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Add computeNormals
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289487ceea
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2 changed files with 148 additions and 79 deletions
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@ -31,6 +31,8 @@ const S3L_Unit ver[] = { S3L_CUBE_VERTICES(S3L_FRACTIONS_PER_UNIT) };
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const S3L_Index tri[] = { S3L_CUBE_TRIANGLES };
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const S3L_Index tri[] = { S3L_CUBE_TRIANGLES };
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const S3L_Unit tex_coords[] = { S3L_CUBE_TEXCOORDS(16) };
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const S3L_Unit tex_coords[] = { S3L_CUBE_TEXCOORDS(16) };
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S3L_Unit houseNormals[HOUSE_VERTEX_COUNT * 3];
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S3L_Model3D models[2];
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S3L_Model3D models[2];
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S3L_Scene scene;
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S3L_Scene scene;
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@ -129,75 +131,8 @@ void houseTex(int32_t u, int32_t v, uint8_t *r, uint8_t *g, uint8_t *b)
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*b = houseTexture[index + 2];
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*b = houseTexture[index + 2];
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}
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}
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int l0, l1, l2;
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int previousTriangle = 255;
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void drawPixel(S3L_PixelInfo *p)
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void drawPixel(S3L_PixelInfo *p)
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{
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{
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S3L_Vec4 a,b,c,n,V;
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int tmpI = scene.models[p->modelIndex].triangles[p->triangleIndex * 3] * 3;
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a.x = scene.models[p->modelIndex].vertices[tmpI];
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tmpI++;
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a.y = scene.models[p->modelIndex].vertices[tmpI];
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tmpI++;
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a.z = scene.models[p->modelIndex].vertices[tmpI];
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tmpI = scene.models[p->modelIndex].triangles[p->triangleIndex * 3 + 1] * 3;
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b.x = scene.models[p->modelIndex].vertices[tmpI];
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tmpI++;
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b.y = scene.models[p->modelIndex].vertices[tmpI];
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tmpI++;
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b.z = scene.models[p->modelIndex].vertices[tmpI];
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tmpI = scene.models[p->modelIndex].triangles[p->triangleIndex * 3 + 2] * 3;
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c.x = scene.models[p->modelIndex].vertices[tmpI];
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tmpI++;
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c.y = scene.models[p->modelIndex].vertices[tmpI];
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tmpI++;
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c.z = scene.models[p->modelIndex].vertices[tmpI];
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S3L_triangleNormal(a,b,c,&n);
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/*
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printf("--------\n");
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S3L_logVec4(a);
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S3L_logVec4(b);
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S3L_logVec4(c);
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S3L_logVec4(n);
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*/
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V.x = 10;
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V.y = 10;
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V.z = 10;
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S3L_normalizeVec3(&V);
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int16_t l = S3L_clamp(S3L_dotProductVec3(V,n) / 2,0,255);
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l &= 192;
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/*
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setPixel(p->x,p->y,
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S3L_clamp(128 + n.x / 4,0,255),
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S3L_clamp(128 + n.y / 4,0,255),
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S3L_clamp(128 + n.z / 4,0,255));
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*/
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setPixel(p->x,p->y,l,l,l);
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return;
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if (p->triangleIndex != previousTriangle)
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{
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l0 = houseVertexLighting[houseTriangleIndices[p->triangleIndex * 3]];
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l1 = houseVertexLighting[houseTriangleIndices[p->triangleIndex * 3 + 1]];
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l2 = houseVertexLighting[houseTriangleIndices[p->triangleIndex * 3 + 2]];
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previousTriangle = p->triangleIndex;
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}
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if (p->x < 0 || p ->x >= S3L_RESOLUTION_X || p->y < 0 || p->y >= S3L_RESOLUTION_Y)
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if (p->x < 0 || p ->x >= S3L_RESOLUTION_X || p->y < 0 || p->y >= S3L_RESOLUTION_Y)
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{
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{
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offScreenPixels++;
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offScreenPixels++;
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@ -256,23 +191,39 @@ if (p->modelIndex != 0)
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(v / ((float) S3L_FRACTIONS_PER_UNIT)) * HOUSE_TEXTURE_HEIGHT,
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(v / ((float) S3L_FRACTIONS_PER_UNIT)) * HOUSE_TEXTURE_HEIGHT,
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&r,&g,&b);
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&r,&g,&b);
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uint8_t l = S3L_interpolateBarycentric(l0,l1,l2,
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S3L_Vec4 n0, n1, n2, n;
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p->barycentric[0],
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p->barycentric[1],
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p->barycentric[2]);
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l = 255 - l;
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n0.x = houseNormals[scene.models[p->modelIndex].triangles[p->triangleIndex * 3] * 3];
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n0.y = houseNormals[scene.models[p->modelIndex].triangles[p->triangleIndex * 3] * 3 + 1];
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n0.z = houseNormals[scene.models[p->modelIndex].triangles[p->triangleIndex * 3] * 3 + 2];
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l /= 2;
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n1.x = houseNormals[scene.models[p->modelIndex].triangles[p->triangleIndex * 3 + 1] * 3];
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n1.y = houseNormals[scene.models[p->modelIndex].triangles[p->triangleIndex * 3 + 1] * 3 + 1];
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n1.z = houseNormals[scene.models[p->modelIndex].triangles[p->triangleIndex * 3 + 1] * 3 + 2];
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int16_t clampTmp = r - l;
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n2.x = houseNormals[scene.models[p->modelIndex].triangles[p->triangleIndex * 3 + 2] * 3];
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r = clampTmp >= 0 ? clampTmp : 0;
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n2.y = houseNormals[scene.models[p->modelIndex].triangles[p->triangleIndex * 3 + 2] * 3 + 1];
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n2.z = houseNormals[scene.models[p->modelIndex].triangles[p->triangleIndex * 3 + 2] * 3 + 2];
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clampTmp = g - l;
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n.x = S3L_interpolateBarycentric(n0.x,n1.x,n2.x,p->barycentric[0],p->barycentric[1],p->barycentric[2]);
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g = clampTmp >= 0 ? clampTmp : 0;
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n.y = S3L_interpolateBarycentric(n0.y,n1.y,n2.y,p->barycentric[0],p->barycentric[1],p->barycentric[2]);
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n.z = S3L_interpolateBarycentric(n0.z,n1.z,n2.z,p->barycentric[0],p->barycentric[1],p->barycentric[2]);
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clampTmp = b - l;
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S3L_Vec4 V;
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b = clampTmp >= 0 ? clampTmp : 0;
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V.x = 10;
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V.y = 10;
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V.z = 10;
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S3L_normalizeVec3(&V);
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int16_t l = 64 + S3L_clamp(S3L_dotProductVec3(n,V),-511,511) / 8;
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//setPixel(p->x,p->y,l,l,l);
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r = S3L_clamp(((int16_t) r) - l,0,255);
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g = S3L_clamp(((int16_t) g) - l,0,255);
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b = S3L_clamp(((int16_t) b) - l,0,255);
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setPixel(p->x,p->y,r,g,b);
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setPixel(p->x,p->y,r,g,b);
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}
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}
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@ -360,6 +311,8 @@ void draw()
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printf("camera: ");
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printf("camera: ");
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S3L_logTransform3D(scene.camera.transform);
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S3L_logTransform3D(scene.camera.transform);
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fps = 0;
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fps = 0;
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S3L_computeModelNormals(scene.models[1],houseNormals,1);
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}
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}
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}
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}
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116
small3dlib.h
116
small3dlib.h
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@ -460,6 +460,16 @@ S3L_Unit S3L_sqrt(S3L_Unit value);
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void S3L_triangleNormal(S3L_Vec4 t0, S3L_Vec4 t1, S3L_Vec4 t2,
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void S3L_triangleNormal(S3L_Vec4 t0, S3L_Vec4 t1, S3L_Vec4 t2,
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S3L_Vec4 *n);
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S3L_Vec4 *n);
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/** Computes a normalized normal for every vertex of given model (this is
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relatively slow and SHOUDN'T be done each frame). The dst array must have a
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sufficient size preallocated! The size is: number of model vertices * 3 *
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sizeof(S3L_Unit). Note that for advanced allowing sharp edges it is not
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sufficient to have per-vertex normals, but must be per-triangle. This
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function doesn't support this. */
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void S3L_computeModelNormals(S3L_Model3D model, S3L_Unit *dst,
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int8_t transformNormals);
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/** Interpolated between two values, v1 and v2, in the same ratio as t is to
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/** Interpolated between two values, v1 and v2, in the same ratio as t is to
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tMax. Does NOT prevent zero division. */
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tMax. Does NOT prevent zero division. */
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static inline S3L_Unit S3L_interpolate(
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static inline S3L_Unit S3L_interpolate(
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@ -790,6 +800,112 @@ void S3L_triangleNormal(S3L_Vec4 t0, S3L_Vec4 t1, S3L_Vec4 t2,
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S3L_normalizeVec3(n);
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S3L_normalizeVec3(n);
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}
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}
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void S3L_computeModelNormals(S3L_Model3D model, S3L_Unit *dst,
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int8_t transformNormals)
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{
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S3L_Index vPos = 0;
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S3L_Vec4 n;
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n.w = 0;
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#define MAX_NORMALS 6
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S3L_Vec4 ns[MAX_NORMALS];
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S3L_Index normalCount;
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for (S3L_Index i = 0; i < model.vertexCount; ++i)
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{
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normalCount = 0;
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for (S3L_Index j = 0; j < model.triangleCount * 3; j += 3)
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{
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if (
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(model.triangles[j] == i) ||
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(model.triangles[j + 1] == i) ||
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(model.triangles[j + 2] == i))
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{
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S3L_Vec4 t0, t1, t2;
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S3L_Index vIndex;
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#define getVertex(n)\
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vIndex = model.triangles[j + n] * 3;\
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t##n.x = model.vertices[vIndex];\
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vIndex++;\
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t##n.y = model.vertices[vIndex];\
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vIndex++;\
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t##n.z = model.vertices[vIndex];
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getVertex(0)
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getVertex(1)
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getVertex(2)
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#undef getVertex
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S3L_triangleNormal(t0,t1,t2,&(ns[normalCount]));
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normalCount++;
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if (normalCount >= MAX_NORMALS)
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break;
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}
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}
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n.x = S3L_FRACTIONS_PER_UNIT;
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n.y = 0;
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n.z = 0;
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if (normalCount != 0)
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{
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// compute average
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n.x = 0;
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for (uint8_t i = 0; i < MAX_NORMALS; ++i)
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{
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n.x += ns[i].x;
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n.y += ns[i].y;
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n.z += ns[i].z;
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}
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n.x /= normalCount;
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n.y /= normalCount;
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n.z /= normalCount;
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S3L_normalizeVec3(&n);
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}
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dst[vPos] = n.x;
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vPos++;
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dst[vPos] = n.y;
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vPos++;
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dst[vPos] = n.z;
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vPos++;
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}
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#undef MAX_NORMALS
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S3L_Mat4 m;
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S3L_makeWorldMatrix(model.transform,&m);
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if (transformNormals)
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for (S3L_Index i = 0; i < model.vertexCount * 3; i += 3)
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{
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n.x = dst[i];
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n.y = dst[i + 1];
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n.z = dst[i + 2];
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S3L_vec4Xmat4(&n,&m);
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dst[i] = n.x;
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dst[i + 1] = n.y;
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dst[i + 2] = n.z;
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}
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}
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void S3L_vec4Xmat4(S3L_Vec4 *v, S3L_Mat4 *m)
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void S3L_vec4Xmat4(S3L_Vec4 *v, S3L_Mat4 *m)
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{
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{
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S3L_Vec4 vBackup;
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S3L_Vec4 vBackup;
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