mirror of
https://git.coom.tech/drummyfish/small3dlib.git
synced 2024-11-20 20:29:58 +01:00
Start sorting
This commit is contained in:
parent
9448f5ca36
commit
d083bb7f65
2 changed files with 88 additions and 38 deletions
122
small3dlib.h
122
small3dlib.h
|
@ -1790,73 +1790,121 @@ static inline int8_t S3L_triangleIsVisible(
|
|||
return 1;
|
||||
}
|
||||
|
||||
static inline void _S3L_drawModelTriangle(
|
||||
S3L_Scene scene,
|
||||
S3L_Index modelIndex,
|
||||
S3L_Index triangleIndex,
|
||||
S3L_Mat4 *transformMatrix,
|
||||
S3L_Camera *camera)
|
||||
typedef struct
|
||||
{
|
||||
uint8_t modelIndex;
|
||||
S3L_Index triangleIndex;
|
||||
uint16_t sortValue;
|
||||
} S3L_TriangleToSort;
|
||||
|
||||
#if S3L_SORT != S3L_SORT_NONE
|
||||
S3L_TriangleToSort S3L_sortArray[S3L_MAX_TRIANGES_DRAWN];
|
||||
uint16_t S3L_sortArrayLength;
|
||||
#endif
|
||||
|
||||
void S3L_drawScene(S3L_Scene scene)
|
||||
{
|
||||
S3L_Mat4 matFinal, matCamera;
|
||||
S3L_Vec4 modelVertex, transformed0, transformed1, transformed2;
|
||||
S3L_Index vertexIndex;
|
||||
S3L_Model3D model;
|
||||
|
||||
model = scene.models[modelIndex];
|
||||
|
||||
modelVertex.w = S3L_FRACTIONS_PER_UNIT; // has to be "1.0" for translation
|
||||
S3L_Index modelIndex, triangleIndex;
|
||||
|
||||
#define project(n)\
|
||||
vertexIndex = model.triangles[triangleIndex * 3 + n] * 3;\
|
||||
modelVertex.x = model.vertices[vertexIndex];\
|
||||
modelVertex.y = model.vertices[vertexIndex + 1];\
|
||||
modelVertex.z = model.vertices[vertexIndex + 2];\
|
||||
S3L_vec3Xmat4(&modelVertex,transformMatrix);\
|
||||
S3L_vec3Xmat4(&modelVertex,&matFinal);\
|
||||
transformed##n.x = modelVertex.x;\
|
||||
transformed##n.y = modelVertex.y;\
|
||||
transformed##n.z = modelVertex.z;\
|
||||
transformed##n.w = S3L_FRACTIONS_PER_UNIT;\
|
||||
S3L_perspectiveDivide(&transformed##n,camera->focalLength);
|
||||
|
||||
/* TODO: maybe create an option that would use a cache here to not
|
||||
transform the same point twice? */
|
||||
|
||||
project(0)
|
||||
project(1)
|
||||
project(2)
|
||||
|
||||
#undef project
|
||||
|
||||
if (S3L_triangleIsVisible(transformed0,transformed1,transformed2,
|
||||
model.config.backfaceCulling))
|
||||
{
|
||||
S3L_drawTriangle(transformed0,transformed1,transformed2,&(model.config),
|
||||
camera,modelIndex,triangleIndex);
|
||||
}
|
||||
}
|
||||
|
||||
void S3L_drawScene(S3L_Scene scene)
|
||||
{
|
||||
S3L_Mat4 matFinal, matCamera;
|
||||
S3L_perspectiveDivide(&transformed##n,scene.camera.focalLength);
|
||||
|
||||
S3L_makeCameraMatrix(scene.camera.transform,&matCamera);
|
||||
|
||||
for (S3L_Index modelIndex; modelIndex < scene.modelCount; ++modelIndex)
|
||||
#if S3L_SORT != S3L_SORT_NONE
|
||||
uint16_t previousModel = 0;
|
||||
S3L_sortArrayLength = 0;
|
||||
#endif
|
||||
|
||||
for (modelIndex = 0; modelIndex < scene.modelCount; ++modelIndex)
|
||||
{
|
||||
S3L_makeWorldMatrix(scene.models[modelIndex].transform,&matFinal);
|
||||
S3L_mat4Xmat4(&matFinal,&matCamera);
|
||||
|
||||
S3L_Index triangleCount = scene.models[modelIndex].triangleCount;
|
||||
|
||||
S3L_Index triangleIndex = 0;
|
||||
triangleIndex = 0;
|
||||
|
||||
#if S3L_SORT != S3L_SORT_NONE
|
||||
previousModel = modelIndex;
|
||||
#endif
|
||||
|
||||
while (triangleIndex < triangleCount)
|
||||
{
|
||||
_S3L_drawModelTriangle(
|
||||
scene,modelIndex,triangleIndex,&matFinal,&(scene.camera));
|
||||
model = scene.models[modelIndex];
|
||||
|
||||
modelVertex.w = S3L_FRACTIONS_PER_UNIT; // has to be "1.0" for translat.
|
||||
|
||||
/* TODO: maybe create an option that would use a cache here to not
|
||||
transform the same point twice? */
|
||||
|
||||
project(0)
|
||||
project(1)
|
||||
project(2)
|
||||
|
||||
if (S3L_triangleIsVisible(transformed0,transformed1,transformed2,
|
||||
model.config.backfaceCulling))
|
||||
{
|
||||
#if S3L_SORT == S3L_SORT_NONE
|
||||
// without sorting draw right away
|
||||
S3L_drawTriangle(transformed0,transformed1,transformed2,
|
||||
&(model.config),&(scene.camera),modelIndex,triangleIndex);
|
||||
#else
|
||||
// with sorting add to a sort list
|
||||
S3L_sortArray[S3L_sortArrayLength].modelIndex = modelIndex;
|
||||
S3L_sortArray[S3L_sortArrayLength].triangleIndex = triangleIndex;
|
||||
S3L_sortArray[S3L_sortArrayLength].sortValue =
|
||||
(transformed0.z + transformed1.z + transformed2.z) >> 2;
|
||||
S3L_sortArrayLength++;
|
||||
#endif
|
||||
}
|
||||
++triangleIndex;
|
||||
}
|
||||
}
|
||||
|
||||
#if S3L_SORT != S3L_SORT_NONE
|
||||
|
||||
// TODO: sort
|
||||
|
||||
for (S3L_Index i = 0; i < S3L_sortArrayLength; ++i)
|
||||
{
|
||||
modelIndex = S3L_sortArray[i].modelIndex;
|
||||
triangleIndex = S3L_sortArray[i].triangleIndex;
|
||||
|
||||
model = scene.models[modelIndex];
|
||||
modelVertex.w = S3L_FRACTIONS_PER_UNIT; // has to be "1.0" for translat.
|
||||
|
||||
if (modelIndex != previousModel)
|
||||
{
|
||||
S3L_makeWorldMatrix(model.transform,&matFinal);
|
||||
S3L_mat4Xmat4(&matFinal,&matCamera);
|
||||
previousModel = modelIndex;
|
||||
}
|
||||
|
||||
project(0)
|
||||
project(1)
|
||||
project(2)
|
||||
|
||||
S3L_drawTriangle(transformed0,transformed1,transformed2,
|
||||
&(model.config),&(scene.camera),modelIndex,triangleIndex);
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
#undef project
|
||||
}
|
||||
|
||||
#endif
|
||||
|
|
|
@ -7,7 +7,9 @@
|
|||
#include <stdio.h>
|
||||
#include <math.h>
|
||||
|
||||
#define S3L_Z_BUFFER 1
|
||||
#define S3L_Z_BUFFER 0
|
||||
|
||||
#define S3L_SORT S3L_SORT_BACK_TO_FRONT
|
||||
|
||||
#define S3L_PIXEL_FUNCTION drawPixel
|
||||
|
||||
|
|
Loading…
Reference in a new issue