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Add byte z-buffer
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4c4ced2d77
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2 changed files with 44 additions and 16 deletions
52
s3l.h
52
s3l.h
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@ -163,18 +163,36 @@ typedef int32_t S3L_Unit; /**< Units of measurement in 3D space. There is
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typedef int16_t S3L_ScreenCoord;
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typedef uint16_t S3L_Index;
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#ifndef S3L_USE_Z_BUFFER
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#define S3L_USE_Z_BUFFER 1 /**< Whether to use z-buffer (depth buffer) for
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visibility determination. This is accurate
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and can be fast, but requires a lot of
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memory. */
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#define S3L_Z_BUFFER_NONE 0 /**< Don't use z-buffer. This saves a lot of
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memory, but visibility checking won't be
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pixel-accurate and has to mostly be done by
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other means (typically sorting). */
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#define S3L_Z_BUFFER_FULL 1 /**< Use full z-buffer (of S3L_Units) for
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visibiltiy determination. This is the most
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accurate option (and also a fast one), but
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requires a big amount of memory. */
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#define S3L_Z_BUFFER_BYTE 2 /**< Use reduced-size z-buffer (of bytes). This is
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fast and somewhat accurate, but inaccuracies
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can occur and a considerable amount of memory
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is needed. */
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#ifndef S3L_Z_BUFFER
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#define S3L_Z_BUFFER S3L_Z_BUFFER_NONE /**< What type of z-buffer (depth
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buffer) to use for visibility
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determination. See
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S3L_Z_BUFFER_*. */
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#endif
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#define S3L_MAX_DEPTH 2147483647
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#if S3L_USE_Z_BUFFER
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#define S3L_COMPUTE_DEPTH 1
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S3L_Unit S3L_zBuffer[S3L_RESOLUTION_X * S3L_RESOLUTION_Y];
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#if S3L_Z_BUFFER == S3L_Z_BUFFER_FULL
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#define S3L_COMPUTE_DEPTH 1
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#define S3L_MAX_DEPTH 2147483647
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S3L_Unit S3L_zBuffer[S3L_RESOLUTION_X * S3L_RESOLUTION_Y];
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#define S3L_zBufferFormat(depth) (depth)
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#elif S3L_Z_BUFFER == S3L_Z_BUFFER_BYTE
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#define S3L_COMPUTE_DEPTH 1
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#define S3L_MAX_DEPTH 255
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uint8_t S3L_zBuffer[S3L_RESOLUTION_X * S3L_RESOLUTION_Y];
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#define S3L_zBufferFormat(depth) (((depth) >> 5) & 0x000000FF)
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#endif
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#ifndef S3L_NEAR
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@ -479,6 +497,7 @@ void S3L_drawTriangle(
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S3L_Vec4 point2,
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const S3L_DrawConfig *config,
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const S3L_Camera *camera,
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S3L_Index modelID,
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S3L_Index triangleID);
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void S3L_zBufferClear();
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@ -1145,8 +1164,11 @@ static inline int8_t S3L_zTest(
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S3L_ScreenCoord y,
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S3L_Unit depth)
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{
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#if S3L_Z_BUFFER
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uint32_t index = y * S3L_RESOLUTION_X + x;
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depth = S3L_zBufferFormat(depth);
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if (depth < S3L_zBuffer[index])
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{
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S3L_zBuffer[index] = depth;
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@ -1154,11 +1176,12 @@ static inline int8_t S3L_zTest(
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}
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return 0;
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#endif
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}
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void S3L_zBufferClear()
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{
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#if S3L_USE_Z_BUFFER
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#if S3L_Z_BUFFER
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for (uint32_t i = 0; i < S3L_RESOLUTION_X * S3L_RESOLUTION_Y; ++i)
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S3L_zBuffer[i] = S3L_MAX_DEPTH;
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#endif
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@ -1496,7 +1519,7 @@ void _S3L_drawFilledTriangle(
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#endif
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#endif
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#if S3L_USE_Z_BUFFER
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#if S3L_Z_BUFFER
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if (!S3L_zTest(p->x,p->y,p->depth))
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continue;
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#endif
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@ -1544,6 +1567,7 @@ void S3L_drawTriangle(
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S3L_Vec4 point2,
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const S3L_DrawConfig *config,
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const S3L_Camera *camera,
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S3L_Index modelID,
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S3L_Index triangleID)
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{
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#define clipTest(c,cmp,v)\
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@ -1574,6 +1598,7 @@ void S3L_drawTriangle(
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S3L_PixelInfo p;
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S3L_initPixelInfo(&p);
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p.modelID = modelID;
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p.triangleID = triangleID;
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if (config->mode == S3L_MODE_TRIANGLES) // triangle mode
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@ -1780,7 +1805,8 @@ void S3L_drawScene(S3L_Scene scene)
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#undef project
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S3L_drawTriangle(transformed0,transformed1,transformed2,
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&(scene.models[modelIndex].config),&(scene.camera),triangleIndex);
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&(scene.models[modelIndex].config),&(scene.camera),modelIndex,
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triangleIndex);
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++triangleIndex;
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}
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@ -7,7 +7,7 @@
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#include <stdio.h>
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#include <math.h>
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#define S3L_USE_Z_BUFFER 1
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#define S3L_Z_BUFFER S3L_Z_BUFFER_BYTE
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#define S3L_PIXEL_FUNCTION drawPixel
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@ -126,7 +126,9 @@ void drawPixel(S3L_PixelInfo *p)
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uint8_t sss = (p->depth / 5000.0) * 255 ;
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setPixel(p->x,p->y,sss,sss,sss);
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//setPixel(p->x,p->y,sss,sss,sss);
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setPixel(p->x,p->y,p->modelID * 64,p->modelID * 128,255);
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// setPixel(p->x,p->y,p->barycentric0 / ((float) S3L_FRACTIONS_PER_UNIT) * 255,p->barycentric1 / ((float) S3L_FRACTIONS_PER_UNIT) * 255,p->barycentric2 / ((float) S3L_FRACTIONS_PER_UNIT) * 255);
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}
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@ -176,7 +178,7 @@ int main()
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scene.models[0].transform.translation.x = S3L_FRACTIONS_PER_UNIT;
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scene.models[1] = scene.models[0];
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scene.models[1].transform.translation.x = -1 * S3L_FRACTIONS_PER_UNIT;
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scene.models[1].transform.translation.x = 0.5 * S3L_FRACTIONS_PER_UNIT;
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// scene.camera.transform.translation.x = S3L_FRACTIONS_PER_UNIT;
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// scene.camera.transform.translation.y = S3L_FRACTIONS_PER_UNIT;
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