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Continue sorting

This commit is contained in:
Miloslav Číž 2019-05-28 12:36:05 +02:00
parent 66c4bed231
commit 467f31592d

View file

@ -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