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https://git.coom.tech/drummyfish/small3dlib.git
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Add screen projection function
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a89f3c192f
commit
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3 changed files with 82 additions and 11 deletions
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@ -29,6 +29,8 @@
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S3L_Model3D models[3];
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S3L_Scene scene;
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S3L_Vec4 teleportPoint;
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uint32_t pixels[S3L_RESOLUTION_X * S3L_RESOLUTION_Y];
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uint32_t frame = 0;
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@ -80,6 +82,20 @@ void sampleTxture(S3L_Unit u, S3L_Unit v, uint8_t *r, uint8_t *g, uint8_t *b)
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*b = texture[index];
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}
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void drawTeleport(int16_t x, int16_t y, S3L_ScreenCoord size)
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{
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int16_t halfSize = size / 2;
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S3L_ScreenCoord x0 = S3L_max(0,x - halfSize);
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S3L_ScreenCoord x1 = S3L_min(S3L_RESOLUTION_X - 1,x + halfSize);
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S3L_ScreenCoord y0 = S3L_max(0,y - halfSize);
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S3L_ScreenCoord y1 = S3L_min(S3L_RESOLUTION_Y - 1,y + halfSize);
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for (S3L_ScreenCoord j = y0; j < y1; ++j)
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for (S3L_ScreenCoord i = x0; i < x1; ++i)
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setPixel(i,j,255,0,0);
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}
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void drawPixel(S3L_PixelInfo *p)
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{
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if (p->triangleID != previousTriangle)
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@ -142,6 +158,13 @@ void draw()
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S3L_drawScene(scene);
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S3L_Vec4 screenPoint;
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project3DPointToScreen(teleportPoint,scene.camera,&screenPoint);
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if (screenPoint.z < S3L_zBufferRead(screenPoint.x,screenPoint.y))
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drawTeleport(screenPoint.x,screenPoint.y,screenPoint.w);
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clock_t nowT = clock();
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double timeDiff = ((double) (nowT - nextT)) / CLOCKS_PER_SEC;
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@ -167,6 +190,11 @@ int main()
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SDL_Surface *screenSurface = SDL_GetWindowSurface(window);
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SDL_Event event;
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teleportPoint.x = 6 * S3L_FRACTIONS_PER_UNIT;
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teleportPoint.y = -3 * S3L_FRACTIONS_PER_UNIT;
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teleportPoint.z = 2 * S3L_FRACTIONS_PER_UNIT;
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teleportPoint.w = S3L_FRACTIONS_PER_UNIT;
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nextT = clock();
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S3L_initCamera(&scene.camera);
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63
small3dlib.h
63
small3dlib.h
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@ -512,6 +512,15 @@ static inline S3L_Unit S3L_cos(S3L_Unit x);
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S3L_Unit S3L_vec3Length(S3L_Vec4 v);
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S3L_Unit S3L_sqrt(S3L_Unit value);
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/** Projects a single point from 3D space to the screen space (pixels), which
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can be useful e.g. for drawing sprites. The w component of input and result
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holds the point size. If this size is 0 in the result, the sprite is outside
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the view. */
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void project3DPointToScreen(
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S3L_Vec4 point,
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S3L_Camera camera,
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S3L_Vec4 *result);
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/** Computes a normalized normal of given triangle. */
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void S3L_triangleNormal(S3L_Vec4 t0, S3L_Vec4 t1, S3L_Vec4 t2,
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S3L_Vec4 *n);
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@ -1419,6 +1428,50 @@ void S3L_initTransoform3D(S3L_Transform3D *t)
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t->scale.w = 0;
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}
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/**
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Performs perspecive division (z-divide). Does NOT check for division by zero.
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*/
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static inline void S3L_perspectiveDivide(S3L_Vec4 *vector,
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S3L_Unit focalLength)
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{
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vector->x = (vector->x * focalLength) / vector->z;
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vector->y = (vector->y * focalLength) / vector->z;
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}
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void project3DPointToScreen(
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S3L_Vec4 point,
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S3L_Camera camera,
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S3L_Vec4 *result)
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{
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S3L_Mat4 m;
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S3L_makeCameraMatrix(camera.transform,&m);
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S3L_Unit s = point.w;
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point.w = S3L_FRACTIONS_PER_UNIT;
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S3L_vec3Xmat4(&point,&m);
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point.z = S3L_nonZero(point.z);
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S3L_perspectiveDivide(&point,camera.focalLength);
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S3L_ScreenCoord x, y;
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S3L_mapProjectionPlaneToScreen(point,&x,&y);
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result->x = x;
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result->y = y;
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result->z = point.z;
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result->w =
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(point.z < 0) ? 0 :
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(
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(s * camera.focalLength * S3L_RESOLUTION_X) /
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(point.z * S3L_FRACTIONS_PER_UNIT)
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);
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}
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void S3L_lookAt(S3L_Vec4 pointTo, S3L_Transform3D *t)
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{
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S3L_Vec4 v;
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@ -2296,16 +2349,6 @@ void S3L_makeCameraMatrix(S3L_Transform3D cameraTransform, S3L_Mat4 *m)
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S3L_mat4Xmat4(m,&r);
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}
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/**
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Performs perspecive division (z-divide). Does NOT check for division by zero.
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*/
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static inline void S3L_perspectiveDivide(S3L_Vec4 *vector,
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S3L_Unit focalLength)
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{
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vector->x = (vector->x * focalLength) / vector->z;
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vector->y = (vector->y * focalLength) / vector->z;
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}
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int8_t S3L_triangleWinding(
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S3L_ScreenCoord x0,
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S3L_ScreenCoord y0,
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2
todo.txt
2
todo.txt
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@ -16,7 +16,7 @@ features:
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- function to set/clear stencil buffer -- can be useful
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- function to map one point in 3D space to screen, along with size (for mapping
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billboards/sprites etc.)
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billboards/sprites etc.) DONE
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- Optimize persp. correction!
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