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Fix warnings
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parent
ae52bce56f
commit
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1 changed files with 22 additions and 22 deletions
44
small3dlib.h
44
small3dlib.h
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@ -128,12 +128,6 @@
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#define S3L_RESOLUTION_Y 480 ///< Redefine to your screen y resolution.
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#define S3L_RESOLUTION_Y 480 ///< Redefine to your screen y resolution.
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#endif
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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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#endif
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#ifndef S3L_NEAR_CLAMPING
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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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#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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plane. Only works with S3L_COMPUTE_DEPTH
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@ -155,6 +149,23 @@
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#define S3L_NEAR_CLAMPING 0 // This would be useless.
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#define S3L_NEAR_CLAMPING 0 // This would be useless.
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#endif
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#endif
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#ifndef S3L_FLAT
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#define S3L_FLAT 0 /**< If on, disables computation of per-pixel
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values such as barycentric coordinates and
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depth -- these will still be available but
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will be the same for the whole triangle. This
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can be used to create flat-shaded renders and
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will be a lot faster. With this option on you
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will probably want to use sorting instead of
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z-buffer. */
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#endif
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#if S3L_FLAT
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#define S3L_COMPUTE_DEPTH 0
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#define S3L_PERSPECTIVE_CORRECTION 0
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#define S3L_Z_BUFFER 0
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#endif
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#ifndef S3L_PERSPECTIVE_CORRECTION
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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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#define S3L_PERSPECTIVE_CORRECTION 0 /**< Specifies what type of perspective
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correction (PC) to use. Remember this is an expensive
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correction (PC) to use. Remember this is an expensive
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@ -171,20 +182,10 @@
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#define S3L_COMPUTE_DEPTH 1 // PC inevitably computes depth, so enable it
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#define S3L_COMPUTE_DEPTH 1 // PC inevitably computes depth, so enable it
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#endif
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#endif
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#ifndef S3L_FLAT
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#ifndef S3L_COMPUTE_DEPTH
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#define S3L_FLAT 0 /**< If on, disables computation of per-pixel
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#define S3L_COMPUTE_DEPTH 1 /**< Whether to compute depth for each pixel
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values such as barycentric coordinates and
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(fragment). Some other options may turn this
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depth -- these will still be available but
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on. */
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will be the same for the whole triangle. This
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can be used to create flat-shaded renders and
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will be a lot faster. With this option on you
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will probably want to use sorting instead of
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z-buffer. */
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#endif
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#if S3L_FLAT
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#define S3L_COMPUTE_DEPTH 0
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#define S3L_PERSPECTIVE_CORRECTION 0
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#endif
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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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typedef int32_t S3L_Unit; /**< Units of measurement in 3D space. There is
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@ -1222,7 +1223,6 @@ void S3L_drawTriangle(
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(in Units, normalized by
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(in Units, normalized by
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S3L_FRACTIONS_PER_UNIT) */
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S3L_FRACTIONS_PER_UNIT) */
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S3L_ScreenCoord x0, y0, x1, y1, x2, y2; /* points in screen space (pixel
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S3L_ScreenCoord x0, y0, x1, y1, x2, y2; /* points in screen space (pixel
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coordinates) */
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coordinates) */
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@ -1287,7 +1287,7 @@ void S3L_drawTriangle(
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#undef assignPoints
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#undef assignPoints
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#if S3L_FLAT
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#if S3L_FLAT
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p.depth = (point0.z + point1.z + point2.z) / 3;
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p.depth = (tPointPP->z + lPointPP->z + rPointPP->z) / 3;
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*barycentric0 = S3L_FRACTIONS_PER_UNIT / 3;
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*barycentric0 = S3L_FRACTIONS_PER_UNIT / 3;
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*barycentric1 = S3L_FRACTIONS_PER_UNIT / 3;
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*barycentric1 = S3L_FRACTIONS_PER_UNIT / 3;
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*barycentric2 = S3L_FRACTIONS_PER_UNIT - 2 * (S3L_FRACTIONS_PER_UNIT / 3);
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*barycentric2 = S3L_FRACTIONS_PER_UNIT - 2 * (S3L_FRACTIONS_PER_UNIT / 3);
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