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Refactor a bit
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52951d29b5
commit
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2 changed files with 9 additions and 13 deletions
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@ -14,7 +14,7 @@
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#define S3L_STRICT_NEAR_CULLING 0
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#define S3L_PERSPECTIVE_CORRECTION 2
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#define S3L_SORT 0
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#define S3L_Z_BUFFER 1
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#define S3L_Z_BUFFER 2
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#define S3L_PIXEL_FUNCTION drawPixel
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20
small3dlib.h
20
small3dlib.h
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@ -1085,8 +1085,6 @@ void S3L_vec4Xmat4(S3L_Vec4 *v, S3L_Mat4 *m)
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vBackup.z = v->z;
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vBackup.w = v->w;
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// TODO: try alternative operation orders to optimize
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#define dotCol(col)\
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((vBackup.x * (*m)[col][0]) +\
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(vBackup.y * (*m)[col][1]) +\
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@ -1571,8 +1569,8 @@ void S3L_rotationToDirections(
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}
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}
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void S3L_initPixelInfo(S3L_PixelInfo *p) // TODO: maybe non-pointer for p
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{ // could be faster?
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void S3L_initPixelInfo(S3L_PixelInfo *p)
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{
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p->x = 0;
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p->y = 0;
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p->barycentric[0] = S3L_FRACTIONS_PER_UNIT;
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@ -2017,9 +2015,7 @@ void S3L_drawTriangle(
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if (currentY >= 0) /* clipping of pixels whose y < 0 (can't be easily done
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outside the loop) */
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{ /* TODO: ^ This is bad though, a single large
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triangle outside he top of the screen will trigger
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a long loop. Try to FIX THIS! */
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{
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p.y = currentY;
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// draw the horizontal line
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@ -2079,12 +2075,10 @@ void S3L_drawTriangle(
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#if S3L_PERSPECTIVE_CORRECTION
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S3L_ScreenCoord i = lXClipped - lX; /* helper var to save one
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substraction in the inner
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loop */
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substraction in the inner
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loop */
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#endif
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// draw the row -- inner loop:
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#if S3L_PERSPECTIVE_CORRECTION == 2
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S3L_FastLerpState depthPC, b0PC, b1PC;
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@ -2108,6 +2102,8 @@ void S3L_drawTriangle(
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int8_t rowCount = S3L_PC_APPROX_LENGTH;
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#endif
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// draw the row -- inner loop:
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for (S3L_ScreenCoord x = lXClipped; x < rXClipped; ++x)
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{
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int8_t testsPassed = 1;
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@ -2234,7 +2230,7 @@ void S3L_drawTriangle(
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S3L_FRACTIONS_PER_UNIT - *barycentric0 - *barycentric1;
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#endif
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S3L_PIXEL_FUNCTION(&p);
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}
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} // tests passed
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#if !S3L_FLAT
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#if S3L_PERSPECTIVE_CORRECTION
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