fixed rounding
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06aa9ce6c1
commit
f0bf328957
58543
assets/beetle-alt.obj
Normal file
58543
assets/beetle-alt.obj
Normal file
File diff suppressed because it is too large
Load Diff
@ -1,6 +1,7 @@
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#include <stdio.h>
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#include <stdint.h>
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#include <stdbool.h>
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#include <math.h>
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#include <SDL.h>
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#include <SDL_ttf.h>
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#include "display.h"
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@ -82,8 +83,8 @@ void process_input(void) {
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////////////////////////////////////////////////////////////////////////////////
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vec2_t project(vec3_t point) {
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vec2_t projected_point = {
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.x = (fov_factor * point.x) / point.z,
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.y = (fov_factor * point.y) / point.z,
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.x = round((fov_factor * point.x) / point.z),
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.y = round((fov_factor * point.y) / point.z),
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};
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return projected_point;
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}
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@ -125,7 +126,7 @@ void update(void) {
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transformed_vertex = vec3_rotate_z(transformed_vertex, mesh.rotation.z);
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// translate away from camera in z
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transformed_vertex.z += 5;
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transformed_vertex.z += 1;
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// save translated vertex in the array of transformed vertices
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transformed_vertices[j] = transformed_vertex;
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@ -200,19 +201,15 @@ void render(void) {
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for (int i = 0; i < array_length(triangles_to_render); i++) {
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triangle_t triangle = triangles_to_render[i];
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draw_filled_triangle(triangle, colors[i]);
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draw_filled_triangle(triangle, 0xFF00FF00);
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draw_triangle(triangle, 0x0000ff);
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//draw_triangle(triangle, 0xFFFF0000);
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//draw_rect(triangle.points[0].x, triangle.points[0].y, 3, 3, 0xFFFFFF00);
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//draw_rect(triangle.points[1].x, triangle.points[1].y, 3, 3, 0xFFFFFF00);
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//draw_rect(triangle.points[2].x, triangle.points[2].y, 3, 3, 0xFFFFFF00);
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}
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triangle_t t;
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t.points[0] = (vec2_t){ 100, 100 };
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t.points[1] = (vec2_t){ 100, 200.1 };
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t.points[2] = (vec2_t){ 300, 200.5};
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draw_filled_triangle(t, 0xFF00FF00);
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//vec2_t m = triangle_midpoint(t);
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//draw_rect(m.x, m.y, 10, 10, 0xFFFF0000);
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@ -75,7 +75,7 @@ void load_file(void) {
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FILE* fp;
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char* tok;
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fp = fopen("..\\assets\\cube.obj", "r");
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fp = fopen("..\\assets\\beetle-alt.obj", "r");
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if (fp == NULL) {
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exit(EXIT_FAILURE);
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@ -14,7 +14,7 @@ int compare_vec2_t(const void* a, const void* b) {
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}
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#define FUNC ceilf
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#define FUNC2 floorf
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#define FUNC2 ceilf
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uint32_t invert_rgb(uint32_t color) {
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uint32_t a = color & 0xFF000000; // Alpha channel
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@ -29,7 +29,7 @@ void fill_flat_bottom_triangle(const triangle_t* triangle, uint32_t color) {
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float x_start = triangle->points[0].x, x_end = triangle->points[0].x;
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for (int x = FUNC(triangle->points[0].y); x < FUNC(triangle->points[2].y); x++) {
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for (int x = FUNC(triangle->points[0].y); x <= FUNC(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(FUNC2(x_start), x, FUNC2(x_end), x, color);
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x_start += inv_slope_1;
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@ -43,7 +43,7 @@ void fill_flat_top_triangle(const triangle_t* triangle, uint32_t color) {
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float x_start = triangle->points[2].x, x_end = triangle->points[2].x;
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for (int y = FUNC(triangle->points[2].y); y > FUNC(triangle->points[0].y); y--) {
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for (int y = FUNC(triangle->points[2].y); y >= FUNC(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(FUNC2(x_start), y, FUNC2(x_end), y, color);
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x_start -= inv_slope_1;
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@ -10,6 +10,11 @@ typedef struct {
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int c;
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} face_t;
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typedef struct {
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int x;
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int y;
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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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} triangle_t;
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