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Add helper indeing function

This commit is contained in:
Miloslav Číž 2019-06-21 23:36:24 +02:00
parent 0834485f43
commit c3ac9e96f7
3 changed files with 80 additions and 83 deletions

View file

@ -61,7 +61,7 @@ S3L_Index *uvIndices = 0;
uint32_t previousTriangle = 1000;
S3L_Unit uv0[2], uv1[2], uv2[2];
S3L_Vec4 uv0, uv1, uv2;
void sampleTxture(S3L_Unit u, S3L_Unit v, uint8_t *r, uint8_t *g, uint8_t *b)
{
@ -113,26 +113,26 @@ void drawPixel(S3L_PixelInfo *p)
index = i0 * 2;
uv0[0] = uvs[index];
uv0[1] = uvs[index + 1];
uv0.x = uvs[index];
uv0.y = uvs[index + 1];
index = i1 * 2;
uv1[0] = uvs[index];
uv1[1] = uvs[index + 1];
uv1.x = uvs[index];
uv1.y = uvs[index + 1];
index = i2 * 2;
uv2[0] = uvs[index];
uv2[1] = uvs[index + 1];
uv2.x = uvs[index];
uv2.y = uvs[index + 1];
previousTriangle = p->triangleID;
}
S3L_Unit uv[2];
uv[0] = S3L_interpolateBarycentric(uv0[0],uv1[0],uv2[0],p->barycentric);
uv[1] = S3L_interpolateBarycentric(uv0[1],uv1[1],uv2[1],p->barycentric);
uv[0] = S3L_interpolateBarycentric(uv0.x,uv1.x,uv2.x,p->barycentric);
uv[1] = S3L_interpolateBarycentric(uv0.y,uv1.y,uv2.y,p->barycentric);
uint8_t r, g, b;

View file

@ -152,7 +152,7 @@ void animate(double time)
}
uint32_t previousTriangle = -1;
S3L_Unit uv0[2], uv1[2], uv2[2];
S3L_Vec4 uv0, uv1, uv2;
uint16_t l0, l1, l2;
S3L_Vec4 toLight;
int8_t light = 1;
@ -171,56 +171,12 @@ void drawPixel(S3L_PixelInfo *p)
if (mode == MODE_TEXTUERED)
{
index = p->triangleIndex * 3;
int16_t i0 = uvIndices[index];
int16_t i1 = uvIndices[index + 1];
int16_t i2 = uvIndices[index + 2];
index = i0 * 2;
uv0[0] = uvs[index];
uv0[1] = uvs[index + 1];
index = i1 * 2;
uv1[0] = uvs[index];
uv1[1] = uvs[index + 1];
index = i2 * 2;
uv2[0] = uvs[index];
uv2[1] = uvs[index + 1];
S3L_getIndexedTriangleValues(p->triangleIndex,uvIndices,uvs,2,&uv0,&uv1,&uv2);
}
else if (mode == MODE_NORMAL_SHARP)
{
index = p->triangleIndex * 3;
S3L_Vec4 v0, v1, v2;
S3L_Index v = model.triangles[index] * 3;
v0.x = model.vertices[v];
v++;
v0.y = model.vertices[v];
v++;
v0.z = model.vertices[v];
v = model.triangles[index + 1] * 3;
v1.x = model.vertices[v];
v++;
v1.y = model.vertices[v];
v++;
v1.z = model.vertices[v];
v = model.triangles[index + 2] * 3;
v2.x = model.vertices[v];
v++;
v2.y = model.vertices[v];
v++;
v2.z = model.vertices[v];
S3L_getIndexedTriangleValues(p->triangleIndex,model.triangles,model.vertices,3,&v0,&v1,&v2);
S3L_triangleNormal(v0,v1,v2,&nt);
@ -231,29 +187,7 @@ void drawPixel(S3L_PixelInfo *p)
if (light || mode == MODE_NORMAL_SMOOTH)
{
index = scene.models[p->modelIndex].triangles[p->triangleIndex * 3] * 3;
n0.x = normals[index];
index++;
n0.y = normals[index];
index++;
n0.z = normals[index];
index = scene.models[p->modelIndex].triangles[p->triangleIndex * 3 + 1] * 3;
n1.x = normals[index];
index++;
n1.y = normals[index];
index++;
n1.z = normals[index];
index = scene.models[p->modelIndex].triangles[p->triangleIndex * 3 + 2] * 3;
n2.x = normals[index];
index++;
n2.y = normals[index];
index++;
n2.z = normals[index];
S3L_getIndexedTriangleValues(p->triangleIndex,model.triangles,normals,3,&n0,&n1,&n2);
l0 = 256 + S3L_clamp(S3L_dotProductVec3(n0,toLight),-511,511) / 2;
l1 = 256 + S3L_clamp(S3L_dotProductVec3(n1,toLight),-511,511) / 2;
@ -282,8 +216,8 @@ void drawPixel(S3L_PixelInfo *p)
{
S3L_Unit uv[2];
uv[0] = S3L_interpolateBarycentric(uv0[0],uv1[0],uv2[0],p->barycentric);
uv[1] = S3L_interpolateBarycentric(uv0[1],uv1[1],uv2[1],p->barycentric);
uv[0] = S3L_interpolateBarycentric(uv0.x,uv1.x,uv2.x,p->barycentric);
uv[1] = S3L_interpolateBarycentric(uv0.y,uv1.y,uv2.y,p->barycentric);
sampleTexture(uv[0] / 4,uv[1] / 4,&r,&g,&b);
@ -381,9 +315,7 @@ void drawPixel(S3L_PixelInfo *p)
void draw()
{
S3L_newFrame();
clearScreen();
S3L_drawScene(scene);
}

View file

@ -516,6 +516,22 @@ S3L_Unit S3L_sqrt(S3L_Unit value);
void S3L_triangleNormal(S3L_Vec4 t0, S3L_Vec4 t1, S3L_Vec4 t2,
S3L_Vec4 *n);
/** Helper function for retrieving per-vertex indexed values from an array,
e.g. texturing (UV) coordinates. The 'indices' array contains three indices
for each triangle, each index pointing into 'values' array, which contains
the values, each one consisting of 'numComponents' components (e.g. 2 for
UV coordinates). The three values are retrieved into 'v0', 'v1' and 'v2'
vectors (into x, y, z and w, depending on 'numComponents'). */
void S3L_getIndexedTriangleValues(
S3L_Index triangleIndex,
const S3L_Index *indices,
const S3L_Unit *values,
uint8_t numComponents,
S3L_Vec4 *v0,
S3L_Vec4 *v1,
S3L_Vec4 *v2);
/** Computes a normalized normal for every vertex of given model (this is
relatively slow and SHOUDN'T be done each frame). The dst array must have a
sufficient size preallocated! The size is: number of model vertices * 3 *
@ -889,6 +905,55 @@ void S3L_triangleNormal(S3L_Vec4 t0, S3L_Vec4 t1, S3L_Vec4 t2,
S3L_normalizeVec3(n);
}
void S3L_getIndexedTriangleValues(
S3L_Index triangleIndex,
const S3L_Index *indices,
const S3L_Unit *values,
uint8_t numComponents,
S3L_Vec4 *v0,
S3L_Vec4 *v1,
S3L_Vec4 *v2)
{
S3L_Index i0, i1;
S3L_Unit *value;
i0 = triangleIndex * 3;
i1 = indices[i0] * numComponents;
value = (S3L_Unit *) v0;
if (numComponents > 4)
numComponents = 4;
for (uint8_t j = 0; j < numComponents; ++j)
{
*value = values[i1];
i1++;
value++;
}
i0++;
i1 = indices[i0] * numComponents;
value = (S3L_Unit *) v1;
for (uint8_t j = 0; j < numComponents; ++j)
{
*value = values[i1];
i1++;
value++;
}
i0++;
i1 = indices[i0] * numComponents;
value = (S3L_Unit *) v2;
for (uint8_t j = 0; j < numComponents; ++j)
{
*value = values[i1];
i1++;
value++;
}
}
void S3L_computeModelNormals(S3L_Model3D model, S3L_Unit *dst,
int8_t transformNormals)
{