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s3l.h
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s3l.h
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/*
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WIP simple realtime 3D rasterization-based library.
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WIP
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Simple realtime 3D software rasterization library. It is fast, focused on
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resource-limited computers, located in a single C header file, with no
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dependencies, using only integer arithmetic.
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author: Miloslav Ciz
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license: CC0 1.0
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#include <stdint.h>
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typedef int16_t S3L_Unit;
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typedef int16_t S3L_Unit; /**< Units of measurement in 3D space. There is
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S3L_FRACTIONS_PER_UNIT in one spatial unit.
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By dividing the unit into fractions we
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effectively achieve fixed point arithmetic.
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The number of fractions is a constant that
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serves as 1.0 in floating point arithmetic
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(normalization etc.). */
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#define S3L_FRACTIONS_PER_UNIT 1024
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typedef int16_t S3L_ScreenCoord;
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typedef struct
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S3L_ScreenCoord x; ///< Screen X coordinate.
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S3L_ScreenCoord y; ///< Screen Y coordinate.
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S3L_Unit barycentric0; /**< Barycentric coord A (corresponds to 1st vertex).
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Together with B and C coords these serve to
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S3L_Unit barycentric0; /**< Barycentric coord 0 (corresponds to 1st vertex).
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Together with 1 and 2 coords these serve to
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locate the pixel on a triangle and interpolate
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values between it's three points. The sum of the
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three coordinates will always be exactly
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S3L_FRACTIONS_PER_UNIT. */
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S3L_Unit barycentric1; ///< Baryc. coord B (corresponds to 2nd vertex).
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S3L_Unit barycentric2; ///< Baryc. coord C (corresponds to 3rd vertex).
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S3L_Unit barycentric1; ///< Baryc. coord 1 (corresponds to 2nd vertex).
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S3L_Unit barycentric2; ///< Baryc. coord 2 (corresponds to 3rd vertex).
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} S3L_PixelInfo;
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#define S3L_BACKFACE_CULLING_NONE 0
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