From 4e1a808e1d662ec34f9a2b131dd47c0bbd474269 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Miloslav=20=C4=8C=C3=AD=C5=BE?= Date: Tue, 20 Nov 2018 17:34:10 +0100 Subject: [PATCH] Modify sin table --- s3l.h | 168 +++++++++++++++++++++++++++++++++++++++++++++++++--------- 1 file changed, 144 insertions(+), 24 deletions(-) diff --git a/s3l.h b/s3l.h index 93d5152..5325246 100644 --- a/s3l.h +++ b/s3l.h @@ -14,6 +14,8 @@ Angles are in S3L_Units, a full angle (2 pi) is S3L_FRACTIONS_PER_UNITs. + We use row vectors. + COORDINATE SYSTEMS: In 3D space, a left-handed coord. system is used. One spatial unit is split @@ -58,20 +60,83 @@ typedef int16_t S3L_Unit; /**< Units of measurement in 3D space. There is serves as 1.0 in floating point arithmetic (normalization etc.). */ -#define S3L_FRACTIONS_PER_UNIT 1024 +#define S3L_FRACTIONS_PER_UNIT 512 /**< How many fractions a spatial unit is + split into. WARNING: if setting + higher than 1024, you'll probably + have to modify a sin table otherwise + it will overflow. Also other things + may overflow, so rather don't do it. */ #define S3L_SIN_TABLE_LENGTH 128 static const S3L_Unit S3L_sinTable[S3L_SIN_TABLE_LENGTH] = { - 0, 12, 25, 37, 50, 62, 75, 87, 100, 112, 125, 137, 150, 162, 175, 187, 199, - 212, 224, 236, 248, 260, 273, 285, 297, 309, 321, 333, 344, 356, 368, 380, - 391, 403, 414, 426, 437, 449, 460, 471, 482, 493, 504, 515, 526, 537, 547, - 558, 568, 579, 589, 599, 609, 620, 629, 639, 649, 659, 668, 678, 687, 696, - 706, 715, 724, 732, 741, 750, 758, 767, 775, 783, 791, 799, 807, 814, 822, - 829, 837, 844, 851, 858, 865, 871, 878, 884, 890, 897, 903, 908, 914, 920, - 925, 930, 936, 941, 946, 950, 955, 959, 964, 968, 972, 976, 979, 983, 986, - 990, 993, 996, 999, 1001, 1004, 1006, 1008, 1010, 1012, 1014, 1016, 1017, - 1019, 1020, 1021, 1022, 1022, 1023, 1023, 1023 + /* 511 was chosen here as a highest number that doesn't overflow during + compilation for S3L_FRACTIONS_PER_UNIT == 1024 */ + + (0*S3L_FRACTIONS_PER_UNIT)/511, (6*S3L_FRACTIONS_PER_UNIT)/511, + (12*S3L_FRACTIONS_PER_UNIT)/511, (18*S3L_FRACTIONS_PER_UNIT)/511, + (25*S3L_FRACTIONS_PER_UNIT)/511, (31*S3L_FRACTIONS_PER_UNIT)/511, + (37*S3L_FRACTIONS_PER_UNIT)/511, (43*S3L_FRACTIONS_PER_UNIT)/511, + (50*S3L_FRACTIONS_PER_UNIT)/511, (56*S3L_FRACTIONS_PER_UNIT)/511, + (62*S3L_FRACTIONS_PER_UNIT)/511, (68*S3L_FRACTIONS_PER_UNIT)/511, + (74*S3L_FRACTIONS_PER_UNIT)/511, (81*S3L_FRACTIONS_PER_UNIT)/511, + (87*S3L_FRACTIONS_PER_UNIT)/511, (93*S3L_FRACTIONS_PER_UNIT)/511, + (99*S3L_FRACTIONS_PER_UNIT)/511, (105*S3L_FRACTIONS_PER_UNIT)/511, + (111*S3L_FRACTIONS_PER_UNIT)/511, (118*S3L_FRACTIONS_PER_UNIT)/511, + (124*S3L_FRACTIONS_PER_UNIT)/511, (130*S3L_FRACTIONS_PER_UNIT)/511, + (136*S3L_FRACTIONS_PER_UNIT)/511, (142*S3L_FRACTIONS_PER_UNIT)/511, + (148*S3L_FRACTIONS_PER_UNIT)/511, (154*S3L_FRACTIONS_PER_UNIT)/511, + (160*S3L_FRACTIONS_PER_UNIT)/511, (166*S3L_FRACTIONS_PER_UNIT)/511, + (172*S3L_FRACTIONS_PER_UNIT)/511, (178*S3L_FRACTIONS_PER_UNIT)/511, + (183*S3L_FRACTIONS_PER_UNIT)/511, (189*S3L_FRACTIONS_PER_UNIT)/511, + (195*S3L_FRACTIONS_PER_UNIT)/511, (201*S3L_FRACTIONS_PER_UNIT)/511, + (207*S3L_FRACTIONS_PER_UNIT)/511, (212*S3L_FRACTIONS_PER_UNIT)/511, + (218*S3L_FRACTIONS_PER_UNIT)/511, (224*S3L_FRACTIONS_PER_UNIT)/511, + (229*S3L_FRACTIONS_PER_UNIT)/511, (235*S3L_FRACTIONS_PER_UNIT)/511, + (240*S3L_FRACTIONS_PER_UNIT)/511, (246*S3L_FRACTIONS_PER_UNIT)/511, + (251*S3L_FRACTIONS_PER_UNIT)/511, (257*S3L_FRACTIONS_PER_UNIT)/511, + (262*S3L_FRACTIONS_PER_UNIT)/511, (268*S3L_FRACTIONS_PER_UNIT)/511, + (273*S3L_FRACTIONS_PER_UNIT)/511, (278*S3L_FRACTIONS_PER_UNIT)/511, + (283*S3L_FRACTIONS_PER_UNIT)/511, (289*S3L_FRACTIONS_PER_UNIT)/511, + (294*S3L_FRACTIONS_PER_UNIT)/511, (299*S3L_FRACTIONS_PER_UNIT)/511, + (304*S3L_FRACTIONS_PER_UNIT)/511, (309*S3L_FRACTIONS_PER_UNIT)/511, + (314*S3L_FRACTIONS_PER_UNIT)/511, (319*S3L_FRACTIONS_PER_UNIT)/511, + (324*S3L_FRACTIONS_PER_UNIT)/511, (328*S3L_FRACTIONS_PER_UNIT)/511, + (333*S3L_FRACTIONS_PER_UNIT)/511, (338*S3L_FRACTIONS_PER_UNIT)/511, + (343*S3L_FRACTIONS_PER_UNIT)/511, (347*S3L_FRACTIONS_PER_UNIT)/511, + (352*S3L_FRACTIONS_PER_UNIT)/511, (356*S3L_FRACTIONS_PER_UNIT)/511, + (361*S3L_FRACTIONS_PER_UNIT)/511, (365*S3L_FRACTIONS_PER_UNIT)/511, + (370*S3L_FRACTIONS_PER_UNIT)/511, (374*S3L_FRACTIONS_PER_UNIT)/511, + (378*S3L_FRACTIONS_PER_UNIT)/511, (382*S3L_FRACTIONS_PER_UNIT)/511, + (386*S3L_FRACTIONS_PER_UNIT)/511, (391*S3L_FRACTIONS_PER_UNIT)/511, + (395*S3L_FRACTIONS_PER_UNIT)/511, (398*S3L_FRACTIONS_PER_UNIT)/511, + (402*S3L_FRACTIONS_PER_UNIT)/511, (406*S3L_FRACTIONS_PER_UNIT)/511, + (410*S3L_FRACTIONS_PER_UNIT)/511, (414*S3L_FRACTIONS_PER_UNIT)/511, + (417*S3L_FRACTIONS_PER_UNIT)/511, (421*S3L_FRACTIONS_PER_UNIT)/511, + (424*S3L_FRACTIONS_PER_UNIT)/511, (428*S3L_FRACTIONS_PER_UNIT)/511, + (431*S3L_FRACTIONS_PER_UNIT)/511, (435*S3L_FRACTIONS_PER_UNIT)/511, + (438*S3L_FRACTIONS_PER_UNIT)/511, (441*S3L_FRACTIONS_PER_UNIT)/511, + (444*S3L_FRACTIONS_PER_UNIT)/511, (447*S3L_FRACTIONS_PER_UNIT)/511, + (450*S3L_FRACTIONS_PER_UNIT)/511, (453*S3L_FRACTIONS_PER_UNIT)/511, + (456*S3L_FRACTIONS_PER_UNIT)/511, (459*S3L_FRACTIONS_PER_UNIT)/511, + (461*S3L_FRACTIONS_PER_UNIT)/511, (464*S3L_FRACTIONS_PER_UNIT)/511, + (467*S3L_FRACTIONS_PER_UNIT)/511, (469*S3L_FRACTIONS_PER_UNIT)/511, + (472*S3L_FRACTIONS_PER_UNIT)/511, (474*S3L_FRACTIONS_PER_UNIT)/511, + (476*S3L_FRACTIONS_PER_UNIT)/511, (478*S3L_FRACTIONS_PER_UNIT)/511, + (481*S3L_FRACTIONS_PER_UNIT)/511, (483*S3L_FRACTIONS_PER_UNIT)/511, + (485*S3L_FRACTIONS_PER_UNIT)/511, (487*S3L_FRACTIONS_PER_UNIT)/511, + (488*S3L_FRACTIONS_PER_UNIT)/511, (490*S3L_FRACTIONS_PER_UNIT)/511, + (492*S3L_FRACTIONS_PER_UNIT)/511, (494*S3L_FRACTIONS_PER_UNIT)/511, + (495*S3L_FRACTIONS_PER_UNIT)/511, (497*S3L_FRACTIONS_PER_UNIT)/511, + (498*S3L_FRACTIONS_PER_UNIT)/511, (499*S3L_FRACTIONS_PER_UNIT)/511, + (501*S3L_FRACTIONS_PER_UNIT)/511, (502*S3L_FRACTIONS_PER_UNIT)/511, + (503*S3L_FRACTIONS_PER_UNIT)/511, (504*S3L_FRACTIONS_PER_UNIT)/511, + (505*S3L_FRACTIONS_PER_UNIT)/511, (506*S3L_FRACTIONS_PER_UNIT)/511, + (507*S3L_FRACTIONS_PER_UNIT)/511, (507*S3L_FRACTIONS_PER_UNIT)/511, + (508*S3L_FRACTIONS_PER_UNIT)/511, (509*S3L_FRACTIONS_PER_UNIT)/511, + (509*S3L_FRACTIONS_PER_UNIT)/511, (510*S3L_FRACTIONS_PER_UNIT)/511, + (510*S3L_FRACTIONS_PER_UNIT)/511, (510*S3L_FRACTIONS_PER_UNIT)/511, + (510*S3L_FRACTIONS_PER_UNIT)/511, (510*S3L_FRACTIONS_PER_UNIT)/511 }; #define S3L_SIN_TABLE_UNIT_STEP\ @@ -80,32 +145,81 @@ static const S3L_Unit S3L_sinTable[S3L_SIN_TABLE_LENGTH] = typedef int16_t S3L_ScreenCoord; typedef uint16_t S3L_Index; +/** + Vector that consists of four scalars and can represent homogenous + coordinates, but is generally also used as Vec3 and Vec2. +*/ + typedef struct { S3L_Unit x; S3L_Unit y; S3L_Unit z; -} S3L_Vec3; + S3L_Unit w; +} S3L_Vec4; -static inline void S3L_initVec3(S3L_Vec3 *v) +static inline void S3L_initVec4(S3L_Vec4 *v) { - v->x = 0; v->y = 0; v->z = 0; + v->x = 0; v->y = 0; v->z = 0; v->w = S3L_FRACTIONS_PER_UNIT; } +typedef S3L_Unit S3L_Mat4[3][3]; /**< 4x4 matrix, used mostly for 3D + transforms. The indexing is this: + matrix[column][row]. */ +/** + Initializes a 4x4 matrix to identity. +*/ +static inline void S3L_initMat4(S3L_Mat4 *m) +{ + #define M(x,y) (*m)[x][y] + #define S S3L_FRACTIONS_PER_UNIT + + M(0,0) = 0; M(1,0) = 0; M(2,0) = 0; M(3,0) = S; + M(0,1) = 0; M(1,1) = 0; M(2,1) = S; M(3,1) = 0; + M(0,2) = 0; M(1,2) = S; M(2,2) = 0; M(3,2) = 0; + M(0,3) = S; M(1,3) = 0; M(2,3) = 0; M(3,3) = 0; + + #undef M + #undef S +} + +/** + Multiplies a vector by a matrix. +*/ + +static inline void S3L_Vec4xMat4(S3L_Vec4 *v, S3L_Mat4 *m) +{ + S3L_Vec4 vBackup; + + vBackup.x = v->x; + vBackup.y = v->y; + vBackup.z = v->z; + vBackup.w = v->w; + + + v->x = vBackup.x * (*m)[0][0] + + vBackup.y * (*m)[0][1] + + vBackup.z * (*m)[0][2] + + vBackup.w * (*m)[0][3]; + +} + + + typedef struct { - S3L_Vec3 offset; - S3L_Vec3 rotation; /**< Euler angles. Rortation is applied in this order: + S3L_Vec4 offset; + S3L_Vec4 rotation; /**< Euler angles. Rortation is applied in this order: 1. z = around z (roll) CW looking along z+ 2. x = around x (pitch) CW looking along x+ 3. y = around y (yaw) CW looking along y+ */ - S3L_Vec3 scale; + S3L_Vec4 scale; } S3L_Transform3D; static inline void S3L_initTransoform3D(S3L_Transform3D *t) { - S3L_initVec3(&(t->offset)); - S3L_initVec3(&(t->rotation)); + S3L_initVec4(&(t->offset)); + S3L_initVec4(&(t->rotation)); t->scale.x = S3L_FRACTIONS_PER_UNIT; t->scale.y = S3L_FRACTIONS_PER_UNIT; t->scale.z = S3L_FRACTIONS_PER_UNIT; @@ -628,9 +742,12 @@ static inline void S3L_rotate2DPoint(S3L_Unit *x, S3L_Unit *y, S3L_Unit angle) (angleCos * (*y)) / S3L_FRACTIONS_PER_UNIT; } + + + // FIXME: rewrite this to just apply one matrix, EFFICIENCY!!! -static inline void S3L_mapModelToWorld(S3L_Vec3 point, - S3L_Transform3D *modelTransform, S3L_Vec3 *newPoint) +static inline void S3L_mapModelToWorld(S3L_Vec4 point, + S3L_Transform3D *modelTransform, S3L_Vec4 *newPoint) { newPoint->x = point.x; newPoint->y = point.y; @@ -645,15 +762,18 @@ static inline void S3L_mapModelToWorld(S3L_Vec3 point, newPoint->z += modelTransform->offset.z; } -static inline void S3L_mapWorldToCamera(S3L_Vec3 point, - S3L_Transform3D *cameraTransform, S3L_Vec3 *newPoint) +static inline void S3L_mapWorldToCamera(S3L_Vec4 point, + S3L_Transform3D *cameraTransform, S3L_Vec4 *newPoint) { newPoint->x = point.x - cameraTransform->offset.x; newPoint->y = point.y - cameraTransform->offset.y; newPoint->z = point.z - cameraTransform->offset.z; } -static inline void S3L_mapCameraToScreen(S3L_Vec3 point, S3L_Camera *camera, + + + +static inline void S3L_mapCameraToScreen(S3L_Vec4 point, S3L_Camera *camera, S3L_ScreenCoord *screenX, S3L_ScreenCoord *screenY) { uint16_t halfW = camera->resolutionX >> 1; // TODO: precompute earlier? @@ -676,7 +796,7 @@ void S3L_drawModel( S3L_Index coordIndex = 0; S3L_ScreenCoord sX0, sY0, sX1, sY1, sX2, sY2; - S3L_Vec3 pointModel, pointWorld, pointCamera; + S3L_Vec4 pointModel, pointWorld, pointCamera; S3L_Unit indexIndex; while (triangleIndex < triangleCount)