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ID -> Index

This commit is contained in:
Miloslav Číž 2019-06-02 12:26:10 +02:00
parent 7c2e469516
commit ae52bce56f
2 changed files with 12 additions and 12 deletions

View file

@ -478,8 +478,8 @@ typedef struct
triangle and interpolate values between it's triangle and interpolate values between it's
three points. The sum of the three coordinates three points. The sum of the three coordinates
will always be exactly S3L_FRACTIONS_PER_UNIT. */ will always be exactly S3L_FRACTIONS_PER_UNIT. */
S3L_Index triangleID; ///< Triangle index. S3L_Index triangleIndex; ///< Triangle index.
S3L_Index modelID; S3L_Index modelIndex;
S3L_Unit depth; ///< Depth (only if depth is turned on). S3L_Unit depth; ///< Depth (only if depth is turned on).
S3L_ScreenCoord triangleSize[2]; /**< Rasterized triangle width and height, S3L_ScreenCoord triangleSize[2]; /**< Rasterized triangle width and height,
can be used e.g. for MIP mapping. */ can be used e.g. for MIP mapping. */
@ -554,8 +554,8 @@ void S3L_drawTriangle(
S3L_Vec4 point2, S3L_Vec4 point2,
const S3L_DrawConfig *config, const S3L_DrawConfig *config,
const S3L_Camera *camera, const S3L_Camera *camera,
S3L_Index modelID, S3L_Index modelIndex,
S3L_Index triangleID); S3L_Index triangleIndex);
/** This should be called before rendering each frame. The function clears /** This should be called before rendering each frame. The function clears
buffers and does potentially other things needed for the frame. */ buffers and does potentially other things needed for the frame. */
@ -1049,7 +1049,7 @@ void S3L_initPixelInfo(S3L_PixelInfo *p) // TODO: maybe non-pointer for p
p->barycentric[0] = S3L_FRACTIONS_PER_UNIT; p->barycentric[0] = S3L_FRACTIONS_PER_UNIT;
p->barycentric[1] = 0; p->barycentric[1] = 0;
p->barycentric[2] = 0; p->barycentric[2] = 0;
p->triangleID = 0; p->triangleIndex = 0;
p->depth = 0; p->depth = 0;
} }
@ -1204,13 +1204,13 @@ void S3L_drawTriangle(
S3L_Vec4 point2, S3L_Vec4 point2,
const S3L_DrawConfig *config, const S3L_DrawConfig *config,
const S3L_Camera *camera, const S3L_Camera *camera,
S3L_Index modelID, S3L_Index modelIndex,
S3L_Index triangleID) S3L_Index triangleIndex)
{ {
S3L_PixelInfo p; S3L_PixelInfo p;
S3L_initPixelInfo(&p); S3L_initPixelInfo(&p);
p.modelID = modelID; p.modelIndex = modelIndex;
p.triangleID = triangleID; p.triangleIndex = triangleIndex;
#if !S3L_STRICT_NEAR_CULLING #if !S3L_STRICT_NEAR_CULLING
point0.z = point0.z >= S3L_NEAR ? point0.z : S3L_NEAR; point0.z = point0.z >= S3L_NEAR ? point0.z : S3L_NEAR;

View file

@ -137,11 +137,11 @@ void drawPixel(S3L_PixelInfo *p)
S3L_Unit u, v; S3L_Unit u, v;
const S3L_Unit *coords; const S3L_Unit *coords;
coords = tex_coords + p->triangleID * 6; coords = tex_coords + p->triangleIndex * 6;
if (p->modelID != 0) if (p->modelIndex != 0)
{ {
int tmp = p->triangleID * 3; int tmp = p->triangleIndex * 3;
int i0 = houseUVIndices[tmp]; int i0 = houseUVIndices[tmp];
int i1 = houseUVIndices[tmp + 1]; int i1 = houseUVIndices[tmp + 1];