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d01a33e27c
...
9529b89127
109
CMakeLists.txt
109
CMakeLists.txt
@ -1,74 +1,9 @@
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cmake_minimum_required(VERSION 4.0)
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cmake_minimum_required(VERSION 3.22)
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project(sdl_project)
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set(CMAKE_C_STANDARD 23)
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# Include the command that downloads libraries
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include(FetchContent)
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# define a function for adding git dependencies
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function(include_dependency libName gitURL gitTag)
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FetchContent_Declare(${libName}
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GIT_REPOSITORY ${gitURL}
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GIT_TAG ${gitTag}
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GIT_SHALLOW TRUE
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GIT_PROGRESS TRUE
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)
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FetchContent_MakeAvailable(${libName})
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endfunction()
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# add SDL2 support
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find_package(SDL2 QUIET)
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if (NOT SDL2_FOUND)
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message(STATUS "Getting SDL2 from Github")
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include_dependency(SDL2 https://github.com/libsdl-org/SDL.git release-2.30.8)
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else()
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message(STATUS "Using local SDL2")
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endif()
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# add SDL2_image support
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find_package(SDL2_image QUIET)
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if (NOT SDL2_image_FOUND)
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message(STATUS "Getting SDL2_image from Github")
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include_dependency(SDL2_image https://github.com/libsdl-org/SDL_image.git release-2.8.2)
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else()
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message(STATUS "Using local SDL2_image")
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endif()
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## add SDL2_gfx support (NO find_package, fetch and add it manually)
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#find_package(SDL2_gfx QUIET)
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#if (NOT SDL2_gfx)
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# message(STATUS "Getting SDL2_gfx from Github")
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# include_dependency(SDL2_gfx https://github.com/giroletm/SDL2_gfx.git release-1.0.4)
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#else()
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# message(STATUS "Using local SDL2_gfx")
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#endif()
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# SDL2_gfx (DO NOT use the function for this one)
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FetchContent_Declare(
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SDL2_gfx
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GIT_REPOSITORY https://github.com/giroletm/SDL2_gfx.git
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GIT_TAG master
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)
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FetchContent_MakeAvailable(SDL2_gfx)
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message(STATUS "sdl2_gfx_SOURCE_DIR is: ${sdl2_gfx_SOURCE_DIR}")
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add_library(SDL2_gfx STATIC
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${sdl2_gfx_SOURCE_DIR}/SDL2_gfxPrimitives.c
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${sdl2_gfx_SOURCE_DIR}/SDL2_rotozoom.c
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)
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target_include_directories(SDL2_gfx PUBLIC ${sdl2_gfx_SOURCE_DIR}/sdl2_gfx-src)
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target_link_libraries(SDL2_gfx PUBLIC SDL2::SDL2)
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# add SDL2_ttf support
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#set(SDL2TTF_VENDORED ON)
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#find_package(SDL2_ttf QUIET)
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#if (NOT SDL2_ttf_FOUND)
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# message(STATUS "Getting SDL2_ttf from Github")
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# include_dependency(SDL2_ttf https://github.com/libsdl-org/SDL_ttf.git release-2.22.0)
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#else()
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# message(STATUS "Using local SDL2_ttf")
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#endif()
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set(CMAKE_C_STANDARD 11)
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# Must set the path to the main.cpp, for example: scripts/main.cpp if it is inside a folder
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add_executable(${PROJECT_NAME} scripts/main.c
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scripts/array.c
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scripts/vector.c
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@ -79,36 +14,12 @@ add_executable(${PROJECT_NAME} scripts/main.c
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scripts/texture.c
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scripts/swap.c
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scripts/upng.c
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scripts/display.c
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)
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scripts/display.c)
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# Target include directories for non-gfx libs
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target_include_directories(
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${PROJECT_NAME}
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PUBLIC
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${SDL2_INCLUDE_DIRS}
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${SDL2_IMAGE_INCLUDE_DIRS}
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# ${SDL2_TTF_INCLUDE_DIRS}
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${sdl2_gfx_SOURCE_DIR} # Add SDL2_gfx headers directory
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)
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# --- SDL2 SETUP ---
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set(CMAKE_MODULE_PATH ${CMAKE_SOURCE_DIR}/cmake/modules)
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set(SDL2_PATH "SDL2/x86_64-w64-mingw32")
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# link all libraries to the project
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target_link_libraries(
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${PROJECT_NAME}
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PRIVATE
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SDL2::SDL2
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SDL2::SDL2main
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SDL2_image::SDL2_image
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# SDL2_ttf::SDL2_ttf
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SDL2_gfx # Link in the SDL2_gfx library we added
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)
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if (WIN32)
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add_custom_command(
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TARGET ${PROJECT_NAME} POST_BUILD
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COMMAND "${CMAKE_COMMAND}" -E copy_if_different "$<TARGET_FILE:SDL2::SDL2>" "$<TARGET_FILE_DIR:sdl_project>"
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COMMAND "${CMAKE_COMMAND}" -E copy_if_different "$<TARGET_FILE:SDL2_image::SDL2_image>" "$<TARGET_FILE_DIR:sdl_project>"
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#COMMAND "${CMAKE_COMMAND}" -E copy_if_different "$<TARGET_FILE:SDL2_ttf::SDL2_ttf>" "$<TARGET_FILE_DIR:sdl_project>"
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VERBATIM
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)
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endif()
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find_package(SDL2 REQUIRED)
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include_directories(${SDL2_INCLUDE_DIR})
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target_link_libraries(${PROJECT_NAME} ${SDL2_LIBRARY} ${SDL2_IMAGE_LIBRARIES})
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Binary file not shown.
@ -2,10 +2,7 @@
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#include "display.h"
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SDL_Window* window = NULL;
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SDL_Renderer* renderer = NULL;
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uint32_t* color_buffer = NULL;
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float* z_buffer = NULL;
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SDL_Texture* color_buffer_texture = NULL;
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int window_width = 800;
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int window_height = 600;
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@ -17,19 +14,19 @@ bool initialize_window(void) {
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}
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// Set width and height of the SDL window with the max screen resolution
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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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window_width = display_mode.w;
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window_height = display_mode.h;
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*/
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// Create a SDL Window
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window = SDL_CreateWindow(
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"3D Renderer",
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NULL,
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SDL_WINDOWPOS_CENTERED,
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SDL_WINDOWPOS_CENTERED,
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window_width,
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window_height,
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SDL_WINDOW_SHOWN
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SDL_WINDOW_BORDERLESS
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);
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if (!window) {
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fprintf(stderr, "Error creating SDL window.\n");
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@ -107,14 +104,6 @@ void clear_color_buffer(uint32_t color) {
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}
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}
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void clear_z_buffer() {
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for (int y = 0; y < window_height; y++) {
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for (int x = 0; x < window_width; x++) {
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z_buffer[(window_width * y) + x] = 1.0F;
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}
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}
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}
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void destroy_window(void) {
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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@ -25,7 +25,6 @@ enum render_method {
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extern SDL_Window* window;
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extern SDL_Renderer* renderer;
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extern uint32_t* color_buffer;
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extern float* z_buffer;
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extern SDL_Texture* color_buffer_texture;
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extern int window_width;
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extern int window_height;
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@ -37,7 +36,6 @@ void draw_line(int x0, int y0, int x1, int y1, uint32_t color);
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void draw_rect(int x, int y, int width, int height, uint32_t color);
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void render_color_buffer(void);
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void clear_color_buffer(uint32_t color);
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void clear_z_buffer();
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void destroy_window(void);
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#endif
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@ -33,9 +33,8 @@ void setup(void) {
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render_method = RENDER_TEXTURED_WIRE;
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cull_method = CULL_BACKFACE;
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// Allocate the required memory in bytes to hold the color buffer and z buffer
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// Allocate the required memory in bytes to hold the color buffer
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color_buffer = (uint32_t*)malloc(sizeof(uint32_t) * window_width * window_height);
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z_buffer = (float*)malloc(sizeof(float) * window_width * window_height);
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// Creating a SDL texture that is used to display the color buffer
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color_buffer_texture = SDL_CreateTexture(
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@ -208,6 +207,9 @@ void update(void) {
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projected_points[j].y += (window_height / 2.0);
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}
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// Calculate the average depth for each face based on the vertices after transformation
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float avg_depth = (transformed_vertices[0].z + transformed_vertices[1].z + transformed_vertices[2].z) / 3.0;
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// Calculate the shade intensity based on how aliged is the normal with the flipped light direction ray
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float light_intensity_factor = -vec3_dot(normal, light.direction);
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@ -226,11 +228,25 @@ void update(void) {
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{ mesh_face.c_uv.u, mesh_face.c_uv.v }
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},
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.color = triangle_color,
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.avg_depth = avg_depth
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};
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// Save the projected triangle in the array of triangles to render
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array_push(triangles_to_render, projected_triangle);
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}
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// Sort the triangles to render by their avg_depth
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int num_triangles = array_length(triangles_to_render);
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for (int i = 0; i < num_triangles; i++) {
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for (int j = i; j < num_triangles; j++) {
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if (triangles_to_render[i].avg_depth < triangles_to_render[j].avg_depth) {
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// Swap the triangles positions in the array
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triangle_t temp = triangles_to_render[i];
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triangles_to_render[i] = triangles_to_render[j];
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triangles_to_render[j] = temp;
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}
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}
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}
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}
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///////////////////////////////////////////////////////////////////////////////
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@ -249,9 +265,9 @@ void render(void) {
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// Draw filled triangle
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if (render_method == RENDER_FILL_TRIANGLE || render_method == RENDER_FILL_TRIANGLE_WIRE) {
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draw_filled_triangle(
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triangle.points[0].x, triangle.points[0].y, triangle.points[0].z, triangle.points[0].w, // vertex A
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triangle.points[1].x, triangle.points[1].y, triangle.points[1].z, triangle.points[1].w, // vertex B
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triangle.points[2].x, triangle.points[2].y, triangle.points[2].z, triangle.points[2].w, // vertex C
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triangle.points[0].x, triangle.points[0].y, // vertex A
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triangle.points[1].x, triangle.points[1].y, // vertex B
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triangle.points[2].x, triangle.points[2].y, // vertex C
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triangle.color
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);
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}
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@ -289,9 +305,7 @@ void render(void) {
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render_color_buffer();
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clear_color_buffer(0xFF000000);
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clear_z_buffer();
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SDL_RenderPresent(renderer);
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}
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@ -301,7 +315,6 @@ void render(void) {
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///////////////////////////////////////////////////////////////////////////////
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void free_resources(void) {
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free(color_buffer);
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free(z_buffer);
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array_free(mesh.faces);
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array_free(mesh.vertices);
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upng_free(png_texture);
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@ -2,6 +2,122 @@
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#include "swap.h"
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#include "triangle.h"
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///////////////////////////////////////////////////////////////////////////////
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// Draw a filled a triangle with a flat bottom
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///////////////////////////////////////////////////////////////////////////////
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//
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// (x0,y0)
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// / \
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// / \
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||||
// / \
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// / \
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// / \
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// (x1,y1)------(x2,y2)
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//
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///////////////////////////////////////////////////////////////////////////////
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void fill_flat_bottom_triangle(int x0, int y0, int x1, int y1, int x2, int y2, uint32_t color) {
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// Find the two slopes (two triangle legs)
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float inv_slope_1 = (float)(x1 - x0) / (y1 - y0);
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float inv_slope_2 = (float)(x2 - x0) / (y2 - y0);
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// Start x_start and x_end from the top vertex (x0,y0)
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float x_start = x0;
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float x_end = x0;
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// Loop all the scanlines from top to bottom
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for (int y = y0; y <= y2; y++) {
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draw_line(x_start, y, 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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///////////////////////////////////////////////////////////////////////////////
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// Draw a filled a triangle with a flat top
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///////////////////////////////////////////////////////////////////////////////
|
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//
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// (x0,y0)------(x1,y1)
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// \ /
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// \ /
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||||
// \ /
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// \ /
|
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// \ /
|
||||
// (x2,y2)
|
||||
//
|
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///////////////////////////////////////////////////////////////////////////////
|
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void fill_flat_top_triangle(int x0, int y0, int x1, int y1, int x2, int y2, uint32_t color) {
|
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// Find the two slopes (two triangle legs)
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float inv_slope_1 = (float)(x2 - x0) / (y2 - y0);
|
||||
float inv_slope_2 = (float)(x2 - x1) / (y2 - y1);
|
||||
|
||||
// Start x_start and x_end from the bottom vertex (x2,y2)
|
||||
float x_start = x2;
|
||||
float x_end = x2;
|
||||
|
||||
// Loop all the scanlines from bottom to top
|
||||
for (int y = y2; y >= y0; y--) {
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draw_line(x_start, y, x_end, y, color);
|
||||
x_start -= inv_slope_1;
|
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x_end -= inv_slope_2;
|
||||
}
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
// Draw a filled triangle with the flat-top/flat-bottom method
|
||||
// We split the original triangle in two, half flat-bottom and half flat-top
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// (x0,y0)
|
||||
// / \
|
||||
// / \
|
||||
// / \
|
||||
// / \
|
||||
// / \
|
||||
// (x1,y1)------(Mx,My)
|
||||
// \_ \
|
||||
// \_ \
|
||||
// \_ \
|
||||
// \_ \
|
||||
// \ \
|
||||
// \_ \
|
||||
// \_\
|
||||
// \
|
||||
// (x2,y2)
|
||||
//
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
void draw_filled_triangle(int x0, int y0, int x1, int y1, int x2, int y2, uint32_t color) {
|
||||
// We need to sort the vertices by y-coordinate ascending (y0 < y1 < y2)
|
||||
if (y0 > y1) {
|
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int_swap(&y0, &y1);
|
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int_swap(&x0, &x1);
|
||||
}
|
||||
if (y1 > y2) {
|
||||
int_swap(&y1, &y2);
|
||||
int_swap(&x1, &x2);
|
||||
}
|
||||
if (y0 > y1) {
|
||||
int_swap(&y0, &y1);
|
||||
int_swap(&x0, &x1);
|
||||
}
|
||||
|
||||
if (y1 == y2) {
|
||||
// Draw flat-bottom triangle
|
||||
fill_flat_bottom_triangle(x0, y0, x1, y1, x2, y2, color);
|
||||
} else if (y0 == y1) {
|
||||
// Draw flat-top triangle
|
||||
fill_flat_top_triangle(x0, y0, x1, y1, x2, y2, color);
|
||||
} else {
|
||||
// Calculate the new vertex (Mx,My) using triangle similarity
|
||||
int My = y1;
|
||||
int Mx = (((x2 - x0) * (y1 - y0)) / (y2 - y0)) + x0;
|
||||
|
||||
// Draw flat-bottom triangle
|
||||
fill_flat_bottom_triangle(x0, y0, x1, y1, Mx, My, color);
|
||||
|
||||
// Draw flat-top triangle
|
||||
fill_flat_top_triangle(x1, y1, Mx, My, x2, y2, color);
|
||||
}
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
// Draw a triangle using three raw line calls
|
||||
@ -92,59 +208,7 @@ void draw_texel(
|
||||
int tex_y = abs((int)(interpolated_v * texture_height)) % texture_height;
|
||||
//tex_x = SDL_clamp(tex_x, 0, texture_width);
|
||||
//tex_y = SDL_clamp(tex_y, 0, texture_height);
|
||||
|
||||
int z_pos = (window_width * y) + x;
|
||||
|
||||
// Adjust 1/w so the pixels that are closer to the camera have smaller values
|
||||
interpolated_reciprocal_w = 1.0 - interpolated_reciprocal_w;
|
||||
|
||||
// only draw pixel if depth value is less than one previously stored in z-buffer
|
||||
if (interpolated_reciprocal_w < z_buffer[z_pos]) {
|
||||
draw_pixel(x, y, texture[(texture_width * tex_y) + tex_x]);
|
||||
|
||||
// update z-buffer value with the 1/w of this current pixel
|
||||
z_buffer[z_pos] = interpolated_reciprocal_w;
|
||||
}
|
||||
}
|
||||
|
||||
void draw_triangle_pixel(
|
||||
int x, int y, uint32_t color,
|
||||
vec4_t point_a, vec4_t point_b, vec4_t point_c
|
||||
) {
|
||||
vec2_t p = { x, y };
|
||||
vec2_t a = vec2_from_vec4(point_a);
|
||||
vec2_t b = vec2_from_vec4(point_b);
|
||||
vec2_t c = vec2_from_vec4(point_c);
|
||||
|
||||
// Calculate the barycentric coordinates of our point 'p' inside the triangle
|
||||
vec3_t weights = barycentric_weights(a, b, c, p);
|
||||
|
||||
float alpha = weights.x;
|
||||
float beta = weights.y;
|
||||
float gamma = weights.z;
|
||||
|
||||
// Variables to store the interpolated values of U, V, and also 1/w for the current pixel
|
||||
float interpolated_reciprocal_w;
|
||||
|
||||
// Also interpolate the value of 1/w for the current pixel
|
||||
interpolated_reciprocal_w = (1 / point_a.w) * alpha + (1 / point_b.w) * beta + (1 / point_c.w) * gamma;
|
||||
|
||||
// Now we can divide back both interpolated values by 1/w
|
||||
//tex_x = SDL_clamp(tex_x, 0, texture_width);
|
||||
//tex_y = SDL_clamp(tex_y, 0, texture_height);
|
||||
|
||||
int z_pos = (window_width * y) + x;
|
||||
|
||||
// Adjust 1/w so the pixels that are closer to the camera have smaller values
|
||||
interpolated_reciprocal_w = 1.0 - interpolated_reciprocal_w;
|
||||
|
||||
// only draw pixel if depth value is less than one previously stored in z-buffer
|
||||
if (interpolated_reciprocal_w < z_buffer[z_pos]) {
|
||||
draw_pixel(x, y, color);
|
||||
|
||||
// update z-buffer value with the 1/w of this current pixel
|
||||
z_buffer[z_pos] = interpolated_reciprocal_w;
|
||||
}
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////
|
||||
@ -262,86 +326,3 @@ void draw_textured_triangle(
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void draw_filled_triangle(
|
||||
int x0, int y0, float z0, float w0,
|
||||
int x1, int y1, float z1, float w1,
|
||||
int x2, int y2, float z2, float w2,
|
||||
uint32_t color
|
||||
) {
|
||||
// We need to sort the vertices by y-coordinate ascending (y0 < y1 < y2)
|
||||
if (y0 > y1) {
|
||||
int_swap(&y0, &y1);
|
||||
int_swap(&x0, &x1);
|
||||
float_swap(&z0, &z1);
|
||||
float_swap(&w0, &w1);
|
||||
}
|
||||
if (y1 > y2) {
|
||||
int_swap(&y1, &y2);
|
||||
int_swap(&x1, &x2);
|
||||
float_swap(&z1, &z2);
|
||||
float_swap(&w1, &w2);
|
||||
}
|
||||
if (y0 > y1) {
|
||||
int_swap(&y0, &y1);
|
||||
int_swap(&x0, &x1);
|
||||
float_swap(&z0, &z1);
|
||||
float_swap(&w0, &w1);
|
||||
}
|
||||
|
||||
|
||||
// Create vector points and texture coords after we sort the vertices
|
||||
vec4_t point_a = { x0, y0, z0, w0 };
|
||||
vec4_t point_b = { x1, y1, z1, w1 };
|
||||
vec4_t point_c = { x2, y2, z2, w2 };
|
||||
|
||||
///////////////////////////////////////////////////////
|
||||
// Render the upper part of the triangle (flat-bottom)
|
||||
///////////////////////////////////////////////////////
|
||||
float inv_slope_1 = 0;
|
||||
float inv_slope_2 = 0;
|
||||
|
||||
if (y1 - y0 != 0) inv_slope_1 = (float)(x1 - x0) / abs(y1 - y0);
|
||||
if (y2 - y0 != 0) inv_slope_2 = (float)(x2 - x0) / abs(y2 - y0);
|
||||
|
||||
if (y1 - y0 != 0) {
|
||||
for (int y = y0; y <= y1; y++) {
|
||||
int x_start = x1 + (y - y1) * inv_slope_1;
|
||||
int x_end = x0 + (y - y0) * inv_slope_2;
|
||||
|
||||
if (x_end < x_start) {
|
||||
int_swap(&x_start, &x_end); // swap if x_start is to the right of x_end
|
||||
}
|
||||
|
||||
for (int x = x_start; x < x_end; x++) {
|
||||
// Draw our pixel with the color that comes from the texture
|
||||
draw_triangle_pixel(x, y, color, point_a, point_b, point_c);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////
|
||||
// Render the bottom part of the triangle (flat-top)
|
||||
///////////////////////////////////////////////////////
|
||||
inv_slope_1 = 0;
|
||||
inv_slope_2 = 0;
|
||||
|
||||
if (y2 - y1 != 0) inv_slope_1 = (float)(x2 - x1) / abs(y2 - y1);
|
||||
if (y2 - y0 != 0) inv_slope_2 = (float)(x2 - x0) / abs(y2 - y0);
|
||||
|
||||
if (y2 - y1 != 0) {
|
||||
for (int y = y1; y <= y2; y++) {
|
||||
int x_start = x1 + (y - y1) * inv_slope_1;
|
||||
int x_end = x0 + (y - y0) * inv_slope_2;
|
||||
|
||||
if (x_end < x_start) {
|
||||
int_swap(&x_start, &x_end); // swap if x_start is to the right of x_end
|
||||
}
|
||||
|
||||
for (int x = x_start; x < x_end; x++) {
|
||||
// Draw our pixel with the color that comes from the texture
|
||||
draw_triangle_pixel(x, y, color, point_a, point_b, point_c);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -23,12 +23,8 @@ typedef struct {
|
||||
} triangle_t;
|
||||
|
||||
void draw_triangle(int x0, int y0, int x1, int y1, int x2, int y2, uint32_t color);
|
||||
void draw_filled_triangle(
|
||||
int x0, int y0, float z0, float w0,
|
||||
int x1, int y1, float z1, float w1,
|
||||
int x2, int y2, float z2, float w2,
|
||||
uint32_t color
|
||||
);
|
||||
void draw_filled_triangle(int x0, int y0, int x1, int y1, int x2, int y2, uint32_t color);
|
||||
|
||||
void draw_textured_triangle(
|
||||
int x0, int y0, float z0, float w0, float u0, float v0,
|
||||
int x1, int y1, float z1, float w1, float u1, float v1,
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user