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Add triangleID to PixelInfo
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commit
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4 changed files with 14 additions and 12 deletions
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@ -75,12 +75,11 @@ void sampleTexture(uint8_t *texture, int32_t u, int32_t v, uint8_t *r, uint8_t *
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}
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int16_t previousTriangle = -1;
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int16_t previousModel = -1;
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S3L_Unit uv0[2], uv1[2], uv2[2];
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void drawPixel(S3L_PixelInfo *p)
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{
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if (p->triangleIndex != previousTriangle || p->modelIndex != previousModel)
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if (p->triangleID != previousTriangle)
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{
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S3L_Index *uvIndices;
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S3L_Unit *uvs;
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@ -119,8 +118,7 @@ void drawPixel(S3L_PixelInfo *p)
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uv2[0] = uvs[index];
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uv2[1] = uvs[index + 1];
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previousTriangle = p->triangleIndex;
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previousModel = p->modelIndex;
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previousTriangle = p->triangleID;
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}
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uint8_t r,g,b;
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@ -85,7 +85,6 @@ S3L_Model3D models[MODELS_TOTAL];
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S3L_Scene scene;
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int previousTriangle = -1;
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int previousModel = -1;
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S3L_Vec4 toLightDirection;
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@ -169,7 +168,7 @@ void drawPixel(S3L_PixelInfo *p)
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normals = waterNormals; break;
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}
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if (p->triangleIndex != previousTriangle || p->modelIndex != previousModel)
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if (p->triangleID != previousTriangle)
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{
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int index = scene.models[p->modelIndex].triangles[p->triangleIndex * 3] * 3;
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@ -226,8 +225,7 @@ void drawPixel(S3L_PixelInfo *p)
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uv2[1] = treeUVs[index];
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}
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previousTriangle = p->triangleIndex;
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previousModel = p->modelIndex;
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previousTriangle = p->triangleID;
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}
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S3L_correctBarycentricCoords(p->barycentric);
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@ -158,7 +158,7 @@ S3L_Vec4 n0, n1, n2, nt;
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void drawPixel(S3L_PixelInfo *p)
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{
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if (p->triangleIndex != previousTriangle)
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if (p->triangleID != previousTriangle)
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{
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int16_t index;
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@ -253,7 +253,7 @@ void drawPixel(S3L_PixelInfo *p)
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l2 = 256 + S3L_clamp(S3L_dotProductVec3(n2,toLight),-511,511) / 2;
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}
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previousTriangle = p->triangleIndex;
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previousTriangle = p->triangleID;
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}
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if (wire)
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10
small3dlib.h
10
small3dlib.h
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@ -472,8 +472,11 @@ typedef struct
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for the price of some performance). The sum of
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the three coordinates will always be exactly
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S3L_FRACTIONS_PER_UNIT. */
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S3L_Index triangleIndex; ///< Triangle index.
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S3L_Index modelIndex;
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S3L_Index modelIndex; ///< Model index within the scene.
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S3L_Index triangleIndex; ///< Triangle index within the model.
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uint32_t triangleID; /**< Unique ID of the triangle withing the whole
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scene. This can be used e.g. by a cache to
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quickly find out if a triangle has changed. */
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S3L_Unit depth; ///< Depth (only if depth is turned on).
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S3L_Unit previousZ; /**< Z-buffer value (not necessarily world depth in
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S3L_Units!) that was in the z-buffer on the
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@ -1444,7 +1447,9 @@ void S3L_initPixelInfo(S3L_PixelInfo *p) // TODO: maybe non-pointer for p
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p->barycentric[0] = S3L_FRACTIONS_PER_UNIT;
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p->barycentric[1] = 0;
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p->barycentric[2] = 0;
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p->modelIndex = 0;
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p->triangleIndex = 0;
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p->triangleID = 0;
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p->depth = 0;
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p->previousZ = 0;
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}
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@ -1631,6 +1636,7 @@ void S3L_drawTriangle(
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S3L_initPixelInfo(&p);
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p.modelIndex = modelIndex;
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p.triangleIndex = triangleIndex;
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p.triangleID = modelIndex << 16 | triangleIndex;
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#if !S3L_STRICT_NEAR_CULLING
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point0.z = point0.z >= S3L_NEAR ? point0.z : S3L_NEAR;
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