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Fix warnings

This commit is contained in:
Miloslav Číž 2019-06-02 12:43:16 +02:00
parent ae52bce56f
commit ec3bd55895

View file

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