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Add flat mode
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parent
40739dbb5e
commit
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2 changed files with 42 additions and 12 deletions
41
small3dlib.h
41
small3dlib.h
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@ -171,6 +171,22 @@
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#define S3L_COMPUTE_DEPTH 1 // PC inevitably computes depth, so enable it
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#endif
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#ifndef S3L_FLAT
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#define S3L_FLAT 0 /**< If on, disables computation of per-pixel
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values such as barycentric coordinates and
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depth -- these will still be available but
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will be the same for the whole triangle. This
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can be used to create flat-shaded renders and
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will be a lot faster. With this option on you
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will probably want to use sorting instead of
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z-buffer. */
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#endif
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#if S3L_FLAT
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#define S3L_COMPUTE_DEPTH 0
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#define S3L_PERSPECTIVE_CORRECTION 0
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#endif
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typedef int32_t S3L_Unit; /**< Units of measurement in 3D space. There is
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S3L_FRACTIONS_PER_UNIT in one spatial unit.
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By dividing the unit into fractions we
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@ -1205,6 +1221,8 @@ void S3L_drawTriangle(
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S3L_Vec4 *tPointPP, *lPointPP, *rPointPP; /* points in projction plane space
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(in Units, normalized by
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S3L_FRACTIONS_PER_UNIT) */
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S3L_ScreenCoord x0, y0, x1, y1, x2, y2; /* points in screen space (pixel
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coordinates) */
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@ -1268,6 +1286,13 @@ void S3L_drawTriangle(
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#undef assignPoints
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#if S3L_FLAT
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p.depth = (point0.z + point1.z + point2.z) / 3;
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*barycentric0 = S3L_FRACTIONS_PER_UNIT / 3;
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*barycentric1 = S3L_FRACTIONS_PER_UNIT / 3;
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*barycentric2 = S3L_FRACTIONS_PER_UNIT - 2 * (S3L_FRACTIONS_PER_UNIT / 3);
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#endif
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p.triangleSize[0] = rPointSx - lPointSx;
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p.triangleSize[1] = (rPointSy > lPointSy ? rPointSy : lPointSy) - tPointSy;
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@ -1456,9 +1481,10 @@ void S3L_drawTriangle(
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// draw the horizontal line
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#if !S3L_FLAT
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S3L_Unit rowLength = S3L_nonZero(rX - lX - 1); // prevent zero div
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#if S3L_PERSPECTIVE_CORRECTION == 1
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#if S3L_PERSPECTIVE_CORRECTION == 1
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S3L_Unit lOverZ, lRecipZ, rOverZ, rRecipZ, lT, rT;
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lT = S3L_getFastLerpValue(lSideFLS);
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@ -1469,7 +1495,7 @@ void S3L_drawTriangle(
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rOverZ = S3L_interpolateByUnitFrom0(rRecip1,rT);
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rRecipZ = S3L_interpolateByUnit(rRecip0,rRecip1,rT);
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#else
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#else
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S3L_FastLerpState b0FLS, b1FLS;
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#if S3L_COMPUTE_LERP_DEPTH
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@ -1485,6 +1511,7 @@ void S3L_drawTriangle(
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b0FLS.stepScaled = rSideFLS.valueScaled / rowLength;
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b1FLS.stepScaled = -1 * lSideFLS.valueScaled / rowLength;
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#endif
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#endif
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// clip to the screen in x dimension:
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@ -1496,7 +1523,7 @@ void S3L_drawTriangle(
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{
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lXClipped = 0;
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#if S3L_PERSPECTIVE_CORRECTION != 1
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#if S3L_PERSPECTIVE_CORRECTION != 1 && !S3L_FLAT
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b0FLS.valueScaled -= lX * b0FLS.stepScaled;
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b1FLS.valueScaled -= lX * b1FLS.stepScaled;
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@ -1547,7 +1574,8 @@ void S3L_drawTriangle(
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continue;
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#endif
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#if S3L_PERSPECTIVE_CORRECTION == 1
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#if !S3L_FLAT
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#if S3L_PERSPECTIVE_CORRECTION == 1
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*barycentric0 =
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(
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S3L_interpolateFrom0(rOverZ,i,rowLength)
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@ -1559,15 +1587,16 @@ void S3L_drawTriangle(
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(lOverZ - S3L_interpolateFrom0(lOverZ,i,rowLength))
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* p.depth
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) / S3L_FRACTIONS_PER_UNIT;
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#else
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#else
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*barycentric0 = S3L_getFastLerpValue(b0FLS);
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*barycentric1 = S3L_getFastLerpValue(b1FLS);
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S3L_stepFastLerp(b0FLS);
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S3L_stepFastLerp(b1FLS);
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#endif
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#endif
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*barycentric2 = S3L_FRACTIONS_PER_UNIT - *barycentric0 - *barycentric1;
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#endif
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S3L_PIXEL_FUNCTION(&p);
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}
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@ -10,10 +10,11 @@
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//#define S3L_PRESET_HIGHEST_QUALITY
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#define S3L_STRICT_NEAR_CULLING 0
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#define S3L_PERSPECTIVE_CORRECTION 0
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#define S3L_SORT 1
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#define S3L_Z_BUFFER 0
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#define S3L_FLAT 0
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#define S3L_STRICT_NEAR_CULLING 1
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#define S3L_PERSPECTIVE_CORRECTION 1
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#define S3L_SORT 0
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#define S3L_Z_BUFFER 1
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#define S3L_PIXEL_FUNCTION drawPixel
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