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Rename functions

This commit is contained in:
Miloslav Ciz 2021-12-28 16:25:22 -06:00
parent 116a93fea0
commit da45121e10
20 changed files with 107 additions and 107 deletions

View file

@ -21519,7 +21519,7 @@ S3L_Model3D alligatorModel;
void alligatorModelInit()
{
S3L_initModel3D(
S3L_model3DInit(
alligatorVertices,
ALLIGATOR_VERTEX_COUNT,
alligatorTriangleIndices,

View file

@ -93,7 +93,7 @@ S3L_Model3D carModel;
void carModelInit()
{
S3L_initModel3D(
S3L_model3DInit(
carVertices,
CAR_VERTEX_COUNT,
carTriangleIndices,

View file

@ -398,7 +398,7 @@ S3L_Model3D cat1Model;
void cat1ModelInit()
{
S3L_initModel3D(
S3L_model3DInit(
cat1Vertices,
CAT1_VERTEX_COUNT,
cat1TriangleIndices,

View file

@ -398,7 +398,7 @@ S3L_Model3D cat2Model;
void cat2ModelInit()
{
S3L_initModel3D(
S3L_model3DInit(
cat2Vertices,
CAT2_VERTEX_COUNT,
cat2TriangleIndices,

View file

@ -757,7 +757,7 @@ S3L_Model3D chestModel;
void chestModelInit()
{
S3L_initModel3D(
S3L_model3DInit(
chestVertices,
CHEST_VERTEX_COUNT,
chestTriangleIndices,

View file

@ -195,9 +195,9 @@ int main()
models[0] = cityModel;
models[1] = carModel;
S3L_initScene(models,2,&scene);
S3L_sceneInit(models,2,&scene);
S3L_setTransform3D(1909,16,-3317,0,-510,0,512,512,512,&(models[1].transform));
S3L_transform3DSet(1909,16,-3317,0,-510,0,512,512,512,&(models[1].transform));
int running = 1;
@ -207,7 +207,7 @@ int main()
S3L_Vec4 carDirection;
S3L_initVec4(&carDirection);
S3L_vec4Init(&carDirection);
scene.camera.transform.translation.y = S3L_FRACTIONS_PER_UNIT / 2;
scene.camera.transform.rotation.x = -S3L_FRACTIONS_PER_UNIT / 16;

View file

@ -947,7 +947,7 @@ S3L_Model3D cityModel;
void cityModelInit()
{
S3L_initModel3D(
S3L_model3DInit(
cityVertices,
CITY_VERTEX_COUNT,
cityTriangleIndices,

View file

@ -79,10 +79,10 @@ void drawPixel(S3L_PixelInfo *p)
normal.y = S3L_interpolateBarycentric(n0.y,n1.y,n2.y,p->barycentric);
normal.z = S3L_interpolateBarycentric(n0.z,n1.z,n2.z,p->barycentric);
S3L_normalizeVec3(&normal);
S3L_vec3Normalize(&normal);
S3L_Unit shading =
(S3L_dotProductVec3(normal,toLight) + S3L_FRACTIONS_PER_UNIT) / 2;
(S3L_vec3Dot(normal,toLight) + S3L_FRACTIONS_PER_UNIT) / 2;
shading = S3L_interpolate(shading,0,p->depth,32 * S3L_FRACTIONS_PER_UNIT);
@ -95,15 +95,15 @@ void drawPixel(S3L_PixelInfo *p)
int main()
{
S3L_setVec4(&toLight,10,-10,-10,0);
S3L_vec4Set(&toLight,10,-10,-10,0);
S3L_normalizeVec3(&toLight);
S3L_vec3Normalize(&toLight);
alligatorModelInit();
S3L_computeModelNormals(alligatorModel,normals,0);
S3L_initScene(&alligatorModel,1,&scene);
S3L_sceneInit(&alligatorModel,1,&scene);
scene.camera.transform.translation.z = -8 * S3L_FRACTIONS_PER_UNIT;
scene.camera.transform.translation.x = 9 * S3L_FRACTIONS_PER_UNIT;

View file

@ -721,7 +721,7 @@ S3L_Model3D houseModel;
void houseModelInit()
{
S3L_initModel3D(
S3L_model3DInit(
houseVertices,
HOUSE_VERTEX_COUNT,
houseTriangleIndices,

View file

@ -213,7 +213,7 @@ void drawPixel(S3L_PixelInfo *p)
toCameraDirection.x = scene.camera.transform.translation.x - position.x;
toCameraDirection.y = scene.camera.transform.translation.y - position.y;
toCameraDirection.z = scene.camera.transform.translation.z - position.z;
S3L_normalizeVec3(&toCameraDirection);
S3L_vec3Normalize(&toCameraDirection);
if (p->modelIndex == WATER_MODEL_INDEX)
{
@ -267,11 +267,11 @@ void drawPixel(S3L_PixelInfo *p)
v = S3L_interpolateBarycentric(uv0.y,uv1.y,uv2.y,p->barycentric) / ((float) S3L_FRACTIONS_PER_UNIT);
}
S3L_normalizeVec3(&normal);
S3L_vec3Normalize(&normal);
S3L_reflect(toLightDirection,normal,&reflected);
float diffuse = 0.5 - (S3L_dotProductVec3(toLightDirection,normal) / ((float) S3L_FRACTIONS_PER_UNIT)) * 0.5;
float specular = 0.5 + (S3L_dotProductVec3(reflected,toCameraDirection) / ((float) S3L_FRACTIONS_PER_UNIT)) * 0.5;
float diffuse = 0.5 - (S3L_vec3Dot(toLightDirection,normal) / ((float) S3L_FRACTIONS_PER_UNIT)) * 0.5;
float specular = 0.5 + (S3L_vec3Dot(reflected,toCameraDirection) / ((float) S3L_FRACTIONS_PER_UNIT)) * 0.5;
float fog = (p->depth / ((float) S3L_FRACTIONS_PER_UNIT * 20));
if (fog > 1.0)
@ -298,7 +298,7 @@ void drawPixel(S3L_PixelInfo *p)
previousColor[1] = frameBuffer[index + 1];
previousColor[2] = frameBuffer[index + 2];
float fresnel = 0.5 + (S3L_dotProductVec3(toCameraDirection,normal) / ((float) S3L_FRACTIONS_PER_UNIT)) * 0.5;
float fresnel = 0.5 + (S3L_vec3Dot(toCameraDirection,normal) / ((float) S3L_FRACTIONS_PER_UNIT)) * 0.5;
color[0] = interpolate(150,0,fresnel);
color[1] = interpolate(230,10,fresnel);
@ -418,7 +418,7 @@ int main()
toLightDirection.z = 10;
toLightDirection.w = 0;
S3L_normalizeVec3(&toLightDirection);
S3L_vec3Normalize(&toLightDirection);
treeModelInit();
@ -428,11 +428,11 @@ int main()
S3L_Unit scale = S3L_FRACTIONS_PER_UNIT / 4;
S3L_setTransform3D(0,1.2 * S3L_FRACTIONS_PER_UNIT,-1.5 * S3L_FRACTIONS_PER_UNIT,0,0,0,scale,scale,scale,&(models[0].transform));
S3L_setTransform3D(0.95 * S3L_FRACTIONS_PER_UNIT,1.3 * S3L_FRACTIONS_PER_UNIT,0,0,0,0,scale,scale * 1.3,scale,&(models[1].transform));
S3L_setTransform3D(-2 * S3L_FRACTIONS_PER_UNIT,0.8 * S3L_FRACTIONS_PER_UNIT,1.5 * S3L_FRACTIONS_PER_UNIT,0,0,0,scale,scale,scale,&(models[2].transform));
S3L_transform3DSet(0,1.2 * S3L_FRACTIONS_PER_UNIT,-1.5 * S3L_FRACTIONS_PER_UNIT,0,0,0,scale,scale,scale,&(models[0].transform));
S3L_transform3DSet(0.95 * S3L_FRACTIONS_PER_UNIT,1.3 * S3L_FRACTIONS_PER_UNIT,0,0,0,0,scale,scale * 1.3,scale,&(models[1].transform));
S3L_transform3DSet(-2 * S3L_FRACTIONS_PER_UNIT,0.8 * S3L_FRACTIONS_PER_UNIT,1.5 * S3L_FRACTIONS_PER_UNIT,0,0,0,scale,scale,scale,&(models[2].transform));
S3L_initModel3D(
S3L_model3DInit(
terrainVertices,
GRID_W * GRID_H,
gridTriangles,
@ -442,21 +442,21 @@ int main()
S3L_computeModelNormals(models[ISLAND_MODEL_INDEX],terrainNormals,0);
S3L_computeModelNormals(treeModel,treeNormals,0);
S3L_initModel3D(
S3L_model3DInit(
waterVertices,
GRID_W * GRID_H,
gridTriangles,
GRID_TRIANGLES,
&(models[WATER_MODEL_INDEX]));
S3L_initScene(models,MODELS_TOTAL,&scene);
S3L_sceneInit(models,MODELS_TOTAL,&scene);
char fileName[] = "test00.ppm";
S3L_Transform3D transform0, transform1;
S3L_initTransform3D(&transform0);
S3L_initTransform3D(&transform1);
S3L_transform3DInit(&transform0);
S3L_transform3DInit(&transform1);
transform0.translation.x = -2 * S3L_FRACTIONS_PER_UNIT;
transform0.translation.y = 5 * S3L_FRACTIONS_PER_UNIT;

View file

@ -238,7 +238,7 @@ int main()
levelModelInit();
S3L_initScene(&levelModel,1,&scene);
S3L_sceneInit(&levelModel,1,&scene);
int running = 1;

View file

@ -1390,7 +1390,7 @@ S3L_Model3D levelModel;
void levelModelInit()
{
S3L_initModel3D(
S3L_model3DInit(
levelVertices,
LEVEL_VERTEX_COUNT,
levelTriangleIndices,

View file

@ -1,6 +1,6 @@
#!/bin/bash
PROGRAM=test
PROGRAM=testTerminal
clear; clear; g++ -x c -g -fmax-errors=5 -pedantic -O3 -Wall -Wextra -Wstrict-prototypes -Wold-style-definition -Wno-unused-parameter -Wno-missing-field-initializers -o $PROGRAM $PROGRAM.c -lSDL2 2>&1 >/dev/null && ./$PROGRAM
#clear; clear; clang -x c -g -pedantic -O3 -Wall -Wextra -o $PROGRAM $PROGRAM.c -lSDL2 2>&1 >/dev/null && ./$PROGRAM

View file

@ -187,9 +187,9 @@ void drawPixel(S3L_PixelInfo *p)
{
S3L_getIndexedTriangleValues(p->triangleIndex,model.triangles,normals,3,&n0,&n1,&n2);
l0 = 256 + S3L_clamp(S3L_dotProductVec3(n0,toLight),-511,511) / 2;
l1 = 256 + S3L_clamp(S3L_dotProductVec3(n1,toLight),-511,511) / 2;
l2 = 256 + S3L_clamp(S3L_dotProductVec3(n2,toLight),-511,511) / 2;
l0 = 256 + S3L_clamp(S3L_vec3Dot(n0,toLight),-511,511) / 2;
l1 = 256 + S3L_clamp(S3L_vec3Dot(n1,toLight),-511,511) / 2;
l2 = 256 + S3L_clamp(S3L_vec3Dot(n2,toLight),-511,511) / 2;
}
previousTriangle = p->triangleID;
@ -242,7 +242,7 @@ void drawPixel(S3L_PixelInfo *p)
n.y = S3L_interpolateBarycentric(n0.y,n1.y,n2.y,p->barycentric);
n.z = S3L_interpolateBarycentric(n0.z,n1.z,n2.z,p->barycentric);
S3L_normalizeVec3(&n);
S3L_vec3Normalize(&n);
r = S3L_clamp(128 + n.x / 4,0,255);
g = S3L_clamp(128 + n.y / 4,0,255);
@ -346,8 +346,8 @@ void setModel(uint8_t index)
#undef modelCase
S3L_initTransform3D(&(scene.models[0].transform));
S3L_initDrawConfig(&(scene.models[0].config));
S3L_transform3DInit(&(scene.models[0].transform));
S3L_drawConfigInit(&(scene.models[0].config));
if (index == 3)
{
@ -380,9 +380,9 @@ int main()
toLight.y = 10;
toLight.z = 10;
S3L_normalizeVec3(&toLight);
S3L_vec3Normalize(&toLight);
S3L_initScene(&model,1,&scene);
S3L_sceneInit(&model,1,&scene);
houseModelInit();
chestModelInit();

View file

@ -45,7 +45,7 @@ S3L_Model3D plantModel;
void plantModelInit()
{
S3L_initModel3D(
S3L_model3DInit(
plantVertices,
PLANT_VERTEX_COUNT,
plantTriangleIndices,

View file

@ -104,9 +104,9 @@ int testTriangleRasterization(
S3L_Vec4 p0, p1, p2;
S3L_setVec4(&p0,x0,y0,1000,0);
S3L_setVec4(&p1,x1,y1,1000,0);
S3L_setVec4(&p2,x2,y2,1000,0);
S3L_vec4Set(&p0,x0,y0,1000,0);
S3L_vec4Set(&p1,x1,y1,1000,0);
S3L_vec4Set(&p2,x2,y2,1000,0);
S3L_drawTriangle(p0,p1,p2,0,0);
@ -329,9 +329,9 @@ int testRasterization(void)
#define dt(i1,i2,i3)\
{\
S3L_Vec4 p0, p1, p2;\
S3L_setVec4(&p0,coords[2*i1],coords[2*i1 + 1],1000,0);\
S3L_setVec4(&p1,coords[2*i2],coords[2*i2+1],1000,0);\
S3L_setVec4(&p2,coords[2*i3],coords[2*i3+1],1000,0);\
S3L_vec4Set(&p0,coords[2*i1],coords[2*i1 + 1],1000,0);\
S3L_vec4Set(&p1,coords[2*i2],coords[2*i2+1],1000,0);\
S3L_vec4Set(&p2,coords[2*i3],coords[2*i3+1],1000,0);\
S3L_drawTriangle(p0,p1,p2,0,0);\
}
@ -433,14 +433,14 @@ int testGeneral(void)
{
S3L_Vec4 v;
S3L_setVec4(&v,x,y,z,0);
S3L_normalizeVec3Fast(&v);
S3L_vec4Set(&v,x,y,z,0);
S3L_vec3NormalizeFast(&v);
double l0 = vec3Len(v);
double e0 = absVal(l0 - S3L_FRACTIONS_PER_UNIT);
S3L_setVec4(&v,x,y,z,0);
S3L_normalizeVec3(&v);
S3L_vec4Set(&v,x,y,z,0);
S3L_vec3Normalize(&v);
double l1 = vec3Len(v);
double e1 = absVal(l1 - S3L_FRACTIONS_PER_UNIT);
@ -478,8 +478,8 @@ int testRender(void)
memset(testScreen,'.',S3L_RESOLUTION_X * S3L_RESOLUTION_Y);
S3L_initModel3D(cubeVertices,S3L_CUBE_VERTEX_COUNT,cubeTriangles,S3L_CUBE_TRIANGLE_COUNT,&cubeModel);
S3L_initModel3D(triangleVertices,3,triangleTriangles,1,&triangleModel);
S3L_model3DInit(cubeVertices,S3L_CUBE_VERTEX_COUNT,cubeTriangles,S3L_CUBE_TRIANGLE_COUNT,&cubeModel);
S3L_model3DInit(triangleVertices,3,triangleTriangles,1,&triangleModel);
models[0] = cubeModel;
models[0].transform.translation.z -= S3L_FRACTIONS_PER_UNIT;
@ -500,7 +500,7 @@ int testRender(void)
models[3].transform.translation.y = 1200;
models[3].transform.rotation.x = S3L_FRACTIONS_PER_UNIT / 2; // turn away, test BF culling
S3L_initScene(models,4,&scene);
S3L_sceneInit(models,4,&scene);
scene.camera.transform.translation.z = -2 * S3L_FRACTIONS_PER_UNIT;
scene.camera.transform.translation.y = S3L_FRACTIONS_PER_UNIT / 3;
@ -534,10 +534,10 @@ int main(void)
S3L_Mat4 m, m2;
S3L_Vec4 v;
S3L_initMat4(&m);
S3L_mat4Init(&m);
S3L_logMat4(m);
S3L_initVec4(&v);
S3L_vec4Init(&v);
S3L_logVec4(v);

View file

@ -55,14 +55,14 @@ void drawPixel(S3L_PixelInfo *p)
int main()
{
S3L_initModel3D(
S3L_model3DInit(
cubeVertices,
S3L_CUBE_VERTEX_COUNT,
cubeTriangles,
S3L_CUBE_TRIANGLE_COUNT,
&cubeModel);
S3L_initScene( // Initialize the scene we'll be rendering.
S3L_sceneInit( // Initialize the scene we'll be rendering.
&cubeModel, // This is like an array with only one model in it.
1,
&scene);

View file

@ -189,7 +189,7 @@ S3L_Model3D treeModel;
void treeModelInit()
{
S3L_initModel3D(
S3L_model3DInit(
treeVertices,
TREE_VERTEX_COUNT,
treeTriangleIndices,

View file

@ -10,7 +10,7 @@
license: CC0 1.0 (public domain)
found at https://creativecommons.org/publicdomain/zero/1.0/
+ additional waiver of all IP
version: 0.853d
version: 0.860d
Before including the library, define S3L_PIXEL_FUNCTION to the name of the
function you'll be using to draw single pixels (this function will be called
@ -249,7 +249,7 @@ typedef uint16_t S3L_Index;
#endif
#if S3L_PERSPECTIVE_CORRECTION
#define S3L_COMPUTE_DEPTH 1 // PC inevitably computes depth, so enable it
#define S3L_COMPUTE_DEPTH 1 // PC inevitably computes depth, so enable it
#endif
#ifndef S3L_COMPUTE_DEPTH
@ -363,8 +363,8 @@ typedef struct
#define S3L_logVec4(v)\
printf("Vec4: %d %d %d %d\n",((v).x),((v).y),((v).z),((v).w))
static inline void S3L_initVec4(S3L_Vec4 *v);
static inline void S3L_setVec4(S3L_Vec4 *v, S3L_Unit x, S3L_Unit y,
static inline void S3L_vec4Init(S3L_Vec4 *v);
static inline void S3L_vec4Set(S3L_Vec4 *v, S3L_Unit x, S3L_Unit y,
S3L_Unit z, S3L_Unit w);
static inline void S3L_vec3Add(S3L_Vec4 *result, S3L_Vec4 added);
static inline void S3L_vec3Sub(S3L_Vec4 *result, S3L_Vec4 substracted);
@ -373,16 +373,16 @@ S3L_Unit S3L_vec3Length(S3L_Vec4 v);
/** Normalizes Vec3. Note that this function tries to normalize correctly
rather than quickly! If you need to normalize quickly, do it yourself in a
way that best fits your case. */
void S3L_normalizeVec3(S3L_Vec4 *v);
void S3L_vec3Normalize(S3L_Vec4 *v);
/** Like S3L_normalizeVec3, but doesn't perform any checks on the input vector,
/** Like S3L_vec3Normalize, but doesn't perform any checks on the input vector,
which is faster, but can be very innacurate or overflowing. You are supposed
to provide a "nice" vector (not too big or small). */
static inline void S3L_normalizeVec3Fast(S3L_Vec4 *v);
static inline void S3L_vec3NormalizeFast(S3L_Vec4 *v);
S3L_Unit S3L_vec2Length(S3L_Vec4 v);
void S3L_crossProduct(S3L_Vec4 a, S3L_Vec4 b, S3L_Vec4 *result);
static inline S3L_Unit S3L_dotProductVec3(S3L_Vec4 a, S3L_Vec4 b);
void S3L_vec3Cross(S3L_Vec4 a, S3L_Vec4 b, S3L_Vec4 *result);
static inline S3L_Unit S3L_vec3Dot(S3L_Vec4 a, S3L_Vec4 b);
/** Computes a reflection direction (typically used e.g. for specular component
in Phong illumination). The input vectors must be normalized. The result will
@ -415,11 +415,11 @@ typedef struct
(t).rotation.x,(t).rotation.y,(t).rotation.z,\
(t).scale.x,(t).scale.y,(t).scale.z)
static inline void S3L_initTransform3D(S3L_Transform3D *t);
static inline void S3L_transform3DInit(S3L_Transform3D *t);
void S3L_lookAt(S3L_Vec4 pointTo, S3L_Transform3D *t);
void S3L_setTransform3D(
void S3L_transform3DSet(
S3L_Unit tx,
S3L_Unit ty,
S3L_Unit tz,
@ -452,11 +452,11 @@ typedef S3L_Unit S3L_Mat4[4][4];
(m)[0][3],(m)[1][3],(m)[2][3],(m)[3][3])
/** Initializes a 4x4 matrix to identity. */
static inline void S3L_initMat4(S3L_Mat4 m);
static inline void S3L_mat4Init(S3L_Mat4 m);
void S3L_copyMat4(S3L_Mat4 src, S3L_Mat4 dst);
void S3L_mat4Copy(S3L_Mat4 src, S3L_Mat4 dst);
void S3L_transposeMat4(S3L_Mat4 m);
void S3L_mat4Transpose(S3L_Mat4 m);
void S3L_makeTranslationMat(
S3L_Unit offsetX,
@ -502,7 +502,7 @@ typedef struct
S3L_Transform3D transform;
} S3L_Camera;
void S3L_initCamera(S3L_Camera *camera);
void S3L_cameraInit(S3L_Camera *camera);
typedef struct
{
@ -514,7 +514,7 @@ typedef struct
int8_t visible; /**< Can be used to easily hide the model. */
} S3L_DrawConfig;
void S3L_initDrawConfig(S3L_DrawConfig *config);
void S3L_drawConfigInit(S3L_DrawConfig *config);
typedef struct
{
@ -530,7 +530,7 @@ typedef struct
S3L_DrawConfig config;
} S3L_Model3D; ///< Represents a 3D model.
void S3L_initModel3D(
void S3L_model3DInit(
const S3L_Unit *vertices,
S3L_Index vertexCount,
const S3L_Index *triangles,
@ -544,7 +544,7 @@ typedef struct
S3L_Camera camera;
} S3L_Scene; ///< Represent the 3D scene to be rendered.
void S3L_initScene(
void S3L_sceneInit(
S3L_Model3D *models,
S3L_Index modelCount,
S3L_Scene *scene);
@ -580,7 +580,7 @@ typedef struct
} S3L_PixelInfo; /**< Used to pass the info about a rasterized pixel
(fragment) to the user-defined drawing func. */
static inline void S3L_initPixelInfo(S3L_PixelInfo *p);
static inline void S3L_pixelInfoInit(S3L_PixelInfo *p);
/** Corrects barycentric coordinates so that they exactly meet the defined
conditions (each fall into <0,S3L_FRACTIONS_PER_UNIT>, sum =
@ -954,12 +954,12 @@ static const S3L_Unit S3L_sinTable[S3L_SIN_TABLE_LENGTH] =
#define S3L_SIN_TABLE_UNIT_STEP\
(S3L_FRACTIONS_PER_UNIT / (S3L_SIN_TABLE_LENGTH * 4))
void S3L_initVec4(S3L_Vec4 *v)
void S3L_vec4Init(S3L_Vec4 *v)
{
v->x = 0; v->y = 0; v->z = 0; v->w = S3L_FRACTIONS_PER_UNIT;
}
void S3L_setVec4(S3L_Vec4 *v, S3L_Unit x, S3L_Unit y, S3L_Unit z, S3L_Unit w)
void S3L_vec4Set(S3L_Vec4 *v, S3L_Unit x, S3L_Unit y, S3L_Unit z, S3L_Unit w)
{
v->x = x;
v->y = y;
@ -981,7 +981,7 @@ void S3L_vec3Sub(S3L_Vec4 *result, S3L_Vec4 substracted)
result->z -= substracted.z;
}
void S3L_initMat4(S3L_Mat4 m)
void S3L_mat4Init(S3L_Mat4 m)
{
#define M(x,y) m[x][y]
#define S S3L_FRACTIONS_PER_UNIT
@ -995,28 +995,28 @@ void S3L_initMat4(S3L_Mat4 m)
#undef S
}
void S3L_copyMat4(S3L_Mat4 src, S3L_Mat4 dst)
void S3L_mat4Copy(S3L_Mat4 src, S3L_Mat4 dst)
{
for (uint8_t j = 0; j < 4; ++j)
for (uint8_t i = 0; i < 4; ++i)
dst[i][j] = src[i][j];
}
S3L_Unit S3L_dotProductVec3(S3L_Vec4 a, S3L_Vec4 b)
S3L_Unit S3L_vec3Dot(S3L_Vec4 a, S3L_Vec4 b)
{
return (a.x * b.x + a.y * b.y + a.z * b.z) / S3L_FRACTIONS_PER_UNIT;
}
void S3L_reflect(S3L_Vec4 toLight, S3L_Vec4 normal, S3L_Vec4 *result)
{
S3L_Unit d = 2 * S3L_dotProductVec3(toLight,normal);
S3L_Unit d = 2 * S3L_vec3Dot(toLight,normal);
result->x = (normal.x * d) / S3L_FRACTIONS_PER_UNIT - toLight.x;
result->y = (normal.y * d) / S3L_FRACTIONS_PER_UNIT - toLight.y;
result->z = (normal.z * d) / S3L_FRACTIONS_PER_UNIT - toLight.z;
}
void S3L_crossProduct(S3L_Vec4 a, S3L_Vec4 b, S3L_Vec4 *result)
void S3L_vec3Cross(S3L_Vec4 a, S3L_Vec4 b, S3L_Vec4 *result)
{
result->x = a.y * b.z - a.z * b.y;
result->y = a.z * b.x - a.x * b.z;
@ -1037,9 +1037,9 @@ void S3L_triangleNormal(S3L_Vec4 t0, S3L_Vec4 t1, S3L_Vec4 t2, S3L_Vec4 *n)
#undef ANTI_OVERFLOW
S3L_crossProduct(t1,t2,n);
S3L_vec3Cross(t1,t2,n);
S3L_normalizeVec3(n);
S3L_vec3Normalize(n);
}
void S3L_getIndexedTriangleValues(
@ -1161,7 +1161,7 @@ void S3L_computeModelNormals(S3L_Model3D model, S3L_Unit *dst,
n.y /= normalCount;
n.z /= normalCount;
S3L_normalizeVec3(&n);
S3L_vec3Normalize(&n);
}
dst[vPos] = n.x;
@ -1523,7 +1523,7 @@ S3L_Unit S3L_vec2Length(S3L_Vec4 v)
return S3L_sqrt(v.x * v.x + v.y * v.y);
}
void S3L_normalizeVec3(S3L_Vec4 *v)
void S3L_vec3Normalize(S3L_Vec4 *v)
{
#define SCALE 16
#define BOTTOM_LIMIT 16
@ -1567,7 +1567,7 @@ void S3L_normalizeVec3(S3L_Vec4 *v)
v->z = (v->z * S3L_FRACTIONS_PER_UNIT) / l;
}
void S3L_normalizeVec3Fast(S3L_Vec4 *v)
void S3L_vec3NormalizeFast(S3L_Vec4 *v)
{
S3L_Unit l = S3L_vec3Length(*v);
@ -1579,10 +1579,10 @@ void S3L_normalizeVec3Fast(S3L_Vec4 *v)
v->z = (v->z * S3L_FRACTIONS_PER_UNIT) / l;
}
void S3L_initTransform3D(S3L_Transform3D *t)
void S3L_transform3DInit(S3L_Transform3D *t)
{
S3L_initVec4(&(t->translation));
S3L_initVec4(&(t->rotation));
S3L_vec4Init(&(t->translation));
S3L_vec4Init(&(t->rotation));
t->scale.x = S3L_FRACTIONS_PER_UNIT;
t->scale.y = S3L_FRACTIONS_PER_UNIT;
t->scale.z = S3L_FRACTIONS_PER_UNIT;
@ -1659,7 +1659,7 @@ void S3L_lookAt(S3L_Vec4 pointTo, S3L_Transform3D *t)
t->rotation.x = S3L_asin(dx);
}
void S3L_setTransform3D(
void S3L_transform3DSet(
S3L_Unit tx,
S3L_Unit ty,
S3L_Unit tz,
@ -1684,10 +1684,10 @@ void S3L_setTransform3D(
t->scale.z = sz;
}
void S3L_initCamera(S3L_Camera *camera)
void S3L_cameraInit(S3L_Camera *camera)
{
camera->focalLength = S3L_FRACTIONS_PER_UNIT;
S3L_initTransform3D(&(camera->transform));
S3L_transform3DInit(&(camera->transform));
}
void S3L_rotationToDirections(
@ -1726,7 +1726,7 @@ void S3L_rotationToDirections(
}
}
void S3L_initPixelInfo(S3L_PixelInfo *p)
void S3L_pixelInfoInit(S3L_PixelInfo *p)
{
p->x = 0;
p->y = 0;
@ -1740,7 +1740,7 @@ void S3L_initPixelInfo(S3L_PixelInfo *p)
p->previousZ = 0;
}
void S3L_initModel3D(
void S3L_model3DInit(
const S3L_Unit *vertices,
S3L_Index vertexCount,
const S3L_Index *triangles,
@ -1753,21 +1753,21 @@ void S3L_initModel3D(
model->triangleCount = triangleCount;
model->customTransformMatrix = 0;
S3L_initTransform3D(&(model->transform));
S3L_initDrawConfig(&(model->config));
S3L_transform3DInit(&(model->transform));
S3L_drawConfigInit(&(model->config));
}
void S3L_initScene(
void S3L_sceneInit(
S3L_Model3D *models,
S3L_Index modelCount,
S3L_Scene *scene)
{
scene->models = models;
scene->modelCount = modelCount;
S3L_initCamera(&(scene->camera));
S3L_cameraInit(&(scene->camera));
}
void S3L_initDrawConfig(S3L_DrawConfig *config)
void S3L_drawConfigInit(S3L_DrawConfig *config)
{
config->backfaceCulling = 2;
config->visible = 1;
@ -1861,7 +1861,7 @@ void S3L_drawTriangle(
S3L_Index triangleIndex)
{
S3L_PixelInfo p;
S3L_initPixelInfo(&p);
S3L_pixelInfoInit(&p);
p.modelIndex = modelIndex;
p.triangleIndex = triangleIndex;
p.triangleID = (modelIndex << 16) | triangleIndex;
@ -2424,7 +2424,7 @@ void S3L_makeWorldMatrix(S3L_Transform3D worldTransform, S3L_Mat4 m)
S3L_mat4Xmat4(m,t);
}
void S3L_transposeMat4(S3L_Mat4 m)
void S3L_mat4Transpose(S3L_Mat4 m)
{
S3L_Unit tmp;
@ -2453,7 +2453,7 @@ void S3L_makeCameraMatrix(S3L_Transform3D cameraTransform, S3L_Mat4 m)
cameraTransform.rotation.z,
r);
S3L_transposeMat4(r); // transposing creates an inverse transform
S3L_mat4Transpose(r); // transposing creates an inverse transform
S3L_mat4Xmat4(m,r);
}

View file

@ -207,7 +207,7 @@ print("S3L_Model3D " + NAME + "Model;\n")
print("void " + NAME + "ModelInit()")
print("{")
print(" S3L_initModel3D(")
print(" S3L_model3DInit(")
print(" " + NAME + "Vertices,")
print(" " + NAME.upper() + "_VERTEX_COUNT,")
print(" " + NAME + "TriangleIndices,")