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mirror of https://git.coom.tech/drummyfish/small3dlib.git synced 2024-11-21 20:39:57 +01:00

Stash drawing modes

This commit is contained in:
Miloslav Číž 2019-05-30 17:45:26 +02:00
parent f446b046e4
commit d18807b077
2 changed files with 25 additions and 109 deletions

View file

@ -430,7 +430,6 @@ static inline void S3L_initCamera(S3L_Camera *c);
typedef struct
{
uint8_t backfaceCulling;
uint8_t mode;
} S3L_DrawConfig;
void S3L_initDrawConfig(S3L_DrawConfig *config);
@ -477,10 +476,6 @@ static inline void S3L_initPixelInfo(S3L_PixelInfo *p);
#define S3L_BACKFACE_CULLING_CW 1
#define S3L_BACKFACE_CULLING_CCW 2
#define S3L_MODE_TRIANGLES 0
#define S3L_MODE_LINES 1
#define S3L_MODE_POINTS 2
// general helper functions
static inline S3L_Unit S3L_abs(S3L_Unit value);
static inline S3L_Unit S3L_min(S3L_Unit v1, S3L_Unit v2);
@ -1045,11 +1040,10 @@ void S3L_initPixelInfo(S3L_PixelInfo *p) // TODO: maybe non-pointer for p
void S3L_initDrawConfig(S3L_DrawConfig *config)
{
config->backfaceCulling = 1;
config->mode = S3L_MODE_TRIANGLES;
}
void S3L_PIXEL_FUNCTION(S3L_PixelInfo *pixel); // forward decl
// TODO: ^ should be inline?
static inline void S3L_PIXEL_FUNCTION(S3L_PixelInfo *pixel); // forward decl
typedef struct
{
int16_t steps;
@ -1288,13 +1282,20 @@ void S3L_newFrame()
S3L_stencilBufferClear();
}
void _S3L_drawFilledTriangle(
void S3L_drawTriangle(
S3L_Vec4 point0,
S3L_Vec4 point1,
S3L_Vec4 point2,
const S3L_DrawConfig *config,
const S3L_Camera *camera,
S3L_PixelInfo *p)
S3L_Index modelID,
S3L_Index triangleID)
{
S3L_PixelInfo p;
S3L_initPixelInfo(&p);
p.modelID = modelID;
p.triangleID = triangleID;
S3L_Vec4 *tPointPP, *lPointPP, *rPointPP; /* points in projction plane space
(in Units, normalized by
S3L_FRACTIONS_PER_UNIT) */
@ -1321,7 +1322,7 @@ void _S3L_drawFilledTriangle(
tPointSx = x##t;\
tPointSy = y##t;\
tPointPP = &point##t;\
barycentric2 = &(p->barycentric##t);\
barycentric2 = &(p.barycentric##t);\
int16_t aDx = x##a - x##t;\
int16_t bDx = x##b - x##t;\
int16_t aDy = S3L_nonZero(y##a - y##t);\
@ -1331,16 +1332,16 @@ void _S3L_drawFilledTriangle(
lPointSx = x##a; lPointSy = y##a;\
rPointSx = x##b; rPointSy = y##b;\
lPointPP = &point##a; rPointPP = &point##b;\
barycentric0 = &(p->barycentric##b);\
barycentric1 = &(p->barycentric##a);\
barycentric0 = &(p.barycentric##b);\
barycentric1 = &(p.barycentric##a);\
}\
else\
{\
lPointSx = x##b; lPointSy = y##b;\
rPointSx = x##a; rPointSy = y##a;\
lPointPP = &point##b; rPointPP = &point##a;\
barycentric0 = &(p->barycentric##a);\
barycentric1 = &(p->barycentric##b);\
barycentric0 = &(p.barycentric##a);\
barycentric1 = &(p.barycentric##b);\
}\
}
@ -1535,7 +1536,7 @@ void _S3L_drawFilledTriangle(
{ /* TODO: ^ This is bad though, a single large
triangle outside he top of the screen will trigger
a long loop. Try to FIX THIS! */
p->y = currentY;
p.y = currentY;
// draw the horizontal line
@ -1604,10 +1605,10 @@ void _S3L_drawFilledTriangle(
for (S3L_ScreenCoord x = lXClipped; x < rXClipped; ++x)
{
#if S3L_STENCIL_BUFFER
if (!S3L_stencilTest(x,p->y))
if (!S3L_stencilTest(x,p.y))
continue;
#endif
p->x = x;
p.x = x;
#if S3L_PERSPECTIVE_CORRECTION == 1
S3L_Unit rowT =
@ -1617,20 +1618,20 @@ void _S3L_drawFilledTriangle(
#if S3L_COMPUTE_DEPTH
#if S3L_PERSPECTIVE_CORRECTION == 1
p->depth = S3L_interpolateByUnit(lDepth,rDepth,rowT);
p.depth = S3L_interpolateByUnit(lDepth,rDepth,rowT);
#else
p->depth = S3L_getFastLerpValue(depthFLS);
p.depth = S3L_getFastLerpValue(depthFLS);
S3L_stepFastLerp(depthFLS);
#endif
#if S3L_NEAR_CLAMPING
if (p->depth < S3L_NEAR)
if (p.depth < S3L_NEAR)
continue;
#endif
#endif
#if S3L_Z_BUFFER
if (!S3L_zTest(p->x,p->y,p->depth))
if (!S3L_zTest(p.x,p.y,p.depth))
continue;
#endif
@ -1650,7 +1651,7 @@ void _S3L_drawFilledTriangle(
*barycentric2 = S3L_FRACTIONS_PER_UNIT - *barycentric0 - *barycentric1;
S3L_PIXEL_FUNCTION(p);
S3L_PIXEL_FUNCTION(&p);
}
} // y clipping
@ -1671,91 +1672,6 @@ void _S3L_drawFilledTriangle(
#undef stepSide
}
void S3L_drawTriangle(
S3L_Vec4 point0,
S3L_Vec4 point1,
S3L_Vec4 point2,
const S3L_DrawConfig *config,
const S3L_Camera *camera,
S3L_Index modelID,
S3L_Index triangleID)
{
S3L_PixelInfo p;
S3L_initPixelInfo(&p);
p.modelID = modelID;
p.triangleID = triangleID;
if (config->mode == S3L_MODE_TRIANGLES) // triangle mode
{
/* This function will perform the mapping to screen space itself, it needs
the original values, hence no conversion here. */
_S3L_drawFilledTriangle(point0,point1,point2,camera,&p);
return;
}
// map to screen space
S3L_ScreenCoord x0, y0, x1, y1, x2, y2;
S3L_mapProjectionPlaneToScreen(point0,&x0,&y0);
S3L_mapProjectionPlaneToScreen(point1,&x1,&y1);
S3L_mapProjectionPlaneToScreen(point2,&x2,&y2);
if (config->mode == S3L_MODE_LINES) // line mode
{
S3L_BresenhamState line;
S3L_Unit lineLen;
#define drawLine(p1,p2)\
S3L_bresenhamInit(&line,x##p1,y##p1,x##p2,y##p2);\
p.barycentric0 = 0;\
p.barycentric1 = 0;\
p.barycentric2 = 0;\
lineLen = S3L_nonZero(line.steps);\
do\
{\
if (line.x >= 0 && line.x < S3L_RESOLUTION_X &&\
line.y >= 0 && line.y < S3L_RESOLUTION_Y)\
{\
p.x = line.x; p.y = line.y;\
p.barycentric##p1 = S3L_interpolateFrom0(\
S3L_FRACTIONS_PER_UNIT,line.steps,lineLen); \
p.barycentric##p2 = S3L_FRACTIONS_PER_UNIT - p.barycentric##p1;\
S3L_PIXEL_FUNCTION(&p);\
}\
} while (S3L_bresenhamStep(&line));
drawLine(0,1)
drawLine(2,0)
drawLine(1,2)
#undef drawLine
}
else // point mode
{
if (x0 >= 0 && x0 < S3L_RESOLUTION_X && y0 >= 0 && y0 < S3L_RESOLUTION_Y)
{
p.x = x0; p.y = y0; p.barycentric0 = S3L_FRACTIONS_PER_UNIT;
p.barycentric1 = 0; p.barycentric2 = 0;
S3L_PIXEL_FUNCTION(&p);
}
if (x1 >= 0 && x1 < S3L_RESOLUTION_X && y1 >= 0 && y1 < S3L_RESOLUTION_Y)
{
p.x = x1; p.y = y1; p.barycentric0 = 0;
p.barycentric1 = S3L_FRACTIONS_PER_UNIT; p.barycentric2 = 0;
S3L_PIXEL_FUNCTION(&p);
}
if (x2 >= 0 && x2 < S3L_RESOLUTION_X && y2 >= 0 && y2 < S3L_RESOLUTION_Y)
{
p.x = x2; p.y = y2; p.barycentric0 = 0;
p.barycentric1 = 0; p.barycentric2 = S3L_FRACTIONS_PER_UNIT;
S3L_PIXEL_FUNCTION(&p);
}
}
}
void S3L_rotate2DPoint(S3L_Unit *x, S3L_Unit *y, S3L_Unit angle)
{
if (angle < S3L_SIN_TABLE_UNIT_STEP)

View file

@ -7,7 +7,7 @@
#include <stdio.h>
#include <math.h>
#define S3L_PRESET_EMBEDDED
#define S3L_PRESET_HIGHEST_QUALITY
#define S3L_PIXEL_FUNCTION drawPixel