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https://git.coom.tech/drummyfish/small3dlib.git
synced 2024-12-22 01:26:17 +01:00
Replace drawModel with drawScene
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ae985635fd
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2 changed files with 158 additions and 81 deletions
168
s3l.h
168
s3l.h
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@ -125,6 +125,38 @@
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on. */
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#endif
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#ifndef S3L_RENDER_STRATEGY
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#define S3L_RENDER_STRATEGY S3L_STRATEGY_Z_BUFFER /**< Strategy used for
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visibility
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determination -- see
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S3L_STRATEGY_*
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consts. */
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#endif
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#define S3L_STRATEGY_NONE 0 /**< No strategy -- can be sufficient in
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some cases. */
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#define S3L_STRATEGY_Z_BUFFER 1 /**< Use z-buffer (depth buffer).
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Accurate and fast, but requires a lot
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of memory. */
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#define S3L_STRATEGY_BACK_TO_FRONT 2 /**< Sort and draw triangles from back to
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front (painter's algorithm). Requires
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less memory, but can be slower than
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Z-buffer and can't handle
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intersecting triangles. */
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#define S3L_STRATEGY_FRONT_TO_BACK 3 /**< Sort and draw triangles from front to
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back (reverse painter's algorithm).
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Requires a bit more memory than back
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to front, but can also be faster
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(doesn't draw over already drawn
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pixels). */
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#ifndef S3L_MAX_TRIANGES_DRAWN
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#define S3L_MAX_TRIANGES_DRAWN 128 /**< Maximum number of triangles that can
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be drawn in sorted modes. This
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affects the size of a cache used for
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triangle sorting. */
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#endif
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#ifndef S3L_PERSPECTIVE_CORRECTION
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#define S3L_PERSPECTIVE_CORRECTION 0 /**< Specifies what type of perspective
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correction (PC) to use. Remember
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@ -198,6 +230,8 @@ typedef uint16_t S3L_Index;
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/* 7 back, top, left */\
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-S3L_FRACTIONS_PER_UNIT/2,S3L_FRACTIONS_PER_UNIT/2,S3L_FRACTIONS_PER_UNIT/2
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#define S3L_CUBE_VERTEX_COUNT 8
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/** Predefined triangle indices of a cube, to be used with S3L_CUBE_VERTICES
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and S3L_CUBE_TEXCOORDS. */
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#define S3L_CUBE_TRIANGLES\
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@ -214,6 +248,8 @@ typedef uint16_t S3L_Index;
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4, 1, 0, /* bottom */\
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4, 5, 1
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#define S3L_CUBE_TRIANGLE_COUNT 12
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/** Predefined texture coordinates of a cube, corresponding to triangles (NOT
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vertices), to be used with S3L_CUBE_VERTICES and S3L_CUBE_TRIANGLES. */
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#define S3L_CUBE_TEXCOORDS(m)\
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@ -332,12 +368,37 @@ void S3L_mat4Xmat4(S3L_Mat4 *m1, S3L_Mat4 *m2);
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typedef struct
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{
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S3L_Unit focalLength; ///< Defines the field of view (FOV).
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S3L_Unit focalLength; ///< Defines the field of view (FOV).
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S3L_Transform3D transform;
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} S3L_Camera;
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static inline void S3L_initCamera(S3L_Camera *c);
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typedef struct
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{
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uint8_t backfaceCulling;
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uint8_t mode;
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} S3L_DrawConfig;
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void S3L_initDrawConfig(S3L_DrawConfig *config);
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typedef struct
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{
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S3L_Unit *vertices;
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S3L_Index vertexCount;
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S3L_Index *triangles;
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S3L_Index triangleCount;
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S3L_Transform3D transform;
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S3L_DrawConfig config;
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} S3L_Model3D; ///< Represents a 3D model.
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typedef struct
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{
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S3L_Model3D *models;
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S3L_Index modelCount;
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S3L_Camera camera;
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} S3L_Scene; ///< Represent the 3D scene to be rendered.
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typedef struct
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{
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S3L_ScreenCoord x; ///< Screen X coordinate.
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@ -351,7 +412,8 @@ typedef struct
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S3L_FRACTIONS_PER_UNIT. */
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S3L_Unit barycentric1; ///< Baryc. coord 1 (corresponds to 2nd vertex).
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S3L_Unit barycentric2; ///< Baryc. coord 2 (corresponds to 3rd vertex).
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S3L_Index triangleID;
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S3L_Index triangleID; ///< Triangle index.
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S3L_Index modelID;
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S3L_Unit depth; ///< Depth (only if depth is turned on).
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} S3L_PixelInfo; /**< Used to pass the info about a rasterized pixel
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(fragment) to the user-defined drawing func. */
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@ -366,14 +428,6 @@ static inline void S3L_initPixelInfo(S3L_PixelInfo *p);
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#define S3L_MODE_LINES 1
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#define S3L_MODE_POINTS 2
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typedef struct
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{
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uint8_t backfaceCulling;
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uint8_t mode;
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} S3L_DrawConfig;
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void S3L_initDrawConfig(S3L_DrawConfig *config);
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// general helper functions
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static inline S3L_Unit S3L_abs(S3L_Unit value);
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static inline S3L_Unit S3L_min(S3L_Unit v1, S3L_Unit v2);
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@ -1653,57 +1707,61 @@ static inline void S3L_perspectiveDivide(S3L_Vec4 *vector,
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vector->y = (vector->y * focalLength) / divisor;
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}
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void S3L_drawModelIndexed(
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const S3L_Unit coords[],
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const S3L_Index triangleVertexIndices[],
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uint16_t triangleCount,
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S3L_Transform3D modelTransform,
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const S3L_Camera *camera,
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const S3L_DrawConfig *config)
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void S3L_drawScene(S3L_Scene scene)
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{
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S3L_Index triangleIndex = 0;
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S3L_Index coordIndex = 0;
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S3L_Vec4 pointModel, transformed0, transformed1, transformed2;
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S3L_Unit indexIndex = 0;
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pointModel.w = S3L_FRACTIONS_PER_UNIT; // has to be "1.0" for translation
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S3L_Mat4 mat1, mat2;
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S3L_makeWorldMatrix(modelTransform,&mat1);
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S3L_makeCameraMatrix(camera->transform,&mat2);
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S3L_mat4Xmat4(&mat1,&mat2);
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while (triangleIndex < triangleCount)
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for (S3L_Index modelIndex; modelIndex < scene.modelCount; ++modelIndex)
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{
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#define project(n)\
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indexIndex = triangleVertexIndices[coordIndex] * 3;\
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pointModel.x = coords[indexIndex];\
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++indexIndex; /* TODO: put into square brackets? */\
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pointModel.y = coords[indexIndex];\
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++indexIndex;\
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pointModel.z = coords[indexIndex];\
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++coordIndex;\
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S3L_vec3Xmat4(&pointModel,&mat1);\
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transformed##n.x = pointModel.x;\
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transformed##n.y = pointModel.y;\
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transformed##n.z = pointModel.z;\
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transformed##n.w = S3L_FRACTIONS_PER_UNIT;\
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S3L_perspectiveDivide(&transformed##n,camera->focalLength);
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S3L_Unit *vertices = scene.models[modelIndex].vertices;
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S3L_Index *triangles = scene.models[modelIndex].triangles;
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S3L_Index triangleIndex = 0;
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S3L_Index coordIndex = 0;
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/* TODO: maybe create an option that would use a cache here to not
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transform the same point twice? */
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S3L_Vec4 pointModel, transformed0, transformed1, transformed2;
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S3L_Unit indexIndex = 0;
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project(0)
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project(1)
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project(2)
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pointModel.w = S3L_FRACTIONS_PER_UNIT; // has to be "1.0" for translation
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S3L_drawTriangle(transformed0,transformed1,transformed2,config,camera,
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triangleIndex);
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S3L_Mat4 mat1, mat2;
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++triangleIndex;
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S3L_makeWorldMatrix(scene.models[modelIndex].transform,&mat1);
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S3L_makeCameraMatrix(scene.camera.transform,&mat2);
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S3L_mat4Xmat4(&mat1,&mat2);
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S3L_Index triangleCount = scene.models[modelIndex].triangleCount;
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while (triangleIndex < triangleCount)
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{
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#define project(n)\
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indexIndex = triangles[coordIndex] * 3;\
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pointModel.x = vertices[indexIndex];\
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++indexIndex; /* TODO: put into square brackets? */\
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pointModel.y = vertices[indexIndex];\
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++indexIndex;\
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pointModel.z = vertices[indexIndex];\
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++coordIndex;\
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S3L_vec3Xmat4(&pointModel,&mat1);\
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transformed##n.x = pointModel.x;\
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transformed##n.y = pointModel.y;\
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transformed##n.z = pointModel.z;\
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transformed##n.w = S3L_FRACTIONS_PER_UNIT;\
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S3L_perspectiveDivide(&transformed##n,scene.camera.focalLength);
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/* TODO: maybe create an option that would use a cache here to not
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transform the same point twice? */
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project(0)
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project(1)
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project(2)
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#undef project
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S3L_drawTriangle(transformed0,transformed1,transformed2,
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&(scene.models[modelIndex].config),&(scene.camera),triangleIndex);
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++triangleIndex;
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}
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}
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}
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71
testSDL.c
71
testSDL.c
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@ -35,6 +35,9 @@ const S3L_Unit ver[] = { S3L_CUBE_VERTICES };
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const S3L_Index tri[] = { S3L_CUBE_TRIANGLES };
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const S3L_Unit tex_coords[] = { S3L_CUBE_TEXCOORDS(16) };
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S3L_Model3D models[2];
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S3L_Scene scene;
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int8_t keys[256];
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const uint8_t testTexture[] =
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@ -126,7 +129,6 @@ setPixel(p->x,p->y,sss,sss,sss);
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// setPixel(p->x,p->y,p->barycentric0 / ((float) S3L_FRACTIONS_PER_UNIT) * 255,p->barycentric1 / ((float) S3L_FRACTIONS_PER_UNIT) * 255,p->barycentric2 / ((float) S3L_FRACTIONS_PER_UNIT) * 255);
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}
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S3L_Camera camera;
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S3L_Transform3D modelTransform;
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S3L_DrawConfig conf;
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if (frame % 128 == 0)
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{
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printf("frame: %d\n",frame);
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printf("camera:\n");
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printf("scene.camera:\n");
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printf(" translation: ");
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S3L_writeVec4(camera.transform.translation);
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S3L_writeVec4(scene.camera.transform.translation);
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printf(" rotation: ");
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S3L_writeVec4(camera.transform.rotation);
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S3L_writeVec4(scene.camera.transform.rotation);
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}
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*/
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uint32_t f = frame;
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modelTransform.rotation.z = f * 0.1;
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modelTransform.rotation.x = f * 0.3;
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scene.models[0].transform.rotation.z = f * 0.1;
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scene.models[0].transform.rotation.x = f * 0.3;
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// modelTransform.translation.x = sin(f >> 7) * 700;
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// modelTransform.translation.y = sin(f >> 8) * 600;
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S3L_drawModelIndexed(ver,tri,12,modelTransform,&camera,&conf);
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/*
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S3L_drawModelIndexed(ver,tri,12,modelTransform,&scene.camera,&conf);
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modelTransform.translation.x += 2 * S3L_FRACTIONS_PER_UNIT;
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S3L_drawModelIndexed(ver,tri,12,modelTransform,&camera,&conf);
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S3L_drawModelIndexed(ver,tri,12,modelTransform,&scene.camera,&conf);
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modelTransform.translation.x -= 2 * S3L_FRACTIONS_PER_UNIT;
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*/
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S3L_drawScene(scene);
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if (offScreenPixels > 0)
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printf("offscreen pixels: %d\n",offScreenPixels);
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// S3L_drawModelIndexed(ver,tri,1,modelTransform,&camera,&conf);
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// S3L_drawModelIndexed(ver,tri,1,modelTransform,&scene.camera,&conf);
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/*
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conf.backfaceCulling = S3L_BACKFACE_CULLING_NONE;
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@ -216,12 +222,25 @@ int main()
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SDL_Surface *screenSurface = SDL_GetWindowSurface(window);
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SDL_Event event;
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S3L_initCamera(&camera);
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S3L_initCamera(&scene.camera);
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camera.transform.translation.z = -S3L_FRACTIONS_PER_UNIT * 2;
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scene.camera.transform.translation.z = -S3L_FRACTIONS_PER_UNIT * 2;
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scene.modelCount = 2;
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scene.models = ⊧
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// camera.transform.translation.x = S3L_FRACTIONS_PER_UNIT;
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// camera.transform.translation.y = S3L_FRACTIONS_PER_UNIT;
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scene.models[0].vertices = ver;
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scene.models[0].vertexCount = S3L_CUBE_VERTEX_COUNT;
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scene.models[0].triangles = tri;
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scene.models[0].triangleCount = S3L_CUBE_TRIANGLE_COUNT;
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S3L_initTransoform3D(&(scene.models[0].transform));
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S3L_initDrawConfig(&(scene.models[0].config));
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scene.models[0].transform.translation.x = S3L_FRACTIONS_PER_UNIT;
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scene.models[1] = scene.models[0];
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scene.models[1].transform.translation.x = -1 * S3L_FRACTIONS_PER_UNIT;
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// scene.camera.transform.translation.x = S3L_FRACTIONS_PER_UNIT;
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// scene.camera.transform.translation.y = S3L_FRACTIONS_PER_UNIT;
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S3L_initTransoform3D(&modelTransform);
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S3L_initDrawConfig(&conf);
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@ -261,47 +280,47 @@ int main()
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int step = 10;
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S3L_rotationToDirections(
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camera.transform.rotation,
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scene.camera.transform.rotation,
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step,
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&camF,
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&camR,
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&camU);
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if (keys['w'])
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S3L_vec3Add(&camera.transform.translation,camF);
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S3L_vec3Add(&scene.camera.transform.translation,camF);
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if (keys['s'])
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S3L_vec3Sub(&camera.transform.translation,camF);
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S3L_vec3Sub(&scene.camera.transform.translation,camF);
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if (keys['d'])
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S3L_vec3Add(&camera.transform.translation,camR);
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S3L_vec3Add(&scene.camera.transform.translation,camR);
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if (keys['a'])
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S3L_vec3Sub(&camera.transform.translation,camR);
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S3L_vec3Sub(&scene.camera.transform.translation,camR);
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if (keys['c'])
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S3L_vec3Add(&camera.transform.translation,camU);
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S3L_vec3Add(&scene.camera.transform.translation,camU);
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if (keys['x'])
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S3L_vec3Sub(&camera.transform.translation,camU);
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S3L_vec3Sub(&scene.camera.transform.translation,camU);
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if (keys['q'])
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camera.transform.rotation.y -= 1;
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scene.camera.transform.rotation.y -= 1;
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if (keys['e'])
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camera.transform.rotation.y += 1;
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scene.camera.transform.rotation.y += 1;
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if (keys['r'])
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camera.transform.rotation.x -= 1;
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scene.camera.transform.rotation.x -= 1;
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if (keys['t'])
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camera.transform.rotation.x += 1;
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scene.camera.transform.rotation.x += 1;
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if (keys['f'])
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camera.transform.rotation.z -= 1;
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scene.camera.transform.rotation.z -= 1;
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if (keys['g'])
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camera.transform.rotation.z += 1;
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scene.camera.transform.rotation.z += 1;
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SDL_RenderClear(renderer);
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SDL_RenderCopy(renderer,texture,NULL,NULL);
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