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Start putting persp corr in place
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parent
48c44943e9
commit
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2 changed files with 122 additions and 8 deletions
125
s3l.h
125
s3l.h
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@ -599,12 +599,21 @@ static inline int16_t S3L_interpolate(int16_t v1, int16_t v2, int16_t t,
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Like S3L_interpolate, but uses a parameter that goes from 0 to
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S3L_FRACTIONS_PER_UNIT - 1, which can be faster.
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*/
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static inline int16_t S3L_interpolateByUnit(int16_t v1, int16_t v2, int16_t t)
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{
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return v1 + ((v2 - v1) * t) / S3L_FRACTIONS_PER_UNIT;
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}
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// TODO: change parameters in interpolation functions to S3L_Unit
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/**
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Same as S3L_interpolate but with v1 = 0. Should be faster.
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*/
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static inline int16_t S3L_interpolateByUnitFrom0(int16_t v2, int16_t t)
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{
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return (v2 * t) / S3L_FRACTIONS_PER_UNIT;
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}
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typedef struct
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{
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int16_t steps;
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@ -703,18 +712,21 @@ S3L_Unit S3L_correctPerspective(
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c >>= 4;
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d >>= 4;
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return
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S3L_Unit result =
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(
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- a * state->a[0] - b * state->a[1] - c * state->a[2] - d
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)
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/
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(
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S3L_nonZero(
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(
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a * state->pointDifference[0] +
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b * state->pointDifference[1] +
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c * state->pointDifference[2]
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a * state->pointDifference[0] +
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b * state->pointDifference[1] +
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c * state->pointDifference[2]
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) / S3L_FRACTIONS_PER_UNIT
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);
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return result < 0 ? 0 :
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(result > S3L_FRACTIONS_PER_UNIT ? S3L_FRACTIONS_PER_UNIT : result);
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}
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/**
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@ -820,6 +832,7 @@ void _S3L_drawFilledTriangle(
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S3L_PixelInfo *p)
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{
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S3L_ScreenCoord x0, y0, x1, y1, x2, y2;
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S3L_Vec4 *pointTop, *pointLeft, *pointRight;
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S3L_mapProjectionPlaneToScreen(point0,&x0,&y0);
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S3L_mapProjectionPlaneToScreen(point1,&x1,&y1);
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@ -846,6 +859,7 @@ void _S3L_drawFilledTriangle(
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{\
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lPointX = x##a; lPointY = y##a;\
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rPointX = x##b; rPointY = y##b;\
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pointLeft = &point##a; pointRight = &point##b;\
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barycentric0 = &(p->barycentric##b);\
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barycentric1 = &(p->barycentric##a);\
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}\
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@ -853,6 +867,7 @@ void _S3L_drawFilledTriangle(
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{\
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lPointX = x##b; lPointY = y##b;\
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rPointX = x##a; rPointY = y##a;\
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pointLeft = &point##b; pointRight = &point##a;\
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barycentric0 = &(p->barycentric##a);\
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barycentric1 = &(p->barycentric##b);\
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}
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@ -863,6 +878,7 @@ void _S3L_drawFilledTriangle(
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{
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tPointX = x0;
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tPointY = y0;
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pointTop = &point0;
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barycentric2 = &(p->barycentric0);
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handleLR(0,1,2)
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}
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@ -870,6 +886,7 @@ void _S3L_drawFilledTriangle(
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{
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tPointX = x2;
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tPointY = y2;
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pointTop = &point2;
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barycentric2 = &(p->barycentric2);
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handleLR(2,0,1)
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}
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@ -880,6 +897,7 @@ void _S3L_drawFilledTriangle(
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{
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tPointX = x1;
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tPointY = y1;
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pointTop = &point1;
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barycentric2 = &(p->barycentric1);
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handleLR(1,0,2)
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}
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@ -887,6 +905,7 @@ void _S3L_drawFilledTriangle(
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{
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tPointX = x2;
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tPointY = y2;
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pointTop = &point2;
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barycentric2 = &(p->barycentric2);
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handleLR(2,0,1)
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}
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@ -988,6 +1007,36 @@ void _S3L_drawFilledTriangle(
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initSide(r,t,r,1)
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initSide(l,t,l,1)
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#if S3L_PERSPECTIVE_CORRECTION == 1
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S3L_PerspectiveCorrectionState lPC, rPC, rowPC;
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S3L_Unit
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lDepthFrom = pointTop->z,
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lDepthTo = pointLeft->z,
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rDepthFrom = pointTop->z,
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rDepthTo = pointRight->z;
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S3L_initPerspectiveCorrectionState(
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pointTop->x,
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pointTop->y,
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pointTop->z,
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pointLeft->x,
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pointLeft->y,
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pointLeft->z,
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camera->focalLength,
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&lPC);
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S3L_initPerspectiveCorrectionState(
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pointTop->x,
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pointTop->y,
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pointTop->z,
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pointRight->x,
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pointRight->y,
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pointRight->z,
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camera->focalLength,
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&rPC);
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#endif
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while (currentY < endY) /* draw the triangle from top to bottom -- the
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bottom-most row is left out because, following
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from the rasterization rules (see top of the
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@ -1007,6 +1056,21 @@ void _S3L_drawFilledTriangle(
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- rSideUnitPos;
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rSideUnitStep *= -1;
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#if S3L_PERSPECTIVE_CORRECTION == 1
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S3L_initPerspectiveCorrectionState(
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pointLeft->x,
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pointLeft->y,
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pointLeft->z,
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pointRight->x,
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pointRight->y,
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pointRight->z,
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camera->focalLength,
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&lPC);
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lDepthFrom = pointLeft->z;
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lDepthTo = pointRight->z;
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#endif
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}
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else
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{
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@ -1020,6 +1084,21 @@ void _S3L_drawFilledTriangle(
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- lSideUnitPos;
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lSideUnitStep *= -1;
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#if S3L_PERSPECTIVE_CORRECTION == 1
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S3L_initPerspectiveCorrectionState(
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pointRight->x,
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pointRight->y,
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pointRight->z,
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pointLeft->x,
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pointLeft->y,
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pointLeft->z,
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camera->focalLength,
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&rPC);
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rDepthFrom = pointRight->z;
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rDepthTo = pointLeft->z;
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#endif
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}
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}
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@ -1038,10 +1117,44 @@ void _S3L_drawFilledTriangle(
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S3L_Unit b0Step = rSideUnitPos / rowLength;
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S3L_Unit b1Step = lSideUnitPos / rowLength;
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#if S3L_PERSPECTIVE_CORRECTION == 1
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S3L_Unit lDepth, rDepth, lT, rT;
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lT = lSideUnitPos >> S3L_LERP_QUALITY;
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rT = rSideUnitPos >> S3L_LERP_QUALITY;
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printf("%d %d\n",lDepth,rDepth);
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S3L_initPerspectiveCorrectionState(
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S3L_interpolateByUnit(pointTop->x,pointLeft->x,lT),
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S3L_interpolateByUnit(pointTop->y,pointLeft->y,lT),
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lDepth,
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S3L_interpolateByUnit(pointTop->x,pointRight->x,rT),
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S3L_interpolateByUnit(pointTop->y,pointRight->y,rT),
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rDepth,
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camera->focalLength,
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&rowPC
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);
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lT = S3L_correctPerspective(lT,&lPC);
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rT = S3L_correctPerspective(rT,&rPC);
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lDepth = S3L_interpolateByUnit(lDepthFrom,lDepthTo,lT);
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rDepth = S3L_interpolateByUnit(rDepthFrom,rDepthTo,rT);
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#endif
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for (S3L_ScreenCoord x = lX; x < rX; ++x)
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{
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*barycentric0 = b0 >> S3L_LERP_QUALITY;
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*barycentric1 = b1 >> S3L_LERP_QUALITY;
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#if S3L_PERSPECTIVE_CORRECTION == 1
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S3L_Unit rowT = S3L_interpolateFrom0(S3L_FRACTIONS_PER_UNIT,x - lX,rX - lX);
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*barycentric0 = S3L_interpolateByUnitFrom0(lT,rowT);
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*barycentric1 = S3L_interpolateByUnitFrom0(rT,S3L_FRACTIONS_PER_UNIT - rowT);
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#endif
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*barycentric2 = S3L_FRACTIONS_PER_UNIT - *barycentric0 - *barycentric1;
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p->x = x;
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@ -119,10 +119,11 @@ void draw()
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//frame = 853;
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modelTransform.rotation.z = frame * 0.1;
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modelTransform.rotation.x = frame * 0.3;
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// modelTransform.rotation.z = frame * 0.1;
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modelTransform.rotation.x = 60;//frame * 0.3;
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S3L_drawModelIndexed(ver,tri,12,modelTransform,&camera,&conf);
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// S3L_drawModelIndexed(ver,tri + 3,1,modelTransform,&camera,&conf);
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/*
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conf.backfaceCulling = S3L_BACKFACE_CULLING_NONE;
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