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Add todos
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3 changed files with 49 additions and 21 deletions
45
small3dlib.h
45
small3dlib.h
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@ -185,16 +185,29 @@ typedef uint16_t S3L_Index;
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S3L_Z_BUFFER_*. */
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#endif
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#if S3L_Z_BUFFER == S3L_Z_BUFFER_FULL
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#define S3L_COMPUTE_DEPTH 1
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#define S3L_MAX_DEPTH 2147483647
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S3L_Unit S3L_zBuffer[S3L_RESOLUTION_X * S3L_RESOLUTION_Y];
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#define S3L_zBufferFormat(depth) (depth)
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#elif S3L_Z_BUFFER == S3L_Z_BUFFER_BYTE
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#define S3L_COMPUTE_DEPTH 1
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#define S3L_MAX_DEPTH 255
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uint8_t S3L_zBuffer[S3L_RESOLUTION_X * S3L_RESOLUTION_Y];
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#define S3L_zBufferFormat(depth) (((depth) >> 5) & 0x000000FF)
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#define S3L_SORT_NONE 0 /**< Don't sort triangles. This is fastest. */
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#define S3L_SORT_BACK_TO_FRONT 1 /**< Sort triangles from back to front. This
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can in most cases solve visibility
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without requiring almost any extra
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memory compared to z-buffer. */
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#define S3L_SORT_FRONT_TO_BACK 2 /**< Sort triangles front to back AND use
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a 1bit stencil buffer to not draw over
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already drawn triangles. This prevents
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overwriting already computed pixels, but
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requires a little but extra memory (the
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stencil buffer). */
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#ifndef S3L_SORT
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#define S3L_SORT S3L_SORT_NONE /**< Defines how to sort triangles before
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drawing a frame. This can be used to solve
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visibility in case z-buffer is not used, to
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prevent overwrting already rasterized
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pixels, implement transparency etc. Note
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that for simplicity and performance a
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relatively simple sorting is used which
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doesn't work completely correctly, so
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mistakes can occur (even the best sorting
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wouldn't be able to solve e.g. intersecting
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triangles). */
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#endif
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#ifndef S3L_NEAR
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@ -509,6 +522,18 @@ static inline void S3L_rotate2DPoint(S3L_Unit *x, S3L_Unit *y, S3L_Unit angle);
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//=============================================================================
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// privates
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#if S3L_Z_BUFFER == S3L_Z_BUFFER_FULL
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#define S3L_COMPUTE_DEPTH 1
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#define S3L_MAX_DEPTH 2147483647
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S3L_Unit S3L_zBuffer[S3L_RESOLUTION_X * S3L_RESOLUTION_Y];
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#define S3L_zBufferFormat(depth) (depth)
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#elif S3L_Z_BUFFER == S3L_Z_BUFFER_BYTE
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#define S3L_COMPUTE_DEPTH 1
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#define S3L_MAX_DEPTH 255
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uint8_t S3L_zBuffer[S3L_RESOLUTION_X * S3L_RESOLUTION_Y];
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#define S3L_zBufferFormat(depth) (((depth) >> 5) & 0x000000FF)
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#endif
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#define S3L_COMPUTE_LERP_DEPTH\
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(S3L_COMPUTE_DEPTH && (S3L_PERSPECTIVE_CORRECTION != 1))
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@ -7,7 +7,7 @@
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#include <stdio.h>
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#include <math.h>
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#define S3L_Z_BUFFER S3L_Z_BUFFER_FULL
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#define S3L_Z_BUFFER 0
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#define S3L_PIXEL_FUNCTION drawPixel
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@ -15,7 +15,7 @@
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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 1
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#define S3L_PERSPECTIVE_CORRECTION 0
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#include "small3dlib.h"
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21
todo.txt
21
todo.txt
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@ -1,14 +1,17 @@
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features:
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- scene and model rendering strategies:
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- random (no visibility checks)
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- sorted:
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- back-to-front (slower, better memory efficiency)
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- front-to-back (faster, but needs 1bit stencil buffer)
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- Z-buffer:
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- full DONE
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- reduced (resolution and precision) DONE
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- more reduced (4-bit)
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- scene and model rendering strategies, that can be optionally selected and
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will configure other constants (e.g. a "low memory sort strategy" will turn
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z-buffer off and turn back-to-front sorting on).
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- triangle sorting:
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- back-to-front (slower, better memory efficiency)
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- front-to-back (faster, but needs 1bit stencil buffer)
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- Z-buffer:
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- full DONE
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- reduced (resolution and precision) DONE
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- more reduced (4-bit)
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- perspective correction modes:
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- none DONE
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