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https://git.coom.tech/drummyfish/small3dlib.git
synced 2024-11-23 20:59:58 +01:00
Refactor a bit
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parent
625d2436eb
commit
91e078b920
2 changed files with 92 additions and 102 deletions
193
small3dlib.h
193
small3dlib.h
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@ -113,59 +113,10 @@
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#include <stdint.h>
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// TODO: these are useless as they can't be used from the users program, LOL!
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// values for setting the library behavior:
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#define S3L_Z_BUFFER_NONE 0 /**< Don't use z-buffer. This saves a lot of
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memory, but visibility checking won't be
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pixel-accurate and has to mostly be done by
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other means (typically sorting). */
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#define S3L_Z_BUFFER_FULL 1 /**< Use full z-buffer (of S3L_Units) for
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visibiltiy determination. This is the most
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accurate option (and also a fast one), but
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requires a big amount of memory. */
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#define S3L_Z_BUFFER_BYTE 2 /**< Use reduced-size z-buffer (of bytes). This is
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fast and somewhat accurate, but inaccuracies
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can occur and a considerable amount of memory
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is needed. */
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#define S3L_SORT_NONE 0 /**< Don't sort triangles. This is fastest. */
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#define S3L_SORT_BACK_TO_FRONT 1 /**< Sort triangles from back to front. This
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can in most cases solve visibility without
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requiring almost any extra memory compared to
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z-buffer. */
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#define S3L_SORT_FRONT_TO_BACK 2 /**< Sort triangles from front to back. This
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can be faster than back to front, because we
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prevent computing pixels that will be
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overwritten by nearer ones, but we need a 1b
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stencil buffer for this (enable
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S3L_STENCIL_BUFFER), so a bit more memory is
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needed. */
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#define S3L_PC_NONE 0 /**< No perspective correction. Fastest, ugly. */
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#define S3L_PC_FULL 1 /**< Per-pixel perspective correction, nice but
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very expensive. */
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#define S3L_PC_SUBDIVIDE 2 /**< Partial perspecive correction by subdividing
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triangles. */
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/* === PRESETS ===
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These can be used to quickly set a predefined library behavior. */
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#ifdef S3L_PRESET_HIGHEST_QUALITY
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#define S3L_Z_BUFFER S3L_Z_BUFFER_FULL
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#define S3L_PERSPECTIVE_CORRECTION S3L_PC_FULL
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#define S3L_NEAR_CLAMPING 1
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#endif
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#ifdef S3L_PRESET_EMBEDDED
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#define S3L_Z_BUFFER S3L_Z_BUFFER_NONE
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#define S3L_COMPUTE_DEPTH 0
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#define S3L_PERSPECTIVE_CORRECTION 0
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#define S3L_NEAR_CLAMPING 0
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#define S3L_SORT S3L_SORT_BACK_TO_FRONT
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#define S3L_STENCIL_BUFFER 0
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#define S3L_MAX_TRIANGES_DRAWN 64
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#endif
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// TODO
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// ---------------
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@ -194,8 +145,14 @@
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#ifndef S3L_PERSPECTIVE_CORRECTION
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#define S3L_PERSPECTIVE_CORRECTION 0 /**< Specifies what type of perspective
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correction (PC) to use. Remember this is an
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expensive operation! See S3L_PC_*. */
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correction (PC) to use. Remember this is an expensive
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operation! Possible values:
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- 0 No perspective correction. Fastest, ugly.
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- 1 Per-pixel perspective correction, nice but very
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expensive.
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- 2 Partial perspecive correction by subdividing
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triangles. */
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#endif
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typedef int32_t S3L_Unit; /**< Units of measurement in 3D space. There is
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@ -216,9 +173,20 @@ typedef int16_t S3L_ScreenCoord;
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typedef uint16_t S3L_Index;
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#ifndef S3L_Z_BUFFER
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#define S3L_Z_BUFFER S3L_Z_BUFFER_NONE /**< What type of z-buffer (depth
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buffer) to use for visibility determination.
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See S3L_Z_BUFFER_*. */
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#define S3L_Z_BUFFER 0 /**< What type of z-buffer (depth buffer) to use
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for visibility determination. possible values:
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- 0 Don't use z-buffer. This saves a lot of memory, but
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visibility checking won't be pixel-accurate and has
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to mostly be done by other means (typically
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sorting).
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- 1 Use full z-buffer (of S3L_Units) for visibiltiy
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determination. This is the most accurate option
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(and also a fast one), but requires a big amount
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of memory.
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- 2 Use reduced-size z-buffer (of bytes). This is fast
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and somewhat accurate, but inaccuracies can occur
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and a considerable amount of memory is needed. */
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#endif
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#ifndef S3L_STENCIL_BUFFER
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@ -229,16 +197,26 @@ typedef uint16_t S3L_Index;
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#endif
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#ifndef S3L_SORT
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#define S3L_SORT S3L_SORT_NONE /**< Defines how to sort triangles before
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drawing a frame. This can be used to solve
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visibility in case z-buffer is not used, to
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prevent overwrting already rasterized pixels,
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implement transparency etc. Note that for
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simplicity and performance a relatively
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simple sorting is used which doesn't work
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completely correctly, so mistakes can occur
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(even the best sorting wouldn't be able to
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solve e.g. intersecting triangles). */
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#define S3L_SORT 0 /**< Defines how to sort triangles before
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drawing a frame. This can be used to solve visibility
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in case z-buffer is not used, to prevent overwrting
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already rasterized pixels, implement transparency etc.
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Note that for simplicity and performance a relatively
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simple sorting is used which doesn't work completely
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correctly, so mistakes can occur (even the best sorting
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wouldn't be able to solve e.g. intersecting triangles).
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Possible values:
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- 0 Don't sort triangles. This is fastest.
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- 1 Sort triangles from back to front. This can in most
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cases solve visibility without requiring almost any
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extra memory compared to z-buffer.
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- 2 Sort triangles from front to back. This can be
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faster than back to front, because we prevent
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computing pixels that will be overwritten by nearer
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ones, but we need a 1b stencil buffer for this
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(enable S3L_STENCIL_BUFFER), so a bit more memory
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is needed. */
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#endif
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#ifndef S3L_MAX_TRIANGES_DRAWN
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@ -471,7 +449,7 @@ typedef struct
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S3L_Index triangleID; ///< Triangle index.
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S3L_Index modelID;
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S3L_Unit depth; ///< Depth (only if depth is turned on).
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S3L_ScreenCoord triangleSize[2] /**< Rasterized triangle width and height,
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S3L_ScreenCoord triangleSize[2]; /**< Rasterized triangle width and height,
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can be used e.g. for MIP mapping. */
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} S3L_PixelInfo; /**< Used to pass the info about a rasterized pixel
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(fragment) to the user-defined drawing func. */
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@ -559,12 +537,12 @@ static inline void S3L_rotate2DPoint(S3L_Unit *x, S3L_Unit *y, S3L_Unit angle);
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//=============================================================================
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// privates
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#if S3L_Z_BUFFER == S3L_Z_BUFFER_FULL
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#if S3L_Z_BUFFER == 1
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#define S3L_COMPUTE_DEPTH 1
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#define S3L_MAX_DEPTH 2147483647
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S3L_Unit S3L_zBuffer[S3L_RESOLUTION_X * S3L_RESOLUTION_Y];
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#define S3L_zBufferFormat(depth) (depth)
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#elif S3L_Z_BUFFER == S3L_Z_BUFFER_BYTE
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#elif S3L_Z_BUFFER == 2
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#define S3L_COMPUTE_DEPTH 1
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#define S3L_MAX_DEPTH 255
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uint8_t S3L_zBuffer[S3L_RESOLUTION_X * S3L_RESOLUTION_Y];
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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 == S3L_PC_FULL
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S3L_Unit tPointRecipZ, lPointRecipZ, rPointRecipZ,
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lRecip0, lRecip1, rRecip0, rRecip1;
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#if S3L_PERSPECTIVE_CORRECTION == 1
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/* PC is done by linearly interpolating reciprocals from which the corrected
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velues can be computed. See
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http://www.lysator.liu.se/~mikaelk/doc/perspectivetexture/ */
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S3L_Unit
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tPointRecipZ, lPointRecipZ, rPointRecipZ, /* Reciprocals of the depth of
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each triangle point. */
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lRecip0, lRecip1, rRecip0, rRecip1; /* Helper variables for swapping
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the above after split. */
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tPointRecipZ = (S3L_FRACTIONS_PER_UNIT * S3L_FRACTIONS_PER_UNIT)
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/ S3L_nonZero(tPointPP->z);
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lRecip1 = lPointRecipZ;
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rRecip0 = tPointRecipZ;
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rRecip1 = rPointRecipZ;
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#define manageSplitPerspective(b0,b1)\
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b1##Recip0 = b0##PointRecipZ;\
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b1##Recip1 = b1##PointRecipZ;\
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b0##Recip0 = b0##PointRecipZ;\
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b0##Recip1 = tPointRecipZ;
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#else
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#define manageSplitPerspective(b0,b1) ;
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#endif
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// clip to the screen in y dimension:
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@ -1408,35 +1401,24 @@ void S3L_drawTriangle(
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{
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if (currentY == splitY) // reached a vertical split of the triangle?
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{
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#define manageSplit(b0,b1,s)\
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#define manageSplit(b0,b1,s0,s1)\
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S3L_Unit *tmp = barycentric##b0;\
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barycentric##b0 = barycentric##b1;\
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barycentric##b1 = tmp;\
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s##SideFLS.valueScaled = (S3L_FRACTIONS_PER_UNIT\
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<< S3L_FAST_LERP_QUALITY) - s##SideFLS.valueScaled;\
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s##SideFLS.stepScaled *= -1;
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s0##SideFLS.valueScaled = (S3L_FRACTIONS_PER_UNIT\
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<< S3L_FAST_LERP_QUALITY) - s0##SideFLS.valueScaled;\
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s0##SideFLS.stepScaled *= -1;\
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manageSplitPerspective(s0,s1)
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if (splitOnLeft)
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{
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initSide(l,l,r,0);
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manageSplit(0,2,r)
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#if S3L_PERSPECTIVE_CORRECTION == S3L_PC_FULL
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lRecip0 = rPointRecipZ;
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lRecip1 = lPointRecipZ;
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rRecip0 = rPointRecipZ;
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rRecip1 = tPointRecipZ ;
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#endif
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manageSplit(0,2,r,l)
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}
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else
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{
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initSide(r,r,l,0);
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manageSplit(1,2,l)
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#if S3L_PERSPECTIVE_CORRECTION == S3L_PC_FULL
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rRecip0 = lPointRecipZ;
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rRecip1 = rPointRecipZ;
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lRecip0 = lPointRecipZ;
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lRecip1 = tPointRecipZ;
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#endif
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manageSplit(1,2,l,r)
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}
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}
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S3L_Unit rowLength = S3L_nonZero(rX - lX - 1); // prevent zero div
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#if S3L_PERSPECTIVE_CORRECTION == S3L_PC_FULL
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#if S3L_PERSPECTIVE_CORRECTION == 1
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S3L_Unit lOverZ, lRecipZ, rOverZ, rRecipZ, lT, rT;
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lT = S3L_getFastLerpValue(lSideFLS);
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{
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lXClipped = 0;
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#if S3L_PERSPECTIVE_CORRECTION != S3L_PC_FULL
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#if S3L_PERSPECTIVE_CORRECTION != 1
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b0FLS.valueScaled -= lX * b0FLS.stepScaled;
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b1FLS.valueScaled -= lX * b1FLS.stepScaled;
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#endif
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}
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// draw the row:
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#if S3L_PERSPECTIVE_CORRECTION == 1
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S3L_ScreenCoord i = lXClipped - lX; /* helper var to save one
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substraction in the inner loop */
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#endif
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// draw the row -- inner loop:
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for (S3L_ScreenCoord x = lXClipped; x < rXClipped; ++x)
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{
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p.x = x;
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#if S3L_COMPUTE_DEPTH
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#if S3L_PERSPECTIVE_CORRECTION != S3L_PC_FULL
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#if S3L_PERSPECTIVE_CORRECTION != 1
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p.depth = S3L_getFastLerpValue(depthFLS);
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S3L_stepFastLerp(depthFLS);
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#endif
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continue;
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#endif
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#if S3L_PERSPECTIVE_CORRECTION == S3L_PC_FULL
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#if S3L_PERSPECTIVE_CORRECTION == 1
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p.depth = (S3L_FRACTIONS_PER_UNIT * S3L_FRACTIONS_PER_UNIT) /
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S3L_nonZero(S3L_interpolate(lRecipZ,rRecipZ,x - lX,rX - lX));
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*barycentric0 =
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(
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S3L_interpolate(0,rOverZ,x - lX,rX - lX)
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S3L_interpolateFrom0(rOverZ,i,rowLength)
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* p.depth
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) / S3L_FRACTIONS_PER_UNIT;
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*barycentric1 =
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(
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S3L_interpolate(lOverZ,0,x - lX,rX - lX)
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(lOverZ - S3L_interpolateFrom0(lOverZ,i,rowLength))
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* p.depth
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) / S3L_FRACTIONS_PER_UNIT;
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i++;
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#else
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*barycentric0 = S3L_getFastLerpValue(b0FLS);
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*barycentric1 = S3L_getFastLerpValue(b1FLS);
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return 1;
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}
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#if S3L_SORT != S3L_SORT_NONE
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#if S3L_SORT != 0
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typedef struct
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{
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uint8_t modelIndex;
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S3L_makeCameraMatrix(scene.camera.transform,&matCamera);
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#if S3L_SORT != S3L_SORT_NONE
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#if S3L_SORT != 0
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uint16_t previousModel = 0;
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S3L_sortArrayLength = 0;
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#endif
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for (modelIndex = 0; modelIndex < scene.modelCount; ++modelIndex)
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{
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#if S3L_SORT != S3L_SORT_NONE
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#if S3L_SORT != 0
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if (S3L_sortArrayLength >= S3L_MAX_TRIANGES_DRAWN)
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break;
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if (S3L_triangleIsVisible(transformed0,transformed1,transformed2,
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model->config.backfaceCulling))
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{
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#if S3L_SORT == S3L_SORT_NONE
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#if S3L_SORT == 0
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// without sorting draw right away
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S3L_drawTriangle(transformed0,transformed1,transformed2,
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&(model->config),&(scene.camera),modelIndex,triangleIndex);
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}
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}
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#if S3L_SORT != S3L_SORT_NONE
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#if S3L_SORT != 0
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#if S3L_SORT == S3L_SORT_BACK_TO_FRONT
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#if S3L_SORT == 1
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#define cmp <
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#else
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#define cmp >
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//#define S3L_PRESET_HIGHEST_QUALITY
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#define S3L_PERSPECTIVE_CORRECTION 1
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#define S3L_Z_BUFFER 1
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#define S3L_PIXEL_FUNCTION drawPixel
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