From 467f31592d74df3b285ad605e47979c501550b60 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Miloslav=20=C4=8C=C3=AD=C5=BE?= Date: Tue, 28 May 2019 12:36:05 +0200 Subject: [PATCH] Continue sorting --- small3dlib.h | 68 ++++++++++++++++++++++++++++++---------------------- 1 file changed, 39 insertions(+), 29 deletions(-) diff --git a/small3dlib.h b/small3dlib.h index f9c356f..7190d02 100644 --- a/small3dlib.h +++ b/small3dlib.h @@ -1790,6 +1790,7 @@ static inline int8_t S3L_triangleIsVisible( return 1; } +#if S3L_SORT != S3L_SORT_NONE typedef struct { uint8_t modelIndex; @@ -1797,31 +1798,37 @@ typedef struct uint16_t sortValue; } S3L_TriangleToSort; -#if S3L_SORT != S3L_SORT_NONE S3L_TriangleToSort S3L_sortArray[S3L_MAX_TRIANGES_DRAWN]; uint16_t S3L_sortArrayLength; #endif +void _S3L_projectVertex( + const S3L_Model3D *model, + S3L_Index triangleIndex, + uint8_t vertex, + S3L_Mat4 *projectionMatrix, + S3L_Vec4 *result, + S3L_Unit focalLength) +{ + S3L_Index vertexIndex = model->triangles[triangleIndex * 3 + vertex] * 3; + + result->x = model->vertices[vertexIndex]; + result->y = model->vertices[vertexIndex + 1]; + result->z = model->vertices[vertexIndex + 2]; + result->w = S3L_FRACTIONS_PER_UNIT; // for translation + + S3L_vec3Xmat4(result,projectionMatrix); + + S3L_perspectiveDivide(result,focalLength); +} + void S3L_drawScene(S3L_Scene scene) { S3L_Mat4 matFinal, matCamera; - S3L_Vec4 modelVertex, transformed0, transformed1, transformed2; - S3L_Index vertexIndex; - S3L_Model3D *model; + S3L_Vec4 transformed0, transformed1, transformed2; + const S3L_Model3D *model; S3L_Index modelIndex, triangleIndex; - #define project(n)\ - vertexIndex = model->triangles[triangleIndex * 3 + n] * 3;\ - modelVertex.x = model->vertices[vertexIndex];\ - modelVertex.y = model->vertices[vertexIndex + 1];\ - modelVertex.z = model->vertices[vertexIndex + 2];\ - S3L_vec3Xmat4(&modelVertex,&matFinal);\ - transformed##n.x = modelVertex.x;\ - transformed##n.y = modelVertex.y;\ - transformed##n.z = modelVertex.z;\ - transformed##n.w = S3L_FRACTIONS_PER_UNIT;\ - S3L_perspectiveDivide(&transformed##n,scene.camera.focalLength); - S3L_makeCameraMatrix(scene.camera.transform,&matCamera); #if S3L_SORT != S3L_SORT_NONE @@ -1846,14 +1853,17 @@ void S3L_drawScene(S3L_Scene scene) { model = &(scene.models[modelIndex]); - modelVertex.w = S3L_FRACTIONS_PER_UNIT; // has to be "1.0" for translat. - /* TODO: maybe create an option that would use a cache here to not transform the same point twice? */ - project(0) - project(1) - project(2) + _S3L_projectVertex(model,triangleIndex,0,&matFinal, + &transformed0,scene.camera.focalLength); + + _S3L_projectVertex(model,triangleIndex,1,&matFinal, + &transformed1,scene.camera.focalLength); + + _S3L_projectVertex(model,triangleIndex,2,&matFinal, + &transformed2,scene.camera.focalLength); if (S3L_triangleIsVisible(transformed0,transformed1,transformed2, model->config.backfaceCulling)) @@ -1876,7 +1886,6 @@ void S3L_drawScene(S3L_Scene scene) } #if S3L_SORT != S3L_SORT_NONE - // TODO: sort for (S3L_Index i = 0; i < S3L_sortArrayLength; ++i) @@ -1885,7 +1894,6 @@ void S3L_drawScene(S3L_Scene scene) triangleIndex = S3L_sortArray[i].triangleIndex; model = &(scene.models[modelIndex]); - modelVertex.w = S3L_FRACTIONS_PER_UNIT; // has to be "1.0" for translat. if (modelIndex != previousModel) { @@ -1894,17 +1902,19 @@ void S3L_drawScene(S3L_Scene scene) previousModel = modelIndex; } - project(0) - project(1) - project(2) + _S3L_projectVertex(model,triangleIndex,0,&matFinal, + &transformed0,scene.camera.focalLength); + + _S3L_projectVertex(model,triangleIndex,1,&matFinal, + &transformed1,scene.camera.focalLength); + + _S3L_projectVertex(model,triangleIndex,2,&matFinal, + &transformed2,scene.camera.focalLength); S3L_drawTriangle(transformed0,transformed1,transformed2, &(model->config),&(scene.camera),modelIndex,triangleIndex); } - #endif - - #undef project } #endif