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Fix cos function
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a7657c0951
commit
b3951684d3
4 changed files with 25 additions and 21 deletions
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@ -486,14 +486,14 @@ int main()
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S3L_initScene(models,MODELS_TOTAL,&scene);
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char fileName[] = "test00.ppm";
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for (int i = 0; i < 50; ++i) // render the frames
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for (int i = 0; i < 100; ++i) // render the frames
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{
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animateWater();
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scene.camera.transform.translation.x = S3L_sin(i * 5) * 3;
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scene.camera.transform.translation.y = 5 * S3L_FRACTIONS_PER_UNIT + S3L_cos(i * 6) * 2;
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scene.camera.transform.translation.z = S3L_cos(i * 4) * 10;
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scene.camera.transform.translation.x = 2000;
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scene.camera.transform.translation.y = 3000;
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scene.camera.transform.translation.z = -S3L_FRACTIONS_PER_UNIT * 8;
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S3L_Vec4 target;
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@ -133,12 +133,6 @@ void houseTex(int32_t u, int32_t v, uint8_t *r, uint8_t *g, uint8_t *b)
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void drawPixel(S3L_PixelInfo *p)
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{
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//setPixel(p->x,p->y,p->triangleIndex,p->triangleIndex,p->triangleIndex);
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setPixel(p->x,p->y,0,0,0);
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return;
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if (p->x < 0 || p ->x >= S3L_RESOLUTION_X || p->y < 0 || p->y >= S3L_RESOLUTION_Y)
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{
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offScreenPixels++;
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@ -183,13 +177,13 @@ if (p->modelIndex != 0)
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uv0[0],
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uv1[0],
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uv2[0],
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p->barycentric[0], p->barycentric[1], p->barycentric[2]);
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p->barycentric);
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v = S3L_interpolateBarycentric(
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uv0[1],
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uv1[1],
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uv2[1],
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p->barycentric[0], p->barycentric[1], p->barycentric[2]);
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p->barycentric);
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uint8_t r,g,b;
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houseTex(
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@ -211,9 +205,9 @@ n2.x = houseNormals[scene.models[p->modelIndex].triangles[p->triangleIndex * 3 +
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n2.y = houseNormals[scene.models[p->modelIndex].triangles[p->triangleIndex * 3 + 2] * 3 + 1];
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n2.z = houseNormals[scene.models[p->modelIndex].triangles[p->triangleIndex * 3 + 2] * 3 + 2];
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n.x = S3L_interpolateBarycentric(n0.x,n1.x,n2.x,p->barycentric[0],p->barycentric[1],p->barycentric[2]);
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n.y = S3L_interpolateBarycentric(n0.y,n1.y,n2.y,p->barycentric[0],p->barycentric[1],p->barycentric[2]);
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n.z = S3L_interpolateBarycentric(n0.z,n1.z,n2.z,p->barycentric[0],p->barycentric[1],p->barycentric[2]);
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n.x = S3L_interpolateBarycentric(n0.x,n1.x,n2.x,p->barycentric);
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n.y = S3L_interpolateBarycentric(n0.y,n1.y,n2.y,p->barycentric);
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n.z = S3L_interpolateBarycentric(n0.z,n1.z,n2.z,p->barycentric);
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S3L_Vec4 V;
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@ -239,13 +233,13 @@ else
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coords[0],
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coords[2],
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coords[4],
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p->barycentric[0], p->barycentric[1], p->barycentric[2]);
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p->barycentric);
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v = S3L_interpolateBarycentric(
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coords[1],
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coords[3],
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coords[5],
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p->barycentric[0], p->barycentric[1], p->barycentric[2]);
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p->barycentric);
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uint8_t col = texturePixel(u,v);
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setPixel(p->x,p->y,col,col * 30,(2 - col) * 120);
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13
small3dlib.h
13
small3dlib.h
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@ -73,7 +73,8 @@
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Rotations use Euler angles and are generally in the extinsic Euler angles in
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ZXY order (by Z, then by X, then by Y).
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ZXY order (by Z, then by X, then by Y). Positive rotation about an axis
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rotates CW (clock-wise) when looking in the direction of the axis.
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Coordinates of pixels on screen start typically at the top left, from [0,0].
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@ -1178,7 +1179,7 @@ S3L_Unit S3L_asin(S3L_Unit x)
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S3L_Unit S3L_cos(S3L_Unit x)
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{
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return S3L_sin(x - S3L_FRACTIONS_PER_UNIT / 4);
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return S3L_sin(x + S3L_FRACTIONS_PER_UNIT / 4);
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}
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void S3L_correctBarycentricCoords(S3L_Unit barycentric[3])
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@ -1237,6 +1238,10 @@ void S3L_makeRotationMatrixZXY(
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S3L_Unit byZ,
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S3L_Mat4 *m)
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{
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byX *= -1;
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byY *= -1;
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byZ *= -1;
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S3L_Unit sx = S3L_sin(byX);
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S3L_Unit sy = S3L_sin(byY);
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S3L_Unit sz = S3L_sin(byZ);
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@ -1344,6 +1349,7 @@ void S3L_initTransoform3D(S3L_Transform3D *t)
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t->scale.x = S3L_FRACTIONS_PER_UNIT;
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t->scale.y = S3L_FRACTIONS_PER_UNIT;
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t->scale.z = S3L_FRACTIONS_PER_UNIT;
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t->scale.w = 0;
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}
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void S3L_lookAt(S3L_Vec4 pointFrom, S3L_Vec4 pointTo, S3L_Transform3D *t)
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@ -1370,7 +1376,8 @@ void S3L_lookAt(S3L_Vec4 pointFrom, S3L_Vec4 pointTo, S3L_Transform3D *t)
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dx = (v.x * S3L_FRACTIONS_PER_UNIT) / S3L_nonZero(l);
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t->rotation.x = S3L_asin(dx);
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t->rotation.x = -1 * S3L_asin(dx);
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}
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void S3L_setTransform3D(
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3
todo.txt
3
todo.txt
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@ -24,6 +24,9 @@ features:
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interpolation -- it will randomly picky one of three values, with greater
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probabilities at greater coords
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- change the default backface culling to the other one (and edit the obj tool
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accordingly)
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- option to disable baycentric coordinates computing DONE
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- Z-buffer:
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