complete some doc

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milang 2019-08-29 19:32:11 +02:00
parent 16a4878a5d
commit 810cc345e1
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43 changed files with 1462 additions and 65 deletions

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<div class="textblock">Here are the data structures with brief descriptions:</div><div class="directory">
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<p>this struct is a point in 3d, which has coords save as double it is not recommended to use it for high performances rendering, because of the sh3eb-elf architecture, which does not support natively floating calculation
<a href="struct_f_e__floating__position.html#details">More...</a></p>
<p><code>#include &lt;<a class="el" href="translate_8h_source.html">translate.h</a>&gt;</code></p>
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<div class="textblock"><p>this struct is a point in 3d, which has coords save as double it is not recommended to use it for high performances rendering, because of the sh3eb-elf architecture, which does not support natively floating calculation </p>
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<p>This is a point which is used for 3d translations and rendering integer mode is the best solution to increase perfs, and that's why I didn't have implemented te floating_points yet.
<a href="struct_f_e__integer__point.html#details">More...</a></p>
<p><code>#include &lt;<a class="el" href="translate_8h_source.html">translate.h</a>&gt;</code></p>
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<div class="textblock"><p>This is a point which is used for 3d translations and rendering integer mode is the best solution to increase perfs, and that's why I didn't have implemented te floating_points yet. </p>
<p class="definition">Definition at line <a class="el" href="translate_8h_source.html#l00036">36</a> of file <a class="el" href="translate_8h_source.html">translate.h</a>.</p>
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<h2 class="memtitle"><span class="permalink"><a href="#a360c6b164ab81d7b9be24c5c969eb7c3">&#9670;&nbsp;</a></span>real</h2>
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<p class="definition">Definition at line <a class="el" href="translate_8h_source.html#l00038">38</a> of file <a class="el" href="translate_8h_source.html">translate.h</a>.</p>
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<p class="definition">Definition at line <a class="el" href="translate_8h_source.html#l00038">38</a> of file <a class="el" href="translate_8h_source.html">translate.h</a>.</p>
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<p>this struct is a point in 3d, which has coords save as uint32_t this is the recommended type for high performance rendering, because the sh3eb-elf architecture is 32 bits
<a href="struct_f_e__integer__position.html#details">More...</a></p>
<p><code>#include &lt;<a class="el" href="translate_8h_source.html">translate.h</a>&gt;</code></p>
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<p class="definition">Definition at line <a class="el" href="translate_8h_source.html#l00010">10</a> of file <a class="el" href="translate_8h_source.html">translate.h</a>.</p>
<div class="textblock"><p>this struct is a point in 3d, which has coords save as uint32_t this is the recommended type for high performance rendering, because the sh3eb-elf architecture is 32 bits </p>
<p class="definition">Definition at line <a class="el" href="translate_8h_source.html#l00011">11</a> of file <a class="el" href="translate_8h_source.html">translate.h</a>.</p>
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<h2 class="memtitle"><span class="permalink"><a href="#af6d3062751bd565decb1a2cd3b63bdb2">&#9670;&nbsp;</a></span>x</h2>
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<p class="definition">Definition at line <a class="el" href="translate_8h_source.html#l00012">12</a> of file <a class="el" href="translate_8h_source.html">translate.h</a>.</p>
<p class="definition">Definition at line <a class="el" href="translate_8h_source.html#l00013">13</a> of file <a class="el" href="translate_8h_source.html">translate.h</a>.</p>
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@ -137,7 +141,7 @@ Data Fields</h2></td></tr>
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<p class="definition">Definition at line <a class="el" href="translate_8h_source.html#l00012">12</a> of file <a class="el" href="translate_8h_source.html">translate.h</a>.</p>
<p class="definition">Definition at line <a class="el" href="translate_8h_source.html#l00013">13</a> of file <a class="el" href="translate_8h_source.html">translate.h</a>.</p>
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<div class="title">render_triangle Struct Reference</div> </div>
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<p><code>#include &lt;<a class="el" href="triangle_8h_source.html">triangle.h</a>&gt;</code></p>
<table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-attribs"></a>
Data Fields</h2></td></tr>
<tr class="memitem:a1fe74233c38d81275b284f220bf8a719"><td class="memItemLeft" align="right" valign="top"><a class="el" href="struct_f_e__integer__position.html">FE_integer_position</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="structrender__triangle.html#a1fe74233c38d81275b284f220bf8a719">s1</a></td></tr>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock">
<p class="definition">Definition at line <a class="el" href="triangle_8h_source.html#l00003">3</a> of file <a class="el" href="triangle_8h_source.html">triangle.h</a>.</p>
</div><h2 class="groupheader">Field Documentation</h2>
<a id="a1fe74233c38d81275b284f220bf8a719"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a1fe74233c38d81275b284f220bf8a719">&#9670;&nbsp;</a></span>s1</h2>
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<p class="definition">Definition at line <a class="el" href="triangle_8h_source.html#l00005">5</a> of file <a class="el" href="triangle_8h_source.html">triangle.h</a>.</p>
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<h2 class="memtitle"><span class="permalink"><a href="#a8bac588c16095138f4c6e7e07c0dc262">&#9670;&nbsp;</a></span>s2</h2>
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<p class="definition">Definition at line <a class="el" href="triangle_8h_source.html#l00006">6</a> of file <a class="el" href="triangle_8h_source.html">triangle.h</a>.</p>
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<h2 class="memtitle"><span class="permalink"><a href="#a28934a39804f80cf2225f1f1129c657e">&#9670;&nbsp;</a></span>s3</h2>
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<p class="definition">Definition at line <a class="el" href="triangle_8h_source.html#l00007">7</a> of file <a class="el" href="triangle_8h_source.html">triangle.h</a>.</p>
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<hr/>The documentation for this struct was generated from the following file:<ul>
<li>include/render/<a class="el" href="triangle_8h_source.html">triangle.h</a></li>
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@ -97,17 +97,20 @@ $(document).ready(function(){initNavTree('translate_8h.html','');});
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<div class="textblock"><code>#include &lt;stdint.h&gt;</code><br />
<code>#include &lt;fxengine/render/parameters.h&gt;</code><br />
<code>#include &lt;<a class="el" href="parameters_8h_source.html">render/parameters.h</a>&gt;</code><br />
</div>
<p><a href="translate_8h_source.html">Go to the source code of this file.</a></p>
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Data Structures</h2></td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_f_e__integer__position.html">FE_integer_position</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">this struct is a point in 3d, which has coords save as uint32_t this is the recommended type for high performance rendering, because the sh3eb-elf architecture is 32 bits <a href="struct_f_e__integer__position.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_f_e__floating__position.html">FE_floating_position</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">this struct is a point in 3d, which has coords save as double it is not recommended to use it for high performances rendering, because of the sh3eb-elf architecture, which does not support natively floating calculation <a href="struct_f_e__floating__position.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_f_e__integer__point.html">FE_integer_point</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">This is a point which is used for 3d translations and rendering integer mode is the best solution to increase perfs, and that's why I didn't have implemented te floating_points yet. <a href="struct_f_e__integer__point.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
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@ -122,14 +125,19 @@ Typedefs</h2></td></tr>
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Functions</h2></td></tr>
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<tr class="memdesc:ad9469e65551169eb575e264a8ad0e9e6"><td class="mdescLeft">&#160;</td><td class="mdescRight">This function rotates and applies perspective on an integer point. <a href="#ad9469e65551169eb575e264a8ad0e9e6">More...</a><br /></td></tr>
<tr class="separator:ad9469e65551169eb575e264a8ad0e9e6"><td class="memSeparator" colspan="2">&#160;</td></tr>
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<tr class="memdesc:a92fa63cabc18462be74711f65c5e5466"><td class="mdescLeft">&#160;</td><td class="mdescRight">Sets up the translation matrices for a new rendering cycle. <a href="#a92fa63cabc18462be74711f65c5e5466">More...</a><br /></td></tr>
<tr class="separator:a92fa63cabc18462be74711f65c5e5466"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a70d5f87988b0725ee2fbd0a84bdd9e81"><td class="memItemLeft" align="right" valign="top">double&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="translate_8h.html#a70d5f87988b0725ee2fbd0a84bdd9e81">modulo_2pi</a> (double a)</td></tr>
<tr class="memdesc:a70d5f87988b0725ee2fbd0a84bdd9e81"><td class="mdescLeft">&#160;</td><td class="mdescRight">Sets up an angle mesure between -pi and +pi. <a href="#a70d5f87988b0725ee2fbd0a84bdd9e81">More...</a><br /></td></tr>
<tr class="separator:a70d5f87988b0725ee2fbd0a84bdd9e81"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ac7a1183c29d9d3cd34e73d7cb2213b8a"><td class="memItemLeft" align="right" valign="top">double&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="translate_8h.html#ac7a1183c29d9d3cd34e73d7cb2213b8a">cos</a> (double angle)</td></tr>
<tr class="memdesc:ac7a1183c29d9d3cd34e73d7cb2213b8a"><td class="mdescLeft">&#160;</td><td class="mdescRight">Homemade cosinus implementation, which is faster than casio provided cosinus function. <a href="#ac7a1183c29d9d3cd34e73d7cb2213b8a">More...</a><br /></td></tr>
<tr class="separator:ac7a1183c29d9d3cd34e73d7cb2213b8a"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a6fcd1947589f80d925b2a945cbb2156f"><td class="memItemLeft" align="right" valign="top">double&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="translate_8h.html#a6fcd1947589f80d925b2a945cbb2156f">sin</a> (const double angle)</td></tr>
<tr class="memdesc:a6fcd1947589f80d925b2a945cbb2156f"><td class="mdescLeft">&#160;</td><td class="mdescRight">Homemade sinus implementation, which is faster than casio provided sinus function. <a href="#a6fcd1947589f80d925b2a945cbb2156f">More...</a><br /></td></tr>
<tr class="separator:a6fcd1947589f80d925b2a945cbb2156f"><td class="memSeparator" colspan="2">&#160;</td></tr>
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@ -154,7 +162,7 @@ Variables</h2></td></tr>
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<p class="definition">Definition at line <a class="el" href="translate_8h_source.html#l00029">29</a> of file <a class="el" href="translate_8h_source.html">translate.h</a>.</p>
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@ -170,7 +178,7 @@ Variables</h2></td></tr>
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<p class="definition">Definition at line <a class="el" href="translate_8h_source.html#l00029">29</a> of file <a class="el" href="translate_8h_source.html">translate.h</a>.</p>
<p class="definition">Definition at line <a class="el" href="translate_8h_source.html#l00041">41</a> of file <a class="el" href="translate_8h_source.html">translate.h</a>.</p>
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@ -186,7 +194,7 @@ Variables</h2></td></tr>
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</div><div class="memdoc">
<p class="definition">Definition at line <a class="el" href="translate_8h_source.html#l00009">9</a> of file <a class="el" href="translate_8h_source.html">translate.h</a>.</p>
<p class="definition">Definition at line <a class="el" href="translate_8h_source.html#l00017">17</a> of file <a class="el" href="translate_8h_source.html">translate.h</a>.</p>
</div>
</div>
@ -207,6 +215,15 @@ Variables</h2></td></tr>
</table>
</div><div class="memdoc">
<p>Homemade cosinus implementation, which is faster than casio provided cosinus function. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[in]</td><td class="paramname">angle</td><td>The angle (rad)</td></tr>
</table>
</dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>cos angle </dd></dl>
</div>
</div>
<a id="a70d5f87988b0725ee2fbd0a84bdd9e81"></a>
@ -225,6 +242,15 @@ Variables</h2></td></tr>
</table>
</div><div class="memdoc">
<p>Sets up an angle mesure between -pi and +pi. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[in]</td><td class="paramname">a</td><td>the angle (rad)</td></tr>
</table>
</dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>angle mesure which respect the following contraint : -pi &lt;= angle &lt;= pi </dd></dl>
</div>
</div>
<a id="a92fa63cabc18462be74711f65c5e5466"></a>
@ -265,6 +291,17 @@ Variables</h2></td></tr>
</table>
</div><div class="memdoc">
<p>Sets up the translation matrices for a new rendering cycle. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[in]</td><td class="paramname">dh</td><td>Camera's horizontal direction (rad) </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">dv</td><td>Camera's vertical direction (rad) </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">roulis</td><td>Optionnal rotation around the middle of the screen </td></tr>
<tr><td class="paramdir">[in]</td><td class="paramname">camera</td><td>The camera's coordinates, as an integer position </td></tr>
</table>
</dd>
</dl>
</div>
</div>
<a id="ad9469e65551169eb575e264a8ad0e9e6"></a>
@ -283,6 +320,14 @@ Variables</h2></td></tr>
</table>
</div><div class="memdoc">
<p>This function rotates and applies perspective on an integer point. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramname">point</td><td>The point which needs to be translated </td></tr>
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</div>
</div>
<a id="a6fcd1947589f80d925b2a945cbb2156f"></a>
@ -301,6 +346,15 @@ Variables</h2></td></tr>
</table>
</div><div class="memdoc">
<p>Homemade sinus implementation, which is faster than casio provided sinus function. </p>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir">[in]</td><td class="paramname">angle</td><td>The angle (rad)</td></tr>
</table>
</dd>
</dl>
<dl class="section return"><dt>Returns</dt><dd>sin angle </dd></dl>
</div>
</div>
<h2 class="groupheader">Variable Documentation</h2>
@ -315,6 +369,7 @@ Variables</h2></td></tr>
</tr>
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<p>mathematics constants </p>
</div>
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Data Structures</h2></td></tr>
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<a href="triangle_8h.html">Go to the documentation of this file.</a><div class="fragment"><div class="line"><a name="l00001"></a><span class="lineno"> 1</span>&#160;<span class="preprocessor">#include &lt;<a class="code" href="translate_8h.html">translate.h</a>&gt;</span></div><div class="line"><a name="l00002"></a><span class="lineno"> 2</span>&#160;</div><div class="line"><a name="l00003"></a><span class="lineno"><a class="line" href="structrender__triangle.html"> 3</a></span>&#160;<span class="keyword">struct </span><a class="code" href="structrender__triangle.html">render_triangle</a></div><div class="line"><a name="l00004"></a><span class="lineno"> 4</span>&#160;{</div><div class="line"><a name="l00005"></a><span class="lineno"><a class="line" href="structrender__triangle.html#a1fe74233c38d81275b284f220bf8a719"> 5</a></span>&#160; <a class="code" href="struct_f_e__integer__position.html">FE_integer_position</a> * <a class="code" href="structrender__triangle.html#a1fe74233c38d81275b284f220bf8a719">s1</a>;</div><div class="line"><a name="l00006"></a><span class="lineno"><a class="line" href="structrender__triangle.html#a8bac588c16095138f4c6e7e07c0dc262"> 6</a></span>&#160; <a class="code" href="struct_f_e__integer__position.html">FE_integer_position</a> * <a class="code" href="structrender__triangle.html#a8bac588c16095138f4c6e7e07c0dc262">s2</a>;</div><div class="line"><a name="l00007"></a><span class="lineno"><a class="line" href="structrender__triangle.html#a28934a39804f80cf2225f1f1129c657e"> 7</a></span>&#160; <a class="code" href="struct_f_e__integer__position.html">FE_integer_position</a> * <a class="code" href="structrender__triangle.html#a28934a39804f80cf2225f1f1129c657e">s3</a>;</div><div class="line"><a name="l00008"></a><span class="lineno"> 8</span>&#160;</div><div class="line"><a name="l00009"></a><span class="lineno"> 9</span>&#160;}</div><div class="ttc" id="translate_8h_html"><div class="ttname"><a href="translate_8h.html">translate.h</a></div></div>
<div class="ttc" id="structrender__triangle_html"><div class="ttname"><a href="structrender__triangle.html">render_triangle</a></div><div class="ttdef"><b>Definition:</b> <a href="triangle_8h_source.html#l00003">triangle.h:3</a></div></div>
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<a href="zbuffer_8h.html">Go to the documentation of this file.</a><div class="fragment"><div class="line"><a name="l00001"></a><span class="lineno"> 1</span>&#160;<span class="preprocessor">#ifndef RENDER_ZBUFFER</span></div><div class="line"><a name="l00002"></a><span class="lineno"> 2</span>&#160;<span class="preprocessor">#define RENDER_ZBUFFER</span></div><div class="line"><a name="l00003"></a><span class="lineno"> 3</span>&#160;</div><div class="line"><a name="l00004"></a><span class="lineno"> 4</span>&#160;<span class="preprocessor">#include &lt;fxengine/render/parameters.h&gt;</span></div><div class="line"><a name="l00005"></a><span class="lineno"> 5</span>&#160;<span class="preprocessor">#include &lt;stdint.h&gt;</span></div><div class="line"><a name="l00006"></a><span class="lineno"> 6</span>&#160;</div><div class="line"><a name="l00011"></a><span class="lineno"> 11</span>&#160;<span class="keywordtype">void</span> <a class="code" href="zbuffer_8h.html#a42b8d8385be4bd07a2fe0c30967d16b5">render_zbuffer_clear</a>();</div><div class="line"><a name="l00012"></a><span class="lineno"> 12</span>&#160;</div><div class="line"><a name="l00013"></a><span class="lineno"> 13</span>&#160;<span class="preprocessor">#include &lt;stdbool.h&gt;</span></div><div class="line"><a name="l00019"></a><span class="lineno"> 19</span>&#160;<span class="keywordtype">bool</span> <a class="code" href="zbuffer_8h.html#ae829a01df94b7c47ee12c4443bd38027">render_zbuffer_set_px</a>(uint32_t x, uint32_t y, uint32_t dist); <span class="comment">// if you are allowed to draw the pixel on vram</span></div><div class="line"><a name="l00020"></a><span class="lineno"> 20</span>&#160;</div><div class="line"><a name="l00021"></a><span class="lineno"> 21</span>&#160;<span class="preprocessor">#endif</span></div><div class="ttc" id="zbuffer_8h_html_a42b8d8385be4bd07a2fe0c30967d16b5"><div class="ttname"><a href="zbuffer_8h.html#a42b8d8385be4bd07a2fe0c30967d16b5">render_zbuffer_clear</a></div><div class="ttdeci">void render_zbuffer_clear()</div></div>
<a href="zbuffer_8h.html">Go to the documentation of this file.</a><div class="fragment"><div class="line"><a name="l00001"></a><span class="lineno"> 1</span>&#160;<span class="preprocessor">#ifndef RENDER_ZBUFFER</span></div><div class="line"><a name="l00002"></a><span class="lineno"> 2</span>&#160;<span class="preprocessor">#define RENDER_ZBUFFER</span></div><div class="line"><a name="l00003"></a><span class="lineno"> 3</span>&#160;</div><div class="line"><a name="l00004"></a><span class="lineno"> 4</span>&#160;<span class="preprocessor">#include &lt;<a class="code" href="parameters_8h.html">render/parameters.h</a>&gt;</span></div><div class="line"><a name="l00005"></a><span class="lineno"> 5</span>&#160;<span class="preprocessor">#include &lt;stdint.h&gt;</span></div><div class="line"><a name="l00006"></a><span class="lineno"> 6</span>&#160;</div><div class="line"><a name="l00011"></a><span class="lineno"> 11</span>&#160;<span class="keywordtype">void</span> <a class="code" href="zbuffer_8h.html#a42b8d8385be4bd07a2fe0c30967d16b5">render_zbuffer_clear</a>();</div><div class="line"><a name="l00012"></a><span class="lineno"> 12</span>&#160;</div><div class="line"><a name="l00013"></a><span class="lineno"> 13</span>&#160;<span class="preprocessor">#include &lt;stdbool.h&gt;</span></div><div class="line"><a name="l00019"></a><span class="lineno"> 19</span>&#160;<span class="keywordtype">bool</span> <a class="code" href="zbuffer_8h.html#ae829a01df94b7c47ee12c4443bd38027">render_zbuffer_set_px</a>(uint32_t x, uint32_t y, uint32_t dist); <span class="comment">// if you are allowed to draw the pixel on vram</span></div><div class="line"><a name="l00020"></a><span class="lineno"> 20</span>&#160;</div><div class="line"><a name="l00021"></a><span class="lineno"> 21</span>&#160;<span class="preprocessor">#endif</span></div><div class="ttc" id="zbuffer_8h_html_a42b8d8385be4bd07a2fe0c30967d16b5"><div class="ttname"><a href="zbuffer_8h.html#a42b8d8385be4bd07a2fe0c30967d16b5">render_zbuffer_clear</a></div><div class="ttdeci">void render_zbuffer_clear()</div></div>
<div class="ttc" id="zbuffer_8h_html_ae829a01df94b7c47ee12c4443bd38027"><div class="ttname"><a href="zbuffer_8h.html#ae829a01df94b7c47ee12c4443bd38027">render_zbuffer_set_px</a></div><div class="ttdeci">bool render_zbuffer_set_px(uint32_t x, uint32_t y, uint32_t dist)</div></div>
<div class="ttc" id="parameters_8h_html"><div class="ttname"><a href="parameters_8h.html">parameters.h</a></div></div>
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.TH "FE_floating_position" 3 "Thu Aug 29 2019" "Version 0.0.1" "FxEngine" \" -*- nroff -*-
.ad l
.nh
.SH NAME
FE_floating_position \- this struct is a point in 3d, which has coords save as double it is not recommended to use it for high performances rendering, because of the sh3eb-elf architecture, which does not support natively floating calculation
.SH SYNOPSIS
.br
.PP
.PP
\fC#include <translate\&.h>\fP
.SS "Data Fields"
.in +1c
.ti -1c
.RI "double \fBx\fP"
.br
.ti -1c
.RI "double \fBy\fP"
.br
.ti -1c
.RI "double \fBz\fP"
.br
.in -1c
.SH "Detailed Description"
.PP
this struct is a point in 3d, which has coords save as double it is not recommended to use it for high performances rendering, because of the sh3eb-elf architecture, which does not support natively floating calculation
.PP
Definition at line 23 of file translate\&.h\&.
.SH "Field Documentation"
.PP
.SS "double x"
.PP
Definition at line 25 of file translate\&.h\&.
.SS "double y"
.PP
Definition at line 25 of file translate\&.h\&.
.SS "double z"
.PP
Definition at line 25 of file translate\&.h\&.
.SH "Author"
.PP
Generated automatically by Doxygen for FxEngine from the source code\&.

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.TH "FE_integer_point" 3 "Thu Aug 29 2019" "Version 0.0.1" "FxEngine" \" -*- nroff -*-
.ad l
.nh
.SH NAME
FE_integer_point \- This is a point which is used for 3d translations and rendering integer mode is the best solution to increase perfs, and that's why I didn't have implemented te floating_points yet\&.
.SH SYNOPSIS
.br
.PP
.PP
\fC#include <translate\&.h>\fP
.SS "Data Fields"
.in +1c
.ti -1c
.RI "\fBFE_integer_position\fP \fBreal\fP"
.br
.ti -1c
.RI "\fBFE_integer_position\fP \fBtranslated\fP"
.br
.in -1c
.SH "Detailed Description"
.PP
This is a point which is used for 3d translations and rendering integer mode is the best solution to increase perfs, and that's why I didn't have implemented te floating_points yet\&.
.PP
Definition at line 36 of file translate\&.h\&.
.SH "Field Documentation"
.PP
.SS "\fBFE_integer_position\fP real"
.PP
Definition at line 38 of file translate\&.h\&.
.SS "\fBFE_integer_position\fP translated"
.PP
Definition at line 38 of file translate\&.h\&.
.SH "Author"
.PP
Generated automatically by Doxygen for FxEngine from the source code\&.

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.TH "FE_integer_position" 3 "Thu Aug 29 2019" "Version 0.0.1" "FxEngine" \" -*- nroff -*-
.ad l
.nh
.SH NAME
FE_integer_position \- this struct is a point in 3d, which has coords save as uint32_t this is the recommended type for high performance rendering, because the sh3eb-elf architecture is 32 bits
.SH SYNOPSIS
.br
.PP
.PP
\fC#include <translate\&.h>\fP
.SS "Data Fields"
.in +1c
.ti -1c
.RI "int32_t \fBx\fP"
.br
.ti -1c
.RI "int32_t \fBy\fP"
.br
.ti -1c
.RI "int32_t \fBz\fP"
.br
.in -1c
.SH "Detailed Description"
.PP
this struct is a point in 3d, which has coords save as uint32_t this is the recommended type for high performance rendering, because the sh3eb-elf architecture is 32 bits
.PP
Definition at line 11 of file translate\&.h\&.
.SH "Field Documentation"
.PP
.SS "int32_t x"
.PP
Definition at line 13 of file translate\&.h\&.
.SS "int32_t y"
.PP
Definition at line 13 of file translate\&.h\&.
.SS "int32_t z"
.PP
Definition at line 13 of file translate\&.h\&.
.SH "Author"
.PP
Generated automatically by Doxygen for FxEngine from the source code\&.

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.TH "include Directory Reference" 3 "Thu Aug 29 2019" "Version 0.0.1" "FxEngine" \" -*- nroff -*-
.ad l
.nh
.SH NAME
include Directory Reference
.SH SYNOPSIS
.br
.PP
.SS "Directories"
.in +1c
.ti -1c
.RI "directory \fBevent\fP"
.br
.ti -1c
.RI "directory \fBrender\fP"
.br
.in -1c

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.TH "include/event Directory Reference" 3 "Thu Aug 29 2019" "Version 0.0.1" "FxEngine" \" -*- nroff -*-
.ad l
.nh
.SH NAME
include/event Directory Reference
.SH SYNOPSIS
.br
.PP
.SS "Files"
.in +1c
.ti -1c
.RI "file \fBkeyboard\&.h\fP"
.br
.in -1c

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.TH "include/render Directory Reference" 3 "Thu Aug 29 2019" "Version 0.0.1" "FxEngine" \" -*- nroff -*-
.ad l
.nh
.SH NAME
include/render Directory Reference
.SH SYNOPSIS
.br
.PP
.SS "Files"
.in +1c
.ti -1c
.RI "file \fBbitmap\&.h\fP"
.br
.ti -1c
.RI "file \fBparameters\&.h\fP"
.br
.ti -1c
.RI "file \fBtranslate\&.h\fP"
.br
.ti -1c
.RI "file \fBtriangle\&.h\fP"
.br
.ti -1c
.RI "file \fBzbuffer\&.h\fP"
.br
.in -1c

135
doc/man/man3/bitmap.h.3 Normal file
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.TH "include/render/bitmap.h" 3 "Thu Aug 29 2019" "Version 0.0.1" "FxEngine" \" -*- nroff -*-
.ad l
.nh
.SH NAME
include/render/bitmap.h
.SH SYNOPSIS
.br
.PP
\fC#include <stdint\&.h>\fP
.br
\fC#include <stdbool\&.h>\fP
.br
.SS "Data Structures"
.in +1c
.ti -1c
.RI "struct \fBbitmap_rich\fP"
.br
.RI "bitmap rich type transparency is in the layout "
.in -1c
.SS "Typedefs"
.in +1c
.ti -1c
.RI "typedef struct \fBbitmap_rich\fP \fBbitmap_rich\fP"
.br
.in -1c
.SS "Functions"
.in +1c
.ti -1c
.RI "\fBbitmap_rich\fP * \fBbitmap_new_rich\fP (uint32_t size_px_x, uint32_t size_px_y, uint32_t *color, bool copy_color, uint32_t *layout, bool copy_layout)"
.br
.RI "{ function_description } "
.ti -1c
.RI "void \fBbitmap_delete_rich\fP (\fBbitmap_rich\fP *bmp)"
.br
.RI "delete a rich bitmap created with \fBbitmap_new_rich()\fP "
.ti -1c
.RI "uint8_t \fBbitmap_get_pixel_r\fP (const \fBbitmap_rich\fP *bmp, uint32_t x, uint32_t y)"
.br
.RI "get the color of pixel from rich bitmap "
.ti -1c
.RI "void \fBbitmap_display_pixel_r\fP (const \fBbitmap_rich\fP *bmp, uint32_t bmp_x, uint32_t bmp_y, uint32_t x, uint32_t y)"
.br
.RI "display a specific rich bitmap pixel on the screen "
.in -1c
.SH "Typedef Documentation"
.PP
.SS "typedef struct \fBbitmap_rich\fP \fBbitmap_rich\fP"
.PP
Definition at line 20 of file bitmap\&.h\&.
.SH "Function Documentation"
.PP
.SS "void bitmap_delete_rich (\fBbitmap_rich\fP * bmp)"
.PP
delete a rich bitmap created with \fBbitmap_new_rich()\fP
.PP
\fBParameters:\fP
.RS 4
\fIbmp\fP The bitmap to delete
.RE
.PP
.SS "void bitmap_display_pixel_r (const \fBbitmap_rich\fP * bmp, uint32_t bmp_x, uint32_t bmp_y, uint32_t x, uint32_t y)"
.PP
display a specific rich bitmap pixel on the screen
.PP
\fBParameters:\fP
.RS 4
\fIbmp\fP The bitmap
.br
\fIbmp_x\fP The bitmap x coordinate (in pixels)
.br
\fIbmp_y\fP The bitmap y coordinate (in pixels)
.br
\fIx\fP screen : x coordinate
.br
\fIy\fP screen : y coordinate
.RE
.PP
.SS "uint8_t bitmap_get_pixel_r (const \fBbitmap_rich\fP * bmp, uint32_t x, uint32_t y)\fC [inline]\fP"
.PP
get the color of pixel from rich bitmap
.PP
\fBParameters:\fP
.RS 4
\fIbmp\fP The bitmap
.br
\fIx\fP The bitmap x coordinate (in pixels)
.br
\fIy\fP The bitmap y coordinate (in pixels)
.RE
.PP
\fBReturns:\fP
.RS 4
the color coded in a unsigned char : if (color >> 1) switch (color%2) { case 0: // WHITE break; case 1: // BLACK } else
.RE
.PP
.SS "\fBbitmap_rich\fP* bitmap_new_rich (uint32_t size_px_x, uint32_t size_px_y, uint32_t * color, bool copy_color, uint32_t * layout, bool copy_layout)"
.PP
{ function_description }
.PP
\fBParameters:\fP
.RS 4
\fIsize_px_x\fP The width in px
.br
\fIsize_px_y\fP The height in px
.br
\fIcolor\fP color origin
.br
\fIcopy_color\fP if you want to make a copy, or only to make a link
.br
\fIlayout\fP layout origin -> can be set as 0 if it isn't needed
.br
\fIcopy_layout\fP if you want to make a copy, or to make a link
.RE
.PP
\fBReturns:\fP
.RS 4
a rich bitmap, ready to use !
.RE
.PP
.SH "Author"
.PP
Generated automatically by Doxygen for FxEngine from the source code\&.

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.TH "bitmap_rich" 3 "Thu Aug 29 2019" "Version 0.0.1" "FxEngine" \" -*- nroff -*-
.ad l
.nh
.SH NAME
bitmap_rich \- bitmap rich type transparency is in the layout
.SH SYNOPSIS
.br
.PP
.PP
\fC#include <bitmap\&.h>\fP
.SS "Data Fields"
.in +1c
.ti -1c
.RI "uint32_t \fBsize_px_x\fP"
.br
.ti -1c
.RI "uint32_t \fBsize_px_y\fP"
.br
.ti -1c
.RI "uint32_t \fBsize_o_y\fP"
.br
.ti -1c
.RI "uint32_t * \fBcolor\fP"
.br
.ti -1c
.RI "bool \fBcolor_dynamic\fP"
.br
.ti -1c
.RI "uint32_t * \fBlayout\fP"
.br
.ti -1c
.RI "bool \fBlayout\fP \fBdynamic\fP"
.br
.in -1c
.SH "Detailed Description"
.PP
bitmap rich type transparency is in the layout
.PP
\fBWarning:\fP
.RS 4
Monochrome only !
.RE
.PP
.PP
Definition at line 9 of file bitmap\&.h\&.
.SH "Field Documentation"
.PP
.SS "uint32_t* color"
.PP
Definition at line 15 of file bitmap\&.h\&.
.SS "bool color_dynamic"
.PP
Definition at line 16 of file bitmap\&.h\&.
.SS "bool \fBlayout\fP dynamic"
.PP
Definition at line 18 of file bitmap\&.h\&.
.SS "uint32_t* layout"
.PP
Definition at line 17 of file bitmap\&.h\&.
.SS "uint32_t size_o_y"
.PP
Definition at line 13 of file bitmap\&.h\&.
.SS "uint32_t size_px_x"
.PP
Definition at line 11 of file bitmap\&.h\&.
.SS "uint32_t size_px_y"
.PP
Definition at line 12 of file bitmap\&.h\&.
.SH "Author"
.PP
Generated automatically by Doxygen for FxEngine from the source code\&.

47
doc/man/man3/keyboard.h.3 Normal file
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.TH "include/event/keyboard.h" 3 "Thu Aug 29 2019" "Version 0.0.1" "FxEngine" \" -*- nroff -*-
.ad l
.nh
.SH NAME
include/event/keyboard.h
.SH SYNOPSIS
.br
.PP
\fC#include <gint/keyboard\&.h>\fP
.br
\fC#include <gint/keycodes\&.h>\fP
.br
\fC#include <stdint\&.h>\fP
.br
.SS "Typedefs"
.in +1c
.ti -1c
.RI "typedef void(* \fBcallback\fP) (void)"
.br
.in -1c
.SS "Functions"
.in +1c
.ti -1c
.RI "void \fBevent_keyboard_set_key\fP (uint32_t matrix_code, uint32_t ev_type, \fBcallback\fP function)"
.br
.ti -1c
.RI "void \fBevent_keyboard_reload\fP ()"
.br
.in -1c
.SH "Typedef Documentation"
.PP
.SS "typedef void(* callback) (void)"
.PP
Definition at line 16 of file keyboard\&.h\&.
.SH "Function Documentation"
.PP
.SS "void event_keyboard_reload ()"
.SS "void event_keyboard_set_key (uint32_t matrix_code, uint32_t ev_type, \fBcallback\fP function)"
.SH "Author"
.PP
Generated automatically by Doxygen for FxEngine from the source code\&.

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.TH "include/render/parameters.h" 3 "Thu Aug 29 2019" "Version 0.0.1" "FxEngine" \" -*- nroff -*-
.ad l
.nh
.SH NAME
include/render/parameters.h
.SH SYNOPSIS
.br
.PP
.SS "Macros"
.in +1c
.ti -1c
.RI "#define \fBrender_width\fP 128"
.br
.ti -1c
.RI "#define \fBrender_height\fP 64"
.br
.ti -1c
.RI "#define \fBrender_x_mid\fP ((\fBrender_width\fP \- 1) / 2)"
.br
.ti -1c
.RI "#define \fBrender_y_mid\fP ((\fBrender_height\fP \- 1) / 2)"
.br
.ti -1c
.RI "#define \fBrender_max_dist\fP 3000"
.br
.ti -1c
.RI "#define \fBrender_min_dist\fP 1"
.br
.in -1c
.SH "Macro Definition Documentation"
.PP
.SS "#define render_height 64"
.PP
Definition at line 8 of file parameters\&.h\&.
.SS "#define render_max_dist 3000"
.PP
Definition at line 12 of file parameters\&.h\&.
.SS "#define render_min_dist 1"
.PP
Definition at line 13 of file parameters\&.h\&.
.SS "#define render_width 128"
.PP
Definition at line 7 of file parameters\&.h\&.
.SS "#define render_x_mid ((\fBrender_width\fP \- 1) / 2)"
.PP
Definition at line 9 of file parameters\&.h\&.
.SS "#define render_y_mid ((\fBrender_height\fP \- 1) / 2)"
.PP
Definition at line 10 of file parameters\&.h\&.
.SH "Author"
.PP
Generated automatically by Doxygen for FxEngine from the source code\&.

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.TH "render_triangle" 3 "Thu Aug 29 2019" "Version 0.0.1" "FxEngine" \" -*- nroff -*-
.ad l
.nh
.SH NAME
render_triangle
.SH SYNOPSIS
.br
.PP
.PP
\fC#include <triangle\&.h>\fP
.SS "Data Fields"
.in +1c
.ti -1c
.RI "\fBFE_integer_position\fP * \fBs1\fP"
.br
.ti -1c
.RI "\fBFE_integer_position\fP * \fBs2\fP"
.br
.ti -1c
.RI "\fBFE_integer_position\fP * \fBs3\fP"
.br
.in -1c
.SH "Detailed Description"
.PP
Definition at line 3 of file triangle\&.h\&.
.SH "Field Documentation"
.PP
.SS "\fBFE_integer_position\fP* s1"
.PP
Definition at line 5 of file triangle\&.h\&.
.SS "\fBFE_integer_position\fP* s2"
.PP
Definition at line 6 of file triangle\&.h\&.
.SS "\fBFE_integer_position\fP* s3"
.PP
Definition at line 7 of file triangle\&.h\&.
.SH "Author"
.PP
Generated automatically by Doxygen for FxEngine from the source code\&.

182
doc/man/man3/translate.h.3 Normal file
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.TH "include/render/translate.h" 3 "Thu Aug 29 2019" "Version 0.0.1" "FxEngine" \" -*- nroff -*-
.ad l
.nh
.SH NAME
include/render/translate.h
.SH SYNOPSIS
.br
.PP
\fC#include <stdint\&.h>\fP
.br
\fC#include <render/parameters\&.h>\fP
.br
.SS "Data Structures"
.in +1c
.ti -1c
.RI "struct \fBFE_integer_position\fP"
.br
.RI "this struct is a point in 3d, which has coords save as uint32_t this is the recommended type for high performance rendering, because the sh3eb-elf architecture is 32 bits "
.ti -1c
.RI "struct \fBFE_floating_position\fP"
.br
.RI "this struct is a point in 3d, which has coords save as double it is not recommended to use it for high performances rendering, because of the sh3eb-elf architecture, which does not support natively floating calculation "
.ti -1c
.RI "struct \fBFE_integer_point\fP"
.br
.RI "This is a point which is used for 3d translations and rendering integer mode is the best solution to increase perfs, and that's why I didn't have implemented te floating_points yet\&. "
.in -1c
.SS "Typedefs"
.in +1c
.ti -1c
.RI "typedef struct \fBFE_integer_position\fP \fBFE_integer_position\fP"
.br
.ti -1c
.RI "typedef struct \fBFE_floating_position\fP \fBFE_floating_position\fP"
.br
.ti -1c
.RI "typedef struct \fBFE_integer_point\fP \fBFE_integer_point\fP"
.br
.in -1c
.SS "Functions"
.in +1c
.ti -1c
.RI "void \fBrender_translate\fP (\fBFE_integer_point\fP *point)"
.br
.RI "This function rotates and applies perspective on an integer point\&. "
.ti -1c
.RI "void \fBrender_set\fP (const double dh, const double dv, const double roulis, const \fBFE_integer_position\fP *camera)"
.br
.RI "Sets up the translation matrices for a new rendering cycle\&. "
.ti -1c
.RI "double \fBmodulo_2pi\fP (double a)"
.br
.RI "Sets up an angle mesure between -pi and +pi\&. "
.ti -1c
.RI "double \fBcos\fP (double angle)"
.br
.RI "Homemade cosinus implementation, which is faster than casio provided cosinus function\&. "
.ti -1c
.RI "double \fBsin\fP (const double angle)"
.br
.RI "Homemade sinus implementation, which is faster than casio provided sinus function\&. "
.in -1c
.SS "Variables"
.in +1c
.ti -1c
.RI "const double \fBpi\fP"
.br
.ti -1c
.RI "const double \fBpi2\fP"
.br
.ti -1c
.RI "const double \fBpi_sur_2\fP"
.br
.in -1c
.SH "Typedef Documentation"
.PP
.SS "typedef struct \fBFE_floating_position\fP \fBFE_floating_position\fP"
.PP
Definition at line 29 of file translate\&.h\&.
.SS "typedef struct \fBFE_integer_point\fP \fBFE_integer_point\fP"
.PP
Definition at line 41 of file translate\&.h\&.
.SS "typedef struct \fBFE_integer_position\fP \fBFE_integer_position\fP"
.PP
Definition at line 17 of file translate\&.h\&.
.SH "Function Documentation"
.PP
.SS "double cos (double angle)"
.PP
Homemade cosinus implementation, which is faster than casio provided cosinus function\&.
.PP
\fBParameters:\fP
.RS 4
\fIangle\fP The angle (rad)
.RE
.PP
\fBReturns:\fP
.RS 4
cos angle
.RE
.PP
.SS "double modulo_2pi (double a)"
.PP
Sets up an angle mesure between -pi and +pi\&.
.PP
\fBParameters:\fP
.RS 4
\fIa\fP the angle (rad)
.RE
.PP
\fBReturns:\fP
.RS 4
angle mesure which respect the following contraint : -pi <= angle <= pi
.RE
.PP
.SS "void render_set (const double dh, const double dv, const double roulis, const \fBFE_integer_position\fP * camera)"
.PP
Sets up the translation matrices for a new rendering cycle\&.
.PP
\fBParameters:\fP
.RS 4
\fIdh\fP Camera's horizontal direction (rad)
.br
\fIdv\fP Camera's vertical direction (rad)
.br
\fIroulis\fP Optionnal rotation around the middle of the screen
.br
\fIcamera\fP The camera's coordinates, as an integer position
.RE
.PP
.SS "void render_translate (\fBFE_integer_point\fP * point)"
.PP
This function rotates and applies perspective on an integer point\&.
.PP
\fBParameters:\fP
.RS 4
\fIpoint\fP The point which needs to be translated
.RE
.PP
.SS "double sin (const double angle)"
.PP
Homemade sinus implementation, which is faster than casio provided sinus function\&.
.PP
\fBParameters:\fP
.RS 4
\fIangle\fP The angle (rad)
.RE
.PP
\fBReturns:\fP
.RS 4
sin angle
.RE
.PP
.SH "Variable Documentation"
.PP
.SS "const double pi"
mathematics constants
.SS "const double pi2"
.SS "const double pi_sur_2"
.SH "Author"
.PP
Generated automatically by Doxygen for FxEngine from the source code\&.

21
doc/man/man3/triangle.h.3 Normal file
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@ -0,0 +1,21 @@
.TH "include/render/triangle.h" 3 "Thu Aug 29 2019" "Version 0.0.1" "FxEngine" \" -*- nroff -*-
.ad l
.nh
.SH NAME
include/render/triangle.h
.SH SYNOPSIS
.br
.PP
\fC#include <translate\&.h>\fP
.br
.SS "Data Structures"
.in +1c
.ti -1c
.RI "struct \fBrender_triangle\fP"
.br
.in -1c
.SH "Author"
.PP
Generated automatically by Doxygen for FxEngine from the source code\&.

34
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@ -0,0 +1,34 @@
.TH "include/render/zbuffer.h" 3 "Thu Aug 29 2019" "Version 0.0.1" "FxEngine" \" -*- nroff -*-
.ad l
.nh
.SH NAME
include/render/zbuffer.h
.SH SYNOPSIS
.br
.PP
\fC#include <render/parameters\&.h>\fP
.br
\fC#include <stdint\&.h>\fP
.br
\fC#include <stdbool\&.h>\fP
.br
.SS "Functions"
.in +1c
.ti -1c
.RI "void \fBrender_zbuffer_clear\fP ()"
.br
.ti -1c
.RI "bool \fBrender_zbuffer_set_px\fP (uint32_t x, uint32_t y, uint32_t dist)"
.br
.in -1c
.SH "Function Documentation"
.PP
.SS "void render_zbuffer_clear ()"
FE_zbuffer_clear effacer le z buffer pour un nouveau cycle de dessin TODO : ajouter effacement avec le DMA Controller pour les modèles ayant un processeur SH4-A
.SS "bool render_zbuffer_set_px (uint32_t x, uint32_t y, uint32_t dist)"
FE_zbuffer_set_dist change la distance d'un pixel du zbuffer retourne true si il faut dessiner le pixel retourne false si le pixel est déjà existant
.SH "Author"
.PP
Generated automatically by Doxygen for FxEngine from the source code\&.

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@ -4,58 +4,98 @@
#include <stdint.h>
#include <render/parameters.h>
/* FE_position:
notion de point dans l'espace simple */
typedef struct FE_integer_position FE_integer_position;
/**
* @brief this struct is a point in 3d, which has coords save as uint32_t
* this is the recommended type for high performance rendering, because the sh3eb-elf architecture is 32 bits
*/
struct FE_integer_position
{
int32_t x,
y,
z;
};
typedef struct FE_integer_position FE_integer_position;
typedef struct FE_floating_position FE_floating_position;
/**
* @brief this struct is a point in 3d, which has coords save as double
* it is not recommended to use it for high performances rendering, because of the sh3eb-elf architecture, which does not support natively floating calculation
*/
struct FE_floating_position
{
double x,
y,
z;
};
typedef struct FE_floating_position FE_floating_position;
/* FE_point:
notion de point dans l'espace destiné à etre utilisé dans l'affichage */
typedef struct FE_integer_point FE_integer_point;
/**
* @brief This is a point which is used for 3d translations and rendering
* integer mode is the best solution to increase perfs, and that's why I didn't have implemented te floating_points yet.
*/
struct FE_integer_point
{
FE_integer_position real,
translated;
};
typedef struct FE_integer_point FE_integer_point;
// applique la matrice de rotation et les deltas sur les coordonnées d'un point
/**
* @brief This function rotates and applies perspective on an integer point
*
* @param point The point which needs to be translated
*/
void render_translate(FE_integer_point * point);
// change la matrice de rotation et les deltas pour le cycle à venir
/**
* @brief Sets up the translation matrices for a new rendering cycle
*
* @param[in] dh Camera's horizontal direction (rad)
* @param[in] dv Camera's vertical direction (rad)
* @param[in] roulis Optionnal rotation around the middle of the screen
* @param[in] camera The camera's coordinates, as an integer position
*/
void render_set(const double dh, const double dv, const double roulis, const FE_integer_position * camera);
// constantes mathématiques
/**
* mathematics constants
*/
extern const double pi, pi2, pi_sur_2;
// fonctions mathématiques
/**
* @brief Sets up an angle mesure between -pi and +pi
*
* @param[in] a the angle (rad)
*
* @return angle mesure which respect the following contraint :
* -pi <= angle <= pi
*/
double modulo_2pi(double a);
/**
* @brief Homemade cosinus implementation, which is faster than casio provided cosinus function
*
* @param[in] angle The angle (rad)
*
* @return cos angle
*/
double cos(double angle);
/**
* @brief Homemade sinus implementation, which is faster than casio provided sinus function
*
* @param[in] angle The angle (rad)
*
* @return sin angle
*/
double sin(const double angle);
#endif