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Refactor a bit
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commit
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2 changed files with 17 additions and 12 deletions
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@ -12,9 +12,9 @@
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#define S3L_FLAT 0
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#define S3L_STRICT_NEAR_CULLING 0
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#define S3L_PERSPECTIVE_CORRECTION 2
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#define S3L_SORT 2
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#define S3L_STENCIL_BUFFER 1
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#define S3L_Z_BUFFER 0
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#define S3L_SORT 0
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#define S3L_STENCIL_BUFFER 0
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#define S3L_Z_BUFFER 1
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#define S3L_PIXEL_FUNCTION drawPixel
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23
small3dlib.h
23
small3dlib.h
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@ -472,7 +472,7 @@ static inline void S3L_initPixelInfo(S3L_PixelInfo *p);
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conditions (each fall into <0,S3L_FRACTIONS_PER_UNIT>, sum =
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S3L_FRACTIONS_PER_UNIT). Note that doing this per-pixel can slow the program
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down significantly. */
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static inline void S3LcorrectBarycentricCoords(S3L_Unit barycentric[3]);
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static inline void S3L_correctBarycentricCoords(S3L_Unit barycentric[3]);
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// general helper functions
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static inline S3L_Unit S3L_abs(S3L_Unit value);
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@ -555,8 +555,6 @@ void S3L_drawTriangle(
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S3L_Vec4 point0,
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S3L_Vec4 point1,
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S3L_Vec4 point2,
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const S3L_DrawConfig *config,
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const S3L_Camera *camera,
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S3L_Index modelIndex,
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S3L_Index triangleIndex);
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@ -631,6 +629,8 @@ static inline void S3L_rotate2DPoint(S3L_Unit *x, S3L_Unit *y, S3L_Unit angle);
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//=============================================================================
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// privates
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#define S3L_UNUSED(what) (void)(what) ///< helper macro for unused vars
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#define S3L_HALF_RESOLUTION_X (S3L_RESOLUTION_X >> 1)
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#define S3L_HALF_RESOLUTION_Y (S3L_RESOLUTION_Y >> 1)
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@ -674,6 +674,9 @@ S3L_Unit S3L_zBufferRead(S3L_ScreenCoord x, S3L_ScreenCoord y)
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#if S3L_Z_BUFFER
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return S3L_zBuffer[y * S3L_RESOLUTION_X + x];
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#else
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S3L_UNUSED(x);
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S3L_UNUSED(y);
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return 0;
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#endif
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}
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@ -682,6 +685,10 @@ void S3L_zBufferWrite(S3L_ScreenCoord x, S3L_ScreenCoord y, S3L_Unit value)
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{
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#if S3L_Z_BUFFER
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S3L_zBuffer[y * S3L_RESOLUTION_X + x] = value;
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#else
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S3L_UNUSED(x);
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S3L_UNUSED(y);
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S3L_UNUSED(value);
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#endif
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}
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@ -1593,8 +1600,6 @@ void S3L_drawTriangle(
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S3L_Vec4 point0,
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S3L_Vec4 point1,
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S3L_Vec4 point2,
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const S3L_DrawConfig *config,
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const S3L_Camera *camera,
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S3L_Index modelIndex,
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S3L_Index triangleIndex)
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{
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@ -2324,8 +2329,8 @@ void S3L_drawScene(S3L_Scene scene)
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{
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#if S3L_SORT == 0
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// without sorting draw right away
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S3L_drawTriangle(transformed0,transformed1,transformed2,
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&(model->config),&(scene.camera),modelIndex,triangleIndex);
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S3L_drawTriangle(transformed0,transformed1,transformed2,modelIndex,
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triangleIndex);
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#else
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if (S3L_sortArrayLength >= S3L_MAX_TRIANGES_DRAWN)
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break;
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@ -2406,8 +2411,8 @@ void S3L_drawScene(S3L_Scene scene)
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_S3L_projectVertex(model,triangleIndex,2,&matFinal,
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&transformed2,scene.camera.focalLength);
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S3L_drawTriangle(transformed0,transformed1,transformed2,
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&(model->config),&(scene.camera),modelIndex,triangleIndex);
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S3L_drawTriangle(transformed0,transformed1,transformed2,modelIndex,
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triangleIndex);
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}
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#endif
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}
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