From d083bb7f6568738117cddc02605193685edc483e Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Miloslav=20=C4=8C=C3=AD=C5=BE?= Date: Tue, 28 May 2019 12:07:25 +0200 Subject: [PATCH] Start sorting --- small3dlib.h | 122 +++++++++++++++++++++++++++++++++++---------------- testSDL.c | 4 +- 2 files changed, 88 insertions(+), 38 deletions(-) diff --git a/small3dlib.h b/small3dlib.h index c22e11d..a07b6fe 100644 --- a/small3dlib.h +++ b/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 diff --git a/testSDL.c b/testSDL.c index 4aca3ac..0dce773 100644 --- a/testSDL.c +++ b/testSDL.c @@ -7,7 +7,9 @@ #include #include -#define S3L_Z_BUFFER 1 +#define S3L_Z_BUFFER 0 + +#define S3L_SORT S3L_SORT_BACK_TO_FRONT #define S3L_PIXEL_FUNCTION drawPixel