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Use helper function in demos
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4 changed files with 23 additions and 98 deletions
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@ -111,7 +111,7 @@ void sampleTexture(uint8_t *texture, int32_t u, int32_t v, uint8_t *r, uint8_t *
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}
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uint32_t previousTriangle = -1;
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S3L_Unit uv0[2], uv1[2], uv2[2];
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S3L_Vec4 uv0, uv1, uv2;
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void drawPixel(S3L_PixelInfo *p)
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{
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@ -131,28 +131,7 @@ void drawPixel(S3L_PixelInfo *p)
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uvs = carUVs;
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}
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int16_t index;
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index = p->triangleIndex * 3;
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int16_t i0 = uvIndices[index];
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int16_t i1 = uvIndices[index + 1];
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int16_t i2 = uvIndices[index + 2];
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index = i0 * 2;
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uv0[0] = uvs[index];
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uv0[1] = uvs[index + 1];
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index = i1 * 2;
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uv1[0] = uvs[index];
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uv1[1] = uvs[index + 1];
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index = i2 * 2;
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uv2[0] = uvs[index];
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uv2[1] = uvs[index + 1];
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S3L_getIndexedTriangleValues(p->triangleIndex,uvIndices,uvs,2,&uv0,&uv1,&uv2);
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previousTriangle = p->triangleID;
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}
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@ -161,8 +140,8 @@ void drawPixel(S3L_PixelInfo *p)
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S3L_Unit uv[2];
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uv[0] = S3L_interpolateBarycentric(uv0[0],uv1[0],uv2[0],p->barycentric);
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uv[1] = S3L_interpolateBarycentric(uv0[1],uv1[1],uv2[1],p->barycentric);
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uv[0] = S3L_interpolateBarycentric(uv0.x,uv1.x,uv2.x,p->barycentric);
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uv[1] = S3L_interpolateBarycentric(uv0.y,uv1.y,uv2.y,p->barycentric);
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sampleTexture(cityTexture,uv[0] / 2,uv[1] / 2,&r,&g,&b);
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@ -90,7 +90,7 @@ S3L_Vec4 toLightDirection;
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S3L_Vec4 n0, n1, n2, v0, v1, v2;
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S3L_Unit uv0[2], uv1[2], uv2[2];
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S3L_Vec4 uv0, uv1, uv2;
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void sampleTexture(uint8_t *texture, int w, int h, float x, float y, uint8_t color[3])
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{
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@ -170,59 +170,25 @@ void drawPixel(S3L_PixelInfo *p)
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if (p->triangleID != previousTriangle)
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{
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int index = scene.models[p->modelIndex].triangles[p->triangleIndex * 3] * 3;
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n0.x = normals[index];
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v0.x = scene.models[p->modelIndex].vertices[index];
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index++;
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n0.y = normals[index];
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v0.y = scene.models[p->modelIndex].vertices[index];
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index++;
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n0.z = normals[index];
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v0.z = scene.models[p->modelIndex].vertices[index];
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S3L_getIndexedTriangleValues(
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p->triangleIndex,
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scene.models[p->modelIndex].triangles,
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normals,3,&n0,&n1,&n2);
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index = scene.models[p->modelIndex].triangles[p->triangleIndex * 3 + 1] * 3;
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n1.x = normals[index];
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v1.x = scene.models[p->modelIndex].vertices[index];
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index++;
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n1.y = normals[index];
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v1.y = scene.models[p->modelIndex].vertices[index];
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index++;
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n1.z = normals[index];
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v1.z = scene.models[p->modelIndex].vertices[index];
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index = scene.models[p->modelIndex].triangles[p->triangleIndex * 3 + 2] * 3;
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n2.x = normals[index];
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v2.x = scene.models[p->modelIndex].vertices[index];
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index++;
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n2.y = normals[index];
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v2.y = scene.models[p->modelIndex].vertices[index];
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index++;
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n2.z = normals[index];
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v2.z = scene.models[p->modelIndex].vertices[index];
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S3L_getIndexedTriangleValues(
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p->triangleIndex,
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scene.models[p->modelIndex].triangles,
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scene.models[p->modelIndex].vertices,3,&v0,&v1,&v2);
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if (p->modelIndex != WATER_MODEL_INDEX &&
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p->modelIndex != ISLAND_MODEL_INDEX)
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{
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index = treeUVIndices[p->triangleIndex * 3] * 2;
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uv0[0] = treeUVs[index];
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index++;
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uv0[1] = treeUVs[index];
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index = treeUVIndices[p->triangleIndex * 3 + 1] * 2;
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uv1[0] = treeUVs[index];
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index++;
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uv1[1] = treeUVs[index];
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index = treeUVIndices[p->triangleIndex * 3 + 2] * 2;
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uv2[0] = treeUVs[index];
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index++;
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uv2[1] = treeUVs[index];
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S3L_getIndexedTriangleValues(
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p->triangleIndex,
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scene.models[p->modelIndex].triangles,
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treeUVs,2,&uv0,&uv1,&uv2);
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}
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previousTriangle = p->triangleID;
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@ -297,8 +263,8 @@ void drawPixel(S3L_PixelInfo *p)
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specularIntensity = 0.2;
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specularPower = 20.0;
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u = S3L_interpolateBarycentric(uv0[0],uv1[0],uv2[0],p->barycentric) / ((float) S3L_FRACTIONS_PER_UNIT);
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v = S3L_interpolateBarycentric(uv0[1],uv1[1],uv2[1],p->barycentric) / ((float) S3L_FRACTIONS_PER_UNIT);
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u = S3L_interpolateBarycentric(uv0.x,uv1.x,uv2.x,p->barycentric) / ((float) S3L_FRACTIONS_PER_UNIT);
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v = S3L_interpolateBarycentric(uv0.y,uv1.y,uv2.y,p->barycentric) / ((float) S3L_FRACTIONS_PER_UNIT);
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}
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S3L_normalizeVec3(&normal);
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@ -103,29 +103,7 @@ void drawPixel(S3L_PixelInfo *p)
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texture = level3Texture;
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}
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int16_t index;
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index = p->triangleIndex * 3;
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int16_t i0 = uvIndices[index];
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int16_t i1 = uvIndices[index + 1];
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int16_t i2 = uvIndices[index + 2];
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index = i0 * 2;
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uv0.x = uvs[index];
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uv0.y = uvs[index + 1];
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index = i1 * 2;
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uv1.x = uvs[index];
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uv1.y = uvs[index + 1];
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index = i2 * 2;
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uv2.x = uvs[index];
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uv2.y = uvs[index + 1];
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S3L_getIndexedTriangleValues(p->triangleIndex,uvIndices,uvs,2,&uv0,&uv1,&uv2);
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previousTriangle = p->triangleID;
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}
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@ -521,7 +521,9 @@ void S3L_triangleNormal(S3L_Vec4 t0, S3L_Vec4 t1, S3L_Vec4 t2,
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for each triangle, each index pointing into 'values' array, which contains
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the values, each one consisting of 'numComponents' components (e.g. 2 for
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UV coordinates). The three values are retrieved into 'v0', 'v1' and 'v2'
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vectors (into x, y, z and w, depending on 'numComponents'). */
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vectors (into x, y, z and w, depending on 'numComponents'). This function is
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meant to be used per-triangle (typically from a cache), NOT per-pixel, as it
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is not as fast as possible! */
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void S3L_getIndexedTriangleValues(
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S3L_Index triangleIndex,
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