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Remove redundant function
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eaea810b85
commit
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2 changed files with 11 additions and 32 deletions
26
s3l.h
26
s3l.h
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@ -1068,32 +1068,6 @@ static inline void S3L_mapCameraToScreen(S3L_Vec4 point, S3L_Camera *camera,
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// ^ S3L_FRACTIONS_PER_UNIT cancel out
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// ^ S3L_FRACTIONS_PER_UNIT cancel out
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}
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}
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/*
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Helper function to interpolate texture coordinates based on barycentric
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coordinates. If you're going for max performance, you may want to compute
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these values yourself -- some specific cases may be possible to compute
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faster.
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*/
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void S3L_interpolateTexCoords(
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S3L_Unit u0,
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S3L_Unit v0,
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S3L_Unit u1,
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S3L_Unit v1,
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S3L_Unit u2,
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S3L_Unit v2,
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S3L_PixelInfo *p,
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S3L_Unit *u,
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S3L_Unit *v
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)
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{
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*u = (p->barycentric0 * u0 + p->barycentric1 * u1 + p->barycentric2 * u2) /
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S3L_FRACTIONS_PER_UNIT;
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*v = (p->barycentric0 * v0 + p->barycentric1 * v1 + p->barycentric2 * v2) /
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S3L_FRACTIONS_PER_UNIT;
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}
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void S3L_drawModelIndexed(
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void S3L_drawModelIndexed(
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const S3L_Unit coords[],
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const S3L_Unit coords[],
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const S3L_Index triangleVertexIndices[],
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const S3L_Index triangleVertexIndices[],
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17
testSDL.c
17
testSDL.c
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@ -90,12 +90,17 @@ void drawPixel(S3L_PixelInfo *p)
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coords = tex_coords + p->triangleID * 6;
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coords = tex_coords + p->triangleID * 6;
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S3L_interpolateTexCoords(
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u = S3L_interpolateBarycentric(
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coords[0] * 16,coords[1] * 16,
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coords[0] * 16,
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coords[2] * 16,coords[3] * 16,
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coords[2] * 16,
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coords[4] * 16,coords[5] * 16,
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coords[4] * 16,
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p,
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p->barycentric0, p->barycentric1, p->barycentric2);
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&u,&v);
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v = S3L_interpolateBarycentric(
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coords[1] * 16,
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coords[3] * 16,
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coords[5] * 16,
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p->barycentric0, p->barycentric1, p->barycentric2);
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uint8_t col = texturePixel(u,v);
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uint8_t col = texturePixel(u,v);
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