#include "triangle.h" #include #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; } #define FUNC (int)ceilf #define FUNC2 (int)floorf uint32_t invert_rgb(uint32_t color) { uint32_t a = color & 0xFF000000; // Alpha channel uint32_t rgb = color & 0x00FFFFFF; // RGB channels rgb = ~rgb & 0x00FFFFFF; // Invert RGB only return a | rgb; } 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 x_start = triangle->points[0].x, x_end = triangle->points[0].x; for (int x = FUNC(triangle->points[0].y); x <= FUNC2(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); 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 x_start = triangle->points[2].x, x_end = triangle->points[2].x; for (int y = FUNC2(triangle->points[2].y); y >= FUNC(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); x_start -= inv_slope_1; x_end -= inv_slope_2; } } void draw_filled_triangle(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; } color_t color = triangle.color ? triangle.color : 0xFF00FF00; // Default to 0xFF00FF00 if not setr; // Default color if not set if (triangle.points[mid_idx].y == triangle.points[max_idx].y) { fill_flat_bottom_triangle(&triangle, color); } else if (triangle.points[min_idx].y == triangle.points[mid_idx].y) { fill_flat_top_triangle(&triangle, color); } 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] = midpoint; flat_top.points[2] = triangle.points[max_idx]; fill_flat_bottom_triangle(&flat_bottom, color); fill_flat_top_triangle(&flat_top, (color)); } void draw_textured_triangle(triangle_t triangle, uint32_t* texture) { // 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; } float inv_slope_1 = 0; float inv_slope_2 = 0; if (triangle.points[mid_idx].y - triangle.points[min_idx].y != 0) { inv_slope_1 = (float)(triangle.points[mid_idx].x - triangle.points[min_idx].x) / fabsf(triangle.points[mid_idx].y - triangle.points[min_idx].y); } if (triangle.points[max_idx].y - triangle.points[min_idx].y != 0) { inv_slope_2 = (float)(triangle.points[max_idx].x - triangle.points[min_idx].x) / fabsf(triangle.points[max_idx].y - triangle.points[min_idx].y); } for (int y = triangle.points[min_idx].y; y <= triangle.points[mid_idx].y; y++) { //float x_start = triangle } }