diff --git a/small3dlib.h b/small3dlib.h index 7edc672..1ffc0fa 100644 --- a/small3dlib.h +++ b/small3dlib.h @@ -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