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Work on near culling
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1 changed files with 24 additions and 2 deletions
26
small3dlib.h
26
small3dlib.h
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@ -143,6 +143,18 @@
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engines. */
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#endif
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#ifndef S3L_STRICT_NEAR_CULLING
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#define S3L_STRICT_NEAR_CULLING 1 /**< If on, any triangle that only partially
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intersects the near plane will be culled.
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This can prevent errorneous rendering and
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artifacts, but also makes triangles close to
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the camera disappear. */
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#endif
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#if S3L_STRICT_NEAR_CULLING
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#define S3L_NEAR_CLAMPING 0 // This would be useless.
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#endif
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#ifndef S3L_PERSPECTIVE_CORRECTION
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#define S3L_PERSPECTIVE_CORRECTION 0 /**< Specifies what type of perspective
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correction (PC) to use. Remember this is an expensive
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@ -1180,6 +1192,10 @@ void S3L_drawTriangle(
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p.modelID = modelID;
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p.triangleID = triangleID;
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point0.z = point0.z >= S3L_NEAR ? point0.z : S3L_NEAR;
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point1.z = point1.z >= S3L_NEAR ? point1.z : S3L_NEAR;
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point2.z = point2.z >= S3L_NEAR ? point2.z : S3L_NEAR;
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S3L_Vec4 *tPointPP, *lPointPP, *rPointPP; /* points in projction plane space
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(in Units, normalized by
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S3L_FRACTIONS_PER_UNIT) */
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@ -1665,8 +1681,14 @@ static inline int8_t S3L_triangleIsVisible(
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#define clipTest(c,cmp,v)\
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(p0.c cmp (v) && p1.c cmp (v) && p2.c cmp (v))
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if ( // completely outside frustum?
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clipTest(z,<=,S3L_NEAR) ||
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if ( // outside frustum?
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#if S3L_STRICT_NEAR_CULLING
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p0.z < S3L_NEAR || p1.z < S3L_NEAR || p2.z < S3L_NEAR ||
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// ^ partially in front of NEAR?
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#else
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clipTest(z,<=,S3L_NEAR) || // completely in front of NEAR?
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#endif
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clipTest(x,<,-1 * S3L_FRACTIONS_PER_UNIT) ||
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clipTest(x,>,S3L_FRACTIONS_PER_UNIT) ||
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clipTest(y,<,-1 * S3L_PROJECTION_PLANE_HEIGHT / 2) ||
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