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