else - { - tPointX = x2; - tPointY = y2; - pointTop = &point2; - barycentric2 = &(p->barycentric2); - handleLR(2,0,1) - } + assignPoints(2,0,1) } // Now draw the triangle line by line. - #undef handleLR + #undef assignPoints S3L_ScreenCoord splitY; // Y of the vertically middle point of the triangle S3L_ScreenCoord endY; // bottom Y of the whole triangle int splitOnLeft; // whether splitY happens on L or R side - if (rPointY <= lPointY) + if (rPointSy <= lPointSy) { - splitY = rPointY; + splitY = rPointSy; splitOnLeft = 0; - endY = lPointY; + endY = lPointSy; } else { - splitY = lPointY; + splitY = lPointSy; splitOnLeft = 1; - endY = rPointY; + endY = rPointSy; } - S3L_ScreenCoord currentY = tPointY; + S3L_ScreenCoord currentY = tPointSy; /* We'll be using an algorithm similar to Bresenham line algorithm. The specifics of this algorithm are among others: @@ -956,7 +938,7 @@ void _S3L_drawFilledTriangle( int16_t /* triangle side: left right */ - lX, rX, // current x position + lX, rX, // current x position on the screen lDx, rDx, // dx (end point - start point) lDy, rDy, // dy (end point - start point) lInc, rInc, // direction in which to increment (1 or -1) @@ -976,9 +958,9 @@ void _S3L_drawFilledTriangle( down - whether the side coordinate goes top-down or vice versa */ #define initSide(s,p1,p2,down)\ - s##X = p1##PointX;\ - s##Dx = p2##PointX - p1##PointX;\ - s##Dy = p2##PointY - p1##PointY;\ + s##X = p1##PointSx;\ + s##Dx = p2##PointSx - p1##PointSx;\ + s##Dy = p2##PointSy - p1##PointSy;\ s##SideUnitStep = (S3L_FRACTIONS_PER_UNIT << S3L_LERP_QUALITY)\ / (s##Dy != 0 ? s##Dy : 1);\ s##SideUnitPos = 0;\ @@ -1007,34 +989,21 @@ void _S3L_drawFilledTriangle( initSide(r,t,r,1) initSide(l,t,l,1) + #define initPC(f,t,pc)\ + S3L_initPerspectiveCorrectionState(\ + f##PointPP->x,\ + f##PointPP->y,\ + f##PointPP->z,\ + t##PointPP->x,\ + t##PointPP->y,\ + t##PointPP->z,\ + camera->focalLength,\ + &pc##PC); + #if S3L_PERSPECTIVE_CORRECTION == 1 S3L_PerspectiveCorrectionState lPC, rPC, rowPC; - - S3L_Unit - lDepthFrom = pointTop->z, - lDepthTo = pointLeft->z, - rDepthFrom = pointTop->z, - rDepthTo = pointRight->z; - - S3L_initPerspectiveCorrectionState( - pointTop->x, - pointTop->y, - pointTop->z, - pointLeft->x, - pointLeft->y, - pointLeft->z, - camera->focalLength, - &lPC); - - S3L_initPerspectiveCorrectionState( - pointTop->x, - pointTop->y, - pointTop->z, - pointRight->x, - pointRight->y, - pointRight->z, - camera->focalLength, - &rPC); + initPC(t,l,l) + initPC(t,r,r) #endif while (currentY < endY) /* draw the triangle from top to bottom -- the @@ -1058,18 +1027,7 @@ void _S3L_drawFilledTriangle( rSideUnitStep *= -1; #if S3L_PERSPECTIVE_CORRECTION == 1 - S3L_initPerspectiveCorrectionState( - pointLeft->x, - pointLeft->y, - pointLeft->z, - pointRight->x, - pointRight->y, - pointRight->z, - camera->focalLength, - &lPC); - - lDepthFrom = pointLeft->z; - lDepthTo = pointRight->z; + initPC(l,r,l) #endif } else @@ -1086,18 +1044,7 @@ void _S3L_drawFilledTriangle( lSideUnitStep *= -1; #if S3L_PERSPECTIVE_CORRECTION == 1 - S3L_initPerspectiveCorrectionState( - pointRight->x, - pointRight->y, - pointRight->z, - pointLeft->x, - pointLeft->y, - pointLeft->z, - camera->focalLength, - &rPC); - - rDepthFrom = pointRight->z; - rDepthTo = pointLeft->z; + initPC(r,l,r) #endif } } @@ -1120,27 +1067,24 @@ void _S3L_drawFilledTriangle( #if S3L_PERSPECTIVE_CORRECTION == 1 S3L_Unit lDepth, rDepth, lT, rT; - lT = lSideUnitPos >> S3L_LERP_QUALITY; - rT = rSideUnitPos >> S3L_LERP_QUALITY; + lT = lSideUnitPos >> S3L_LERP_QUALITY; // CHANGEEEE + rT = rSideUnitPos >> S3L_LERP_QUALITY; // CHANGEEEE -printf("%d %d\n",lDepth,rDepth); + rT = S3L_correctPerspective(rT,&rPC); + + lDepth = S3L_interpolateByUnit(lPC.p0[2],lPC.p1[2],lT); + rDepth = S3L_interpolateByUnit(rPC.p0[2],rPC.p1[2],rT); S3L_initPerspectiveCorrectionState( - S3L_interpolateByUnit(pointTop->x,pointLeft->x,lT), - S3L_interpolateByUnit(pointTop->y,pointLeft->y,lT), + S3L_interpolateByUnit(lPC.a[0],lPC.b[0],lT), + S3L_interpolateByUnit(lPC.a[1],lPC.b[1],lT), lDepth, - S3L_interpolateByUnit(pointTop->x,pointRight->x,rT), - S3L_interpolateByUnit(pointTop->y,pointRight->y,rT), + S3L_interpolateByUnit(rPC.a[0],rPC.b[0],rT), + S3L_interpolateByUnit(rPC.a[1],rPC.b[1],rT), rDepth, camera->focalLength, &rowPC ); - - lT = S3L_correctPerspective(lT,&lPC); - rT = S3L_correctPerspective(rT,&rPC); - - lDepth = S3L_interpolateByUnit(lDepthFrom,lDepthTo,lT); - rDepth = S3L_interpolateByUnit(rDepthFrom,rDepthTo,rT); #endif for (S3L_ScreenCoord x = lX; x < rX; ++x) @@ -1170,6 +1114,7 @@ printf("%d %d\n",lDepth,rDepth); ++currentY; } + #undef initPC #undef initSide #undef stepSide } diff --git a/testSDL.c b/testSDL.c index 6bb4d6e..592963c 100644 --- a/testSDL.c +++ b/testSDL.c @@ -119,8 +119,8 @@ void draw() //frame = 853; -// modelTransform.rotation.z = frame * 0.1; - modelTransform.rotation.x = 60;//frame * 0.3; + modelTransform.rotation.z = frame * 0.1; + modelTransform.rotation.x = frame * 0.3; S3L_drawModelIndexed(ver,tri,12,modelTransform,&camera,&conf); // S3L_drawModelIndexed(ver,tri + 3,1,modelTransform,&camera,&conf);