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Add triangleID to PixelInfo

This commit is contained in:
Miloslav Číž 2019-06-18 18:26:17 +02:00
parent 8c4649640f
commit a7657c0951
4 changed files with 14 additions and 12 deletions

View file

@ -75,12 +75,11 @@ void sampleTexture(uint8_t *texture, int32_t u, int32_t v, uint8_t *r, uint8_t *
}
int16_t previousTriangle = -1;
int16_t previousModel = -1;
S3L_Unit uv0[2], uv1[2], uv2[2];
void drawPixel(S3L_PixelInfo *p)
{
if (p->triangleIndex != previousTriangle || p->modelIndex != previousModel)
if (p->triangleID != previousTriangle)
{
S3L_Index *uvIndices;
S3L_Unit *uvs;
@ -119,8 +118,7 @@ void drawPixel(S3L_PixelInfo *p)
uv2[0] = uvs[index];
uv2[1] = uvs[index + 1];
previousTriangle = p->triangleIndex;
previousModel = p->modelIndex;
previousTriangle = p->triangleID;
}
uint8_t r,g,b;

View file

@ -85,7 +85,6 @@ S3L_Model3D models[MODELS_TOTAL];
S3L_Scene scene;
int previousTriangle = -1;
int previousModel = -1;
S3L_Vec4 toLightDirection;
@ -169,7 +168,7 @@ void drawPixel(S3L_PixelInfo *p)
normals = waterNormals; break;
}
if (p->triangleIndex != previousTriangle || p->modelIndex != previousModel)
if (p->triangleID != previousTriangle)
{
int index = scene.models[p->modelIndex].triangles[p->triangleIndex * 3] * 3;
@ -226,8 +225,7 @@ void drawPixel(S3L_PixelInfo *p)
uv2[1] = treeUVs[index];
}
previousTriangle = p->triangleIndex;
previousModel = p->modelIndex;
previousTriangle = p->triangleID;
}
S3L_correctBarycentricCoords(p->barycentric);

View file

@ -158,7 +158,7 @@ S3L_Vec4 n0, n1, n2, nt;
void drawPixel(S3L_PixelInfo *p)
{
if (p->triangleIndex != previousTriangle)
if (p->triangleID != previousTriangle)
{
int16_t index;
@ -253,7 +253,7 @@ void drawPixel(S3L_PixelInfo *p)
l2 = 256 + S3L_clamp(S3L_dotProductVec3(n2,toLight),-511,511) / 2;
}
previousTriangle = p->triangleIndex;
previousTriangle = p->triangleID;
}
if (wire)

View file

@ -472,8 +472,11 @@ typedef struct
for the price of some performance). The sum of
the three coordinates will always be exactly
S3L_FRACTIONS_PER_UNIT. */
S3L_Index triangleIndex; ///< Triangle index.
S3L_Index modelIndex;
S3L_Index modelIndex; ///< Model index within the scene.
S3L_Index triangleIndex; ///< Triangle index within the model.
uint32_t triangleID; /**< Unique ID of the triangle withing the whole
scene. This can be used e.g. by a cache to
quickly find out if a triangle has changed. */
S3L_Unit depth; ///< Depth (only if depth is turned on).
S3L_Unit previousZ; /**< Z-buffer value (not necessarily world depth in
S3L_Units!) that was in the z-buffer on the
@ -1444,7 +1447,9 @@ void S3L_initPixelInfo(S3L_PixelInfo *p) // TODO: maybe non-pointer for p
p->barycentric[0] = S3L_FRACTIONS_PER_UNIT;
p->barycentric[1] = 0;
p->barycentric[2] = 0;
p->modelIndex = 0;
p->triangleIndex = 0;
p->triangleID = 0;
p->depth = 0;
p->previousZ = 0;
}
@ -1631,6 +1636,7 @@ void S3L_drawTriangle(
S3L_initPixelInfo(&p);
p.modelIndex = modelIndex;
p.triangleIndex = triangleIndex;
p.triangleID = modelIndex << 16 | triangleIndex;
#if !S3L_STRICT_NEAR_CULLING
point0.z = point0.z >= S3L_NEAR ? point0.z : S3L_NEAR;