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Fix cos function

This commit is contained in:
Miloslav Číž 2019-06-18 20:05:37 +02:00
parent a7657c0951
commit b3951684d3
4 changed files with 25 additions and 21 deletions

View file

@ -486,14 +486,14 @@ int main()
S3L_initScene(models,MODELS_TOTAL,&scene);
char fileName[] = "test00.ppm";
for (int i = 0; i < 50; ++i) // render the frames
for (int i = 0; i < 100; ++i) // render the frames
{
animateWater();
scene.camera.transform.translation.x = S3L_sin(i * 5) * 3;
scene.camera.transform.translation.y = 5 * S3L_FRACTIONS_PER_UNIT + S3L_cos(i * 6) * 2;
scene.camera.transform.translation.z = S3L_cos(i * 4) * 10;
scene.camera.transform.translation.x = 2000;
scene.camera.transform.translation.y = 3000;
scene.camera.transform.translation.z = -S3L_FRACTIONS_PER_UNIT * 8;
S3L_Vec4 target;

View file

@ -133,12 +133,6 @@ void houseTex(int32_t u, int32_t v, uint8_t *r, uint8_t *g, uint8_t *b)
void drawPixel(S3L_PixelInfo *p)
{
//setPixel(p->x,p->y,p->triangleIndex,p->triangleIndex,p->triangleIndex);
setPixel(p->x,p->y,0,0,0);
return;
if (p->x < 0 || p ->x >= S3L_RESOLUTION_X || p->y < 0 || p->y >= S3L_RESOLUTION_Y)
{
offScreenPixels++;
@ -183,13 +177,13 @@ if (p->modelIndex != 0)
uv0[0],
uv1[0],
uv2[0],
p->barycentric[0], p->barycentric[1], p->barycentric[2]);
p->barycentric);
v = S3L_interpolateBarycentric(
uv0[1],
uv1[1],
uv2[1],
p->barycentric[0], p->barycentric[1], p->barycentric[2]);
p->barycentric);
uint8_t r,g,b;
houseTex(
@ -211,9 +205,9 @@ n2.x = houseNormals[scene.models[p->modelIndex].triangles[p->triangleIndex * 3 +
n2.y = houseNormals[scene.models[p->modelIndex].triangles[p->triangleIndex * 3 + 2] * 3 + 1];
n2.z = houseNormals[scene.models[p->modelIndex].triangles[p->triangleIndex * 3 + 2] * 3 + 2];
n.x = S3L_interpolateBarycentric(n0.x,n1.x,n2.x,p->barycentric[0],p->barycentric[1],p->barycentric[2]);
n.y = S3L_interpolateBarycentric(n0.y,n1.y,n2.y,p->barycentric[0],p->barycentric[1],p->barycentric[2]);
n.z = S3L_interpolateBarycentric(n0.z,n1.z,n2.z,p->barycentric[0],p->barycentric[1],p->barycentric[2]);
n.x = S3L_interpolateBarycentric(n0.x,n1.x,n2.x,p->barycentric);
n.y = S3L_interpolateBarycentric(n0.y,n1.y,n2.y,p->barycentric);
n.z = S3L_interpolateBarycentric(n0.z,n1.z,n2.z,p->barycentric);
S3L_Vec4 V;
@ -239,13 +233,13 @@ else
coords[0],
coords[2],
coords[4],
p->barycentric[0], p->barycentric[1], p->barycentric[2]);
p->barycentric);
v = S3L_interpolateBarycentric(
coords[1],
coords[3],
coords[5],
p->barycentric[0], p->barycentric[1], p->barycentric[2]);
p->barycentric);
uint8_t col = texturePixel(u,v);
setPixel(p->x,p->y,col,col * 30,(2 - col) * 120);

View file

@ -73,7 +73,8 @@
|
Rotations use Euler angles and are generally in the extinsic Euler angles in
ZXY order (by Z, then by X, then by Y).
ZXY order (by Z, then by X, then by Y). Positive rotation about an axis
rotates CW (clock-wise) when looking in the direction of the axis.
Coordinates of pixels on screen start typically at the top left, from [0,0].
@ -1178,7 +1179,7 @@ S3L_Unit S3L_asin(S3L_Unit x)
S3L_Unit S3L_cos(S3L_Unit x)
{
return S3L_sin(x - S3L_FRACTIONS_PER_UNIT / 4);
return S3L_sin(x + S3L_FRACTIONS_PER_UNIT / 4);
}
void S3L_correctBarycentricCoords(S3L_Unit barycentric[3])
@ -1237,6 +1238,10 @@ void S3L_makeRotationMatrixZXY(
S3L_Unit byZ,
S3L_Mat4 *m)
{
byX *= -1;
byY *= -1;
byZ *= -1;
S3L_Unit sx = S3L_sin(byX);
S3L_Unit sy = S3L_sin(byY);
S3L_Unit sz = S3L_sin(byZ);
@ -1344,6 +1349,7 @@ void S3L_initTransoform3D(S3L_Transform3D *t)
t->scale.x = S3L_FRACTIONS_PER_UNIT;
t->scale.y = S3L_FRACTIONS_PER_UNIT;
t->scale.z = S3L_FRACTIONS_PER_UNIT;
t->scale.w = 0;
}
void S3L_lookAt(S3L_Vec4 pointFrom, S3L_Vec4 pointTo, S3L_Transform3D *t)
@ -1370,7 +1376,8 @@ void S3L_lookAt(S3L_Vec4 pointFrom, S3L_Vec4 pointTo, S3L_Transform3D *t)
dx = (v.x * S3L_FRACTIONS_PER_UNIT) / S3L_nonZero(l);
t->rotation.x = S3L_asin(dx);
t->rotation.x = -1 * S3L_asin(dx);
}
void S3L_setTransform3D(

View file

@ -24,6 +24,9 @@ features:
interpolation -- it will randomly picky one of three values, with greater
probabilities at greater coords
- change the default backface culling to the other one (and edit the obj tool
accordingly)
- option to disable baycentric coordinates computing DONE
- Z-buffer: