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06aa9ce6c1
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06aa9ce6c1 | ||
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b73bbdc91e |
@ -21,7 +21,7 @@ bool initialize_window(void) {
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SDL_DisplayMode display_mode;
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SDL_DisplayMode display_mode;
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SDL_GetCurrentDisplayMode(0, &display_mode);
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SDL_GetCurrentDisplayMode(0, &display_mode);
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window_width = 800;//display_mode.w;
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window_width = 800;//display_mode.w;
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window_height = 600;//display_mode.h;
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window_height = 800;//display_mode.h;
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// Create a SDL Window
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// Create a SDL Window
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window = SDL_CreateWindow(
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window = SDL_CreateWindow(
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@ -4,6 +4,7 @@
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#include <stdint.h>
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#include <stdint.h>
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#include <stdbool.h>
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#include <stdbool.h>
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#include <SDL.h>
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#include <SDL.h>
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#include <SDL_ttf.h>
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#include "triangle.h"
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#include "triangle.h"
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#define FPS 30
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#define FPS 30
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@ -2,6 +2,7 @@
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#include <stdint.h>
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#include <stdint.h>
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#include <stdbool.h>
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#include <stdbool.h>
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#include <SDL.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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#include "display.h"
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#include "mesh.h"
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#include "mesh.h"
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#include "vector.h"
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#include "vector.h"
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@ -9,6 +10,21 @@
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#define STEP 0.075
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#define STEP 0.075
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uint32_t colors[12] = {
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0xFF6A2EFF, // purple
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0xFFE9C46A, // sand yellow
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0xFF2A9D8F, // teal green
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0xFFF4A261, // orange
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0xFF264653, // dark blue-grey
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0xFFB5838D, // mauve
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0xFFD7263D, // red
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0xFF38A3A5, // turquoise
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0xFF757575, // grey
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0xFF70C1B3, // light green-blue
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0xFFFFC300, // yellow
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0xFF5D2E8C // deep purple
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};
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triangle_t* triangles_to_render = NULL; //[N_MESH_FACES];
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triangle_t* triangles_to_render = NULL; //[N_MESH_FACES];
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vec3_t camera_position = { 0, 0, 0 };
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vec3_t camera_position = { 0, 0, 0 };
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@ -179,22 +195,25 @@ void update(void) {
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void render(void) {
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void render(void) {
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draw_grid();
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draw_grid();
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//uint32_t colors[] = { 0xFFFF0000, 0xFF00FF00, 0xFF0000FF, 0xFF757500, 0xFF007575, 0xFF750075 };
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// Loop all projected points and render them
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// Loop all projected points and render them
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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_triangle(triangle, 0xFF00FF00);
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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){ .x = 300, .y = 100 };
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t.points[1] = (vec2_t){ .x = 50, .y = 400 };
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t.points[2] = (vec2_t){ .x = 500, .y = 700 };
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//draw_triangle(t, 0xFF00FF00);
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for (int i = 0; i < array_length(triangles_to_render); i++) {
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vec2_t m = triangle_midpoint(t);
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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_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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//draw_rect(m.x, m.y, 10, 10, 0xFFFF0000);
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//draw_line(10, 10, 500, 500, 0x00FF00);
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//draw_line(10, 10, 500, 500, 0x00FF00);
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@ -1,5 +1,7 @@
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#include "triangle.h"
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#include "triangle.h"
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#include <math.h>
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#include "display.h"
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#include "display.h"
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// TODO: Create implementation for triangle.h functions
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// TODO: Create implementation for triangle.h functions
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@ -11,15 +13,45 @@ int compare_vec2_t(const void* a, const void* b) {
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return 0;
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return 0;
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}
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}
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void fill_flat_bottom_triangle(triangle_t triangle) {
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#define FUNC ceilf
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#define FUNC2 floorf
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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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uint32_t rgb = color & 0x00FFFFFF; // RGB channels
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rgb = ~rgb & 0x00FFFFFF; // Invert RGB only
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return a | rgb;
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}
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}
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void fill_flat_top_triangle(triangle_t triangle) {
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void fill_flat_bottom_triangle(const triangle_t* triangle, uint32_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 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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//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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x_end += inv_slope_2;
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}
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}
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}
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vec2_t triangle_midpoint(triangle_t triangle) {
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void fill_flat_top_triangle(const triangle_t* triangle, uint32_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 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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//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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x_end -= inv_slope_2;
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}
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}
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void draw_filled_triangle(triangle_t triangle, uint32_t color) {
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// sort by y
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// sort by y
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int temp = 0, min_idx = 0, mid_idx = 1, max_idx = 2;
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int temp = 0, min_idx = 0, mid_idx = 1, max_idx = 2;
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@ -33,12 +65,13 @@ vec2_t triangle_midpoint(triangle_t triangle) {
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temp = mid_idx; mid_idx = max_idx; max_idx = temp;
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temp = mid_idx; mid_idx = max_idx; max_idx = temp;
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}
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}
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// check for division by zero
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if (triangle.points[mid_idx].y == triangle.points[max_idx].y) {
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if (triangle.points[max_idx].y == triangle.points[min_idx].y) {
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fill_flat_bottom_triangle(&triangle, color);
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// Degenerate case, return something reasonable
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} else if (triangle.points[min_idx].y == triangle.points[mid_idx].y) {
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return triangle.points[mid_idx]; // or some fallback
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fill_flat_top_triangle(&triangle, color);
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}
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}
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vec2_t midpoint;
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vec2_t midpoint;
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midpoint.y = triangle.points[mid_idx].y;
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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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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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@ -50,12 +83,10 @@ vec2_t triangle_midpoint(triangle_t triangle) {
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flat_bottom.points[2] = midpoint;
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flat_bottom.points[2] = midpoint;
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flat_top.points[0] = triangle.points[mid_idx];
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flat_top.points[0] = triangle.points[mid_idx];
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flat_top.points[1] = triangle.points[max_idx];
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flat_top.points[1] = midpoint;
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flat_top.points[2] = midpoint;
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flat_top.points[2] = triangle.points[max_idx];
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draw_triangle(flat_bottom, 0xFF00FF00);
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fill_flat_bottom_triangle(&flat_bottom, color);
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draw_triangle(flat_top, 0xF0000FF);
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fill_flat_top_triangle(&flat_top, (color));
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return midpoint;
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}
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}
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@ -1,6 +1,7 @@
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#ifndef TRIANGLE_H
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#ifndef TRIANGLE_H
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#define TRIANGLE_H
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#define TRIANGLE_H
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#include <stdint.h>
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#include "vector.h"
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#include "vector.h"
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typedef struct {
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typedef struct {
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@ -13,6 +14,6 @@ typedef struct {
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vec2_t points[3];
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vec2_t points[3];
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} triangle_t;
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} triangle_t;
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vec2_t triangle_midpoint(triangle_t triangle);
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void draw_filled_triangle(triangle_t triangle, uint32_t color);
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#endif
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#endif
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