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Allow z-buffer with FLAT
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2 changed files with 7 additions and 6 deletions
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@ -12,7 +12,6 @@
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#include <math.h>
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#include <time.h>
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#define S3L_FLAT 0
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#define S3L_STRICT_NEAR_CULLING 0
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#if TEXTURES
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@ -23,6 +22,7 @@
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#define S3L_NEAR (S3L_FRACTIONS_PER_UNIT / 5)
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#define S3L_FLAT 0
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#define S3L_SORT 0
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#define S3L_Z_BUFFER 1
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#define S3L_MAX_TRIANGES_DRAWN 512
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11
small3dlib.h
11
small3dlib.h
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@ -175,7 +175,7 @@ typedef uint16_t S3L_Index;
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#if S3L_FLAT
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#define S3L_COMPUTE_DEPTH 0
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#define S3L_PERSPECTIVE_CORRECTION 0
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#define S3L_Z_BUFFER 0
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// don't disable z-buffer, it makes sense to use it with no sorting
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#endif
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#ifndef S3L_PERSPECTIVE_CORRECTION
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@ -206,7 +206,9 @@ typedef uint16_t S3L_Index;
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#ifndef S3L_COMPUTE_DEPTH
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/** Whether to compute depth for each pixel (fragment). Some other options
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may turn this on automatically. If you don't need depth information, turning
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this off can save performance. */
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this off can save performance. Depth will still be accessible in
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S3L_PixelInfo, but will be constant -- equal to center point depth -- over
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the whole triangle. */
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#define S3L_COMPUTE_DEPTH 1
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#endif
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@ -711,12 +713,10 @@ static inline void S3L_rotate2DPoint(S3L_Unit *x, S3L_Unit *y, S3L_Unit angle);
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((S3L_RESOLUTION_Y * S3L_FRACTIONS_PER_UNIT * 2) / S3L_RESOLUTION_X)
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#if S3L_Z_BUFFER == 1
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#define S3L_COMPUTE_DEPTH 1
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#define S3L_MAX_DEPTH 2147483647
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S3L_Unit S3L_zBuffer[S3L_RESOLUTION_X * S3L_RESOLUTION_Y];
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#define S3L_zBufferFormat(depth) (depth)
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#elif S3L_Z_BUFFER == 2
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#define S3L_COMPUTE_DEPTH 1
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#define S3L_MAX_DEPTH 255
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uint8_t S3L_zBuffer[S3L_RESOLUTION_X * S3L_RESOLUTION_Y];
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#define S3L_zBufferFormat(depth)\
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@ -1800,7 +1800,6 @@ void S3L_drawTriangle(
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#undef assignPoints
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#if S3L_FLAT
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p.depth = (tPointSS->z + lPointSS->z + rPointSS->z) / 3;
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*barycentric0 = S3L_FRACTIONS_PER_UNIT / 3;
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*barycentric1 = S3L_FRACTIONS_PER_UNIT / 3;
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*barycentric2 = S3L_FRACTIONS_PER_UNIT - 2 * (S3L_FRACTIONS_PER_UNIT / 3);
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@ -2185,6 +2184,8 @@ void S3L_drawTriangle(
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p.depth = S3L_getFastLerpValue(depthFLS);
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S3L_stepFastLerp(depthFLS);
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#endif
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#else // !S3L_COMPUTE_DEPTH
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p.depth = (tPointSS->z + lPointSS->z + rPointSS->z) / 3;
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#endif
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#if S3L_Z_BUFFER
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