further optomizations and unified scanline draw
This commit is contained in:
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ef6fb628b5
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4
TODO.org
4
TODO.org
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@ -1,6 +1,8 @@
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* TODOS
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* TODOS
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** HIGH
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** HIGH
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*** TODO MAKE BOTH TRI RENDERERS SHARE A FUNCTION FOR ACTUALLY WRITING THE POINT, instead of having copy pasted code
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*** DONE MAKE BOTH TRI RENDERERS SHARE A FUNCTION FOR ACTUALLY WRITING THE POINT, instead of having copy pasted code
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*** Have DrawScanline() draw directly to the output buffer, not just zbuffer (will speed up becaue no final copy)
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** MED
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** MED
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*** TODO Cull tris outside of view range after they are transformed before considering the zbuffer
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*** TODO Cull tris outside of view range after they are transformed before considering the zbuffer
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*** We might be able to do the slope optimization with both x and y
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** LOW
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** LOW
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114
c3d.c
114
c3d.c
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@ -118,6 +118,36 @@ void Tri2DSortByY(Tri2D *t) {
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}
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}
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}
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}
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void DrawScanline(Zee * zee, Tri2D * trianglepointer, double start, double end, int scanline) {
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Vector3 f1baryatpoint = Tri2DBaryAtPoint(trianglepointer, (Vector2){Max(start, 0), scanline});
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float f1depth = DepthAtBary(trianglepointer, f1baryatpoint);
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Vector3 f1baryatpoint2 = Tri2DBaryAtPoint(trianglepointer, (Vector2){Max(start, 0) + 1, scanline});
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float f1depth2 = DepthAtBary(trianglepointer, f1baryatpoint2);
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float dslope = f1depth2 - f1depth;
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for (int i = Max(start, 0); i < Min(end, RENDERWIDTH); i++) {
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/* zee[IndexOfZBuff(i, scanline)].triangle = tp; */
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/* Vector3 baryatpoint = Tri2DBaryAtPoint(tp, (Vector2){i, scanline}); */
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/* float depth = DepthAtBary(tp, baryatpoint); */
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float aproxdepth = f1depth + (dslope * ((float)i - (float)(Max(start, 0))));
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if (aproxdepth > zee[IndexOfZBuff(i, scanline)].depth) {
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zee[IndexOfZBuff(i, scanline)].c = trianglepointer->color;
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zee[IndexOfZBuff(i, scanline)].depth = aproxdepth;
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}
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}
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}
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// Draws triangle with a flat top. Note A and B must be the top points with C
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// Draws triangle with a flat top. Note A and B must be the top points with C
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// being the bottom "spike"
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// being the bottom "spike"
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void FillTopFlatZbuffer(Zee *zee, Tri2D *t, Tri2D *tp) {
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void FillTopFlatZbuffer(Zee *zee, Tri2D *t, Tri2D *tp) {
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@ -141,35 +171,16 @@ void FillTopFlatZbuffer(Zee *zee, Tri2D *t, Tri2D *tp) {
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for (int scanline = t->c.y; scanline >= t->a.y; scanline--) {
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for (int scanline = t->c.y; scanline >= t->a.y; scanline--) {
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if (0 <= scanline && scanline < RENDERHEIGHT) {
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if (0 <= scanline && scanline < RENDERHEIGHT) {
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Vector3 f1baryatpoint = Tri2DBaryAtPoint(tp, (Vector2){Max(curx1, 0), scanline});
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DrawScanline(zee, tp, curx1, curx2, scanline);
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float f1depth = DepthAtBary(tp, f1baryatpoint);
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Vector3 f1baryatpoint2 = Tri2DBaryAtPoint(tp, (Vector2){Max(curx1, 0) + 1, scanline});
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float f1depth2 = DepthAtBary(tp, f1baryatpoint2);
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float dslope = f1depth2 - f1depth;
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for (int i = Max(curx1, 0); i < Min(curx2, RENDERWIDTH); i++) {
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/* zee[IndexOfZBuff(i, scanline)].triangle = tp; */
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/* Vector3 baryatpoint = Tri2DBaryAtPoint(tp, (Vector2){i, scanline}); */
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/* float depth = DepthAtBary(tp, baryatpoint); */
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float aproxdepth = f1depth + (dslope * ((float)i - (float)(Max(curx1, 0))));
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if (aproxdepth > zee[IndexOfZBuff(i, scanline)].depth) {
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zee[IndexOfZBuff(i, scanline)].triangle = tp;
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zee[IndexOfZBuff(i, scanline)].depth = aproxdepth;
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// printf("here\n");
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}
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}
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}
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}
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curx1 -= atocslopeinv; // subtract because we are working backwards (reason
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curx1 -= atocslopeinv; // subtract because we are working backwards (reason
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// why we start with point c in slope equtn)
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// why we start with point c in slope equtn)
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curx2 -= btocslopinv;
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curx2 -= btocslopinv;
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}
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}
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}
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}
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void PrintTri2D(Tri2D t) {
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void PrintTri2D(Tri2D t) {
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printf("{(TRI2D) A: (%f, %f), B: (%f, %f), C:(%f,%f) }\n ", t.a.x, t.a.y, t.b.x, t.b.y, t.c.x,
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printf("{(TRI2D) A: (%f, %f), B: (%f, %f), C:(%f,%f) }\n ", t.a.x, t.a.y, t.b.x, t.b.y, t.c.x,
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t.c.y);
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t.c.y);
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@ -199,30 +210,8 @@ void FillBottomFlatZbuffer(Zee *zee, Tri2D *t, Tri2D *tp) {
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scanline++) { // TODO: Possibly more optimization possible here, use linear correspondance
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scanline++) { // TODO: Possibly more optimization possible here, use linear correspondance
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// for y, not just x to get depth
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// for y, not just x to get depth
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if (0 <= scanline && scanline < RENDERHEIGHT) {
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if (0 <= scanline && scanline < RENDERHEIGHT) {
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Vector3 f1baryatpoint = Tri2DBaryAtPoint(tp, (Vector2){Max(curx1, 0), scanline});
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DrawScanline(zee, tp, curx1, curx2, scanline);
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float f1depth = DepthAtBary(tp, f1baryatpoint);
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}
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Vector3 f1baryatpoint2 = Tri2DBaryAtPoint(tp, (Vector2){Max(curx1, 0) + 1, scanline});
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float f1depth2 = DepthAtBary(tp, f1baryatpoint2);
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float dslope = f1depth2 - f1depth;
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for (int i = Max(curx1, 0); i < Min(curx2, RENDERWIDTH); i++) {
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/* zee[IndexOfZBuff(i, scanline)].triangle = tp; */
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/* Vector3 baryatpoint = Tri2DBaryAtPoint(tp, (Vector2){i, scanline}); */
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/* float depth = DepthAtBary(tp, baryatpoint); */
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float aproxdepth = f1depth + (dslope * ((float)i - (float)(Max(curx1, 0))));
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if (aproxdepth > zee[IndexOfZBuff(i, scanline)].depth) {
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zee[IndexOfZBuff(i, scanline)].triangle = tp;
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zee[IndexOfZBuff(i, scanline)].depth = aproxdepth;
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// printf("here\n");
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}
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}
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}
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curx1 += atobslopeinv;
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curx1 += atobslopeinv;
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curx2 += atocslopeinv;
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curx2 += atocslopeinv;
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}
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}
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@ -483,16 +472,6 @@ int main() {
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float frametime = GetFrameTime();
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float frametime = GetFrameTime();
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CtrlLocalCam(&camera, frametime);
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CtrlLocalCam(&camera, frametime);
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LocalCamApplyVelo(&camera, frametime);
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LocalCamApplyVelo(&camera, frametime);
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// ClearBackground(BLACK);
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/* Vector3 TransVector = TransformWithCam(point,&camera); */
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/* if (TransVector.z < 0) { */
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/* Vector2 MPos = Conv3Dto2D(TransVector); */
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/* Vector2 FinPos = Conv2DCenteredToScreen(MPos); */
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/* DrawCircleV(FinPos,100,BLACK); */
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/* } */
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/* EndTextureMode(); */
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TransformedTris.length = 0;
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TransformedTris.length = 0;
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Tri2Darr.length = 0;
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Tri2Darr.length = 0;
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@ -515,21 +494,6 @@ int main() {
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for (int i = 0; i < RENDERHEIGHT * RENDERWIDTH; i++) {
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for (int i = 0; i < RENDERHEIGHT * RENDERWIDTH; i++) {
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ZBuff[i].depth = -10000000;
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ZBuff[i].depth = -10000000;
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}
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}
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/* for (int y = 0; y < RENDERHEIGHT; y++){ */
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/* for (int x = 0; x<RENDERWIDTH; x++){ */
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/* ZBuff[x][y].triangle = ␣ */
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/* } */
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/* } */
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/* for (int i = 0; i < Tri2Darr.length; i++) { */
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/* for (int y = 0; y < RENDERHEIGHT; y++) { */
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/* for (int x = 0; x < RENDERWIDTH; x++) { */
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/* if (IsInTri(Tri2Darr.arr[i], (Vector2){x, y})) { */
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/* ZBuff[IndexOfZBuff(x, y)].triangle = &Tri2Darr.arr[i]; */
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/* } */
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/* } */
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/* } */
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/* } */
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for (int i = 0; i < Tri2Darr.length; i++) {
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for (int i = 0; i < Tri2Darr.length; i++) {
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DrawTriZuff(ZBuff, &Tri2Darr.arr[i]);
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DrawTriZuff(ZBuff, &Tri2Darr.arr[i]);
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@ -555,13 +519,13 @@ int main() {
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display[index+3] = c->a;
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display[index+3] = c->a;
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*/
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*/
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if (ZBuff[IndexOfZBuff(x, y)].triangle != 0) { // memset sets this to 0
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//if (ZBuff[IndexOfZBuff(x, y)].triangle != 0 ) { // memset sets this to 0
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// DrawPixel(x,y,ZBuff[x][y].triangle->color);
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// DrawPixel(x,y,ZBuff[x][y].triangle->color);
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display[index] = ZBuff[IndexOfZBuff(x, y)].triangle->color;
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display[index] = ZBuff[IndexOfZBuff(x, y)].c;
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// Zee test = ZBuff[IndexOfZBuff(x,y)];
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// Zee test = ZBuff[IndexOfZBuff(x,y)];
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// display[index] = test.triangle->color;
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// display[index] = test.triangle->color;
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}
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//}
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index = index + 1;
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index = index + 1;
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}
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}
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}
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}
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@ -40,7 +40,7 @@ typedef struct Tri2D Tri2D;
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struct Zee {
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struct Zee {
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int depth;
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int depth;
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Tri2D *triangle;
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Color c;
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};
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};
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typedef struct Zee Zee;
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typedef struct Zee Zee;
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