diff --git a/programs/hqOffline.c b/programs/hqOffline.c index 9b1a6a7..3c0a435 100644 --- a/programs/hqOffline.c +++ b/programs/hqOffline.c @@ -141,10 +141,6 @@ color[1] = S3L_clamp(127 + normal.y / 4,0,255); color[2] = S3L_clamp(127 + normal.z / 4,0,255); */ -color[0] = S3L_clamp(p->depth - 8000,0,255); -color[1] = color[0]; -color[2] = color[1]; - frameBuffer[index] = color[0]; frameBuffer[index + 1] = color[1]; frameBuffer[index + 2] = color[2]; diff --git a/small3dlib.h b/small3dlib.h index 9354f02..855134b 100644 --- a/small3dlib.h +++ b/small3dlib.h @@ -1789,20 +1789,27 @@ void S3L_drawTriangle( velues can be computed. See http://www.lysator.liu.se/~mikaelk/doc/perspectivetexture/ */ +#if S3L_PERSPECTIVE_CORRECTION == 1 + #define Z_RECIP_NUMERATOR\ + (S3L_FRACTIONS_PER_UNIT * S3L_FRACTIONS_PER_UNIT * S3L_FRACTIONS_PER_UNIT) +#elif S3L_PERSPECTIVE_CORRECTION == 2 + #define Z_RECIP_NUMERATOR\ + (S3L_FRACTIONS_PER_UNIT * S3L_FRACTIONS_PER_UNIT) +#endif + /* ^ This numerator is a number by which we divide values for the + reciprocals. For PC == 2 it has to be lower because linear interpolation + scaling would make it overflow -- this results in lower depth precision + in bigger distance for PC == 2. */ + S3L_Unit tPointRecipZ, lPointRecipZ, rPointRecipZ, /* Reciprocals of the depth of each triangle point. */ lRecip0, lRecip1, rRecip0, rRecip1; /* Helper variables for swapping the above after split. */ - tPointRecipZ = (S3L_FRACTIONS_PER_UNIT * S3L_FRACTIONS_PER_UNIT) - / S3L_nonZero(tPointSS->z); - - lPointRecipZ = (S3L_FRACTIONS_PER_UNIT * S3L_FRACTIONS_PER_UNIT) - / S3L_nonZero(lPointSS->z); - - rPointRecipZ = (S3L_FRACTIONS_PER_UNIT * S3L_FRACTIONS_PER_UNIT) - / S3L_nonZero(rPointSS->z); + tPointRecipZ = Z_RECIP_NUMERATOR / S3L_nonZero(tPointSS->z); + lPointRecipZ = Z_RECIP_NUMERATOR / S3L_nonZero(lPointSS->z); + rPointRecipZ = Z_RECIP_NUMERATOR / S3L_nonZero(rPointSS->z); lRecip0 = tPointRecipZ; lRecip1 = lPointRecipZ; @@ -1930,7 +1937,7 @@ void S3L_drawTriangle( S3L_FastLerpState depthPC, b0PC, b1PC; depthPC.valueScaled = - ((S3L_FRACTIONS_PER_UNIT * S3L_FRACTIONS_PER_UNIT) / + (Z_RECIP_NUMERATOR / S3L_nonZero(S3L_interpolate(lRecipZ,rRecipZ,i,rowLength))) << S3L_FAST_LERP_QUALITY; @@ -1938,13 +1945,13 @@ void S3L_drawTriangle( ( S3L_interpolateFrom0(rOverZ,i,rowLength) * depthPC.valueScaled - ) / S3L_FRACTIONS_PER_UNIT; + ) / (Z_RECIP_NUMERATOR / S3L_FRACTIONS_PER_UNIT); b1PC.valueScaled = ( (lOverZ - S3L_interpolateFrom0(lOverZ,i,rowLength)) * depthPC.valueScaled - ) / S3L_FRACTIONS_PER_UNIT; + ) / (Z_RECIP_NUMERATOR / S3L_FRACTIONS_PER_UNIT); int8_t rowCount = S3L_PC_APPROX_LENGTH; #endif @@ -1961,7 +1968,7 @@ void S3L_drawTriangle( #if S3L_COMPUTE_DEPTH #if S3L_PERSPECTIVE_CORRECTION == 1 - p.depth = (S3L_FRACTIONS_PER_UNIT * S3L_FRACTIONS_PER_UNIT) / + p.depth = Z_RECIP_NUMERATOR / S3L_nonZero(S3L_interpolate(lRecipZ,rRecipZ,i,rowLength)); #elif S3L_PERSPECTIVE_CORRECTION == 2 if (rowCount >= S3L_PC_APPROX_LENGTH) @@ -1984,7 +1991,7 @@ void S3L_drawTriangle( S3L_Unit nextDepthScaled = ( - (S3L_FRACTIONS_PER_UNIT * S3L_FRACTIONS_PER_UNIT) / + Z_RECIP_NUMERATOR / S3L_nonZero(rRecipZ) ) << S3L_FAST_LERP_QUALITY; @@ -1995,7 +2002,7 @@ void S3L_drawTriangle( ( rOverZ * nextDepthScaled - ) / S3L_FRACTIONS_PER_UNIT; + ) / (Z_RECIP_NUMERATOR / S3L_FRACTIONS_PER_UNIT); b0PC.stepScaled = (nextValue - b0PC.valueScaled) / maxI; @@ -2007,7 +2014,7 @@ void S3L_drawTriangle( { S3L_Unit nextDepthScaled = ( - (S3L_FRACTIONS_PER_UNIT * S3L_FRACTIONS_PER_UNIT) / + Z_RECIP_NUMERATOR / S3L_nonZero(S3L_interpolate(lRecipZ,rRecipZ,nextI,rowLength)) ) << S3L_FAST_LERP_QUALITY; @@ -2018,7 +2025,7 @@ void S3L_drawTriangle( ( S3L_interpolateFrom0(rOverZ,nextI,rowLength) * nextDepthScaled - ) / S3L_FRACTIONS_PER_UNIT; + ) / (Z_RECIP_NUMERATOR / S3L_FRACTIONS_PER_UNIT); b0PC.stepScaled = (nextValue - b0PC.valueScaled) / S3L_PC_APPROX_LENGTH; @@ -2027,7 +2034,7 @@ void S3L_drawTriangle( ( (lOverZ - S3L_interpolateFrom0(lOverZ,nextI,rowLength)) * nextDepthScaled - ) / S3L_FRACTIONS_PER_UNIT; + ) / (Z_RECIP_NUMERATOR / S3L_FRACTIONS_PER_UNIT); b1PC.stepScaled = (nextValue - b1PC.valueScaled) / S3L_PC_APPROX_LENGTH; @@ -2059,13 +2066,13 @@ void S3L_drawTriangle( ( S3L_interpolateFrom0(rOverZ,i,rowLength) * p.depth - ) / S3L_FRACTIONS_PER_UNIT; + ) / (Z_RECIP_NUMERATOR / S3L_FRACTIONS_PER_UNIT); *barycentric1 = ( (lOverZ - S3L_interpolateFrom0(lOverZ,i,rowLength)) * p.depth - ) / S3L_FRACTIONS_PER_UNIT; + ) / (Z_RECIP_NUMERATOR / S3L_FRACTIONS_PER_UNIT); #elif S3L_PERSPECTIVE_CORRECTION == 2 *barycentric0 = S3L_getFastLerpValue(b0PC); *barycentric1 = S3L_getFastLerpValue(b1PC); @@ -2110,7 +2117,8 @@ void S3L_drawTriangle( #undef manageSplit #undef initPC #undef initSide - #undef stepSide + #undef stepSide + #undef Z_RECIP_NUMERATOR } void S3L_rotate2DPoint(S3L_Unit *x, S3L_Unit *y, S3L_Unit angle) diff --git a/todo.txt b/todo.txt index 23ef8e1..bdee462 100644 --- a/todo.txt +++ b/todo.txt @@ -76,10 +76,6 @@ bugs: - Any of them can exceed the range <0,511> - b0 + b1 can be > 511, which causes b2 (= 511 - b0 - b1) to be negative! -- Depth artifacts with PC != 0, can be seen very well in the HQ offline demo. - This appear at bigger depths, which makes the reciprocal values more - imprecise. - repeated: - valgrind (and similar) checks