kind of working, but segfault on f22
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7b9d3422d5
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@ -68,8 +68,8 @@ void setup(void) {
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texture_width = 64;
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// load cube mesh data
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//load_file("..\\assets\\f22.obj");
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load_cube_mesh_data();
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load_file("..\\assets\\f22.obj");
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//load_cube_mesh_data();
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}
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@ -260,7 +260,7 @@ void update(void) {
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// calculate the average depth of the triangle
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float avg_depth = (transformed_vertices[0].z + transformed_vertices[1].z + transformed_vertices[2].z) / 3.0f;
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#define FUNC3 roundf
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#define FUNC3 (int)
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triangle_t projected_triangle = {
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.points = {
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{ FUNC3(projected_points[0].x), FUNC3(projected_points[0].y) },
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@ -281,9 +281,7 @@ void update(void) {
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// save the projected triangle in the array of triangles
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array_push(triangles_to_render, projected_triangle);
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triangle_t normal_triangle;
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}
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}
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@ -6,8 +6,8 @@
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// TODO: Create implementation for triangle.h functions
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int compare_vec2_t(const void* a, const void* b) {
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const vec2_t* arg1 = (const vec2_t*)a;
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const vec2_t* arg2 = (const vec2_t*)b;
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const int_vec2_t* arg1 = (const int_vec2_t*)a;
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const int_vec2_t* arg2 = (const int_vec2_t*)b;
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if (arg1->y < arg2->y) return -1;
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if (arg1->y > arg2->y) return 1;
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return 0;
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@ -24,28 +24,28 @@ uint32_t invert_rgb(uint32_t color) {
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}
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void fill_flat_bottom_triangle(const triangle_t* triangle, color_t color) {
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float inv_slope_1 = (triangle->points[1].x - triangle->points[0].x) / (triangle->points[1].y - triangle->points[0].y);
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float inv_slope_2 = (triangle->points[2].x - triangle->points[0].x) / (triangle->points[2].y - triangle->points[0].y);;
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float inv_slope_1 = (float)(triangle->points[1].x - triangle->points[0].x) / (float)(triangle->points[1].y - triangle->points[0].y);
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float inv_slope_2 = (float)(triangle->points[2].x - triangle->points[0].x) / (float)(triangle->points[2].y - triangle->points[0].y);;
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float x_start = triangle->points[0].x, x_end = triangle->points[0].x;
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float x_start = (float)triangle->points[0].x, x_end = (float)triangle->points[0].x;
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for (int x = FUNC(triangle->points[0].y); x <= FUNC2(triangle->points[2].y); x++) {
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for (int x = triangle->points[0].y; x <= triangle->points[2].y; x++) {
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//draw_rect((int)triangle->points[0].x, i, 1, 1, 0xFFFF0000);
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draw_line(FUNC(x_start), x, FUNC2(x_end), x, color);
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draw_line((int)x_start, x, (int)x_end, x, color);
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x_start += inv_slope_1;
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x_end += inv_slope_2;
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}
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}
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void fill_flat_top_triangle(const triangle_t* triangle, color_t color) {
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float inv_slope_1 = (triangle->points[2].x - triangle->points[0].x) / (triangle->points[2].y - triangle->points[0].y);
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float inv_slope_2 = (triangle->points[2].x - triangle->points[1].x) / (triangle->points[2].y - triangle->points[1].y);;
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float inv_slope_1 = (float)(triangle->points[2].x - triangle->points[0].x) / (float)(triangle->points[2].y - triangle->points[0].y);
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float inv_slope_2 = (float)(triangle->points[2].x - triangle->points[1].x) / (float)(triangle->points[2].y - triangle->points[1].y);;
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float x_start = triangle->points[2].x, x_end = triangle->points[2].x;
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float x_start = (float)triangle->points[2].x, x_end = (float)triangle->points[2].x;
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for (int y = FUNC2(triangle->points[2].y); y >= FUNC(triangle->points[0].y); y--) {
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for (int y = triangle->points[2].y; y >= triangle->points[0].y; y--) {
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//draw_rect((int)triangle->points[0].x, i, 1, 1, 0xFFFF0000);
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draw_line(FUNC(x_start), y, FUNC2(x_end), y, color);
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draw_line((int)x_start, y, (int)x_end, y, color);
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x_start -= inv_slope_1;
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x_end -= inv_slope_2;
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}
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@ -74,7 +74,7 @@ void draw_filled_triangle(triangle_t triangle) {
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}
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vec2_t midpoint;
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int_vec2_t midpoint;
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midpoint.y = triangle.points[mid_idx].y;
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midpoint.x = (((triangle.points[max_idx].x - triangle.points[min_idx].x) * (triangle.points[mid_idx].y - triangle.points[min_idx].y)) / (triangle.points[max_idx].y - triangle.points[min_idx].y)) + triangle.points[min_idx].x;
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@ -25,7 +25,7 @@ typedef struct {
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} int_vec2_t;
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typedef struct {
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vec2_t points[3];
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int_vec2_t points[3];
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tex2_t texcoords[3];
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color_t color;
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float average_depth;
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