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Fix PC bug
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1 changed files with 57 additions and 21 deletions
78
small3dlib.h
78
small3dlib.h
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@ -1990,36 +1990,72 @@ void S3L_drawTriangle(
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#elif S3L_PERSPECTIVE_CORRECTION == 2
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if (rowCount >= S3L_PC_APPROX_LENGTH)
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{
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// init the linear interpolation to the next PC correct value
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rowCount = 0;
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S3L_Unit nextI = i + S3L_PC_APPROX_LENGTH;
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S3L_Unit nextDepth =
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(
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(S3L_FRACTIONS_PER_UNIT * S3L_FRACTIONS_PER_UNIT) /
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S3L_nonZero(S3L_interpolate(lRecipZ,rRecipZ,nextI,rowLength))
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) << S3L_FAST_LERP_QUALITY;
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if (nextI >= rowLength)
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{
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/* A special case where we'd be interpolating outside the triangle.
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It seems like a valid approach at first, but it creates a bug
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in a case when the rasaterized triangle is near screen 0 and can
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actually never reach the extrapolated screen position. So we
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have to clamp to the actual end of the triangle here. */
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depthPC.stepScaled =
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(nextDepth - depthPC.valueScaled) / S3L_PC_APPROX_LENGTH;
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S3L_Unit maxI = S3L_nonZero(rowLength - i);
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S3L_Unit nextValue =
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(
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S3L_interpolateFrom0(rOverZ,nextI,rowLength)
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* nextDepth
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) / S3L_FRACTIONS_PER_UNIT;
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S3L_Unit nextDepthScaled =
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(
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(S3L_FRACTIONS_PER_UNIT * S3L_FRACTIONS_PER_UNIT) /
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S3L_nonZero(rRecipZ)
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) << S3L_FAST_LERP_QUALITY;
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b0PC.stepScaled =
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(nextValue - b0PC.valueScaled) / S3L_PC_APPROX_LENGTH;
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depthPC.stepScaled =
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(nextDepthScaled - depthPC.valueScaled) / maxI;
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nextValue =
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(
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(lOverZ - S3L_interpolateFrom0(lOverZ,nextI,rowLength))
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* nextDepth
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) / S3L_FRACTIONS_PER_UNIT;
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S3L_Unit nextValue =
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(
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rOverZ
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* nextDepthScaled
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) / S3L_FRACTIONS_PER_UNIT;
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b1PC.stepScaled =
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(nextValue - b1PC.valueScaled) / S3L_PC_APPROX_LENGTH;
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b0PC.stepScaled =
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(nextValue - b0PC.valueScaled) / maxI;
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b1PC.stepScaled =
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-1 * b1PC.valueScaled / maxI;
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}
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else
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{
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S3L_Unit nextDepthScaled =
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(
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(S3L_FRACTIONS_PER_UNIT * S3L_FRACTIONS_PER_UNIT) /
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S3L_nonZero(S3L_interpolate(lRecipZ,rRecipZ,nextI,rowLength))
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) << S3L_FAST_LERP_QUALITY;
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depthPC.stepScaled =
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(nextDepthScaled - depthPC.valueScaled) / S3L_PC_APPROX_LENGTH;
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S3L_Unit nextValue =
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(
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S3L_interpolateFrom0(rOverZ,nextI,rowLength)
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* nextDepthScaled
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) / S3L_FRACTIONS_PER_UNIT;
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b0PC.stepScaled =
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(nextValue - b0PC.valueScaled) / S3L_PC_APPROX_LENGTH;
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nextValue =
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(
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(lOverZ - S3L_interpolateFrom0(lOverZ,nextI,rowLength))
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* nextDepthScaled
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) / S3L_FRACTIONS_PER_UNIT;
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b1PC.stepScaled =
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(nextValue - b1PC.valueScaled) / S3L_PC_APPROX_LENGTH;
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}
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}
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p.depth = S3L_getFastLerpValue(depthPC);
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