diff --git a/programs/modelViewer.c b/programs/modelViewer.c index ea9111e..9ce4f4f 100644 --- a/programs/modelViewer.c +++ b/programs/modelViewer.c @@ -13,7 +13,7 @@ #define S3L_FLAT 0 #define S3L_STRICT_NEAR_CULLING 1 -#define S3L_PERSPECTIVE_CORRECTION 0 +#define S3L_PERSPECTIVE_CORRECTION 2 #define S3L_SORT 0 #define S3L_STENCIL_BUFFER 0 #define S3L_Z_BUFFER 1 diff --git a/small3dlib.h b/small3dlib.h index 77d8ae4..97547e9 100644 --- a/small3dlib.h +++ b/small3dlib.h @@ -557,9 +557,8 @@ static inline void S3L_mapProjectionPlaneToScreen( S3L_ScreenCoord *screenY); /** Draws a triangle according to given config. The vertices are specified in - projection-plane space (NOT screen space!) -- they wll be mapped to screen - space by thies function. If perspective correction is enabled, each vertex - has to have a depth (Z position in camera space) specified in the Z + Screen Space space (pixels). If perspective correction is enabled, each + vertex has to have a depth (Z position in camera space) specified in the Z component. */ void S3L_drawTriangle( S3L_Vec4 point0, @@ -1624,22 +1623,10 @@ void S3L_drawTriangle( point2.z = point2.z >= S3L_NEAR ? point2.z : S3L_NEAR; #endif - S3L_Vec4 *tPointPP, *lPointPP, *rPointPP; /* points in projction plane space - (in Units, normalized by + S3L_Vec4 *tPointSS, *lPointSS, *rPointSS; /* points in Screen Space (in + S3L_Units, normalized by S3L_FRACTIONS_PER_UNIT) */ - S3L_ScreenCoord x0, y0, x1, y1, x2, y2; /* points in screen space (pixel - coordinates) */ - - S3L_mapProjectionPlaneToScreen(point0,&x0,&y0); - S3L_mapProjectionPlaneToScreen(point1,&x1,&y1); - S3L_mapProjectionPlaneToScreen(point2,&x2,&y2); - - S3L_ScreenCoord - tPointSx, tPointSy, // top point coords, in screen space - lPointSx, lPointSy, // left point coords, in screen space - rPointSx, rPointSy; // right point coords, in screen space - S3L_Unit *barycentric0; // bar. coord that gets higher from L to R S3L_Unit *barycentric1; // bar. coord that gets higher from R to L S3L_Unit *barycentric2; // bar. coord that gets higher from bottom up @@ -1648,38 +1635,33 @@ void S3L_drawTriangle( #define assignPoints(t,a,b)\ {\ - tPointSx = x##t;\ - tPointSy = y##t;\ - tPointPP = &point##t;\ + tPointSS = &point##t;\ barycentric2 = &(p.barycentric[t]);\ - if (S3L_triangleWinding(x##t,y##t,x##a,y##a,x##b,y##b) >= 0)\ + if (S3L_triangleWinding(point##t.x,point##t.y,point##a.x,point##a.y,\ + point##b.x,point##b.y) >= 0)\ {\ - lPointSx = x##a; lPointSy = y##a;\ - rPointSx = x##b; rPointSy = y##b;\ - lPointPP = &point##a; rPointPP = &point##b;\ + lPointSS = &point##a; rPointSS = &point##b;\ barycentric0 = &(p.barycentric[b]);\ barycentric1 = &(p.barycentric[a]);\ }\ else\ {\ - lPointSx = x##b; lPointSy = y##b;\ - rPointSx = x##a; rPointSy = y##a;\ - lPointPP = &point##b; rPointPP = &point##a;\ + lPointSS = &point##b; rPointSS = &point##a;\ barycentric0 = &(p.barycentric[a]);\ barycentric1 = &(p.barycentric[b]);\ }\ } - if (y0 <= y1) + if (point0.y <= point1.y) { - if (y0 <= y2) + if (point0.y <= point2.y) assignPoints(0,1,2) else assignPoints(2,0,1) } else { - if (y1 <= y2) + if (point1.y <= point2.y) assignPoints(1,0,2) else assignPoints(2,0,1) @@ -1688,14 +1670,15 @@ void S3L_drawTriangle( #undef assignPoints #if S3L_FLAT - p.depth = (tPointPP->z + lPointPP->z + rPointPP->z) / 3; + p.depth = (tPointSS->z + lPointSS->z + rPointSS->z) / 3; *barycentric0 = S3L_FRACTIONS_PER_UNIT / 3; *barycentric1 = S3L_FRACTIONS_PER_UNIT / 3; *barycentric2 = S3L_FRACTIONS_PER_UNIT - 2 * (S3L_FRACTIONS_PER_UNIT / 3); #endif - p.triangleSize[0] = rPointSx - lPointSx; - p.triangleSize[1] = (rPointSy > lPointSy ? rPointSy : lPointSy) - tPointSy; + p.triangleSize[0] = rPointSS->x - lPointSS->x; + p.triangleSize[1] = (rPointSS->y > lPointSS->y ? rPointSS->y : lPointSS->y) + - tPointSS->y; // now draw the triangle line by line: @@ -1704,20 +1687,20 @@ void S3L_drawTriangle( int splitOnLeft; /* whether splitY is the y coord. of left or right point */ - if (rPointSy <= lPointSy) + if (rPointSS->y <= lPointSS->y) { - splitY = rPointSy; + splitY = rPointSS->y; splitOnLeft = 0; - endY = lPointSy; + endY = lPointSS->y; } else { - splitY = lPointSy; + splitY = lPointSS->y; splitOnLeft = 1; - endY = rPointSy; + endY = rPointSS->y; } - S3L_ScreenCoord currentY = tPointSy; + S3L_ScreenCoord currentY = tPointSS->y; /* We'll be using an algorithm similar to Bresenham line algorithm. The specifics of this algorithm are among others: @@ -1756,8 +1739,8 @@ void S3L_drawTriangle( S3L_FastLerpState lDepthFLS, rDepthFLS; #define initDepthFLS(s,p1,p2)\ - s##DepthFLS.valueScaled = p1##PointPP->z << S3L_FAST_LERP_QUALITY;\ - s##DepthFLS.stepScaled = ((p2##PointPP->z << S3L_FAST_LERP_QUALITY) -\ + s##DepthFLS.valueScaled = p1##PointSS->z << S3L_FAST_LERP_QUALITY;\ + s##DepthFLS.stepScaled = ((p2##PointSS->z << S3L_FAST_LERP_QUALITY) -\ s##DepthFLS.valueScaled) / (s##Dy != 0 ? s##Dy : 1); #else #define initDepthFLS(s,p1,p2) ; @@ -1769,9 +1752,9 @@ void S3L_drawTriangle( p2 - point to (t, l or r) down - whether the side coordinate goes top-down or vice versa */ #define initSide(s,p1,p2,down)\ - s##X = p1##PointSx;\ - s##Dx = p2##PointSx - p1##PointSx;\ - s##Dy = p2##PointSy - p1##PointSy;\ + s##X = p1##PointSS->x;\ + s##Dx = p2##PointSS->x - p1##PointSS->x;\ + s##Dy = p2##PointSS->y - p1##PointSS->y;\ initDepthFLS(s,p1,p2)\ s##SideFLS.stepScaled = (S3L_FRACTIONS_PER_UNIT << S3L_FAST_LERP_QUALITY)\ / (s##Dy != 0 ? s##Dy : 1);\ @@ -1813,13 +1796,13 @@ void S3L_drawTriangle( the above after split. */ tPointRecipZ = (S3L_FRACTIONS_PER_UNIT * S3L_FRACTIONS_PER_UNIT) - / S3L_nonZero(tPointPP->z); + / S3L_nonZero(tPointSS->z); lPointRecipZ = (S3L_FRACTIONS_PER_UNIT * S3L_FRACTIONS_PER_UNIT) - / S3L_nonZero(lPointPP->z); + / S3L_nonZero(lPointSS->z); rPointRecipZ = (S3L_FRACTIONS_PER_UNIT * S3L_FRACTIONS_PER_UNIT) - / S3L_nonZero(rPointPP->z); + / S3L_nonZero(rPointSS->z); lRecip0 = tPointRecipZ; lRecip1 = lPointRecipZ; @@ -2237,10 +2220,9 @@ int8_t S3L_triangleWinding( } /** - Checks if given triangle (in Projection Plane space) is at least partially - visible, i.e. returns false if the triangle is either completely outside - the frustum (left, right, top, bottom, near) or is invisible due to - backface culling. + Checks if given triangle (in Screen Space) is at least partially visible, + i.e. returns false if the triangle is either completely outside the frustum + (left, right, top, bottom, near) or is invisible due to backface culling. */ static inline int8_t S3L_triangleIsVisible( S3L_Vec4 p0, @@ -2252,17 +2234,16 @@ static inline int8_t S3L_triangleIsVisible( (p0.c cmp (v) && p1.c cmp (v) && p2.c cmp (v)) if ( // outside frustum? - #if S3L_STRICT_NEAR_CULLING p0.z <= S3L_NEAR || p1.z <= S3L_NEAR || p2.z <= S3L_NEAR || // ^ partially in front of NEAR? #else clipTest(z,<=,S3L_NEAR) || // completely in front of NEAR? #endif - clipTest(x,<,-1 * S3L_FRACTIONS_PER_UNIT) || - clipTest(x,>,S3L_FRACTIONS_PER_UNIT) || - clipTest(y,<,-1 * S3L_PROJECTION_PLANE_HEIGHT / 2) || - clipTest(y,>,S3L_PROJECTION_PLANE_HEIGHT / 2) + clipTest(x,<,0) || + clipTest(x,>=,S3L_RESOLUTION_X) || + clipTest(y,<,0) || + clipTest(y,>,S3L_RESOLUTION_Y) ) return 0; @@ -2273,8 +2254,8 @@ static inline int8_t S3L_triangleIsVisible( int8_t winding = S3L_triangleWinding(p0.x,p0.y,p1.x,p1.y,p2.x,p2.y); - if ((backfaceCulling == 1 && winding < 0) || - (backfaceCulling == 2 && winding > 0)) + if ((backfaceCulling == 1 && winding > 0) || + (backfaceCulling == 2 && winding < 0)) return 0; } @@ -2317,6 +2298,13 @@ void _S3L_projectVertex( on NEAR, the triangle will be culled. */ S3L_perspectiveDivide(result,focalLength); + + S3L_ScreenCoord sX, sY; + + S3L_mapProjectionPlaneToScreen(*result,&sX,&sY); + + result->x = sX; + result->y = sY; } void S3L_drawScene(S3L_Scene scene) diff --git a/todo.txt b/todo.txt index 04ccf29..bdee462 100644 --- a/todo.txt +++ b/todo.txt @@ -76,9 +76,6 @@ bugs: - Any of them can exceed the range <0,511> - b0 + b1 can be > 511, which causes b2 (= 511 - b0 - b1) to be negative! -- There still ocassionally appear holes between rasterized triangles -- can be - well seen in Pokitto demo when drawing with single color. - repeated: - valgrind (and similar) checks