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Refactor
This commit is contained in:
parent
be396b5c68
commit
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1 changed files with 247 additions and 167 deletions
414
s3l.h
414
s3l.h
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@ -1,3 +1,6 @@
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#ifndef S3L_H
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#define S3L_H
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/*
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WIP
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@ -105,9 +108,6 @@
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of the triangle and at the same time is also not the bottom-most corner.
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*/
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#ifndef S3L_H
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#define S3L_H
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#include <stdint.h>
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#ifndef S3L_RESOLUTION_X
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@ -133,9 +133,6 @@
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*/
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#endif
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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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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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@ -149,9 +146,8 @@ typedef int32_t S3L_Unit; /**< Units of measurement in 3D space. There is
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have to modify a sin table otherwise
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it will overflow. Also other things
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may overflow, so rather don't do it. */
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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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typedef int16_t S3L_ScreenCoord;
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typedef uint16_t S3L_Index;
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#ifndef S3L_NEAR
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#define S3L_NEAR (S3L_FRACTIONS_PER_UNIT) /**< Distance of the near clipping
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@ -169,6 +165,12 @@ typedef int32_t S3L_Unit; /**< Units of measurement in 3D space. There is
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prevent overflow. */
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#endif
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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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/** Predefined vertices of a cube to simply insert in an array. These come with
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S3L_CUBE_TRIANGLES and S3L_CUBE_TEXCOORDS. */
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#define S3L_CUBE_VERTICES\
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@ -221,6 +223,198 @@ typedef int32_t S3L_Unit; /**< Units of measurement in 3D space. There is
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0,m, m,0, m,m,\
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0,m, 0,0, m,0
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/**
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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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*/
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typedef struct
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{
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S3L_Unit x;
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S3L_Unit y;
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S3L_Unit z;
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S3L_Unit w;
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} S3L_Vec4;
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static inline void S3L_initVec4(S3L_Vec4 *v);
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#define S3L_writeVec4(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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{
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S3L_Vec4 translation;
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S3L_Vec4 rotation; /**< Euler angles. Rortation is applied in this order:
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1. z = around z (roll) CW looking along z+
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2. x = around x (pitch) CW looking along x+
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3. y = around y (yaw) CW looking along y+ */
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S3L_Vec4 scale;
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} S3L_Transform3D;
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static inline void S3L_initTransoform3D(S3L_Transform3D *t);
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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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matrix[column][row]. */
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#define S3L_writeMat4(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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(m)[0][2],(m)[1][2],(m)[2][2],(m)[3][2],\
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(m)[0][3],(m)[1][3],(m)[2][3],(m)[3][3])
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/** Initializes a 4x4 matrix to identity. */
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static inline void S3L_initMat4(S3L_Mat4 *m);
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void S3L_makeTranslationMat(
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S3L_Unit offsetX,
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S3L_Unit offsetY,
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S3L_Unit offsetZ,
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S3L_Mat4 *m);
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/** Makes a scaling matrix. DON'T FORGET: scale of 1.0 is set with
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S3L_FRACTIONS_PER_UNIT! */
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void S3L_makeScaleMatrix(
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S3L_Unit scaleX,
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S3L_Unit scaleY,
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S3L_Unit scaleZ,
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S3L_Mat4 *m);
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/** Makes a rotation matrix. For the rotation conventions (meaning, order,
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units) see the specific structure comments. */
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void S3L_makeRotationMatrix(
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S3L_Unit aroundX,
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S3L_Unit aroundY,
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S3L_Unit aroundZ,
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S3L_Mat4 *m);
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void S3L_makeWorldMatrix(S3L_Transform3D worldTransform, S3L_Mat4 *m);
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void S3L_makeCameraMatrix(S3L_Transform3D cameraTransform, S3L_Mat4 *m);
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/** Multiplies a vector by a matrix with normalization by
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S3L_FRACTIONS_PER_UNIT. Result is stored in the input vector. */
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void S3L_vec4Xmat4(S3L_Vec4 *v, S3L_Mat4 *m);
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/** Same as S3L_vec4Xmat4 but faster, because this version doesn't compute the
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W component of the result, which is usually not needed. */
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void S3L_vec3Xmat4(S3L_Vec4 *v, S3L_Mat4 *m);
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/** Multiplies two matrices with normalization by S3L_FRACTIONS_PER_UNIT.
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Result is stored in the first matrix. */
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void S3L_mat4Xmat4(S3L_Mat4 *m1, S3L_Mat4 *m2);
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typedef struct
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{
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S3L_Unit focalLength; ///< Defines the field of view (FOV).
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S3L_Transform3D transform;
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} S3L_Camera;
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static inline void S3L_initCamera(S3L_Camera *c);
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typedef struct
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{
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S3L_ScreenCoord x; ///< Screen X coordinate.
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S3L_ScreenCoord y; ///< Screen Y coordinate.
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S3L_Unit barycentric0; /**< Barycentric coord 0 (corresponds to 1st vertex).
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Together with 1 and 2 coords these serve to
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locate the pixel on a triangle and interpolate
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values between it's three points. The sum of the
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three coordinates will always be exactly
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S3L_FRACTIONS_PER_UNIT. */
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S3L_Unit barycentric1; ///< Baryc. coord 1 (corresponds to 2nd vertex).
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S3L_Unit barycentric2; ///< Baryc. coord 2 (corresponds to 3rd vertex).
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S3L_Index triangleID;
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} S3L_PixelInfo; /**< Used to pass the info about a rasterized pixel
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(fragment) to the user-defined drawing func. */
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static inline void S3L_initPixelInfo(S3L_PixelInfo *p);
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#define S3L_BACKFACE_CULLING_NONE 0
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#define S3L_BACKFACE_CULLING_CW 1
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#define S3L_BACKFACE_CULLING_CCW 2
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#define S3L_MODE_TRIANGLES 0
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#define S3L_MODE_LINES 1
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#define S3L_MODE_POINTS 2
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typedef struct
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{
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uint8_t backfaceCulling;
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uint8_t mode;
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} S3L_DrawConfig;
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void S3L_initDrawConfig(S3L_DrawConfig *config);
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// general helper functions
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static inline S3L_Unit S3L_abs(S3L_Unit value);
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static inline S3L_Unit S3L_min(S3L_Unit v1, S3L_Unit v2);
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static inline S3L_Unit S3L_max(S3L_Unit v1, S3L_Unit v2);
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static inline S3L_Unit S3L_wrap(S3L_Unit value, S3L_Unit mod);
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static inline S3L_Unit S3L_nonZero(S3L_Unit value);
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S3L_Unit S3L_sin(S3L_Unit x);
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static inline S3L_Unit S3L_cos(S3L_Unit x);
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/** Interpolated between two values, v1 and v2, in the same ratio as t is to
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tMax. Does NOT prevent zero division. */
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static inline S3L_Unit S3L_interpolate(
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S3L_Unit v1,
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S3L_Unit v2,
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S3L_Unit t,
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S3L_Unit tMax);
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/** Same as S3L_interpolate but with v1 == 0. Should be faster. */
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static inline S3L_Unit S3L_interpolateFrom0(
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S3L_Unit v2,
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S3L_Unit t,
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S3L_Unit tMax);
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/** Like S3L_interpolate, but uses a parameter that goes from 0 to
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S3L_FRACTIONS_PER_UNIT - 1, which can be faster. */
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static inline S3L_Unit S3L_interpolateByUnit(
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S3L_Unit v1,
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S3L_Unit v2,
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S3L_Unit t);
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/** Same as S3L_interpolateByUnit but with v1 == 0. Should be faster. */
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static inline S3L_Unit S3L_interpolateByUnitFrom0(
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S3L_Unit v2,
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S3L_Unit t);
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/** Returns a value interpolated between the three triangle vertices based on
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barycentric coordinates. */
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static inline S3L_Unit S3L_interpolateBarycentric(
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S3L_Unit value0,
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S3L_Unit value1,
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S3L_Unit value2,
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S3L_Unit barycentric0,
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S3L_Unit barycentric1,
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S3L_Unit barycentric2);
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static inline void S3L_mapProjectionPlaneToScreen(
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S3L_Vec4 point,
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S3L_ScreenCoord *screenX,
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S3L_ScreenCoord *screenY);
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/** Draws a triangle according to given config. The vertices are specified in
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projection-plane space (NOT screen space!) -- they wll be mapped to screen
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space by thies function. If perspective correction is enabled, each vertex
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has to have a depth (Z position in camera space) specified in the Z
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component. */
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void S3L_drawTriangle(
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S3L_Vec4 point0,
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S3L_Vec4 point1,
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S3L_Vec4 point2,
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const S3L_DrawConfig *config,
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const S3L_Camera *camera,
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S3L_Index triangleID);
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static inline void S3L_rotate2DPoint(S3L_Unit *x, S3L_Unit *y, S3L_Unit angle);
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//=============================================================================
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// privates
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#define S3L_SIN_TABLE_LENGTH 128
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static const S3L_Unit S3L_sinTable[S3L_SIN_TABLE_LENGTH] =
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{
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#define S3L_SIN_TABLE_UNIT_STEP\
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(S3L_FRACTIONS_PER_UNIT / (S3L_SIN_TABLE_LENGTH * 4))
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typedef int16_t S3L_ScreenCoord;
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typedef uint16_t S3L_Index;
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/**
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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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*/
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typedef struct
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{
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S3L_Unit x;
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S3L_Unit y;
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S3L_Unit z;
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S3L_Unit w;
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} S3L_Vec4;
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#define S3L_writeVec4(v)\
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printf("Vec4: %d %d %d %d\n",((v).x),((v).y),((v).z),((v).w))
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static inline void S3L_initVec4(S3L_Vec4 *v)
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void S3L_initVec4(S3L_Vec4 *v)
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{
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v->x = 0; v->y = 0; v->z = 0; v->w = S3L_FRACTIONS_PER_UNIT;
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}
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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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matrix[column][row]. */
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#define S3L_writeMat4(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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(m)[0][2],(m)[1][2],(m)[2][2],(m)[3][2],\
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(m)[0][3],(m)[1][3],(m)[2][3],(m)[3][3])
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/**
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Initializes a 4x4 matrix to identity.
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*/
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static inline void S3L_initMat4(S3L_Mat4 *m)
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void S3L_initMat4(S3L_Mat4 *m)
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{
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#define M(x,y) (*m)[x][y]
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#define S S3L_FRACTIONS_PER_UNIT
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@ -347,10 +509,6 @@ static inline void S3L_initMat4(S3L_Mat4 *m)
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#undef S
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}
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/**
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Multiplies a vector by a matrix with normalization by S3L_FRACTIONS_PER_UNIT.
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Result is stored in the input vector.
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*/
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void S3L_vec4Xmat4(S3L_Vec4 *v, S3L_Mat4 *m)
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{
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S3L_Vec4 vBackup;
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@ -372,13 +530,8 @@ void S3L_vec4Xmat4(S3L_Vec4 *v, S3L_Mat4 *m)
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v->y = dotCol(1);
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v->z = dotCol(2);
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v->w = dotCol(3);
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}
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/**
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Same as S3L_vec4Xmat4 but faster, because this version doesn't compute the W
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component of the result, which is usually not needed.
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*/
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void S3L_vec3Xmat4(S3L_Vec4 *v, S3L_Mat4 *m)
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{
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S3L_Vec4 vBackup;
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@ -403,76 +556,51 @@ void S3L_vec3Xmat4(S3L_Vec4 *v, S3L_Mat4 *m)
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#undef dotCol
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// general helper functions
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static inline S3L_Unit S3L_abs(S3L_Unit value)
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S3L_Unit S3L_abs(S3L_Unit value)
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{
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return value >= 0 ? value : -1 * value;
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}
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static inline S3L_Unit S3L_min(S3L_Unit v1, S3L_Unit v2)
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S3L_Unit S3L_min(S3L_Unit v1, S3L_Unit v2)
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{
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return v1 >= v2 ? v2 : v1;
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}
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static inline S3L_Unit S3L_max(S3L_Unit v1, S3L_Unit v2)
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S3L_Unit S3L_max(S3L_Unit v1, S3L_Unit v2)
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{
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return v1 >= v2 ? v1 : v2;
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}
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static inline S3L_Unit S3L_wrap(S3L_Unit value, S3L_Unit mod)
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S3L_Unit S3L_wrap(S3L_Unit value, S3L_Unit mod)
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{
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return value >= 0 ? (value % mod) : (mod + (value % mod) - 1);
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}
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static inline S3L_Unit S3L_nonZero(S3L_Unit value)
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S3L_Unit S3L_nonZero(S3L_Unit value)
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{
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return value != 0 ? value : 1;
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}
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/**
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Interpolated between two values, v1 and v2, in the same ratio as t is to
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tMax. Does NOT prevent zero division.
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*/
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static inline S3L_Unit S3L_interpolate(S3L_Unit v1, S3L_Unit v2, S3L_Unit t,
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S3L_Unit tMax)
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S3L_Unit S3L_interpolate(S3L_Unit v1, S3L_Unit v2, S3L_Unit t, S3L_Unit tMax)
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{
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return v1 + ((v2 - v1) * t) / tMax;
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}
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/**
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Like S3L_interpolate, but uses a parameter that goes from 0 to
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S3L_FRACTIONS_PER_UNIT - 1, which can be faster.
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*/
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static inline S3L_Unit S3L_interpolateByUnit(S3L_Unit v1, S3L_Unit v2,
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S3L_Unit t)
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S3L_Unit S3L_interpolateByUnit(S3L_Unit v1, S3L_Unit v2, S3L_Unit t)
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{
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return v1 + ((v2 - v1) * t) / S3L_FRACTIONS_PER_UNIT;
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}
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// TODO: change parameters in interpolation functions to S3L_Unit
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/**
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Same as S3L_interpolate but with v1 = 0. Should be faster.
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*/
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static inline S3L_Unit S3L_interpolateByUnitFrom0(S3L_Unit v2, S3L_Unit t)
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S3L_Unit S3L_interpolateByUnitFrom0(S3L_Unit v2, S3L_Unit t)
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{
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return (v2 * t) / S3L_FRACTIONS_PER_UNIT;
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}
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/**
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Same as S3L_interpolate but with v1 = 0. Should be faster.
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*/
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static inline S3L_Unit S3L_interpolateFrom0(S3L_Unit v2, S3L_Unit t,
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S3L_Unit tMax)
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S3L_Unit S3L_interpolateFrom0(S3L_Unit v2, S3L_Unit t, S3L_Unit tMax)
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{
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return (v2 * t) / tMax;
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}
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/**
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Multiplies two matrices with normalization by S3L_FRACTIONS_PER_UNIT. Result
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is stored in the first matrix.
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*/
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void S3L_mat4Xmat4(S3L_Mat4 *m1, S3L_Mat4 *m2)
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{
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||||
S3L_Mat4 mat1;
|
||||
|
@ -515,13 +643,16 @@ S3L_Unit S3L_sin(S3L_Unit x)
|
|||
return positive ? S3L_sinTable[x] : -1 * S3L_sinTable[x];
|
||||
}
|
||||
|
||||
static inline S3L_Unit S3L_cos(S3L_Unit x)
|
||||
S3L_Unit S3L_cos(S3L_Unit x)
|
||||
{
|
||||
return S3L_sin(x - S3L_FRACTIONS_PER_UNIT / 4);
|
||||
}
|
||||
|
||||
void S3L_makeTranslationMat(
|
||||
S3L_Unit offsetX, S3L_Unit offsetY, S3L_Unit offsetZ, S3L_Mat4 *m)
|
||||
S3L_Unit offsetX,
|
||||
S3L_Unit offsetY,
|
||||
S3L_Unit offsetZ,
|
||||
S3L_Mat4 *m)
|
||||
{
|
||||
#define M(x,y) (*m)[x][y]
|
||||
#define S S3L_FRACTIONS_PER_UNIT
|
||||
|
@ -535,12 +666,11 @@ void S3L_makeTranslationMat(
|
|||
#undef S
|
||||
}
|
||||
|
||||
/**
|
||||
Makes a scaling matrix. DON'T FORGET: scale of 1.0 is set with
|
||||
S3L_FRACTIONS_PER_UNIT!
|
||||
*/
|
||||
void S3L_makeScaleMatrix(
|
||||
S3L_Unit scaleX, S3L_Unit scaleY, S3L_Unit scaleZ, S3L_Mat4 *m)
|
||||
S3L_Unit scaleX,
|
||||
S3L_Unit scaleY,
|
||||
S3L_Unit scaleZ,
|
||||
S3L_Mat4 *m)
|
||||
{
|
||||
#define M(x,y) (*m)[x][y]
|
||||
|
||||
|
@ -552,12 +682,11 @@ void S3L_makeScaleMatrix(
|
|||
#undef M
|
||||
}
|
||||
|
||||
/**
|
||||
Makes a rotation matrix. For the rotation conventions (meaning, order, units)
|
||||
see the appropriate structure comments.
|
||||
*/
|
||||
void S3L_makeRotationMatrix(
|
||||
S3L_Unit aroundX, S3L_Unit aroundY, S3L_Unit aroundZ, S3L_Mat4 *m)
|
||||
S3L_Unit aroundX,
|
||||
S3L_Unit aroundY,
|
||||
S3L_Unit aroundZ,
|
||||
S3L_Mat4 *m)
|
||||
{
|
||||
S3L_Unit sx = S3L_sin(aroundX);
|
||||
S3L_Unit sy = S3L_sin(aroundY);
|
||||
|
@ -594,17 +723,7 @@ void S3L_makeRotationMatrix(
|
|||
#undef S
|
||||
}
|
||||
|
||||
typedef struct
|
||||
{
|
||||
S3L_Vec4 translation;
|
||||
S3L_Vec4 rotation; /**< Euler angles. Rortation is applied in this order:
|
||||
1. z = around z (roll) CW looking along z+
|
||||
2. x = around x (pitch) CW looking along x+
|
||||
3. y = around y (yaw) CW looking along y+ */
|
||||
S3L_Vec4 scale;
|
||||
} S3L_Transform3D;
|
||||
|
||||
static inline void S3L_initTransoform3D(S3L_Transform3D *t)
|
||||
void S3L_initTransoform3D(S3L_Transform3D *t)
|
||||
{
|
||||
S3L_initVec4(&(t->translation));
|
||||
S3L_initVec4(&(t->rotation));
|
||||
|
@ -613,35 +732,13 @@ static inline void S3L_initTransoform3D(S3L_Transform3D *t)
|
|||
t->scale.z = S3L_FRACTIONS_PER_UNIT;
|
||||
}
|
||||
|
||||
typedef struct
|
||||
{
|
||||
S3L_Unit focalLength; ///< Defines the field of view (FOV).
|
||||
S3L_Transform3D transform;
|
||||
} S3L_Camera;
|
||||
|
||||
static inline void S3L_initCamera(S3L_Camera *c)
|
||||
void S3L_initCamera(S3L_Camera *c)
|
||||
{
|
||||
c->focalLength = S3L_FRACTIONS_PER_UNIT;
|
||||
S3L_initTransoform3D(&(c->transform));
|
||||
}
|
||||
|
||||
typedef struct
|
||||
{
|
||||
S3L_ScreenCoord x; ///< Screen X coordinate.
|
||||
S3L_ScreenCoord y; ///< Screen Y coordinate.
|
||||
|
||||
S3L_Unit barycentric0; /**< Barycentric coord 0 (corresponds to 1st vertex).
|
||||
Together with 1 and 2 coords these serve to
|
||||
locate the pixel on a triangle and interpolate
|
||||
values between it's three points. The sum of the
|
||||
three coordinates will always be exactly
|
||||
S3L_FRACTIONS_PER_UNIT. */
|
||||
S3L_Unit barycentric1; ///< Baryc. coord 1 (corresponds to 2nd vertex).
|
||||
S3L_Unit barycentric2; ///< Baryc. coord 2 (corresponds to 3rd vertex).
|
||||
S3L_Index triangleID;
|
||||
} S3L_PixelInfo;
|
||||
|
||||
static inline void S3L_initPixelInfo(S3L_PixelInfo *p)
|
||||
void S3L_initPixelInfo(S3L_PixelInfo *p)
|
||||
{
|
||||
p->x = 0;
|
||||
p->y = 0;
|
||||
|
@ -651,20 +748,6 @@ static inline void S3L_initPixelInfo(S3L_PixelInfo *p)
|
|||
p->triangleID = 0;
|
||||
}
|
||||
|
||||
#define S3L_BACKFACE_CULLING_NONE 0
|
||||
#define S3L_BACKFACE_CULLING_CW 1
|
||||
#define S3L_BACKFACE_CULLING_CCW 2
|
||||
|
||||
#define S3L_MODE_TRIANGLES 0
|
||||
#define S3L_MODE_LINES 1
|
||||
#define S3L_MODE_POINTS 2
|
||||
|
||||
typedef struct
|
||||
{
|
||||
int backfaceCulling;
|
||||
int mode;
|
||||
} S3L_DrawConfig;
|
||||
|
||||
void S3L_initDrawConfig(S3L_DrawConfig *config)
|
||||
{
|
||||
config->backfaceCulling = 1;
|
||||
|
@ -788,13 +871,13 @@ S3L_Unit S3L_correctPerspective(
|
|||
(result > S3L_FRACTIONS_PER_UNIT ? S3L_FRACTIONS_PER_UNIT : result);
|
||||
}
|
||||
|
||||
/**
|
||||
Returns a value interpolated between the three triangle vertices based on
|
||||
barycentric coordinates.
|
||||
*/
|
||||
static inline S3L_Unit S3L_interpolateBarycentric(
|
||||
S3L_Unit value0, S3L_Unit value1, S3L_Unit value2,
|
||||
S3L_Unit barycentric0, S3L_Unit barycentric1, S3L_Unit barycentric2)
|
||||
S3L_Unit value0,
|
||||
S3L_Unit value1,
|
||||
S3L_Unit value2,
|
||||
S3L_Unit barycentric0,
|
||||
S3L_Unit barycentric1,
|
||||
S3L_Unit barycentric2)
|
||||
{
|
||||
return
|
||||
(
|
||||
|
@ -863,8 +946,10 @@ int S3L_bresenhamStep(S3L_BresenhamState *state)
|
|||
return state->steps >= 0;
|
||||
}
|
||||
|
||||
static inline void S3L_mapProjectionPlaneToScreen(S3L_Vec4 point,
|
||||
S3L_ScreenCoord *screenX, S3L_ScreenCoord *screenY)
|
||||
void S3L_mapProjectionPlaneToScreen(
|
||||
S3L_Vec4 point,
|
||||
S3L_ScreenCoord *screenX,
|
||||
S3L_ScreenCoord *screenY)
|
||||
{
|
||||
*screenX =
|
||||
S3L_HALF_RESOLUTION_X +
|
||||
|
@ -1209,17 +1294,12 @@ void _S3L_drawFilledTriangle(
|
|||
#undef stepSide
|
||||
}
|
||||
|
||||
int a = 0;
|
||||
|
||||
/**
|
||||
Draws a triangle according to given config. The vertices are specified in
|
||||
projection-plane space (NOT screen space!) -- they wll be mapped to screen
|
||||
space by thies function. If perspective correction is enabled, each vertex
|
||||
has to have a depth (Z position in camera space) specified in the Z
|
||||
component.
|
||||
*/
|
||||
void S3L_drawTriangle(S3L_Vec4 point0, S3L_Vec4 point1, S3L_Vec4 point2,
|
||||
const S3L_DrawConfig *config, const S3L_Camera *camera,
|
||||
void S3L_drawTriangle(
|
||||
S3L_Vec4 point0,
|
||||
S3L_Vec4 point1,
|
||||
S3L_Vec4 point2,
|
||||
const S3L_DrawConfig *config,
|
||||
const S3L_Camera *camera,
|
||||
S3L_Index triangleID)
|
||||
{
|
||||
#define clipTest(c,cmp,v)\
|
||||
|
@ -1323,7 +1403,7 @@ void S3L_drawTriangle(S3L_Vec4 point0, S3L_Vec4 point1, S3L_Vec4 point2,
|
|||
}
|
||||
}
|
||||
|
||||
static inline void S3L_rotate2DPoint(S3L_Unit *x, S3L_Unit *y, S3L_Unit angle)
|
||||
void S3L_rotate2DPoint(S3L_Unit *x, S3L_Unit *y, S3L_Unit angle)
|
||||
{
|
||||
if (angle < S3L_SIN_TABLE_UNIT_STEP)
|
||||
return; // no visible rotation
|
||||
|
|
Loading…
Reference in a new issue