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Allow z-buffer with FLAT

This commit is contained in:
Miloslav Číž 2019-06-26 18:43:47 +02:00
parent d0f873c136
commit 2265ebf0ce
2 changed files with 7 additions and 6 deletions

View file

@ -12,7 +12,6 @@
#include <math.h>
#include <time.h>
#define S3L_FLAT 0
#define S3L_STRICT_NEAR_CULLING 0
#if TEXTURES
@ -23,6 +22,7 @@
#define S3L_NEAR (S3L_FRACTIONS_PER_UNIT / 5)
#define S3L_FLAT 0
#define S3L_SORT 0
#define S3L_Z_BUFFER 1
#define S3L_MAX_TRIANGES_DRAWN 512

View file

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