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Refactor
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2 changed files with 102 additions and 106 deletions
202
small3dlib.h
202
small3dlib.h
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@ -1,5 +1,5 @@
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#ifndef S3L_H
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#define S3L_H
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#ifndef SMALL3DLIB_H
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#define SMALL3DLIB_H
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/*
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WIP
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@ -126,30 +126,44 @@
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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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#define S3L_RESOLUTION_X 640 ///< Redefine to screen x resolution.
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#endif
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#ifndef S3L_RESOLUTION_Y
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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 screen y resolution.
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#endif
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/** Units of measurement in 3D space. There is S3L_FRACTIONS_PER_UNIT in one
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spatial unit. By dividing the unit into fractions we effectively achieve a
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fixed point arithmetic. The number of fractions is a constant that serves as
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1.0 in floating point arithmetic (normalization etc.). */
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typedef int32_t S3L_Unit;
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/** How many fractions a spatial unit is split into. This is NOT SUPPOSED TO
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BE REDEFINED, so rather don't do it (otherwise things may overflow etc.). */
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#define S3L_FRACTIONS_PER_UNIT 512
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typedef int16_t S3L_ScreenCoord;
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typedef uint16_t S3L_Index;
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#ifndef S3L_STRICT_NEAR_CULLING
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#define S3L_STRICT_NEAR_CULLING 1 /**< If on, any triangle that only partially
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intersects the near plane will be culled.
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This can prevent errorneous rendering and
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artifacts, but also makes triangles close to
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the camera disappear. */
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/** If on, any triangle that only partially intersects the near plane will be
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culled. This can prevent errorneous rendering and artifacts, but also makes
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triangles close to the camera disappear. */
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#define S3L_STRICT_NEAR_CULLING 1
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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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/** If on, disables computation of per-pixel values such as barycentric
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coordinates and depth -- these will still be available but will be the same
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for the whole triangle. This can be used to create flat-shaded renders and
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will be a lot faster. With this option on you will probably want to use
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sorting instead of z-buffer. */
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#define S3L_FLAT 0
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#endif
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#if S3L_FLAT
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@ -159,15 +173,13 @@
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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 this is an expensive
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operation! Possible values:
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/** Specifies what type of perspective correction (PC) to use. Remember this
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is an expensive operation! Possible values:
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- 0 No perspective correction. Fastest, ugly.
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- 1 Per-pixel perspective correction, nice but very
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expensive.
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- 2 Partial perspecive correction by subdividing
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triangles. */
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- 0: No perspective correction. Fastest, ugly.
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- 1: Per-pixel perspective correction, nice but very expensive.*/
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#define S3L_PERSPECTIVE_CORRECTION 0
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#endif
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#if S3L_PERSPECTIVE_CORRECTION
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@ -175,86 +187,68 @@
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#endif
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#ifndef S3L_COMPUTE_DEPTH
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#define S3L_COMPUTE_DEPTH 1 /**< 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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/** Whether to compute depth for each pixel (fragment). Some other options
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may turn this on automatically. */
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#define S3L_COMPUTE_DEPTH 1
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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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#define S3L_FRACTIONS_PER_UNIT 512 /**< How many fractions a spatial unit is
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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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#ifndef S3L_Z_BUFFER
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#define S3L_Z_BUFFER 0 /**< What type of z-buffer (depth buffer) to use
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for visibility determination. possible values:
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/** What type of z-buffer (depth buffer) to use for visibility determination.
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Possible values:
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- 0 Don't use z-buffer. This saves a lot of memory, but
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visibility checking won't be pixel-accurate and has
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to mostly be done by other means (typically
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sorting).
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- 1 Use full z-buffer (of S3L_Units) for visibiltiy
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determination. This is the most accurate option
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(and also a fast one), but requires a big amount
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of memory.
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- 2 Use reduced-size z-buffer (of bytes). This is fast
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and somewhat accurate, but inaccuracies can occur
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and a considerable amount of memory is needed. */
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- 0: Don't use z-buffer. This saves a lot of memory, but visibility checking
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won't be pixel-accurate and has to mostly be done by other means
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(typically sorting).
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- 1: Use full z-buffer (of S3L_Units) for visibiltiy determination. This is
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the most accurate option (and also a fast one), but requires a big
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amount of memory.
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- 2: Use reduced-size z-buffer (of bytes). This is fast and somewhat
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accurate, but inaccuracies can occur and a considerable amount of memory
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is needed. */
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#define S3L_Z_BUFFER 0
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#endif
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#ifndef S3L_STENCIL_BUFFER
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#define S3L_STENCIL_BUFFER 0 /**< Whether to use stencil buffer for drawing --
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with this pixels that have already been
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rasterized will be discarded. This is mostly
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for front-to-back sorted drawing. */
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/** Whether to use stencil buffer for drawing -- with this a pixel that would
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be resterized over an already rasterized pixel will be discarded. This is
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mostly for front-to-back sorted drawing. */
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#define S3L_STENCIL_BUFFER 0
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#endif
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#ifndef S3L_SORT
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#define S3L_SORT 0 /**< Defines how to sort triangles before
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drawing a frame. This can be used to solve visibility
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in case z-buffer is not used, to prevent overwrting
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already rasterized pixels, implement transparency etc.
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Note that for simplicity and performance a relatively
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simple sorting is used which doesn't work completely
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correctly, so mistakes can occur (even the best sorting
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wouldn't be able to solve e.g. intersecting triangles).
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Possible values:
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/** Defines how to sort triangles before drawing a frame. This can be used to
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solve visibility in case z-buffer is not used, to prevent overwrting already
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rasterized pixels, implement transparency etc. Note that for simplicity and
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performance a relatively simple sorting is used which doesn't work completely
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correctly, so mistakes can occur (even the best sorting wouldn't be able to
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solve e.g. intersecting triangles). Possible values:
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- 0 Don't sort triangles. This is fastest.
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- 1 Sort triangles from back to front. This can in most
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cases solve visibility without requiring almost any
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extra memory compared to z-buffer.
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- 2 Sort triangles from front to back. This can be
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faster than back to front, because we prevent
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computing pixels that will be overwritten by nearer
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ones, but we need a 1b stencil buffer for this
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(enable S3L_STENCIL_BUFFER), so a bit more memory
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is needed. */
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- 0: Don't sort triangles. This is fastest.
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- 1: Sort triangles from back to front. This can in most cases solve
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visibility without requiring almost any extra memory compared to
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z-buffer.
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- 2: Sort triangles from front to back. This can be faster than back to
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front, because we prevent computing pixels that will be overwritten by
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nearer ones, but we need a 1b stencil buffer for this (enable
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S3L_STENCIL_BUFFER), so a bit more memory is needed. */
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#define S3L_SORT 0
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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 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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/** Maximum number of triangles that can be drawn in sorted modes. This
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affects the size of the cache used for triangle sorting. */
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#define S3L_MAX_TRIANGES_DRAWN 128
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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. Points in front or EXATLY ON
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this plane are considered outside the
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frustum. This must be >= 0. */
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/** Distance of the near clipping plane. Points in front or EXATLY ON this
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plane are considered outside the frustum. This must be >= 0. */
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#define S3L_NEAR (S3L_FRACTIONS_PER_UNIT / 4)
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#endif
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#if S3L_NEAR <= 0
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@ -262,17 +256,14 @@ typedef uint16_t S3L_Index;
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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 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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/** Quality (scaling) of SOME (stepped) linear interpolations. 0 will most
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likely be a tiny bit faster, but artifacts can occur for bigger tris, while
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higher values can fix this -- in theory all higher values will have the same
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speed (it is a shift value), but it mustn't be too high to prevent
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overflow. */
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#define S3L_HALF_RESOLUTION_X (S3L_RESOLUTION_X >> 1)
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#define S3L_HALF_RESOLUTION_Y (S3L_RESOLUTION_Y >> 1)
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#define S3L_FAST_LERP_QUALITY 8
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#endif
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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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static inline void S3L_vec3Add(S3L_Vec4 *result, S3L_Vec4 added);
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static inline void S3L_vec3Sub(S3L_Vec4 *result, S3L_Vec4 substracted);
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#define S3L_writeVec4(v)\
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#define S3L_logVec4(v)\
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printf("Vec4: %d %d %d %d\n",((v).x),((v).y),((v).z),((v).w))
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typedef struct
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S3L_Vec4 scale;
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} S3L_Transform3D;
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#define S3L_writeTransform3D(t)\
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#define S3L_logTransform3D(t)\
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printf("Transform3D: T = [%d %d %d], R = [%d %d %d], S = [%d %d %d]\n",\
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(t).translation.x,(t).translation.y,(t).translation.z,\
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(t).rotation.x,(t).rotation.y,(t).rotation.z,\
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S3L_Vec4 *right,
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S3L_Vec4 *up);
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typedef S3L_Unit S3L_Mat4[4][4]; /**< 4x4 matrix, used mostly for 3D
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transforms. The indexing is this:
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/** 4x4 matrix, used mostly for 3D transforms. The indexing is this:
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matrix[column][row]. */
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#define S3L_writeMat4(m)\
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typedef S3L_Unit S3L_Mat4[4][4];
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#define S3L_logMat4(m)\
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printf("Mat4:\n %d %d %d %d\n %d %d %d %d\n %d %d %d %d\n %d %d %d %d\n"\
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,(m)[0][0],(m)[1][0],(m)[2][0],(m)[3][0],\
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(m)[0][1],(m)[1][1],(m)[2][1],(m)[3][1],\
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//=============================================================================
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// privates
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#define S3L_HALF_RESOLUTION_X (S3L_RESOLUTION_X >> 1)
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#define S3L_HALF_RESOLUTION_Y (S3L_RESOLUTION_Y >> 1)
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#define S3L_PROJECTION_PLANE_HEIGHT\
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((S3L_RESOLUTION_Y * S3L_FRACTIONS_PER_UNIT * 2) / S3L_RESOLUTION_X)
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@ -322,7 +322,7 @@ void draw()
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printf("FPS: %d\n",fps);
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printf("camera: ");
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S3L_writeTransform3D(scene.camera.transform);
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S3L_logTransform3D(scene.camera.transform);
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fps = 0;
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}
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}
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