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Start putting persp corr in place

This commit is contained in:
Miloslav Číž 2019-05-09 23:39:28 +02:00
parent 48c44943e9
commit 8392d88763
2 changed files with 122 additions and 8 deletions

125
s3l.h
View file

@ -599,12 +599,21 @@ static inline int16_t S3L_interpolate(int16_t v1, int16_t v2, int16_t t,
Like S3L_interpolate, but uses a parameter that goes from 0 to
S3L_FRACTIONS_PER_UNIT - 1, which can be faster.
*/
static inline int16_t S3L_interpolateByUnit(int16_t v1, int16_t v2, int16_t t)
{
return v1 + ((v2 - v1) * t) / S3L_FRACTIONS_PER_UNIT;
}
// TODO: change parameters in interpolation functions to S3L_Unit
/**
Same as S3L_interpolate but with v1 = 0. Should be faster.
*/
static inline int16_t S3L_interpolateByUnitFrom0(int16_t v2, int16_t t)
{
return (v2 * t) / S3L_FRACTIONS_PER_UNIT;
}
typedef struct
{
int16_t steps;
@ -703,18 +712,21 @@ S3L_Unit S3L_correctPerspective(
c >>= 4;
d >>= 4;
return
S3L_Unit result =
(
- a * state->a[0] - b * state->a[1] - c * state->a[2] - d
)
/
(
S3L_nonZero(
(
a * state->pointDifference[0] +
b * state->pointDifference[1] +
c * state->pointDifference[2]
a * state->pointDifference[0] +
b * state->pointDifference[1] +
c * state->pointDifference[2]
) / S3L_FRACTIONS_PER_UNIT
);
return result < 0 ? 0 :
(result > S3L_FRACTIONS_PER_UNIT ? S3L_FRACTIONS_PER_UNIT : result);
}
/**
@ -820,6 +832,7 @@ void _S3L_drawFilledTriangle(
S3L_PixelInfo *p)
{
S3L_ScreenCoord x0, y0, x1, y1, x2, y2;
S3L_Vec4 *pointTop, *pointLeft, *pointRight;
S3L_mapProjectionPlaneToScreen(point0,&x0,&y0);
S3L_mapProjectionPlaneToScreen(point1,&x1,&y1);
@ -846,6 +859,7 @@ void _S3L_drawFilledTriangle(
{\
lPointX = x##a; lPointY = y##a;\
rPointX = x##b; rPointY = y##b;\
pointLeft = &point##a; pointRight = &point##b;\
barycentric0 = &(p->barycentric##b);\
barycentric1 = &(p->barycentric##a);\
}\
@ -853,6 +867,7 @@ void _S3L_drawFilledTriangle(
{\
lPointX = x##b; lPointY = y##b;\
rPointX = x##a; rPointY = y##a;\
pointLeft = &point##b; pointRight = &point##a;\
barycentric0 = &(p->barycentric##a);\
barycentric1 = &(p->barycentric##b);\
}
@ -863,6 +878,7 @@ void _S3L_drawFilledTriangle(
{
tPointX = x0;
tPointY = y0;
pointTop = &point0;
barycentric2 = &(p->barycentric0);
handleLR(0,1,2)
}
@ -870,6 +886,7 @@ void _S3L_drawFilledTriangle(
{
tPointX = x2;
tPointY = y2;
pointTop = &point2;
barycentric2 = &(p->barycentric2);
handleLR(2,0,1)
}
@ -880,6 +897,7 @@ void _S3L_drawFilledTriangle(
{
tPointX = x1;
tPointY = y1;
pointTop = &point1;
barycentric2 = &(p->barycentric1);
handleLR(1,0,2)
}
@ -887,6 +905,7 @@ void _S3L_drawFilledTriangle(
{
tPointX = x2;
tPointY = y2;
pointTop = &point2;
barycentric2 = &(p->barycentric2);
handleLR(2,0,1)
}
@ -988,6 +1007,36 @@ void _S3L_drawFilledTriangle(
initSide(r,t,r,1)
initSide(l,t,l,1)
#if S3L_PERSPECTIVE_CORRECTION == 1
S3L_PerspectiveCorrectionState lPC, rPC, rowPC;
S3L_Unit
lDepthFrom = pointTop->z,
lDepthTo = pointLeft->z,
rDepthFrom = pointTop->z,
rDepthTo = pointRight->z;
S3L_initPerspectiveCorrectionState(
pointTop->x,
pointTop->y,
pointTop->z,
pointLeft->x,
pointLeft->y,
pointLeft->z,
camera->focalLength,
&lPC);
S3L_initPerspectiveCorrectionState(
pointTop->x,
pointTop->y,
pointTop->z,
pointRight->x,
pointRight->y,
pointRight->z,
camera->focalLength,
&rPC);
#endif
while (currentY < endY) /* draw the triangle from top to bottom -- the
bottom-most row is left out because, following
from the rasterization rules (see top of the
@ -1007,6 +1056,21 @@ void _S3L_drawFilledTriangle(
- rSideUnitPos;
rSideUnitStep *= -1;
#if S3L_PERSPECTIVE_CORRECTION == 1
S3L_initPerspectiveCorrectionState(
pointLeft->x,
pointLeft->y,
pointLeft->z,
pointRight->x,
pointRight->y,
pointRight->z,
camera->focalLength,
&lPC);
lDepthFrom = pointLeft->z;
lDepthTo = pointRight->z;
#endif
}
else
{
@ -1020,6 +1084,21 @@ void _S3L_drawFilledTriangle(
- lSideUnitPos;
lSideUnitStep *= -1;
#if S3L_PERSPECTIVE_CORRECTION == 1
S3L_initPerspectiveCorrectionState(
pointRight->x,
pointRight->y,
pointRight->z,
pointLeft->x,
pointLeft->y,
pointLeft->z,
camera->focalLength,
&rPC);
rDepthFrom = pointRight->z;
rDepthTo = pointLeft->z;
#endif
}
}
@ -1038,10 +1117,44 @@ void _S3L_drawFilledTriangle(
S3L_Unit b0Step = rSideUnitPos / rowLength;
S3L_Unit b1Step = lSideUnitPos / rowLength;
#if S3L_PERSPECTIVE_CORRECTION == 1
S3L_Unit lDepth, rDepth, lT, rT;
lT = lSideUnitPos >> S3L_LERP_QUALITY;
rT = rSideUnitPos >> S3L_LERP_QUALITY;
printf("%d %d\n",lDepth,rDepth);
S3L_initPerspectiveCorrectionState(
S3L_interpolateByUnit(pointTop->x,pointLeft->x,lT),
S3L_interpolateByUnit(pointTop->y,pointLeft->y,lT),
lDepth,
S3L_interpolateByUnit(pointTop->x,pointRight->x,rT),
S3L_interpolateByUnit(pointTop->y,pointRight->y,rT),
rDepth,
camera->focalLength,
&rowPC
);
lT = S3L_correctPerspective(lT,&lPC);
rT = S3L_correctPerspective(rT,&rPC);
lDepth = S3L_interpolateByUnit(lDepthFrom,lDepthTo,lT);
rDepth = S3L_interpolateByUnit(rDepthFrom,rDepthTo,rT);
#endif
for (S3L_ScreenCoord x = lX; x < rX; ++x)
{
*barycentric0 = b0 >> S3L_LERP_QUALITY;
*barycentric1 = b1 >> S3L_LERP_QUALITY;
#if S3L_PERSPECTIVE_CORRECTION == 1
S3L_Unit rowT = S3L_interpolateFrom0(S3L_FRACTIONS_PER_UNIT,x - lX,rX - lX);
*barycentric0 = S3L_interpolateByUnitFrom0(lT,rowT);
*barycentric1 = S3L_interpolateByUnitFrom0(rT,S3L_FRACTIONS_PER_UNIT - rowT);
#endif
*barycentric2 = S3L_FRACTIONS_PER_UNIT - *barycentric0 - *barycentric1;
p->x = x;

View file

@ -119,10 +119,11 @@ void draw()
//frame = 853;
modelTransform.rotation.z = frame * 0.1;
modelTransform.rotation.x = frame * 0.3;
// modelTransform.rotation.z = frame * 0.1;
modelTransform.rotation.x = 60;//frame * 0.3;
S3L_drawModelIndexed(ver,tri,12,modelTransform,&camera,&conf);
// S3L_drawModelIndexed(ver,tri + 3,1,modelTransform,&camera,&conf);
/*
conf.backfaceCulling = S3L_BACKFACE_CULLING_NONE;