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Fix discontinities in long triangles
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parent
e0467330e9
commit
c0a0270c96
2 changed files with 32 additions and 11 deletions
38
s3l.h
38
s3l.h
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@ -85,6 +85,9 @@ typedef int32_t S3L_Unit; /**< Units of measurement in 3D space. There is
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it will overflow. Also other things
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may overflow, so rather don't do it. */
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#define S3L_NONZERO(value) ((value) != 0 ? (value) : 1) /**< prevents division
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by zero */
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#define S3L_SIN_TABLE_LENGTH 128
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static const S3L_Unit S3L_sinTable[S3L_SIN_TABLE_LENGTH] =
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{
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@ -722,9 +725,9 @@ void S3L_drawTriangle(
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#undef handleLR
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S3L_ScreenCoord splitY; // Y at which one side (L or R) changes
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S3L_ScreenCoord splitY; // Y of the vertically middle point of the triangle
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S3L_ScreenCoord endY; // bottom Y of the whole triangle
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int splitOnLeft; // whether split happens on L or R
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int splitOnLeft; // whether splitY happens on L or R side
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if (rPointY <= lPointY)
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{
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@ -761,6 +764,11 @@ void S3L_drawTriangle(
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int16_t helperDxAbs;
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/* init side for the algorithm, params:
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v - which side (l or r)
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p1 - point from (t, l or r)
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p2 - point to (t, l or r)
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down - whether going top-down or bottom-up */
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#define initSide(v,p1,p2,down)\
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v##X = p1##PointX;\
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v##Dx = p2##PointX - p1##PointX;\
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@ -791,10 +799,14 @@ void S3L_drawTriangle(
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initSide(r,t,r,1)
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initSide(l,t,l,1)
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while (currentY <= endY)
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{
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if (currentY == splitY)
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S3L_Unit xFrom_prev = tPointX; // helper vars, hold previous values of xFrom
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S3L_Unit xTo_prev = tPointX; // and xTo (declared later) to prevent
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// discontinuities
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while (currentY <= endY) // draw the triangle from top to bottom
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{
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if (currentY == splitY) // reached a vertical split of the triangle?
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{ // then reinit one side
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if (splitOnLeft)
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{
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initSide(l,l,r,0);
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@ -821,15 +833,20 @@ void S3L_drawTriangle(
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p.y = currentY;
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// draw the line
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// draw the horizontal line
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S3L_Unit tMax = rX - lX;
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tMax = tMax != 0 ? tMax : 1; // prevent division by zero
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S3L_Unit xFrom = lX < (xTo_prev + 1) ? lX : (xTo_prev + 1);
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S3L_Unit xTo = rX > (xFrom_prev - 1) ? rX : (xFrom_prev - 1);
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/* ^ these conditions prevent discontinuities when drawing
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"long" triangles (thinner than 1 px) */
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S3L_Unit tMax = xTo - xFrom;
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tMax = S3L_NONZERO(tMax); // prevent division by zero
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S3L_Unit t1 = 0;
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S3L_Unit t2 = tMax;
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for (S3L_ScreenCoord x = lX; x <= rX; ++x)
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for (S3L_ScreenCoord x = xFrom; x <= xTo; ++x)
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{
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*barycentric0 = S3L_interpolateFrom0(rSideUnitPos,t1,tMax);
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*barycentric1 = S3L_interpolateFrom0(lSideUnitPos,t2,tMax);
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@ -848,6 +865,9 @@ void S3L_drawTriangle(
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lSideUnitPos += lSideUnitStep;
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rSideUnitPos += rSideUnitStep;
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xFrom_prev = xFrom;
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xTo_prev = xTo;
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++currentY;
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}
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@ -76,7 +76,8 @@ conf.mode = S3L_MODE_TRIANGLES;
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y2 = test_coords[6 * c + 5];
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int cent = (x0 + x1 + x2) / 3.0;
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x2 = cent + (x2 - cent) * sin(frame * 0.01) * 2;
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x2 = cent + (x2 - cent) * sin(frame * 0.001) * 2;
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//x2 = cent + (x2 - cent) * sin(600 * 0.001) * 2;
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S3L_drawTriangle(x0,y0,x1,y1,x2,y2,conf,0);
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