diff --git a/s3l.h b/s3l.h index 1e65243..171b9f4 100644 --- a/s3l.h +++ b/s3l.h @@ -163,18 +163,36 @@ typedef int32_t S3L_Unit; /**< Units of measurement in 3D space. There is typedef int16_t S3L_ScreenCoord; typedef uint16_t S3L_Index; -#ifndef S3L_USE_Z_BUFFER -#define S3L_USE_Z_BUFFER 1 /**< Whether to use z-buffer (depth buffer) for - visibility determination. This is accurate - and can be fast, but requires a lot of - memory. */ +#define S3L_Z_BUFFER_NONE 0 /**< Don't use z-buffer. This saves a lot of + memory, but visibility checking won't be + pixel-accurate and has to mostly be done by + other means (typically sorting). */ +#define S3L_Z_BUFFER_FULL 1 /**< Use full z-buffer (of S3L_Units) for + visibiltiy determination. This is the most + accurate option (and also a fast one), but + requires a big amount of memory. */ +#define S3L_Z_BUFFER_BYTE 2 /**< Use reduced-size z-buffer (of bytes). This is + fast and somewhat accurate, but inaccuracies + can occur and a considerable amount of memory + is needed. */ + +#ifndef S3L_Z_BUFFER +#define S3L_Z_BUFFER S3L_Z_BUFFER_NONE /**< What type of z-buffer (depth + buffer) to use for visibility + determination. See + S3L_Z_BUFFER_*. */ #endif -#define S3L_MAX_DEPTH 2147483647 - -#if S3L_USE_Z_BUFFER -#define S3L_COMPUTE_DEPTH 1 -S3L_Unit S3L_zBuffer[S3L_RESOLUTION_X * S3L_RESOLUTION_Y]; +#if S3L_Z_BUFFER == S3L_Z_BUFFER_FULL + #define S3L_COMPUTE_DEPTH 1 + #define S3L_MAX_DEPTH 2147483647 + S3L_Unit S3L_zBuffer[S3L_RESOLUTION_X * S3L_RESOLUTION_Y]; + #define S3L_zBufferFormat(depth) (depth) +#elif S3L_Z_BUFFER == S3L_Z_BUFFER_BYTE + #define S3L_COMPUTE_DEPTH 1 + #define S3L_MAX_DEPTH 255 + uint8_t S3L_zBuffer[S3L_RESOLUTION_X * S3L_RESOLUTION_Y]; + #define S3L_zBufferFormat(depth) (((depth) >> 5) & 0x000000FF) #endif #ifndef S3L_NEAR @@ -479,6 +497,7 @@ void S3L_drawTriangle( S3L_Vec4 point2, const S3L_DrawConfig *config, const S3L_Camera *camera, + S3L_Index modelID, S3L_Index triangleID); void S3L_zBufferClear(); @@ -1145,8 +1164,11 @@ static inline int8_t S3L_zTest( S3L_ScreenCoord y, S3L_Unit depth) { +#if S3L_Z_BUFFER uint32_t index = y * S3L_RESOLUTION_X + x; + depth = S3L_zBufferFormat(depth); + if (depth < S3L_zBuffer[index]) { S3L_zBuffer[index] = depth; @@ -1154,11 +1176,12 @@ static inline int8_t S3L_zTest( } return 0; +#endif } void S3L_zBufferClear() { -#if S3L_USE_Z_BUFFER +#if S3L_Z_BUFFER for (uint32_t i = 0; i < S3L_RESOLUTION_X * S3L_RESOLUTION_Y; ++i) S3L_zBuffer[i] = S3L_MAX_DEPTH; #endif @@ -1496,7 +1519,7 @@ void _S3L_drawFilledTriangle( #endif #endif -#if S3L_USE_Z_BUFFER +#if S3L_Z_BUFFER if (!S3L_zTest(p->x,p->y,p->depth)) continue; #endif @@ -1544,6 +1567,7 @@ void S3L_drawTriangle( S3L_Vec4 point2, const S3L_DrawConfig *config, const S3L_Camera *camera, + S3L_Index modelID, S3L_Index triangleID) { #define clipTest(c,cmp,v)\ @@ -1574,6 +1598,7 @@ void S3L_drawTriangle( S3L_PixelInfo p; S3L_initPixelInfo(&p); + p.modelID = modelID; p.triangleID = triangleID; if (config->mode == S3L_MODE_TRIANGLES) // triangle mode @@ -1780,7 +1805,8 @@ void S3L_drawScene(S3L_Scene scene) #undef project S3L_drawTriangle(transformed0,transformed1,transformed2, - &(scene.models[modelIndex].config),&(scene.camera),triangleIndex); + &(scene.models[modelIndex].config),&(scene.camera),modelIndex, + triangleIndex); ++triangleIndex; } diff --git a/testSDL.c b/testSDL.c index f64d04d..00fd4ac 100644 --- a/testSDL.c +++ b/testSDL.c @@ -7,7 +7,7 @@ #include #include -#define S3L_USE_Z_BUFFER 1 +#define S3L_Z_BUFFER S3L_Z_BUFFER_BYTE #define S3L_PIXEL_FUNCTION drawPixel @@ -126,7 +126,9 @@ void drawPixel(S3L_PixelInfo *p) uint8_t sss = (p->depth / 5000.0) * 255 ; -setPixel(p->x,p->y,sss,sss,sss); +//setPixel(p->x,p->y,sss,sss,sss); + +setPixel(p->x,p->y,p->modelID * 64,p->modelID * 128,255); // 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); } @@ -176,7 +178,7 @@ int main() scene.models[0].transform.translation.x = S3L_FRACTIONS_PER_UNIT; scene.models[1] = scene.models[0]; - scene.models[1].transform.translation.x = -1 * S3L_FRACTIONS_PER_UNIT; + scene.models[1].transform.translation.x = 0.5 * S3L_FRACTIONS_PER_UNIT; // scene.camera.transform.translation.x = S3L_FRACTIONS_PER_UNIT; // scene.camera.transform.translation.y = S3L_FRACTIONS_PER_UNIT;