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Add presets

This commit is contained in:
Miloslav Číž 2019-05-28 19:14:27 +02:00
parent 240119353e
commit e7dc709ebd
3 changed files with 107 additions and 96 deletions

View file

@ -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,

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@ -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

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@ -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)