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Improve the cube
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parent
6ac545cc87
commit
8d7316baad
2 changed files with 102 additions and 62 deletions
26
s3l.h
26
s3l.h
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@ -1009,7 +1009,31 @@ static inline void S3L_mapCameraToScreen(S3L_Vec4 point, S3L_Camera *camera,
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// ^ S3L_FRACTIONS_PER_UNIT cancel out
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}
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void S3L_drawModel(
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/*
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Helper function to interpolate texture coordinates based on barycentric
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coordinates.
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*/
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void S3L_interpolateTexCoords(
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S3L_Unit u0,
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S3L_Unit v0,
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S3L_Unit u1,
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S3L_Unit v1,
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S3L_Unit u2,
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S3L_Unit v2,
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S3L_PixelInfo *p,
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S3L_Unit *u,
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S3L_Unit *v
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)
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{
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*u = (p->barycentric0 * u0 + p->barycentric1 * u1 + p->barycentric2 * u2) /
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S3L_FRACTIONS_PER_UNIT;
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*v = (p->barycentric0 * v0 + p->barycentric1 * v1 + p->barycentric2 * v2) /
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S3L_FRACTIONS_PER_UNIT;
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}
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void S3L_drawModelIndexed(
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const S3L_Unit coords[],
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const S3L_Index triangleVertexIndices[],
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uint16_t triangleCount,
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138
testSDL.c
138
testSDL.c
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@ -14,6 +14,71 @@
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#define SCREEN_WIDTH 640
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#define SCREEN_HEIGHT 480
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const int16_t test_coords[] =
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{
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100,100, 99,101, 101,101, // 0, small triangle
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190,50, 200,10, 400,80, // 1, arbitrary
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40,80, 60,50, 100,30, // 2, arbitrary
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350,270, 440,200, 490,220, // 3, arbitrary
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150,300, 290,400, 450,400, // 4, regular
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105,200, 120,200, 201,200, // 5, horizontal line
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300,200, 300,250, 300,220, // 6, vertical line
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496,15, 613,131, 552,203
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};
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#define S S3L_FRACTIONS_PER_UNIT
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S3L_Unit ver[] =
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{
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S/2, -S/2, -S/2, // 0 front, bottom, right
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-S/2, -S/2, -S/2, // 1 front, bottom, left
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S/2, S/2, -S/2, // 2 front, top, right
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-S/2, S/2, -S/2, // 3 front, top, left
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S/2, -S/2, S/2, // 4 back, bottom, right
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-S/2, -S/2, S/2, // 5 back, bottom, left
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S/2, S/2, S/2, // 6 back, top, right
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-S/2, S/2, S/2 // 7 back, top, left
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};
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S3L_Unit tex_coords[] =
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{
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16,0, 0,0, 16,16,
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16,0, 0,0, 16,16,
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16,0, 0,0, 16,16,
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16,0, 0,0, 16,16,
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16,0, 0,0, 16,16,
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16,0, 0,0, 16,16,
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16,0, 0,0, 16,16,
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16,0, 0,0, 16,16,
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16,0, 0,0, 16,16,
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16,0, 0,0, 16,16,
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16,0, 0,0, 16,16,
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16,0, 0,0, 16,16
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};
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#undef S
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const S3L_Index tri[] =
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{
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0, 3, 2, // front
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0, 1, 3,
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4, 0, 2, // right
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4, 2, 6,
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5, 4, 6, // back
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6, 7, 5,
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7, 3, 1, // left
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7, 1, 5,
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3, 6, 2, // top
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3, 7, 6,
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4, 1, 0, // bottom
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4, 5, 1
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};
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const uint8_t testTexture[] =
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{
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2,2,2,0,0,0,2,2,2,2,0,0,0,2,2,2,
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@ -70,73 +135,24 @@ uint8_t texturePixel(int32_t u, int32_t v)
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void drawPixel(S3L_PixelInfo *p)
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{
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float b0 = p->barycentric0 / ((float) S3L_FRACTIONS_PER_UNIT);
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float b1 = p->barycentric1 / ((float) S3L_FRACTIONS_PER_UNIT);
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float b2 = p->barycentric2 / ((float) S3L_FRACTIONS_PER_UNIT);
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S3L_Unit u, v, *coords;
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int32_t u = b0 * 0 + b1 * 0 + b2 * 16;
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int32_t v = b0 * 0 + b1 * 16 + b2 * 16;
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coords = tex_coords + p->triangleID * 6;
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S3L_interpolateTexCoords(
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coords[0],coords[1],
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coords[2],coords[3],
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coords[4],coords[5],
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p,
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&u,&v);
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uint8_t col = texturePixel(u,v);
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setPixel(p->x,p->y,col * 120,20,(2 - col) * 120);
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/*
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setPixel(p->x,p->y,
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p->barycentric0 / ((float) S3L_FRACTIONS_PER_UNIT) * 255,
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p->barycentric1 / ((float) S3L_FRACTIONS_PER_UNIT) * 255,
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p->barycentric2 / ((float) S3L_FRACTIONS_PER_UNIT) * 255);
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*/
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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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const int16_t test_coords[] =
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{
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100,100, 99,101, 101,101, // 0, small triangle
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190,50, 200,10, 400,80, // 1, arbitrary
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40,80, 60,50, 100,30, // 2, arbitrary
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350,270, 440,200, 490,220, // 3, arbitrary
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150,300, 290,400, 450,400, // 4, regular
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105,200, 120,200, 201,200, // 5, horizontal line
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300,200, 300,250, 300,220, // 6, vertical line
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496,15, 613,131, 552,203
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};
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#define S S3L_FRACTIONS_PER_UNIT
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S3L_Unit ver[] =
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{
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S/2, -S/2, -S/2, // 0 front, bottom, right
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-S/2, -S/2, -S/2, // 1 front, bottom, left
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S/2, S/2, -S/2, // 2 front, top, right
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-S/2, S/2, -S/2, // 3 front, top, left
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S/2, -S/2, S/2, // 4 back, bottom, right
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-S/2, -S/2, S/2, // 5 back, bottom, left
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S/2, S/2, S/2, // 6 back, top, right
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-S/2, S/2, S/2 // 7 back, top, left
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};
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#undef S
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const S3L_Index tri[] =
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{
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0, 3, 2, // front
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0, 1, 3,
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4, 0, 2, // right
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4, 2, 6,
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5, 4, 6, // back
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6, 7, 5,
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7, 3, 1, // left
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7, 1, 5,
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3, 6, 2, // top
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3, 7, 6,
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4, 1, 0, // bottom
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4, 5, 1
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};
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S3L_Camera camera;
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S3L_Transform3D modelTransform;
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S3L_DrawConfig conf;
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@ -148,7 +164,7 @@ void draw()
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// modelTransform.rotation.z = frame * 0.2;
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// modelTransform.rotation.x = frame * 0.1;
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S3L_drawModel(ver,tri,12,modelTransform,camera,conf);
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S3L_drawModelIndexed(ver,tri,12,modelTransform,camera,conf);
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/*
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conf.backfaceCulling = S3L_BACKFACE_CULLING_NONE;
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