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Add triangle clipping
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parent
78fe74caf3
commit
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2 changed files with 79 additions and 51 deletions
30
s3l.h
30
s3l.h
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@ -1022,6 +1022,13 @@ void _S3L_drawFilledTriangle(
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initPC(t,r,r)
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initPC(t,r,r)
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#endif
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#endif
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// clip to the screen in y dimension:
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endY = S3L_min(endY,S3L_RESOLUTION_Y);
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/* Clipping above the screen (y < 0) can't be easily done here, will be
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handled inside the loop. */
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while (currentY < endY) /* draw the triangle from top to bottom -- the
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while (currentY < endY) /* draw the triangle from top to bottom -- the
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bottom-most row is left out because, following
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bottom-most row is left out because, following
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from the rasterization rules (see top of the
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from the rasterization rules (see top of the
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@ -1062,6 +1069,9 @@ void _S3L_drawFilledTriangle(
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stepSide(r)
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stepSide(r)
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stepSide(l)
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stepSide(l)
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if (currentY >= 0) /* clipping of pixels whose y < 0 (can't be easily done
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outside the loop) */
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{
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p->y = currentY;
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p->y = currentY;
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// draw the horizontal line
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// draw the horizontal line
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@ -1097,7 +1107,24 @@ void _S3L_drawFilledTriangle(
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S3L_Unit b1Step = lSideUnitPosScaled / rowLength;
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S3L_Unit b1Step = lSideUnitPosScaled / rowLength;
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#endif
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#endif
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for (S3L_ScreenCoord x = lX; x < rX; ++x)
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// clip to the screen in x dimension:
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S3L_ScreenCoord rXClipped = S3L_min(rX,S3L_RESOLUTION_X),
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lXClipped = lX;
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if (lXClipped < 0)
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{
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lXClipped = 0;
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#if S3L_PERSPECTIVE_CORRECTION != 1
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b0 -= lX * b0Step;
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b1 += lX * b1Step;
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#endif
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}
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// draw the row:
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for (S3L_ScreenCoord x = lXClipped; x < rXClipped; ++x)
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{
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{
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#if S3L_PERSPECTIVE_CORRECTION == 1
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#if S3L_PERSPECTIVE_CORRECTION == 1
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@ -1120,6 +1147,7 @@ void _S3L_drawFilledTriangle(
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p->x = x;
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p->x = x;
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S3L_PIXEL_FUNCTION(p);
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S3L_PIXEL_FUNCTION(p);
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}
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}
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} // y clipping
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lSideUnitPosScaled += lSideStep;
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lSideUnitPosScaled += lSideStep;
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rSideUnitPosScaled += rSideStep;
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rSideUnitPosScaled += rSideStep;
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@ -132,8 +132,8 @@ void draw()
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modelTransform.rotation.z = frame * 0.1;
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modelTransform.rotation.z = frame * 0.1;
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modelTransform.rotation.x = frame * 0.3;
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modelTransform.rotation.x = frame * 0.3;
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// modelTransform.translation.x = sin(frame >> 3) * 700;
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modelTransform.translation.x = sin(frame >> 7) * 700;
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// modelTransform.translation.y = sin(frame >> 4) * 600;
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modelTransform.translation.y = sin(frame >> 8) * 600;
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S3L_drawModelIndexed(ver,tri,12,modelTransform,&camera,&conf);
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S3L_drawModelIndexed(ver,tri,12,modelTransform,&camera,&conf);
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