#include "triangle.h" #include "display.h" // 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; if (arg1->y < arg2->y) return -1; if (arg1->y > arg2->y) return 1; return 0; } void fill_flat_bottom_triangle(triangle_t triangle) { } void fill_flat_top_triangle(triangle_t triangle) { } vec2_t triangle_midpoint(triangle_t triangle) { // sort by y int temp = 0, min_idx = 0, mid_idx = 1, max_idx = 2; if (triangle.points[min_idx].y > triangle.points[mid_idx].y) { temp = min_idx; min_idx = mid_idx; mid_idx = temp; } if (triangle.points[min_idx].y > triangle.points[max_idx].y) { temp = min_idx; min_idx = max_idx; max_idx = temp; } if (triangle.points[mid_idx].y > triangle.points[max_idx].y) { temp = mid_idx; mid_idx = max_idx; max_idx = temp; } // check for division by zero if (triangle.points[max_idx].y == triangle.points[min_idx].y) { // Degenerate case, return something reasonable return triangle.points[mid_idx]; // or some fallback } 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; triangle_t flat_top, flat_bottom; flat_bottom.points[0] = triangle.points[min_idx]; flat_bottom.points[1] = triangle.points[mid_idx]; flat_bottom.points[2] = midpoint; flat_top.points[0] = triangle.points[mid_idx]; flat_top.points[1] = triangle.points[max_idx]; flat_top.points[2] = midpoint; draw_triangle(flat_bottom, 0xFF00FF00); draw_triangle(flat_top, 0xF0000FF); return midpoint; }