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Compute normals
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c48d868007
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c9bcb0ace5
2 changed files with 66 additions and 6 deletions
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@ -134,6 +134,62 @@ int previousTriangle = 255;
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void drawPixel(S3L_PixelInfo *p)
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{
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S3L_Vec4 a,b,c,n,V;
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int tmpI = scene.models[p->modelIndex].triangles[p->triangleIndex * 3] * 3;
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a.x = scene.models[p->modelIndex].vertices[tmpI];
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tmpI++;
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a.y = scene.models[p->modelIndex].vertices[tmpI];
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tmpI++;
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a.z = scene.models[p->modelIndex].vertices[tmpI];
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tmpI = scene.models[p->modelIndex].triangles[p->triangleIndex * 3 + 1] * 3;
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b.x = scene.models[p->modelIndex].vertices[tmpI];
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tmpI++;
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b.y = scene.models[p->modelIndex].vertices[tmpI];
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tmpI++;
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b.z = scene.models[p->modelIndex].vertices[tmpI];
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tmpI = scene.models[p->modelIndex].triangles[p->triangleIndex * 3 + 2] * 3;
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c.x = scene.models[p->modelIndex].vertices[tmpI];
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tmpI++;
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c.y = scene.models[p->modelIndex].vertices[tmpI];
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tmpI++;
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c.z = scene.models[p->modelIndex].vertices[tmpI];
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S3L_triangleNormal(a,b,c,&n);
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/*
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printf("--------\n");
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S3L_logVec4(a);
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S3L_logVec4(b);
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S3L_logVec4(c);
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S3L_logVec4(n);
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*/
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V.x = 10;
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V.y = 10;
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V.z = 10;
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S3L_normalizeVec3(&V);
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int16_t l = S3L_clamp(S3L_dotProductVec3(V,n) / 2,0,255);
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l &= 192;
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/*
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setPixel(p->x,p->y,
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S3L_clamp(128 + n.x / 4,0,255),
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S3L_clamp(128 + n.y / 4,0,255),
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S3L_clamp(128 + n.z / 4,0,255));
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*/
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setPixel(p->x,p->y,l,l,l);
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return;
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if (p->triangleIndex != previousTriangle)
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{
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l0 = houseVertexLighting[houseTriangleIndices[p->triangleIndex * 3]];
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16
small3dlib.h
16
small3dlib.h
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@ -774,13 +774,17 @@ void S3L_crossProduct(S3L_Vec4 a, S3L_Vec4 b, S3L_Vec4 *result)
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void S3L_triangleNormal(S3L_Vec4 t0, S3L_Vec4 t1, S3L_Vec4 t2,
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S3L_Vec4 *n)
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{
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t1.x = t1.x - t0.x;
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t1.y = t1.y - t0.y;
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t1.z = t1.z - t0.z;
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#define antiOverflow 32
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t2.x = t2.x - t0.x;
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t2.y = t2.y - t0.y;
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t2.z = t2.z - t0.z;
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t1.x = (t1.x - t0.x) / antiOverflow;
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t1.y = (t1.y - t0.y) / antiOverflow;
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t1.z = (t1.z - t0.z) / antiOverflow;
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t2.x = (t2.x - t0.x) / antiOverflow;
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t2.y = (t2.y - t0.y) / antiOverflow;
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t2.z = (t2.z - t0.z) / antiOverflow;
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#undef antiOverflow
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S3L_crossProduct(t1,t2,n);
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S3L_normalizeVec3(n);
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