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Miloslav Číž 2019-05-19 10:07:09 +02:00
parent be396b5c68
commit ff56c9da7f

414
s3l.h
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@ -1,3 +1,6 @@
#ifndef S3L_H
#define S3L_H
/* /*
WIP WIP
@ -105,9 +108,6 @@
of the triangle and at the same time is also not the bottom-most corner. of the triangle and at the same time is also not the bottom-most corner.
*/ */
#ifndef S3L_H
#define S3L_H
#include <stdint.h> #include <stdint.h>
#ifndef S3L_RESOLUTION_X #ifndef S3L_RESOLUTION_X
@ -133,9 +133,6 @@
*/ */
#endif #endif
#define S3L_HALF_RESOLUTION_X (S3L_RESOLUTION_X >> 1)
#define S3L_HALF_RESOLUTION_Y (S3L_RESOLUTION_Y >> 1)
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
S3L_FRACTIONS_PER_UNIT in one spatial unit. S3L_FRACTIONS_PER_UNIT in one spatial unit.
By dividing the unit into fractions we By dividing the unit into fractions we
@ -149,9 +146,8 @@ typedef int32_t S3L_Unit; /**< Units of measurement in 3D space. There is
have to modify a sin table otherwise have to modify a sin table otherwise
it will overflow. Also other things it will overflow. Also other things
may overflow, so rather don't do it. */ may overflow, so rather don't do it. */
typedef int16_t S3L_ScreenCoord;
#define S3L_PROJECTION_PLANE_HEIGHT\ typedef uint16_t S3L_Index;
((S3L_RESOLUTION_Y * S3L_FRACTIONS_PER_UNIT * 2) / S3L_RESOLUTION_X)
#ifndef S3L_NEAR #ifndef S3L_NEAR
#define S3L_NEAR (S3L_FRACTIONS_PER_UNIT) /**< Distance of the near clipping #define S3L_NEAR (S3L_FRACTIONS_PER_UNIT) /**< Distance of the near clipping
@ -169,6 +165,12 @@ typedef int32_t S3L_Unit; /**< Units of measurement in 3D space. There is
prevent overflow. */ prevent overflow. */
#endif #endif
#define S3L_HALF_RESOLUTION_X (S3L_RESOLUTION_X >> 1)
#define S3L_HALF_RESOLUTION_Y (S3L_RESOLUTION_Y >> 1)
#define S3L_PROJECTION_PLANE_HEIGHT\
((S3L_RESOLUTION_Y * S3L_FRACTIONS_PER_UNIT * 2) / S3L_RESOLUTION_X)
/** Predefined vertices of a cube to simply insert in an array. These come with /** Predefined vertices of a cube to simply insert in an array. These come with
S3L_CUBE_TRIANGLES and S3L_CUBE_TEXCOORDS. */ S3L_CUBE_TRIANGLES and S3L_CUBE_TEXCOORDS. */
#define S3L_CUBE_VERTICES\ #define S3L_CUBE_VERTICES\
@ -221,6 +223,198 @@ typedef int32_t S3L_Unit; /**< Units of measurement in 3D space. There is
0,m, m,0, m,m,\ 0,m, m,0, m,m,\
0,m, 0,0, m,0 0,m, 0,0, m,0
/**
Vector that consists of four scalars and can represent homogenous
coordinates, but is generally also used as Vec3 and Vec2.
*/
typedef struct
{
S3L_Unit x;
S3L_Unit y;
S3L_Unit z;
S3L_Unit w;
} S3L_Vec4;
static inline void S3L_initVec4(S3L_Vec4 *v);
#define S3L_writeVec4(v)\
printf("Vec4: %d %d %d %d\n",((v).x),((v).y),((v).z),((v).w))
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);
typedef S3L_Unit S3L_Mat4[4][4]; /**< 4x4 matrix, used mostly for 3D
transforms. The indexing is this:
matrix[column][row]. */
#define S3L_writeMat4(m)\
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][1],(m)[1][1],(m)[2][1],(m)[3][1],\
(m)[0][2],(m)[1][2],(m)[2][2],(m)[3][2],\
(m)[0][3],(m)[1][3],(m)[2][3],(m)[3][3])
/** Initializes a 4x4 matrix to identity. */
static inline void S3L_initMat4(S3L_Mat4 *m);
void S3L_makeTranslationMat(
S3L_Unit offsetX,
S3L_Unit offsetY,
S3L_Unit offsetZ,
S3L_Mat4 *m);
/** 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);
/** Makes a rotation matrix. For the rotation conventions (meaning, order,
units) see the specific structure comments. */
void S3L_makeRotationMatrix(
S3L_Unit aroundX,
S3L_Unit aroundY,
S3L_Unit aroundZ,
S3L_Mat4 *m);
void S3L_makeWorldMatrix(S3L_Transform3D worldTransform, S3L_Mat4 *m);
void S3L_makeCameraMatrix(S3L_Transform3D cameraTransform, S3L_Mat4 *m);
/** Multiplies a vector by a matrix with normalization by
S3L_FRACTIONS_PER_UNIT. Result is stored in the input vector. */
void S3L_vec4Xmat4(S3L_Vec4 *v, S3L_Mat4 *m);
/** Same as S3L_vec4Xmat4 but faster, because this version doesn't compute the
W component of the result, which is usually not needed. */
void S3L_vec3Xmat4(S3L_Vec4 *v, S3L_Mat4 *m);
/** Multiplies two matrices with normalization by S3L_FRACTIONS_PER_UNIT.
Result is stored in the first matrix. */
void S3L_mat4Xmat4(S3L_Mat4 *m1, S3L_Mat4 *m2);
typedef struct
{
S3L_Unit focalLength; ///< Defines the field of view (FOV).
S3L_Transform3D transform;
} S3L_Camera;
static inline void S3L_initCamera(S3L_Camera *c);
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; /**< Used to pass the info about a rasterized pixel
(fragment) to the user-defined drawing func. */
static inline void S3L_initPixelInfo(S3L_PixelInfo *p);
#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
{
uint8_t backfaceCulling;
uint8_t mode;
} S3L_DrawConfig;
void S3L_initDrawConfig(S3L_DrawConfig *config);
// general helper functions
static inline S3L_Unit S3L_abs(S3L_Unit value);
static inline S3L_Unit S3L_min(S3L_Unit v1, S3L_Unit v2);
static inline S3L_Unit S3L_max(S3L_Unit v1, S3L_Unit v2);
static inline S3L_Unit S3L_wrap(S3L_Unit value, S3L_Unit mod);
static inline S3L_Unit S3L_nonZero(S3L_Unit value);
S3L_Unit S3L_sin(S3L_Unit x);
static inline S3L_Unit S3L_cos(S3L_Unit x);
/** Interpolated between two values, v1 and v2, in the same ratio as t is to
tMax. Does NOT prevent zero division. */
static inline S3L_Unit S3L_interpolate(
S3L_Unit v1,
S3L_Unit v2,
S3L_Unit t,
S3L_Unit tMax);
/** Same as S3L_interpolate but with v1 == 0. Should be faster. */
static inline S3L_Unit S3L_interpolateFrom0(
S3L_Unit v2,
S3L_Unit t,
S3L_Unit tMax);
/** Like S3L_interpolate, but uses a parameter that goes from 0 to
S3L_FRACTIONS_PER_UNIT - 1, which can be faster. */
static inline S3L_Unit S3L_interpolateByUnit(
S3L_Unit v1,
S3L_Unit v2,
S3L_Unit t);
/** Same as S3L_interpolateByUnit but with v1 == 0. Should be faster. */
static inline S3L_Unit S3L_interpolateByUnitFrom0(
S3L_Unit v2,
S3L_Unit t);
/** 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);
static inline void S3L_mapProjectionPlaneToScreen(
S3L_Vec4 point,
S3L_ScreenCoord *screenX,
S3L_ScreenCoord *screenY);
/** 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,
S3L_Index triangleID);
static inline void S3L_rotate2DPoint(S3L_Unit *x, S3L_Unit *y, S3L_Unit angle);
//=============================================================================
// privates
#define S3L_SIN_TABLE_LENGTH 128 #define S3L_SIN_TABLE_LENGTH 128
static const S3L_Unit S3L_sinTable[S3L_SIN_TABLE_LENGTH] = static const S3L_Unit S3L_sinTable[S3L_SIN_TABLE_LENGTH] =
{ {
@ -296,44 +490,12 @@ static const S3L_Unit S3L_sinTable[S3L_SIN_TABLE_LENGTH] =
#define S3L_SIN_TABLE_UNIT_STEP\ #define S3L_SIN_TABLE_UNIT_STEP\
(S3L_FRACTIONS_PER_UNIT / (S3L_SIN_TABLE_LENGTH * 4)) (S3L_FRACTIONS_PER_UNIT / (S3L_SIN_TABLE_LENGTH * 4))
typedef int16_t S3L_ScreenCoord; void S3L_initVec4(S3L_Vec4 *v)
typedef uint16_t S3L_Index;
/**
Vector that consists of four scalars and can represent homogenous
coordinates, but is generally also used as Vec3 and Vec2.
*/
typedef struct
{
S3L_Unit x;
S3L_Unit y;
S3L_Unit z;
S3L_Unit w;
} S3L_Vec4;
#define S3L_writeVec4(v)\
printf("Vec4: %d %d %d %d\n",((v).x),((v).y),((v).z),((v).w))
static inline void S3L_initVec4(S3L_Vec4 *v)
{ {
v->x = 0; v->y = 0; v->z = 0; v->w = S3L_FRACTIONS_PER_UNIT; v->x = 0; v->y = 0; v->z = 0; v->w = S3L_FRACTIONS_PER_UNIT;
} }
typedef S3L_Unit S3L_Mat4[4][4]; /**< 4x4 matrix, used mostly for 3D void S3L_initMat4(S3L_Mat4 *m)
transforms. The indexing is this:
matrix[column][row]. */
#define S3L_writeMat4(m)\
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][1],(m)[1][1],(m)[2][1],(m)[3][1],\
(m)[0][2],(m)[1][2],(m)[2][2],(m)[3][2],\
(m)[0][3],(m)[1][3],(m)[2][3],(m)[3][3])
/**
Initializes a 4x4 matrix to identity.
*/
static inline void S3L_initMat4(S3L_Mat4 *m)
{ {
#define M(x,y) (*m)[x][y] #define M(x,y) (*m)[x][y]
#define S S3L_FRACTIONS_PER_UNIT #define S S3L_FRACTIONS_PER_UNIT
@ -347,10 +509,6 @@ static inline void S3L_initMat4(S3L_Mat4 *m)
#undef S #undef S
} }
/**
Multiplies a vector by a matrix with normalization by S3L_FRACTIONS_PER_UNIT.
Result is stored in the input vector.
*/
void S3L_vec4Xmat4(S3L_Vec4 *v, S3L_Mat4 *m) void S3L_vec4Xmat4(S3L_Vec4 *v, S3L_Mat4 *m)
{ {
S3L_Vec4 vBackup; S3L_Vec4 vBackup;
@ -372,13 +530,8 @@ void S3L_vec4Xmat4(S3L_Vec4 *v, S3L_Mat4 *m)
v->y = dotCol(1); v->y = dotCol(1);
v->z = dotCol(2); v->z = dotCol(2);
v->w = dotCol(3); v->w = dotCol(3);
} }
/**
Same as S3L_vec4Xmat4 but faster, because this version doesn't compute the W
component of the result, which is usually not needed.
*/
void S3L_vec3Xmat4(S3L_Vec4 *v, S3L_Mat4 *m) void S3L_vec3Xmat4(S3L_Vec4 *v, S3L_Mat4 *m)
{ {
S3L_Vec4 vBackup; S3L_Vec4 vBackup;
@ -403,76 +556,51 @@ void S3L_vec3Xmat4(S3L_Vec4 *v, S3L_Mat4 *m)
#undef dotCol #undef dotCol
// general helper functions S3L_Unit S3L_abs(S3L_Unit value)
static inline S3L_Unit S3L_abs(S3L_Unit value)
{ {
return value >= 0 ? value : -1 * value; return value >= 0 ? value : -1 * value;
} }
static inline S3L_Unit S3L_min(S3L_Unit v1, S3L_Unit v2) S3L_Unit S3L_min(S3L_Unit v1, S3L_Unit v2)
{ {
return v1 >= v2 ? v2 : v1; return v1 >= v2 ? v2 : v1;
} }
static inline S3L_Unit S3L_max(S3L_Unit v1, S3L_Unit v2) S3L_Unit S3L_max(S3L_Unit v1, S3L_Unit v2)
{ {
return v1 >= v2 ? v1 : v2; return v1 >= v2 ? v1 : v2;
} }
static inline S3L_Unit S3L_wrap(S3L_Unit value, S3L_Unit mod) S3L_Unit S3L_wrap(S3L_Unit value, S3L_Unit mod)
{ {
return value >= 0 ? (value % mod) : (mod + (value % mod) - 1); return value >= 0 ? (value % mod) : (mod + (value % mod) - 1);
} }
static inline S3L_Unit S3L_nonZero(S3L_Unit value) S3L_Unit S3L_nonZero(S3L_Unit value)
{ {
return value != 0 ? value : 1; return value != 0 ? value : 1;
} }
/** S3L_Unit S3L_interpolate(S3L_Unit v1, S3L_Unit v2, S3L_Unit t, S3L_Unit tMax)
Interpolated between two values, v1 and v2, in the same ratio as t is to
tMax. Does NOT prevent zero division.
*/
static inline S3L_Unit S3L_interpolate(S3L_Unit v1, S3L_Unit v2, S3L_Unit t,
S3L_Unit tMax)
{ {
return v1 + ((v2 - v1) * t) / tMax; return v1 + ((v2 - v1) * t) / tMax;
} }
/** S3L_Unit S3L_interpolateByUnit(S3L_Unit v1, S3L_Unit v2, S3L_Unit t)
Like S3L_interpolate, but uses a parameter that goes from 0 to
S3L_FRACTIONS_PER_UNIT - 1, which can be faster.
*/
static inline S3L_Unit S3L_interpolateByUnit(S3L_Unit v1, S3L_Unit v2,
S3L_Unit t)
{ {
return v1 + ((v2 - v1) * t) / S3L_FRACTIONS_PER_UNIT; return v1 + ((v2 - v1) * t) / S3L_FRACTIONS_PER_UNIT;
} }
// TODO: change parameters in interpolation functions to S3L_Unit S3L_Unit S3L_interpolateByUnitFrom0(S3L_Unit v2, S3L_Unit t)
/**
Same as S3L_interpolate but with v1 = 0. Should be faster.
*/
static inline S3L_Unit S3L_interpolateByUnitFrom0(S3L_Unit v2, S3L_Unit t)
{ {
return (v2 * t) / S3L_FRACTIONS_PER_UNIT; return (v2 * t) / S3L_FRACTIONS_PER_UNIT;
} }
/** S3L_Unit S3L_interpolateFrom0(S3L_Unit v2, S3L_Unit t, S3L_Unit tMax)
Same as S3L_interpolate but with v1 = 0. Should be faster.
*/
static inline S3L_Unit S3L_interpolateFrom0(S3L_Unit v2, S3L_Unit t,
S3L_Unit tMax)
{ {
return (v2 * t) / tMax; return (v2 * t) / tMax;
} }
/**
Multiplies two matrices with normalization by S3L_FRACTIONS_PER_UNIT. Result
is stored in the first matrix.
*/
void S3L_mat4Xmat4(S3L_Mat4 *m1, S3L_Mat4 *m2) void S3L_mat4Xmat4(S3L_Mat4 *m1, S3L_Mat4 *m2)
{ {
S3L_Mat4 mat1; S3L_Mat4 mat1;
@ -515,13 +643,16 @@ S3L_Unit S3L_sin(S3L_Unit x)
return positive ? S3L_sinTable[x] : -1 * S3L_sinTable[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); return S3L_sin(x - S3L_FRACTIONS_PER_UNIT / 4);
} }
void S3L_makeTranslationMat( 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 M(x,y) (*m)[x][y]
#define S S3L_FRACTIONS_PER_UNIT #define S S3L_FRACTIONS_PER_UNIT
@ -535,12 +666,11 @@ void S3L_makeTranslationMat(
#undef S #undef S
} }
/**
Makes a scaling matrix. DON'T FORGET: scale of 1.0 is set with
S3L_FRACTIONS_PER_UNIT!
*/
void S3L_makeScaleMatrix( 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] #define M(x,y) (*m)[x][y]
@ -552,12 +682,11 @@ void S3L_makeScaleMatrix(
#undef M #undef M
} }
/**
Makes a rotation matrix. For the rotation conventions (meaning, order, units)
see the appropriate structure comments.
*/
void S3L_makeRotationMatrix( 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 sx = S3L_sin(aroundX);
S3L_Unit sy = S3L_sin(aroundY); S3L_Unit sy = S3L_sin(aroundY);
@ -594,17 +723,7 @@ void S3L_makeRotationMatrix(
#undef S #undef S
} }
typedef struct void S3L_initTransoform3D(S3L_Transform3D *t)
{
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)
{ {
S3L_initVec4(&(t->translation)); S3L_initVec4(&(t->translation));
S3L_initVec4(&(t->rotation)); S3L_initVec4(&(t->rotation));
@ -613,35 +732,13 @@ static inline void S3L_initTransoform3D(S3L_Transform3D *t)
t->scale.z = S3L_FRACTIONS_PER_UNIT; t->scale.z = S3L_FRACTIONS_PER_UNIT;
} }
typedef struct void S3L_initCamera(S3L_Camera *c)
{
S3L_Unit focalLength; ///< Defines the field of view (FOV).
S3L_Transform3D transform;
} S3L_Camera;
static inline void S3L_initCamera(S3L_Camera *c)
{ {
c->focalLength = S3L_FRACTIONS_PER_UNIT; c->focalLength = S3L_FRACTIONS_PER_UNIT;
S3L_initTransoform3D(&(c->transform)); S3L_initTransoform3D(&(c->transform));
} }
typedef struct void S3L_initPixelInfo(S3L_PixelInfo *p)
{
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)
{ {
p->x = 0; p->x = 0;
p->y = 0; p->y = 0;
@ -651,20 +748,6 @@ static inline void S3L_initPixelInfo(S3L_PixelInfo *p)
p->triangleID = 0; 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) void S3L_initDrawConfig(S3L_DrawConfig *config)
{ {
config->backfaceCulling = 1; config->backfaceCulling = 1;
@ -788,13 +871,13 @@ S3L_Unit S3L_correctPerspective(
(result > S3L_FRACTIONS_PER_UNIT ? S3L_FRACTIONS_PER_UNIT : result); (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( static inline S3L_Unit S3L_interpolateBarycentric(
S3L_Unit value0, S3L_Unit value1, S3L_Unit value2, S3L_Unit value0,
S3L_Unit barycentric0, S3L_Unit barycentric1, S3L_Unit barycentric2) S3L_Unit value1,
S3L_Unit value2,
S3L_Unit barycentric0,
S3L_Unit barycentric1,
S3L_Unit barycentric2)
{ {
return return
( (
@ -863,8 +946,10 @@ int S3L_bresenhamStep(S3L_BresenhamState *state)
return state->steps >= 0; return state->steps >= 0;
} }
static inline void S3L_mapProjectionPlaneToScreen(S3L_Vec4 point, void S3L_mapProjectionPlaneToScreen(
S3L_ScreenCoord *screenX, S3L_ScreenCoord *screenY) S3L_Vec4 point,
S3L_ScreenCoord *screenX,
S3L_ScreenCoord *screenY)
{ {
*screenX = *screenX =
S3L_HALF_RESOLUTION_X + S3L_HALF_RESOLUTION_X +
@ -1209,17 +1294,12 @@ void _S3L_drawFilledTriangle(
#undef stepSide #undef stepSide
} }
int a = 0; void S3L_drawTriangle(
S3L_Vec4 point0,
/** S3L_Vec4 point1,
Draws a triangle according to given config. The vertices are specified in S3L_Vec4 point2,
projection-plane space (NOT screen space!) -- they wll be mapped to screen const S3L_DrawConfig *config,
space by thies function. If perspective correction is enabled, each vertex const S3L_Camera *camera,
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,
S3L_Index triangleID) S3L_Index triangleID)
{ {
#define clipTest(c,cmp,v)\ #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) if (angle < S3L_SIN_TABLE_UNIT_STEP)
return; // no visible rotation return; // no visible rotation