kind of working, but segfault on f22

This commit is contained in:
jb 2025-07-16 23:11:59 -07:00
parent 7b9d3422d5
commit 5b8347afaa
3 changed files with 18 additions and 20 deletions

View File

@ -68,8 +68,8 @@ void setup(void) {
texture_width = 64;
// load cube mesh data
//load_file("..\\assets\\f22.obj");
load_cube_mesh_data();
load_file("..\\assets\\f22.obj");
//load_cube_mesh_data();
}
@ -260,7 +260,7 @@ void update(void) {
// calculate the average depth of the triangle
float avg_depth = (transformed_vertices[0].z + transformed_vertices[1].z + transformed_vertices[2].z) / 3.0f;
#define FUNC3 roundf
#define FUNC3 (int)
triangle_t projected_triangle = {
.points = {
{ FUNC3(projected_points[0].x), FUNC3(projected_points[0].y) },
@ -281,9 +281,7 @@ void update(void) {
// save the projected triangle in the array of triangles
array_push(triangles_to_render, projected_triangle);
triangle_t normal_triangle;
}
}

View File

@ -6,8 +6,8 @@
// TODO: Create implementation for triangle.h functions
int compare_vec2_t(const void* a, const void* b) {
const vec2_t* arg1 = (const vec2_t*)a;
const vec2_t* arg2 = (const vec2_t*)b;
const int_vec2_t* arg1 = (const int_vec2_t*)a;
const int_vec2_t* arg2 = (const int_vec2_t*)b;
if (arg1->y < arg2->y) return -1;
if (arg1->y > arg2->y) return 1;
return 0;
@ -24,28 +24,28 @@ uint32_t invert_rgb(uint32_t color) {
}
void fill_flat_bottom_triangle(const triangle_t* triangle, color_t color) {
float inv_slope_1 = (triangle->points[1].x - triangle->points[0].x) / (triangle->points[1].y - triangle->points[0].y);
float inv_slope_2 = (triangle->points[2].x - triangle->points[0].x) / (triangle->points[2].y - triangle->points[0].y);;
float inv_slope_1 = (float)(triangle->points[1].x - triangle->points[0].x) / (float)(triangle->points[1].y - triangle->points[0].y);
float inv_slope_2 = (float)(triangle->points[2].x - triangle->points[0].x) / (float)(triangle->points[2].y - triangle->points[0].y);;
float x_start = triangle->points[0].x, x_end = triangle->points[0].x;
float x_start = (float)triangle->points[0].x, x_end = (float)triangle->points[0].x;
for (int x = FUNC(triangle->points[0].y); x <= FUNC2(triangle->points[2].y); x++) {
for (int x = triangle->points[0].y; x <= triangle->points[2].y; x++) {
//draw_rect((int)triangle->points[0].x, i, 1, 1, 0xFFFF0000);
draw_line(FUNC(x_start), x, FUNC2(x_end), x, color);
draw_line((int)x_start, x, (int)x_end, x, color);
x_start += inv_slope_1;
x_end += inv_slope_2;
}
}
void fill_flat_top_triangle(const triangle_t* triangle, color_t color) {
float inv_slope_1 = (triangle->points[2].x - triangle->points[0].x) / (triangle->points[2].y - triangle->points[0].y);
float inv_slope_2 = (triangle->points[2].x - triangle->points[1].x) / (triangle->points[2].y - triangle->points[1].y);;
float inv_slope_1 = (float)(triangle->points[2].x - triangle->points[0].x) / (float)(triangle->points[2].y - triangle->points[0].y);
float inv_slope_2 = (float)(triangle->points[2].x - triangle->points[1].x) / (float)(triangle->points[2].y - triangle->points[1].y);;
float x_start = triangle->points[2].x, x_end = triangle->points[2].x;
float x_start = (float)triangle->points[2].x, x_end = (float)triangle->points[2].x;
for (int y = FUNC2(triangle->points[2].y); y >= FUNC(triangle->points[0].y); y--) {
for (int y = triangle->points[2].y; y >= triangle->points[0].y; y--) {
//draw_rect((int)triangle->points[0].x, i, 1, 1, 0xFFFF0000);
draw_line(FUNC(x_start), y, FUNC2(x_end), y, color);
draw_line((int)x_start, y, (int)x_end, y, color);
x_start -= inv_slope_1;
x_end -= inv_slope_2;
}
@ -74,7 +74,7 @@ void draw_filled_triangle(triangle_t triangle) {
}
vec2_t midpoint;
int_vec2_t midpoint;
midpoint.y = triangle.points[mid_idx].y;
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;

View File

@ -25,7 +25,7 @@ typedef struct {
} int_vec2_t;
typedef struct {
vec2_t points[3];
int_vec2_t points[3];
tex2_t texcoords[3];
color_t color;
float average_depth;