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Add near clamping
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2 changed files with 34 additions and 22 deletions
13
small3dlib.h
13
small3dlib.h
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@ -127,6 +127,14 @@
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on. */
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#endif
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#ifndef S3L_NEAR_CLAMPING
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#define S3L_NEAR_CLAMPING 0 /**< Whether to use depth clamping for the near
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plane. Only works with S3L_COMPUTE_DEPTH
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enabled! This may be a bit slower, but can
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prevent errorneous rendering in specific cases
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and is closer to traditional 3D engines. */
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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
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@ -1599,6 +1607,11 @@ void _S3L_drawFilledTriangle(
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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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#if S3L_NEAR_CLAMPING
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if (p->depth < S3L_NEAR)
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continue;
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#endif
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#endif
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#if S3L_Z_BUFFER
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37
testSDL.c
37
testSDL.c
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@ -19,26 +19,14 @@
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#define S3L_RESOLUTION_Y 480
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#define S3L_COMPUTE_DEPTH 1
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#define S3L_PERSPECTIVE_CORRECTION 0
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#define S3L_PERSPECTIVE_CORRECTION 1
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#define S3L_NEAR_CLAMPING 1
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#include "small3dlib.h"
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#include "house.h"
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int32_t offScreenPixels = 0;
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const int16_t test_coords[] =
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{
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100,100, 99,101, 101,101, // 0, small triangle
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190,50, 200,10, 400,80, // 1, arbitrary
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40,80, 60,50, 100,30, // 2, arbitrary
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350,270, 440,200, 490,220, // 3, arbitrary
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150,300, 290,400, 450,400, // 4, regular
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105,200, 120,200, 201,200, // 5, horizontal line
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300,200, 300,250, 300,220, // 6, vertical line
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496,15, 613,131, 552,203
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};
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const S3L_Unit ver[] = { S3L_CUBE_VERTICES };
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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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@ -114,6 +102,18 @@ void drawPixel(S3L_PixelInfo *p)
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const S3L_Unit *coords;
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coords = tex_coords + p->triangleID * 6;
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u = S3L_interpolateBarycentric(
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0,
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0,
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15,
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p->barycentric0, p->barycentric1, p->barycentric2);
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v = S3L_interpolateBarycentric(
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0,
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15,
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0,
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p->barycentric0, p->barycentric1, p->barycentric2);
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/*
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u = S3L_interpolateBarycentric(
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coords[0],
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@ -127,13 +127,12 @@ void drawPixel(S3L_PixelInfo *p)
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coords[5],
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p->barycentric0, p->barycentric1, p->barycentric2);
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*/
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// uint8_t col = texturePixel(u,v);
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uint8_t col = texturePixel(u,v);
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uint8_t dep = (p->depth / 5000.0) * 255;
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// setPixel(p->x,p->y,col * 120,20,(2 - col) * 120);
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setPixel(p->x,p->y,col * 120,dep,(2 - col) * 120);
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uint8_t sss = (p->depth / 5000.0) * 255 ;
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setPixel(p->x,p->y,sss, (p->triangleID * 37) % 255 ,128);
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//setPixel(p->x,p->y,sss, (p->triangleID * 37) % 255 ,128);
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//setPixel(p->x,p->y,p->modelID * 64,p->modelID * 128,255);
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