mirror of
https://git.coom.tech/drummyfish/small3dlib.git
synced 2024-11-21 20:39:57 +01:00
Refactor
This commit is contained in:
parent
d0f504bc5d
commit
f4a4ca06b4
2 changed files with 102 additions and 106 deletions
202
small3dlib.h
202
small3dlib.h
|
@ -1,5 +1,5 @@
|
||||||
#ifndef S3L_H
|
#ifndef SMALL3DLIB_H
|
||||||
#define S3L_H
|
#define SMALL3DLIB_H
|
||||||
|
|
||||||
/*
|
/*
|
||||||
WIP
|
WIP
|
||||||
|
@ -126,30 +126,44 @@
|
||||||
// ---------------
|
// ---------------
|
||||||
|
|
||||||
#ifndef S3L_RESOLUTION_X
|
#ifndef S3L_RESOLUTION_X
|
||||||
#define S3L_RESOLUTION_X 640 ///< Redefine to your screen x resolution.
|
#define S3L_RESOLUTION_X 640 ///< Redefine to screen x resolution.
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#ifndef S3L_RESOLUTION_Y
|
#ifndef S3L_RESOLUTION_Y
|
||||||
#define S3L_RESOLUTION_Y 480 ///< Redefine to your screen y resolution.
|
#define S3L_RESOLUTION_Y 480 ///< Redefine to screen y resolution.
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
/** 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 a
|
||||||
|
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;
|
||||||
|
|
||||||
|
/** How many fractions a spatial unit is split into. This is NOT SUPPOSED TO
|
||||||
|
BE REDEFINED, so rather don't do it (otherwise things may overflow etc.). */
|
||||||
|
|
||||||
|
#define S3L_FRACTIONS_PER_UNIT 512
|
||||||
|
|
||||||
|
typedef int16_t S3L_ScreenCoord;
|
||||||
|
typedef uint16_t S3L_Index;
|
||||||
|
|
||||||
#ifndef S3L_STRICT_NEAR_CULLING
|
#ifndef S3L_STRICT_NEAR_CULLING
|
||||||
#define S3L_STRICT_NEAR_CULLING 1 /**< If on, any triangle that only partially
|
/** If on, any triangle that only partially intersects the near plane will be
|
||||||
intersects the near plane will be culled.
|
culled. This can prevent errorneous rendering and artifacts, but also makes
|
||||||
This can prevent errorneous rendering and
|
triangles close to the camera disappear. */
|
||||||
artifacts, but also makes triangles close to
|
|
||||||
the camera disappear. */
|
#define S3L_STRICT_NEAR_CULLING 1
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#ifndef S3L_FLAT
|
#ifndef S3L_FLAT
|
||||||
#define S3L_FLAT 0 /**< If on, disables computation of per-pixel
|
/** If on, disables computation of per-pixel values such as barycentric
|
||||||
values such as barycentric coordinates and
|
coordinates and depth -- these will still be available but will be the same
|
||||||
depth -- these will still be available but
|
for the whole triangle. This can be used to create flat-shaded renders and
|
||||||
will be the same for the whole triangle. This
|
will be a lot faster. With this option on you will probably want to use
|
||||||
can be used to create flat-shaded renders and
|
sorting instead of z-buffer. */
|
||||||
will be a lot faster. With this option on you
|
|
||||||
will probably want to use sorting instead of
|
#define S3L_FLAT 0
|
||||||
z-buffer. */
|
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#if S3L_FLAT
|
#if S3L_FLAT
|
||||||
|
@ -159,15 +173,13 @@
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#ifndef S3L_PERSPECTIVE_CORRECTION
|
#ifndef S3L_PERSPECTIVE_CORRECTION
|
||||||
#define S3L_PERSPECTIVE_CORRECTION 0 /**< Specifies what type of perspective
|
/** Specifies what type of perspective correction (PC) to use. Remember this
|
||||||
correction (PC) to use. Remember this is an expensive
|
is an expensive operation! Possible values:
|
||||||
operation! Possible values:
|
|
||||||
|
|
||||||
- 0 No perspective correction. Fastest, ugly.
|
- 0: No perspective correction. Fastest, ugly.
|
||||||
- 1 Per-pixel perspective correction, nice but very
|
- 1: Per-pixel perspective correction, nice but very expensive.*/
|
||||||
expensive.
|
|
||||||
- 2 Partial perspecive correction by subdividing
|
#define S3L_PERSPECTIVE_CORRECTION 0
|
||||||
triangles. */
|
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#if S3L_PERSPECTIVE_CORRECTION
|
#if S3L_PERSPECTIVE_CORRECTION
|
||||||
|
@ -175,86 +187,68 @@
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#ifndef S3L_COMPUTE_DEPTH
|
#ifndef S3L_COMPUTE_DEPTH
|
||||||
#define S3L_COMPUTE_DEPTH 1 /**< Whether to compute depth for each pixel
|
/** Whether to compute depth for each pixel (fragment). Some other options
|
||||||
(fragment). Some other options may turn this
|
may turn this on automatically. */
|
||||||
on. */
|
#define S3L_COMPUTE_DEPTH 1
|
||||||
#endif
|
#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.). */
|
|
||||||
|
|
||||||
#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. */
|
|
||||||
typedef int16_t S3L_ScreenCoord;
|
|
||||||
typedef uint16_t S3L_Index;
|
|
||||||
|
|
||||||
#ifndef S3L_Z_BUFFER
|
#ifndef S3L_Z_BUFFER
|
||||||
#define S3L_Z_BUFFER 0 /**< What type of z-buffer (depth buffer) to use
|
/** What type of z-buffer (depth buffer) to use for visibility determination.
|
||||||
for visibility determination. possible values:
|
Possible values:
|
||||||
|
|
||||||
- 0 Don't use z-buffer. This saves a lot of memory, but
|
- 0: Don't use z-buffer. This saves a lot of memory, but visibility checking
|
||||||
visibility checking won't be pixel-accurate and has
|
won't be pixel-accurate and has to mostly be done by other means
|
||||||
to mostly be done by other means (typically
|
(typically sorting).
|
||||||
sorting).
|
- 1: Use full z-buffer (of S3L_Units) for visibiltiy determination. This is
|
||||||
- 1 Use full z-buffer (of S3L_Units) for visibiltiy
|
the most accurate option (and also a fast one), but requires a big
|
||||||
determination. This is the most accurate option
|
amount of memory.
|
||||||
(and also a fast one), but requires a big amount
|
- 2: Use reduced-size z-buffer (of bytes). This is fast and somewhat
|
||||||
of memory.
|
accurate, but inaccuracies can occur and a considerable amount of memory
|
||||||
- 2 Use reduced-size z-buffer (of bytes). This is fast
|
is needed. */
|
||||||
and somewhat accurate, but inaccuracies can occur
|
|
||||||
and a considerable amount of memory is needed. */
|
#define S3L_Z_BUFFER 0
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#ifndef S3L_STENCIL_BUFFER
|
#ifndef S3L_STENCIL_BUFFER
|
||||||
#define S3L_STENCIL_BUFFER 0 /**< Whether to use stencil buffer for drawing --
|
/** Whether to use stencil buffer for drawing -- with this a pixel that would
|
||||||
with this pixels that have already been
|
be resterized over an already rasterized pixel will be discarded. This is
|
||||||
rasterized will be discarded. This is mostly
|
mostly for front-to-back sorted drawing. */
|
||||||
for front-to-back sorted drawing. */
|
|
||||||
|
#define S3L_STENCIL_BUFFER 0
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#ifndef S3L_SORT
|
#ifndef S3L_SORT
|
||||||
#define S3L_SORT 0 /**< Defines how to sort triangles before
|
/** Defines how to sort triangles before drawing a frame. This can be used to
|
||||||
drawing a frame. This can be used to solve visibility
|
solve visibility in case z-buffer is not used, to prevent overwrting already
|
||||||
in case z-buffer is not used, to prevent overwrting
|
rasterized pixels, implement transparency etc. Note that for simplicity and
|
||||||
already rasterized pixels, implement transparency etc.
|
performance a relatively simple sorting is used which doesn't work completely
|
||||||
Note that for simplicity and performance a relatively
|
correctly, so mistakes can occur (even the best sorting wouldn't be able to
|
||||||
simple sorting is used which doesn't work completely
|
solve e.g. intersecting triangles). Possible values:
|
||||||
correctly, so mistakes can occur (even the best sorting
|
|
||||||
wouldn't be able to solve e.g. intersecting triangles).
|
|
||||||
Possible values:
|
|
||||||
|
|
||||||
- 0 Don't sort triangles. This is fastest.
|
- 0: Don't sort triangles. This is fastest.
|
||||||
- 1 Sort triangles from back to front. This can in most
|
- 1: Sort triangles from back to front. This can in most cases solve
|
||||||
cases solve visibility without requiring almost any
|
visibility without requiring almost any extra memory compared to
|
||||||
extra memory compared to z-buffer.
|
z-buffer.
|
||||||
- 2 Sort triangles from front to back. This can be
|
- 2: Sort triangles from front to back. This can be faster than back to
|
||||||
faster than back to front, because we prevent
|
front, because we prevent computing pixels that will be overwritten by
|
||||||
computing pixels that will be overwritten by nearer
|
nearer ones, but we need a 1b stencil buffer for this (enable
|
||||||
ones, but we need a 1b stencil buffer for this
|
S3L_STENCIL_BUFFER), so a bit more memory is needed. */
|
||||||
(enable S3L_STENCIL_BUFFER), so a bit more memory
|
|
||||||
is needed. */
|
#define S3L_SORT 0
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#ifndef S3L_MAX_TRIANGES_DRAWN
|
#ifndef S3L_MAX_TRIANGES_DRAWN
|
||||||
#define S3L_MAX_TRIANGES_DRAWN 128 /**< Maximum number of triangles that can be
|
/** Maximum number of triangles that can be drawn in sorted modes. This
|
||||||
drawn in sorted modes. This affects the size
|
affects the size of the cache used for triangle sorting. */
|
||||||
of a cache used for triangle sorting. */
|
|
||||||
|
#define S3L_MAX_TRIANGES_DRAWN 128
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#ifndef S3L_NEAR
|
#ifndef S3L_NEAR
|
||||||
#define S3L_NEAR (S3L_FRACTIONS_PER_UNIT / 4) /**< Distance of the near
|
/** Distance of the near clipping plane. Points in front or EXATLY ON this
|
||||||
clipping plane. Points in front or EXATLY ON
|
plane are considered outside the frustum. This must be >= 0. */
|
||||||
this plane are considered outside the
|
|
||||||
frustum. This must be >= 0. */
|
#define S3L_NEAR (S3L_FRACTIONS_PER_UNIT / 4)
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#if S3L_NEAR <= 0
|
#if S3L_NEAR <= 0
|
||||||
|
@ -262,17 +256,14 @@ typedef uint16_t S3L_Index;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
#ifndef S3L_FAST_LERP_QUALITY
|
#ifndef S3L_FAST_LERP_QUALITY
|
||||||
#define S3L_FAST_LERP_QUALITY 8 /**< Quality (scaling) of SOME linear
|
/** Quality (scaling) of SOME (stepped) linear interpolations. 0 will most
|
||||||
interpolations. 0 will most likely be faster,
|
likely be a tiny bit faster, but artifacts can occur for bigger tris, while
|
||||||
but artifacts can occur for bigger tris,
|
higher values can fix this -- in theory all higher values will have the same
|
||||||
while higher values can fix this -- in
|
speed (it is a shift value), but it mustn't be too high to prevent
|
||||||
theory all higher values will have the same
|
overflow. */
|
||||||
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)
|
#define S3L_FAST_LERP_QUALITY 8
|
||||||
#define S3L_HALF_RESOLUTION_Y (S3L_RESOLUTION_Y >> 1)
|
#endif
|
||||||
|
|
||||||
/** Vector that consists of four scalars and can represent homogenous
|
/** Vector that consists of four scalars and can represent homogenous
|
||||||
coordinates, but is generally also used as Vec3 and Vec2. */
|
coordinates, but is generally also used as Vec3 and Vec2. */
|
||||||
|
@ -289,7 +280,7 @@ static inline void S3L_initVec4(S3L_Vec4 *v);
|
||||||
static inline void S3L_vec3Add(S3L_Vec4 *result, S3L_Vec4 added);
|
static inline void S3L_vec3Add(S3L_Vec4 *result, S3L_Vec4 added);
|
||||||
static inline void S3L_vec3Sub(S3L_Vec4 *result, S3L_Vec4 substracted);
|
static inline void S3L_vec3Sub(S3L_Vec4 *result, S3L_Vec4 substracted);
|
||||||
|
|
||||||
#define S3L_writeVec4(v)\
|
#define S3L_logVec4(v)\
|
||||||
printf("Vec4: %d %d %d %d\n",((v).x),((v).y),((v).z),((v).w))
|
printf("Vec4: %d %d %d %d\n",((v).x),((v).y),((v).z),((v).w))
|
||||||
|
|
||||||
typedef struct
|
typedef struct
|
||||||
|
@ -302,7 +293,7 @@ typedef struct
|
||||||
S3L_Vec4 scale;
|
S3L_Vec4 scale;
|
||||||
} S3L_Transform3D;
|
} S3L_Transform3D;
|
||||||
|
|
||||||
#define S3L_writeTransform3D(t)\
|
#define S3L_logTransform3D(t)\
|
||||||
printf("Transform3D: T = [%d %d %d], R = [%d %d %d], S = [%d %d %d]\n",\
|
printf("Transform3D: T = [%d %d %d], R = [%d %d %d], S = [%d %d %d]\n",\
|
||||||
(t).translation.x,(t).translation.y,(t).translation.z,\
|
(t).translation.x,(t).translation.y,(t).translation.z,\
|
||||||
(t).rotation.x,(t).rotation.y,(t).rotation.z,\
|
(t).rotation.x,(t).rotation.y,(t).rotation.z,\
|
||||||
|
@ -331,10 +322,12 @@ void S3L_rotationToDirections(
|
||||||
S3L_Vec4 *right,
|
S3L_Vec4 *right,
|
||||||
S3L_Vec4 *up);
|
S3L_Vec4 *up);
|
||||||
|
|
||||||
typedef S3L_Unit S3L_Mat4[4][4]; /**< 4x4 matrix, used mostly for 3D
|
|
||||||
transforms. The indexing is this:
|
/** 4x4 matrix, used mostly for 3D transforms. The indexing is this:
|
||||||
matrix[column][row]. */
|
matrix[column][row]. */
|
||||||
#define S3L_writeMat4(m)\
|
typedef S3L_Unit S3L_Mat4[4][4];
|
||||||
|
|
||||||
|
#define S3L_logMat4(m)\
|
||||||
printf("Mat4:\n %d %d %d %d\n %d %d %d %d\n %d %d %d %d\n %d %d %d %d\n"\
|
printf("Mat4:\n %d %d %d %d\n %d %d %d %d\n %d %d %d %d\n %d %d %d %d\n"\
|
||||||
,(m)[0][0],(m)[1][0],(m)[2][0],(m)[3][0],\
|
,(m)[0][0],(m)[1][0],(m)[2][0],(m)[3][0],\
|
||||||
(m)[0][1],(m)[1][1],(m)[2][1],(m)[3][1],\
|
(m)[0][1],(m)[1][1],(m)[2][1],(m)[3][1],\
|
||||||
|
@ -576,6 +569,9 @@ static inline void S3L_rotate2DPoint(S3L_Unit *x, S3L_Unit *y, S3L_Unit angle);
|
||||||
//=============================================================================
|
//=============================================================================
|
||||||
// privates
|
// privates
|
||||||
|
|
||||||
|
#define S3L_HALF_RESOLUTION_X (S3L_RESOLUTION_X >> 1)
|
||||||
|
#define S3L_HALF_RESOLUTION_Y (S3L_RESOLUTION_Y >> 1)
|
||||||
|
|
||||||
#define S3L_PROJECTION_PLANE_HEIGHT\
|
#define S3L_PROJECTION_PLANE_HEIGHT\
|
||||||
((S3L_RESOLUTION_Y * S3L_FRACTIONS_PER_UNIT * 2) / S3L_RESOLUTION_X)
|
((S3L_RESOLUTION_Y * S3L_FRACTIONS_PER_UNIT * 2) / S3L_RESOLUTION_X)
|
||||||
|
|
||||||
|
|
|
@ -322,7 +322,7 @@ void draw()
|
||||||
printf("FPS: %d\n",fps);
|
printf("FPS: %d\n",fps);
|
||||||
|
|
||||||
printf("camera: ");
|
printf("camera: ");
|
||||||
S3L_writeTransform3D(scene.camera.transform);
|
S3L_logTransform3D(scene.camera.transform);
|
||||||
fps = 0;
|
fps = 0;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue