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Refactor a bit

This commit is contained in:
Miloslav Číž 2019-06-25 17:00:34 +02:00
parent 8c406d8945
commit bb3d1fa5d6

View file

@ -2,8 +2,6 @@
#define SMALL3DLIB_H
/*
WIP
Simple realtime 3D software rasterization renderer. It is fast, focused on
resource-limited computers, located in a single C header file, with no
dependencies, using only integer arithmetics.
@ -1731,7 +1729,7 @@ void S3L_drawTriangle(
S3L_initPixelInfo(&p);
p.modelIndex = modelIndex;
p.triangleIndex = triangleIndex;
p.triangleID = modelIndex << 16 | triangleIndex;
p.triangleID = (modelIndex << 16) | triangleIndex;
#if !S3L_STRICT_NEAR_CULLING
point0.z = point0.z >= S3L_NEAR ? point0.z : S3L_NEAR;
@ -1747,7 +1745,7 @@ void S3L_drawTriangle(
S3L_Unit *barycentric1; // bar. coord that gets higher from R to L
S3L_Unit *barycentric2; // bar. coord that gets higher from bottom up
// sort the points:
// sort the vertices:
#define assignPoints(t,a,b)\
{\
@ -1793,8 +1791,8 @@ void S3L_drawTriangle(
#endif
p.triangleSize[0] = rPointSS->x - lPointSS->x;
p.triangleSize[1] = (rPointSS->y > lPointSS->y ? rPointSS->y : lPointSS->y)
- tPointSS->y;
p.triangleSize[1] =
(rPointSS->y > lPointSS->y ? rPointSS->y : lPointSS->y) - tPointSS->y;
// now draw the triangle line by line:
@ -1821,7 +1819,7 @@ void S3L_drawTriangle(
/* We'll be using an algorithm similar to Bresenham line algorithm. The
specifics of this algorithm are among others:
- drawing possibly a NON-CONTINUOUS line
- drawing possibly NON-CONTINUOUS line
- NOT tracing the line exactly, but rather rasterizing one the right
side of it, according to the pixel CENTERS, INCLUDING the pixel
centers
@ -1951,8 +1949,8 @@ void S3L_drawTriangle(
while (currentY < endY) /* draw the triangle from top to bottom -- the
bottom-most row is left out because, following
from the rasterization rules (see top of the
source), it is to never be rasterized. */
from the rasterization rules (see start of the
file), it is to never be rasterized. */
{
if (currentY == splitY) // reached a vertical split of the triangle?
{
@ -1981,8 +1979,9 @@ void S3L_drawTriangle(
stepSide(l)
if (currentY >= 0) /* clipping of pixels whose y < 0 (can't be easily done
outside the loop) */
{
outside the loop because of the Bresenham-like
algorithm steps) */
{
p.y = currentY;
// draw the horizontal line
@ -2582,4 +2581,4 @@ void S3L_drawScene(S3L_Scene scene)
#endif
}
#endif
#endif // guard