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Add previous depth to pixelInfo

This commit is contained in:
Miloslav Číž 2019-06-07 15:41:35 +02:00
parent 550b91491d
commit 29ce8352c4
2 changed files with 950 additions and 921 deletions

File diff suppressed because it is too large Load diff

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@ -433,7 +433,11 @@ typedef struct
will always be exactly S3L_FRACTIONS_PER_UNIT. */
S3L_Index triangleIndex; ///< Triangle index.
S3L_Index modelIndex;
S3L_Unit depth; ///< Depth (only if depth is turned on).
S3L_Unit depth; ///< Depth (only if depth is turned on).
S3L_Unit previousDepth; /**< Depth that was in the z-buffer on the pixels
position before this pixel was rasterized. This
can be used to set the value back, e.g. for
transparency. */
S3L_ScreenCoord triangleSize[2]; /**< Rasterized triangle width and height,
can be used e.g. for MIP mapping. */
} S3L_PixelInfo; /**< Used to pass the info about a rasterized pixel
@ -534,6 +538,9 @@ void S3L_newFrame();
void S3L_zBufferClear();
void S3L_stencilBufferClear();
void S3L_zBufferWrite(S3L_ScreenCoord x, S3L_ScreenCoord y, S3L_Unit value);
S3L_Unit S3L_zBufferRead(S3L_ScreenCoord x, S3L_ScreenCoord y);
static inline void S3L_rotate2DPoint(S3L_Unit *x, S3L_Unit *y, S3L_Unit angle);
/** Predefined vertices of a cube to simply insert in an array. These come with
@ -561,36 +568,36 @@ static inline void S3L_rotate2DPoint(S3L_Unit *x, S3L_Unit *y, S3L_Unit angle);
/** Predefined triangle indices of a cube, to be used with S3L_CUBE_VERTICES
and S3L_CUBE_TEXCOORDS. */
#define S3L_CUBE_TRIANGLES\
0, 3, 2, /* front */\
0, 1, 3,\
4, 0, 2, /* right */\
4, 2, 6,\
5, 4, 6, /* back */\
6, 7, 5,\
7, 3, 1, /* left */\
7, 1, 5,\
3, 6, 2, /* top */\
3, 7, 6,\
4, 1, 0, /* bottom */\
4, 5, 1
3, 0, 2, /* front */\
1, 0, 3,\
0, 4, 2, /* right */\
2, 4, 6,\
4, 5, 6, /* back */\
7, 6, 5,\
3, 7, 1, /* left */\
1, 7, 5,\
6, 3, 2, /* top */\
7, 3, 6,\
1, 4, 0, /* bottom */\
5, 4, 1
#define S3L_CUBE_TRIANGLE_COUNT 12
/** Predefined texture coordinates of a cube, corresponding to triangles (NOT
vertices), to be used with S3L_CUBE_VERTICES and S3L_CUBE_TRIANGLES. */
#define S3L_CUBE_TEXCOORDS(m)\
m,m, 0,0, m,0,\
m,m, 0,m, 0,0,\
m,0, m,m, 0,m,\
m,0, 0,m, 0,0,\
0,0, m,0, m,m,\
m,m, 0,m, 0,0,\
0,m, 0,0, m,0,\
0,m, m,0, m,m,\
m,m, 0,0, m,0,\
m,m, 0,m, 0,0,\
0,m, m,0, m,m,\
0,m, 0,0, m,0
0,0, m,m, m,0,\
0,m, m,m, 0,0,\
m,m, m,0, 0,m,\
0,m, m,0, 0,0,\
m,0, 0,0, m,m,\
0,m, m,m, 0,0,\
0,0, 0,m, m,0,\
m,0, 0,m, m,m,\
0,0, m,m, m,0,\
0,m, m,m, 0,0,\
m,0, 0,m, m,m,\
0,0, 0,m, m,0
//=============================================================================
// privates
@ -633,6 +640,26 @@ static inline int8_t S3L_zTest(
}
#endif
S3L_Unit S3L_zBufferRead(S3L_ScreenCoord x, S3L_ScreenCoord y)
{
#if S3L_Z_BUFFER
return S3L_zBuffer[y * S3L_RESOLUTION_X + x];
#else
return 0;
#endif
}
void S3L_zBufferWrite(S3L_ScreenCoord x, S3L_ScreenCoord y, S3L_Unit value)
{
#if S3L_Z_BUFFER
uint32_t index = y * S3L_RESOLUTION_X + x;
value = S3L_zBufferFormat(value);
S3L_zBuffer[y * S3L_RESOLUTION_X + x] = value;
#endif
}
#if S3L_STENCIL_BUFFER
#define S3L_STENCIL_BUFFER_SIZE\
((S3L_RESOLUTION_X * S3L_RESOLUTION_Y - 1) / 8 + 1)
@ -1345,6 +1372,7 @@ void S3L_initPixelInfo(S3L_PixelInfo *p) // TODO: maybe non-pointer for p
p->barycentric[2] = 0;
p->triangleIndex = 0;
p->depth = 0;
p->previousDepth = 0;
}
void S3L_initDrawConfig(S3L_DrawConfig *config)
@ -1871,6 +1899,8 @@ void S3L_drawTriangle(
#if S3L_Z_BUFFER
if (!S3L_zTest(p.x,p.y,p.depth))
testsPassed = 0;
p.previousDepth = S3L_zBuffer[p.y * S3L_RESOLUTION_X + p.x];
#endif
if (testsPassed)