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Fix depth bug
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0587870c0f
commit
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3 changed files with 28 additions and 28 deletions
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@ -141,10 +141,6 @@ color[1] = S3L_clamp(127 + normal.y / 4,0,255);
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color[2] = S3L_clamp(127 + normal.z / 4,0,255);
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*/
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color[0] = S3L_clamp(p->depth - 8000,0,255);
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color[1] = color[0];
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color[2] = color[1];
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frameBuffer[index] = color[0];
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frameBuffer[index + 1] = color[1];
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frameBuffer[index + 2] = color[2];
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46
small3dlib.h
46
small3dlib.h
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@ -1789,20 +1789,27 @@ void S3L_drawTriangle(
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velues can be computed. See
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http://www.lysator.liu.se/~mikaelk/doc/perspectivetexture/ */
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#if S3L_PERSPECTIVE_CORRECTION == 1
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#define Z_RECIP_NUMERATOR\
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(S3L_FRACTIONS_PER_UNIT * S3L_FRACTIONS_PER_UNIT * S3L_FRACTIONS_PER_UNIT)
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#elif S3L_PERSPECTIVE_CORRECTION == 2
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#define Z_RECIP_NUMERATOR\
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(S3L_FRACTIONS_PER_UNIT * S3L_FRACTIONS_PER_UNIT)
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#endif
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/* ^ This numerator is a number by which we divide values for the
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reciprocals. For PC == 2 it has to be lower because linear interpolation
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scaling would make it overflow -- this results in lower depth precision
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in bigger distance for PC == 2. */
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S3L_Unit
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tPointRecipZ, lPointRecipZ, rPointRecipZ, /* Reciprocals of the depth of
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each triangle point. */
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lRecip0, lRecip1, rRecip0, rRecip1; /* Helper variables for swapping
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the above after split. */
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tPointRecipZ = (S3L_FRACTIONS_PER_UNIT * S3L_FRACTIONS_PER_UNIT)
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/ S3L_nonZero(tPointSS->z);
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lPointRecipZ = (S3L_FRACTIONS_PER_UNIT * S3L_FRACTIONS_PER_UNIT)
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/ S3L_nonZero(lPointSS->z);
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rPointRecipZ = (S3L_FRACTIONS_PER_UNIT * S3L_FRACTIONS_PER_UNIT)
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/ S3L_nonZero(rPointSS->z);
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tPointRecipZ = Z_RECIP_NUMERATOR / S3L_nonZero(tPointSS->z);
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lPointRecipZ = Z_RECIP_NUMERATOR / S3L_nonZero(lPointSS->z);
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rPointRecipZ = Z_RECIP_NUMERATOR / S3L_nonZero(rPointSS->z);
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lRecip0 = tPointRecipZ;
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lRecip1 = lPointRecipZ;
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@ -1930,7 +1937,7 @@ void S3L_drawTriangle(
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S3L_FastLerpState depthPC, b0PC, b1PC;
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depthPC.valueScaled =
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((S3L_FRACTIONS_PER_UNIT * S3L_FRACTIONS_PER_UNIT) /
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(Z_RECIP_NUMERATOR /
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S3L_nonZero(S3L_interpolate(lRecipZ,rRecipZ,i,rowLength)))
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<< S3L_FAST_LERP_QUALITY;
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@ -1938,13 +1945,13 @@ void S3L_drawTriangle(
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(
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S3L_interpolateFrom0(rOverZ,i,rowLength)
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* depthPC.valueScaled
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) / S3L_FRACTIONS_PER_UNIT;
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) / (Z_RECIP_NUMERATOR / S3L_FRACTIONS_PER_UNIT);
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b1PC.valueScaled =
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(
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(lOverZ - S3L_interpolateFrom0(lOverZ,i,rowLength))
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* depthPC.valueScaled
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) / S3L_FRACTIONS_PER_UNIT;
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) / (Z_RECIP_NUMERATOR / S3L_FRACTIONS_PER_UNIT);
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int8_t rowCount = S3L_PC_APPROX_LENGTH;
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#endif
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@ -1961,7 +1968,7 @@ void S3L_drawTriangle(
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#if S3L_COMPUTE_DEPTH
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#if S3L_PERSPECTIVE_CORRECTION == 1
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p.depth = (S3L_FRACTIONS_PER_UNIT * S3L_FRACTIONS_PER_UNIT) /
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p.depth = Z_RECIP_NUMERATOR /
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S3L_nonZero(S3L_interpolate(lRecipZ,rRecipZ,i,rowLength));
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#elif S3L_PERSPECTIVE_CORRECTION == 2
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if (rowCount >= S3L_PC_APPROX_LENGTH)
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@ -1984,7 +1991,7 @@ void S3L_drawTriangle(
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S3L_Unit nextDepthScaled =
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(
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(S3L_FRACTIONS_PER_UNIT * S3L_FRACTIONS_PER_UNIT) /
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Z_RECIP_NUMERATOR /
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S3L_nonZero(rRecipZ)
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) << S3L_FAST_LERP_QUALITY;
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@ -1995,7 +2002,7 @@ void S3L_drawTriangle(
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(
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rOverZ
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* nextDepthScaled
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) / S3L_FRACTIONS_PER_UNIT;
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) / (Z_RECIP_NUMERATOR / S3L_FRACTIONS_PER_UNIT);
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b0PC.stepScaled =
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(nextValue - b0PC.valueScaled) / maxI;
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@ -2007,7 +2014,7 @@ void S3L_drawTriangle(
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{
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S3L_Unit nextDepthScaled =
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(
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(S3L_FRACTIONS_PER_UNIT * S3L_FRACTIONS_PER_UNIT) /
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Z_RECIP_NUMERATOR /
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S3L_nonZero(S3L_interpolate(lRecipZ,rRecipZ,nextI,rowLength))
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) << S3L_FAST_LERP_QUALITY;
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@ -2018,7 +2025,7 @@ void S3L_drawTriangle(
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(
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S3L_interpolateFrom0(rOverZ,nextI,rowLength)
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* nextDepthScaled
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) / S3L_FRACTIONS_PER_UNIT;
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) / (Z_RECIP_NUMERATOR / S3L_FRACTIONS_PER_UNIT);
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b0PC.stepScaled =
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(nextValue - b0PC.valueScaled) / S3L_PC_APPROX_LENGTH;
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@ -2027,7 +2034,7 @@ void S3L_drawTriangle(
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(
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(lOverZ - S3L_interpolateFrom0(lOverZ,nextI,rowLength))
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* nextDepthScaled
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) / S3L_FRACTIONS_PER_UNIT;
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) / (Z_RECIP_NUMERATOR / S3L_FRACTIONS_PER_UNIT);
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b1PC.stepScaled =
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(nextValue - b1PC.valueScaled) / S3L_PC_APPROX_LENGTH;
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@ -2059,13 +2066,13 @@ void S3L_drawTriangle(
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(
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S3L_interpolateFrom0(rOverZ,i,rowLength)
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* p.depth
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) / S3L_FRACTIONS_PER_UNIT;
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) / (Z_RECIP_NUMERATOR / S3L_FRACTIONS_PER_UNIT);
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*barycentric1 =
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(
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(lOverZ - S3L_interpolateFrom0(lOverZ,i,rowLength))
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* p.depth
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) / S3L_FRACTIONS_PER_UNIT;
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) / (Z_RECIP_NUMERATOR / S3L_FRACTIONS_PER_UNIT);
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#elif S3L_PERSPECTIVE_CORRECTION == 2
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*barycentric0 = S3L_getFastLerpValue(b0PC);
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*barycentric1 = S3L_getFastLerpValue(b1PC);
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@ -2111,6 +2118,7 @@ void S3L_drawTriangle(
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#undef initPC
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#undef initSide
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#undef stepSide
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#undef Z_RECIP_NUMERATOR
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}
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void S3L_rotate2DPoint(S3L_Unit *x, S3L_Unit *y, S3L_Unit angle)
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4
todo.txt
4
todo.txt
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@ -76,10 +76,6 @@ bugs:
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- Any of them can exceed the range <0,511>
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- b0 + b1 can be > 511, which causes b2 (= 511 - b0 - b1) to be negative!
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- Depth artifacts with PC != 0, can be seen very well in the HQ offline demo.
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This appear at bigger depths, which makes the reciprocal values more
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imprecise.
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repeated:
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- valgrind (and similar) checks
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