mirror of
https://git.coom.tech/drummyfish/small3dlib.git
synced 2024-12-22 01:26:17 +01:00
Add presets
This commit is contained in:
parent
240119353e
commit
e7dc709ebd
3 changed files with 107 additions and 96 deletions
191
small3dlib.h
191
small3dlib.h
|
@ -113,6 +113,61 @@
|
|||
|
||||
#include <stdint.h>
|
||||
|
||||
// values for setting the library behavior:
|
||||
|
||||
#define S3L_Z_BUFFER_NONE 0 /**< Don't use z-buffer. This saves a lot of
|
||||
memory, but visibility checking won't be
|
||||
pixel-accurate and has to mostly be done by
|
||||
other means (typically sorting). */
|
||||
#define S3L_Z_BUFFER_FULL 1 /**< Use full z-buffer (of S3L_Units) for
|
||||
visibiltiy determination. This is the most
|
||||
accurate option (and also a fast one), but
|
||||
requires a big amount of memory. */
|
||||
#define S3L_Z_BUFFER_BYTE 2 /**< Use reduced-size z-buffer (of bytes). This is
|
||||
fast and somewhat accurate, but inaccuracies
|
||||
can occur and a considerable amount of memory
|
||||
is needed. */
|
||||
|
||||
#define S3L_SORT_NONE 0 /**< Don't sort triangles. This is fastest. */
|
||||
#define S3L_SORT_BACK_TO_FRONT 1 /**< Sort triangles from back to front. This
|
||||
can in most cases solve visibility without
|
||||
requiring almost any extra memory compared to
|
||||
z-buffer. */
|
||||
#define S3L_SORT_FRONT_TO_BACK 2 /**< Sort triangles from front to back. This
|
||||
can be faster than back to front, because we
|
||||
prevent computing pixels that will be
|
||||
overwritten by nearer ones, but we need a 1b
|
||||
stencil buffer for this (enable
|
||||
S3L_STENCIL_BUFFER), so a bit more memory is
|
||||
needed. */
|
||||
|
||||
#define S3L_PC_NONE 0 /**< No perspective correction. Fastest, ugly. */
|
||||
#define S3L_PC_FULL 1 /**< Per-pixel perspective correction, nice but
|
||||
very expensive. */
|
||||
#define S3L_PC_SUBDIVIDE 2 /**< Partial perspecive correction by subdividing
|
||||
triangles. */
|
||||
|
||||
/* === PRESETS ===
|
||||
These can be used to quickly set a predefined library behavior.
|
||||
*/
|
||||
|
||||
#ifdef S3L_PRESET_HIGHEST_QUALITY
|
||||
#define S3L_Z_BUFFER S3L_Z_BUFFER_FULL
|
||||
#define S3L_PERSPECTIVE_CORRECTION S3L_PC_FULL
|
||||
#define S3L_NEAR_CLAMPING 1
|
||||
#endif
|
||||
|
||||
#ifdef S3L_PRESET_EMBEDDED
|
||||
#define S3L_Z_BUFFER S3L_Z_BUFFER_NONE
|
||||
#define S3L_PERSPECTIVE_CORRECTION 0
|
||||
#define S3L_NEAR_CLAMPING 0
|
||||
#define S3L_SORT S3L_SORT_BACK_TO_FRONT
|
||||
#define S3L_STENCIL_BUFFER 0
|
||||
#define S3L_MAX_TRIANGES_DRAWN 64
|
||||
#endif
|
||||
|
||||
// ---------------
|
||||
|
||||
#ifndef S3L_RESOLUTION_X
|
||||
#define S3L_RESOLUTION_X 640 ///< Redefine to your screen x resolution.
|
||||
#endif
|
||||
|
@ -122,68 +177,47 @@
|
|||
#endif
|
||||
|
||||
#ifndef S3L_COMPUTE_DEPTH
|
||||
#define S3L_COMPUTE_DEPTH 0 /**< Whether to compute depth for each pixel
|
||||
(fragment). Some other options may turn this
|
||||
on. */
|
||||
#define S3L_COMPUTE_DEPTH 0 /**< Whether to compute depth for each pixel
|
||||
(fragment). Some other options may turn this
|
||||
on. */
|
||||
#endif
|
||||
|
||||
#ifndef S3L_NEAR_CLAMPING
|
||||
#define S3L_NEAR_CLAMPING 0 /**< Whether to use depth clamping for the near
|
||||
plane. Only works with S3L_COMPUTE_DEPTH
|
||||
enabled! This may be a bit slower, but can
|
||||
prevent errorneous rendering in specific cases
|
||||
and is closer to traditional 3D engines. */
|
||||
#define S3L_NEAR_CLAMPING 0 /**< Whether to use depth clamping for the near
|
||||
plane. Only works with S3L_COMPUTE_DEPTH
|
||||
enabled! This may be a bit slower, but can
|
||||
prevent errorneous rendering in specific
|
||||
cases and is closer to traditional 3D
|
||||
engines. */
|
||||
#endif
|
||||
|
||||
#ifndef S3L_PERSPECTIVE_CORRECTION
|
||||
#define S3L_PERSPECTIVE_CORRECTION 0 /**< Specifies what type of perspective
|
||||
correction (PC) to use. Remember
|
||||
this is an expensive operation!
|
||||
Possible values:
|
||||
|
||||
0: no PC, fastest but ugliest
|
||||
1: full (per-pixel) PC, nicest but
|
||||
extremely expensive!
|
||||
2: triangle subdivided PC, a
|
||||
compromise between quality and
|
||||
speed (TODO, not implemented)
|
||||
*/
|
||||
correction (PC) to use. Remember this is an
|
||||
expensive operation! See S3L_PC_*. */
|
||||
#endif
|
||||
|
||||
typedef int32_t S3L_Unit; /**< Units of measurement in 3D space. There is
|
||||
S3L_FRACTIONS_PER_UNIT in one spatial unit.
|
||||
By dividing the unit into fractions we
|
||||
effectively achieve fixed point arithmetic.
|
||||
The number of fractions is a constant that
|
||||
serves as 1.0 in floating point arithmetic
|
||||
(normalization etc.). */
|
||||
typedef int32_t S3L_Unit; /**< Units of measurement in 3D space. There is
|
||||
S3L_FRACTIONS_PER_UNIT in one spatial unit.
|
||||
By dividing the unit into fractions we
|
||||
effectively achieve fixed point arithmetic.
|
||||
The number of fractions is a constant that
|
||||
serves as 1.0 in floating point arithmetic
|
||||
(normalization etc.). */
|
||||
|
||||
#define S3L_FRACTIONS_PER_UNIT 512 /**< How many fractions a spatial unit is
|
||||
split into. WARNING: if setting
|
||||
higher than 1024, you'll probably
|
||||
have to modify a sin table otherwise
|
||||
it will overflow. Also other things
|
||||
may overflow, so rather don't do it. */
|
||||
split into. WARNING: if setting higher than
|
||||
1024, you'll probably have to modify a sin
|
||||
table otherwise it will overflow. Also other
|
||||
things may overflow, so rather don't do
|
||||
it. */
|
||||
typedef int16_t S3L_ScreenCoord;
|
||||
typedef uint16_t S3L_Index;
|
||||
|
||||
#define S3L_Z_BUFFER_NONE 0 /**< Don't use z-buffer. This saves a lot of
|
||||
memory, but visibility checking won't be
|
||||
pixel-accurate and has to mostly be done by
|
||||
other means (typically sorting). */
|
||||
#define S3L_Z_BUFFER_FULL 1 /**< Use full z-buffer (of S3L_Units) for
|
||||
visibiltiy determination. This is the most
|
||||
accurate option (and also a fast one), but
|
||||
requires a big amount of memory. */
|
||||
#define S3L_Z_BUFFER_BYTE 2 /**< Use reduced-size z-buffer (of bytes). This is
|
||||
fast and somewhat accurate, but inaccuracies
|
||||
can occur and a considerable amount of memory
|
||||
is needed. */
|
||||
|
||||
#ifndef S3L_Z_BUFFER
|
||||
#define S3L_Z_BUFFER S3L_Z_BUFFER_NONE /**< What type of z-buffer (depth
|
||||
buffer) to use for visibility
|
||||
determination. See
|
||||
S3L_Z_BUFFER_*. */
|
||||
buffer) to use for visibility determination.
|
||||
See S3L_Z_BUFFER_*. */
|
||||
#endif
|
||||
|
||||
#ifndef S3L_STENCIL_BUFFER
|
||||
|
@ -193,53 +227,38 @@ typedef uint16_t S3L_Index;
|
|||
for front-to-back sorted drawing. */
|
||||
#endif
|
||||
|
||||
#define S3L_SORT_NONE 0 /**< Don't sort triangles. This is fastest. */
|
||||
#define S3L_SORT_BACK_TO_FRONT 1 /**< Sort triangles from back to front. This
|
||||
can in most cases solve visibility
|
||||
without requiring almost any extra
|
||||
memory compared to z-buffer. */
|
||||
#define S3L_SORT_FRONT_TO_BACK 2 /**< Sort triangles from front to back. This
|
||||
can be faster than back to front, because
|
||||
we prevent computing pixels that will be
|
||||
overwritten by nearer ones, but we need
|
||||
a 1b stencil buffer for this (enable
|
||||
S3L_STENCIL_BUFFER), so a bit more memory
|
||||
is needed. */
|
||||
#ifndef S3L_SORT
|
||||
#define S3L_SORT S3L_SORT_NONE /**< Defines how to sort triangles before
|
||||
drawing a frame. This can be used to solve
|
||||
visibility in case z-buffer is not used, to
|
||||
prevent overwrting already rasterized
|
||||
pixels, implement transparency etc. Note
|
||||
that for simplicity and performance a
|
||||
relatively simple sorting is used which
|
||||
doesn't work completely correctly, so
|
||||
mistakes can occur (even the best sorting
|
||||
wouldn't be able to solve e.g. intersecting
|
||||
triangles). */
|
||||
drawing a frame. This can be used to solve
|
||||
visibility in case z-buffer is not used, to
|
||||
prevent overwrting already rasterized pixels,
|
||||
implement transparency etc. Note that for
|
||||
simplicity and performance a relatively
|
||||
simple sorting is used which doesn't work
|
||||
completely correctly, so mistakes can occur
|
||||
(even the best sorting wouldn't be able to
|
||||
solve e.g. intersecting triangles). */
|
||||
#endif
|
||||
|
||||
#ifndef S3L_MAX_TRIANGES_DRAWN
|
||||
#define S3L_MAX_TRIANGES_DRAWN 128 /**< Maximum number of triangles that can
|
||||
be drawn in sorted modes. This
|
||||
affects the size of a cache used for
|
||||
triangle sorting. */
|
||||
#define S3L_MAX_TRIANGES_DRAWN 128 /**< Maximum number of triangles that can be
|
||||
drawn in sorted modes. This affects the size
|
||||
of a cache used for triangle sorting. */
|
||||
#endif
|
||||
|
||||
#ifndef S3L_NEAR
|
||||
#define S3L_NEAR (S3L_FRACTIONS_PER_UNIT / 4) /**< Distance of the near
|
||||
clipping plane. */
|
||||
clipping plane. */
|
||||
#endif
|
||||
|
||||
#ifndef S3L_FAST_LERP_QUALITY
|
||||
#define S3L_FAST_LERP_QUALITY 8 /**< Quality (scaling) of SOME linear
|
||||
interpolations. 0 will most likely be
|
||||
faster, but artifacts can occur for
|
||||
bigger tris, while higher values can fix
|
||||
this -- in theory all higher values will
|
||||
have the same speed (it is a shift
|
||||
value), but it mustn't be too high to
|
||||
prevent overflow. */
|
||||
interpolations. 0 will most likely be faster,
|
||||
but artifacts can occur for bigger tris,
|
||||
while higher values can fix this -- in
|
||||
theory all higher values will have the same
|
||||
speed (it is a shift value), but it mustn't
|
||||
be too high to prevent overflow. */
|
||||
#endif
|
||||
|
||||
#define S3L_HALF_RESOLUTION_X (S3L_RESOLUTION_X >> 1)
|
||||
|
@ -304,11 +323,8 @@ typedef uint16_t S3L_Index;
|
|||
0,m, m,0, m,m,\
|
||||
0,m, 0,0, m,0
|
||||
|
||||
/**
|
||||
Vector that consists of four scalars and can represent homogenous
|
||||
coordinates, but is generally also used as Vec3 and Vec2.
|
||||
*/
|
||||
|
||||
/** Vector that consists of four scalars and can represent homogenous
|
||||
coordinates, but is generally also used as Vec3 and Vec2. */
|
||||
typedef struct
|
||||
{
|
||||
S3L_Unit x;
|
||||
|
@ -338,8 +354,7 @@ typedef struct
|
|||
static inline void S3L_initTransoform3D(S3L_Transform3D *t);
|
||||
|
||||
/** Converts rotation transformation to three direction vectors of given length
|
||||
(any one can be NULL, in which case it won't be computed).
|
||||
*/
|
||||
(any one can be NULL, in which case it won't be computed). */
|
||||
void S3L_rotationToDirections(
|
||||
S3L_Vec4 rotation,
|
||||
S3L_Unit length,
|
||||
|
|
|
@ -7,11 +7,7 @@
|
|||
#include <stdio.h>
|
||||
#include <math.h>
|
||||
|
||||
#define S3L_Z_BUFFER 0
|
||||
|
||||
#define S3L_STENCIL_BUFFER 1
|
||||
|
||||
#define S3L_SORT S3L_SORT_FRONT_TO_BACK
|
||||
#define S3L_PRESET_EMBEDDED
|
||||
|
||||
#define S3L_PIXEL_FUNCTION drawPixel
|
||||
|
||||
|
|
6
todo.txt
6
todo.txt
|
@ -1,8 +1,8 @@
|
|||
features:
|
||||
|
||||
- scene and model rendering strategies, that can be optionally selected and
|
||||
will configure other constants (e.g. a "low memory sort strategy" will turn
|
||||
z-buffer off and turn back-to-front sorting on).
|
||||
- presets that can be optionally selected and will configure other constants
|
||||
(e.g. a "low memory sort strategy" will turn z-buffer off and turn
|
||||
back-to-front sorting on).
|
||||
|
||||
- triangle sorting:
|
||||
- back-to-front (slower, better memory efficiency)
|
||||
|
|
Loading…
Reference in a new issue