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Start persp correction

This commit is contained in:
Miloslav Číž 2019-05-08 21:04:58 +02:00
parent 151fa7c283
commit 889f68e429
2 changed files with 117 additions and 10 deletions

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127
s3l.h
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@ -584,6 +584,26 @@ void S3L_initDrawConfig(S3L_DrawConfig *config)
void S3L_PIXEL_FUNCTION(S3L_PixelInfo *pixel); // forward decl
/**
Interpolated between two values, v1 and v2, in the same ratio as t is to
tMax. Does NOT prevent zero division.
*/
static inline int16_t S3L_interpolate(int16_t v1, int16_t v2, int16_t t,
int16_t tMax)
{
return v1 + ((v2 - v1) * t) / tMax;
}
/**
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;
}
typedef struct
{
int16_t steps;
@ -599,6 +619,103 @@ typedef struct
int16_t minorDiff;
} S3L_BresenhamState; ///< State of drawing a line with Bresenham algorithm.
typedef struct
{
S3L_ScreenCoord p0[2]; ///< 2D coordinates of the 1st point projection
S3L_ScreenCoord p1[2]; ///< 2D coordinates of the 2nd point projection
S3L_Unit a[3]; ///< 3D coordinates of the 1st projected point of the line
S3L_Unit b[3]; ///< 3D coordinates of the 2nd projected point of the line
S3L_Unit pointDifference[3]; ///< [bx - ax, by - ay, bz - cz]
S3L_ScreenCoord c[2]; /**< helper point to for a plane for the intersection
with line */
S3L_Unit fcx; ///< precomputed helper product
S3L_Unit fcy; ///< precomputed helper product
S3L_Unit focalLength;
} S3L_PerspectiveCorrectionState; ///< State for computing persp. correction.
/**
Initializes the state of perspective correction along a line. The correction
itself is then done using S3L_correctPerspective function, using the state.
*/
void S3L_initPerspectiveCorrectionState(
S3L_ScreenCoord x0,
S3L_ScreenCoord y0,
S3L_Unit depth0,
S3L_ScreenCoord x1,
S3L_ScreenCoord y1,
S3L_Unit depth1,
S3L_Unit focalLength,
S3L_PerspectiveCorrectionState *state)
{
state->focalLength = focalLength;
state->p0[0] = x0;
state->p0[1] = y0;
state->p1[0] = x1;
state->p1[1] = y1;
state->a[0] = (x0 * (depth0 + focalLength)) / focalLength;
state->a[1] = (y0 * (depth0 + focalLength)) / focalLength;
state->a[2] = depth0;
state->b[0] = (x1 * (depth1 + focalLength)) / focalLength;
state->b[1] = (y1 * (depth1 + focalLength)) / focalLength;
state->b[2] = depth1;
state->pointDifference[0] = state->b[0] - state->a[0];
state->pointDifference[1] = state->b[1] - state->a[1];
state->pointDifference[2] = state->b[2] - state->a[2];
state->c[0] = x1 + y1 - y0;
state->c[1] = y1 - x1 + x0;
state->fcx = focalLength * state->c[0];
state->fcy = focalLength * state->c[1];
}
S3L_Unit S3L_correctPerspective(
S3L_Unit interpolationParameter, S3L_PerspectiveCorrectionState *state)
{
S3L_Unit p[2]; // lin. interpolated position between the projections
// TODO: perhaps this could be interpolated faster by stepping?
p[0] =
S3L_interpolateByUnit(state->p0[0],state->p1[0],interpolationParameter);
p[1] =
S3L_interpolateByUnit(state->p0[1],state->p1[1],interpolationParameter);
S3L_Unit a, b, c, d; // plane coeficients
a = state->focalLength * p[1] - state->fcy;
b = state->fcx - state->focalLength * p[0];
c = p[0] * state->c[1] - p[1] * state->c[0];
d = state->focalLength * c;
a >>= 4; // TODO: this sometimes prevents overflow, but should be solved better!
b >>= 4;
c >>= 4;
d >>= 4;
return
(
- a * state->a[0] - b * state->a[1] - c * state->a[2] - d
)
/
(
(
a * state->pointDifference[0] +
b * state->pointDifference[1] +
c * state->pointDifference[2]
) / S3L_FRACTIONS_PER_UNIT
);
}
/**
Returns a value interpolated between the three triangle vertices based on
barycentric coordinates.
@ -615,16 +732,6 @@ static inline S3L_Unit S3L_interpolateBarycentric(
) / S3L_FRACTIONS_PER_UNIT;
}
/**
Interpolated between two values, v1 and v2, in the same ratio as t is to
tMax. Does NOT prevent zero division.
*/
static inline int16_t S3L_interpolate(int16_t v1, int16_t v2, int16_t t,
int16_t tMax)
{
return v1 + ((v2 - v1) * t) / tMax;
}
/**
Same as S3L_interpolate but with v1 = 0. Should be faster.
*/