added features :)

This commit is contained in:
InventorXtreme 2024-03-11 20:52:34 -04:00
parent 34e70de2f9
commit 931f7e5c48
7 changed files with 147 additions and 106 deletions

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@ -1,2 +1,2 @@
IndentWidth: 4 IndentWidth: 4
ColumnLimit: 80 ColumnLimit: 100

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@ -2,7 +2,7 @@ CC = clang #Set compiler
CFLAGS = -pg -g -Wall -O2 -pg #set compiler flags CFLAGS = -pg -g -Wall -O2 -pg #set compiler flags
LDFLAGS = -pg -g #set linker flags LDFLAGS = -pg -g #set linker flags
LDLIBS = -lraylib -lm #set libraries to use LDLIBS = -lraylib -lm #set libraries to use
objects = c3d.o reader.o arrayfuncs.o vecfunc.c #list all object files objects = c3d.o reader.o arrayfuncs.o vecfunc.o #list all object files
c3d: $(objects) #State that to make the c3d executeable, we need all objects c3d: $(objects) #State that to make the c3d executeable, we need all objects

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@ -1,3 +1,5 @@
#include "c3dtypes.h"
#ifndef ARRAYFUNCS_HEADER #ifndef ARRAYFUNCS_HEADER
#define ARRAYFUNCS_HEADER #define ARRAYFUNCS_HEADER

226
c3d.c
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@ -1,15 +1,15 @@
#include "raylib.h" #include "raylib.h"
#include "raymath.h"
#include "reader.h" #include "reader.h"
#include <math.h> #include <math.h>
#include <stdio.h> #include <stdio.h>
#include <stdlib.h> #include <stdlib.h>
#include <string.h> #include <string.h>
#include "c3dtypes.h"
#include "arrayfuncs.h" #include "arrayfuncs.h"
#include "c3dtypes.h"
#include "vecfunc.h" #include "vecfunc.h"
const int RENDERWIDTH = 1920; const int RENDERWIDTH = 1920;
const int RENDERHEIGHT = 1080; const int RENDERHEIGHT = 1080;
@ -27,6 +27,41 @@ const float half_fov = fov / 2;
float proj; // HALFWIDTH / tan(half_fov) Inited later float proj; // HALFWIDTH / tan(half_fov) Inited later
bool printdebug;
static inline Vector3 Tri2DBaryAtPoint(Tri2D *t, Vector2 p) {
Vector3 retvec;
Vector2 v0 = Vector2Subtract(t->b, t->a); // cachable
Vector2 v1 = Vector2Subtract(t->c, t->a); // cacheable
Vector2 v2 = Vector2Subtract(p, t->a);
float d00 = Vector2DotProduct(v0, v0); // cacheable
float d01 = Vector2DotProduct(v0, v1); // cacheable
float d11 = Vector2DotProduct(v1, v1); // cahceable
float d20 = Vector2DotProduct(v2, v0);
float d21 = Vector2DotProduct(v2, v1);
float denom = d00 * d11 - d01 * d01; // cache
retvec.x = (d11 * d20 - d01 * d21) / denom;
retvec.y = (d00 * d21 - d01 * d20) / denom;
retvec.z = 1.0 - retvec.x - retvec.y;
return retvec;
}
Vector2 BaryAndTritoPoint(Tri2D *t, Vector3 bary) {
Vector2 retvec;
retvec.x = bary.x * t->a.x + bary.y * t->b.x + bary.z * t->c.x;
retvec.y = bary.y * t->a.y + bary.y * t->b.y + bary.z * t->c.y;
return retvec;
}
static inline float DepthAtBary(Tri2D *t, Vector3 bary) {
float firstrepz = 1 / t->adepth;
float secondrepz = 1 / t->bdepth;
float thirdrepz = 1 / t->cdepth;
float finrepz = firstrepz * bary.x + secondrepz * bary.y + thirdrepz * bary.z;
return 1 / finrepz;
}
double Min(double a, double b) { double Min(double a, double b) {
if (a > b) { if (a > b) {
@ -42,9 +77,7 @@ double Max(double a, double b) {
return a; return a;
} }
static inline int IndexOfZBuff(int row, int col) { static inline int IndexOfZBuff(int row, int col) { return row + RENDERWIDTH * col; }
return row + RENDERWIDTH * col;
}
// sort triangle verts so that point A is the "highest" point (lowest y val) and // sort triangle verts so that point A is the "highest" point (lowest y val) and
// point C is the "lowest" pont (highest y val) // point C is the "lowest" pont (highest y val)
@ -78,11 +111,9 @@ void FillTopFlatZbuffer(Zee *zee, Tri2D *t, Tri2D *tp) {
// Becasue we are trying to get the x values in terms of the y values, we // Becasue we are trying to get the x values in terms of the y values, we
// need inverse slope // need inverse slope
float atocslopeinv = float atocslopeinv =
(t->c.x - t->a.x) / (t->c.x - t->a.x) / (t->c.y - t->a.y); // dif in x from start to end with a and c
(t->c.y - t->a.y); // dif in x from start to end with a and c
float btocslopinv = float btocslopinv =
(t->c.x - t->b.x) / (t->c.x - t->b.x) / (t->c.y - t->b.y); // dif in x from start to end with b and c
(t->c.y - t->b.y); // dif in x from start to end with b and c
// start at bottom of triangle (point c) so that we do not need to determine // start at bottom of triangle (point c) so that we do not need to determine
// which vertex is on which side and increment it with its proper slope // which vertex is on which side and increment it with its proper slope
@ -92,18 +123,25 @@ void FillTopFlatZbuffer(Zee *zee, Tri2D *t, Tri2D *tp) {
for (int scanline = t->c.y; scanline >= t->a.y; scanline--) { for (int scanline = t->c.y; scanline >= t->a.y; scanline--) {
if (0 <= scanline && scanline < RENDERHEIGHT) { if (0 <= scanline && scanline < RENDERHEIGHT) {
for (int i = Max(curx1, 0); i < Min(curx2, RENDERWIDTH); i++) { for (int i = Max(curx1, 0); i < Min(curx2, RENDERWIDTH); i++) {
zee[IndexOfZBuff(i, scanline)].triangle = tp; /* zee[IndexOfZBuff(i, scanline)].triangle = tp; */
Vector3 baryatpoint = Tri2DBaryAtPoint(tp, (Vector2){i, scanline});
float depth = DepthAtBary(tp, baryatpoint);
if (depth > zee[IndexOfZBuff(i, scanline)].depth) {
zee[IndexOfZBuff(i, scanline)].triangle = tp;
zee[IndexOfZBuff(i, scanline)].depth = depth;
// printf("here\n");
}
} }
} }
curx1 -= curx1 -= atocslopeinv; // subtract because we are working backwards (reason
atocslopeinv; // subtract because we are working backwards (reason // why we start with point c in slope equtn)
// why we start with point c in slope equtn)
curx2 -= btocslopinv; curx2 -= btocslopinv;
} }
} }
void PrintTri2D(Tri2D t) { void PrintTri2D(Tri2D t) {
printf("{(TRI2D) A: (%f, %f), B: (%f, %f), C:(%f,%f) }\n ", t.a.x, t.a.y, 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,
t.b.x, t.b.y, t.c.x, t.c.y); t.c.y);
} }
// Draws triangle with a flat bottomp. Note B and C must be the bottom points // Draws triangle with a flat bottomp. Note B and C must be the bottom points
@ -117,21 +155,39 @@ void FillBottomFlatZbuffer(Zee *zee, Tri2D *t, Tri2D *tp) {
// Becasue we are trying to get the x values in terms of the y values, we // Becasue we are trying to get the x values in terms of the y values, we
// need inverse slope // need inverse slope
float atobslopeinv = float atobslopeinv =
(t->b.x - t->a.x) / (t->b.x - t->a.x) / (t->b.y - t->a.y); // dif in x from start to end with a and c
(t->b.y - t->a.y); // dif in x from start to end with a and c
float atocslopeinv = float atocslopeinv =
(t->c.x - t->a.x) / (t->c.x - t->a.x) / (t->c.y - t->a.y); // dif in x from start to end with b and c
(t->c.y - t->a.y); // dif in x from start to end with b and c
// start at top of triangle (point c) so that we do not need to determine // start at top of triangle (point c) so that we do not need to determine
// which vertex is on which side and increment it with its proper slope // which vertex is on which side and increment it with its proper slope
double curx1 = t->a.x; double curx1 = t->a.x;
double curx2 = t->a.x; double curx2 = t->a.x;
for (int scanline = t->a.y; scanline < t->c.y; scanline++) { for (int scanline = t->a.y; scanline < t->c.y;
scanline++) { // TODO: Possibly more optimization possible here, use linear correspondance
// for y, not just x to get depth
if (0 <= scanline && scanline < RENDERHEIGHT) { if (0 <= scanline && scanline < RENDERHEIGHT) {
Vector3 f1baryatpoint = Tri2DBaryAtPoint(tp, (Vector2){Max(curx1, 0), scanline});
float f1depth = DepthAtBary(tp, f1baryatpoint);
Vector3 f1baryatpoint2 = Tri2DBaryAtPoint(tp, (Vector2){Max(curx1, 0) + 1, scanline});
float f1depth2 = DepthAtBary(tp, f1baryatpoint2);
float dslope = f1depth2 - f1depth;
for (int i = Max(curx1, 0); i < Min(curx2, RENDERWIDTH); i++) { for (int i = Max(curx1, 0); i < Min(curx2, RENDERWIDTH); i++) {
zee[IndexOfZBuff(i, scanline)].triangle = tp; /* zee[IndexOfZBuff(i, scanline)].triangle = tp; */
/* Vector3 baryatpoint = Tri2DBaryAtPoint(tp, (Vector2){i, scanline}); */
/* float depth = DepthAtBary(tp, baryatpoint); */
float aproxdepth = f1depth + (dslope * ((float)i - (float)(Max(curx1, 0))));
if (aproxdepth > zee[IndexOfZBuff(i, scanline)].depth) {
zee[IndexOfZBuff(i, scanline)].triangle = tp;
zee[IndexOfZBuff(i, scanline)].depth = aproxdepth;
// printf("here\n");
}
} }
} }
curx1 += atobslopeinv; curx1 += atobslopeinv;
@ -152,9 +208,9 @@ void DrawTriZuff(Zee *zbuf, Tri2D *t) {
Vector2 v4; // v4 is the vertex on the line between a and c. It is used Vector2 v4; // v4 is the vertex on the line between a and c. It is used
// to split the triangle into a top and bottom // to split the triangle into a top and bottom
v4.y = t->b.y; v4.y = t->b.y;
float slope = (float)((t->c.x) - (t->a.x)) / float slope =
((float)(t->c.y - t->a.y)); // get slope in run over rise (float)((t->c.x) - (t->a.x)) / ((float)(t->c.y - t->a.y)); // get slope in run over rise
// becasue we need to find x // becasue we need to find x
float changeiny = (float)(t->b.y - t->a.y); float changeiny = (float)(t->b.y - t->a.y);
float officalxpos = t->a.x + (slope * changeiny); float officalxpos = t->a.x + (slope * changeiny);
v4.x = officalxpos; v4.x = officalxpos;
@ -175,8 +231,7 @@ void DrawTriZuff(Zee *zbuf, Tri2D *t) {
} }
float Sign(Vector2 *v1, Vector2 *v2, Vector2 *v3) { float Sign(Vector2 *v1, Vector2 *v2, Vector2 *v3) {
return (v1->x - v3->x) * (v2->y - v3->y) - return (v1->x - v3->x) * (v2->y - v3->y) - (v2->x - v3->x) * (v1->y - v3->y);
(v2->x - v3->x) * (v1->y - v3->y);
} }
static inline bool IsInTri(Tri2D tri, Vector2 p) { static inline bool IsInTri(Tri2D tri, Vector2 p) {
@ -193,8 +248,6 @@ static inline bool IsInTri(Tri2D tri, Vector2 p) {
return !(has_neg && has_pos); return !(has_neg && has_pos);
} }
void CtrlLocalCam(LocalCam *cam, float time) { void CtrlLocalCam(LocalCam *cam, float time) {
cam->velocity.x = 0; cam->velocity.x = 0;
cam->velocity.y = 0; cam->velocity.y = 0;
@ -208,7 +261,7 @@ void CtrlLocalCam(LocalCam *cam, float time) {
Vector3 rotatedforce = RotateAboutY(forceForward, cam->angles.y); Vector3 rotatedforce = RotateAboutY(forceForward, cam->angles.y);
// printf("%f", cam->angles.y); // printf("%f", cam->angles.y);
// Vector3Print(rotatedforce); // Vector3Print(rotatedforce);
cam->velocity = Vector3Sum(cam->velocity, rotatedforce); cam->velocity = Vector3Add(cam->velocity, rotatedforce);
// cam->velocity.z = cam->velocity.z + 50000*time*sin(cam->angles.y); // cam->velocity.z = cam->velocity.z + 50000*time*sin(cam->angles.y);
// cam->velocity.x = cam->velocity.x + 500*time*cos(cam->angles.y); // cam->velocity.x = cam->velocity.x + 500*time*cos(cam->angles.y);
@ -216,7 +269,7 @@ void CtrlLocalCam(LocalCam *cam, float time) {
if (IsKeyDown(KEY_S)) { if (IsKeyDown(KEY_S)) {
Vector3 forceForward = (Vector3){0, 0, 500}; Vector3 forceForward = (Vector3){0, 0, 500};
Vector3 rotatedforce = RotateAboutY(forceForward, cam->angles.y); Vector3 rotatedforce = RotateAboutY(forceForward, cam->angles.y);
cam->velocity = Vector3Sum(cam->velocity, rotatedforce); cam->velocity = Vector3Add(cam->velocity, rotatedforce);
// cam->velocity.z = cam->velocity.z + 50000*time*sin(cam->angles.y); // cam->velocity.z = cam->velocity.z + 50000*time*sin(cam->angles.y);
// cam->velocity.x = cam->velocity.x + 500*time*cos(cam->angles.y); // cam->velocity.x = cam->velocity.x + 500*time*cos(cam->angles.y);
@ -225,7 +278,7 @@ void CtrlLocalCam(LocalCam *cam, float time) {
if (IsKeyDown(KEY_A)) { if (IsKeyDown(KEY_A)) {
Vector3 forceForward = (Vector3){-500, 0, 0}; Vector3 forceForward = (Vector3){-500, 0, 0};
Vector3 rotatedforce = RotateAboutY(forceForward, cam->angles.y); Vector3 rotatedforce = RotateAboutY(forceForward, cam->angles.y);
cam->velocity = Vector3Sum(cam->velocity, rotatedforce); cam->velocity = Vector3Add(cam->velocity, rotatedforce);
// cam->velocity.z = cam->velocity.z + 50000*time*sin(cam->angles.y); // cam->velocity.z = cam->velocity.z + 50000*time*sin(cam->angles.y);
// cam->velocity.x = cam->velocity.x + 500*time*cos(cam->angles.y); // cam->velocity.x = cam->velocity.x + 500*time*cos(cam->angles.y);
@ -233,7 +286,7 @@ void CtrlLocalCam(LocalCam *cam, float time) {
if (IsKeyDown(KEY_D)) { if (IsKeyDown(KEY_D)) {
Vector3 forceForward = (Vector3){500, 0, 0}; Vector3 forceForward = (Vector3){500, 0, 0};
Vector3 rotatedforce = RotateAboutY(forceForward, cam->angles.y); Vector3 rotatedforce = RotateAboutY(forceForward, cam->angles.y);
cam->velocity = Vector3Sum(cam->velocity, rotatedforce); cam->velocity = Vector3Add(cam->velocity, rotatedforce);
// cam->velocity.z = cam->velocity.z + 50000*time*sin(cam->angles.y); // cam->velocity.z = cam->velocity.z + 50000*time*sin(cam->angles.y);
// cam->velocity.x = cam->velocity.x + 500*time*cos(cam->angles.y); // cam->velocity.x = cam->velocity.x + 500*time*cos(cam->angles.y);
@ -248,17 +301,15 @@ void CtrlLocalCam(LocalCam *cam, float time) {
} }
if (IsKeyDown(KEY_Q)) { if (IsKeyDown(KEY_Q)) {
cam->angleVelocity.y = cam->angleVelocity.y + time * 10; cam->angleVelocity.y = cam->angleVelocity.y + time * 30;
} }
if (IsKeyDown(KEY_E)) { if (IsKeyDown(KEY_E)) {
cam->angleVelocity.y = cam->angleVelocity.y - time * 10; cam->angleVelocity.y = cam->angleVelocity.y - time * 30;
} }
if (IsKeyDown(KEY_G)) { if (IsKeyDown(KEY_G)) {
printf("PosX: %f PosY: %f PosZ: %f\n", cam->position.x, cam->position.y, printf("PosX: %f PosY: %f PosZ: %f\n", cam->position.x, cam->position.y, cam->position.z);
cam->position.z); printf("RotX; %f RotY: %f RotZ: %f\n", cam->angles.x, cam->angles.y, cam->angles.z);
printf("RotX; %f RotY: %f RotZ: %f\n", cam->angles.x, cam->angles.y,
cam->angles.z);
} }
} }
@ -323,6 +374,10 @@ Tri2D ConvertTriToTri2D(Tri *t) {
rettri2d.b = Conv2DCenteredToScreen(rettri2d.b); rettri2d.b = Conv2DCenteredToScreen(rettri2d.b);
rettri2d.c = Conv2DCenteredToScreen(rettri2d.c); rettri2d.c = Conv2DCenteredToScreen(rettri2d.c);
rettri2d.adepth = t->a.z;
rettri2d.bdepth = t->b.z;
rettri2d.cdepth = t->c.z;
rettri2d.color = t->color; rettri2d.color = t->color;
return rettri2d; return rettri2d;
} }
@ -332,8 +387,7 @@ int main() {
proj = HALFWIDTH / tan(half_fov); proj = HALFWIDTH / tan(half_fov);
SetConfigFlags(FLAG_WINDOW_UNDECORATED); SetConfigFlags(FLAG_WINDOW_UNDECORATED);
InitWindow(SCREENWIDTH, SCREENHEIGHT, InitWindow(SCREENWIDTH, SCREENHEIGHT, "raylib [core] example - basic window");
"raylib [core] example - basic window");
// SetWindowPosition(0,1080); // SetWindowPosition(0,1080);
Vector2 a = GetMonitorPosition(0); Vector2 a = GetMonitorPosition(0);
@ -344,11 +398,9 @@ int main() {
printf("mh:%d mw:%d w:%d h:%d\n", mh, mw, w, h); printf("mh:%d mw:%d w:%d h:%d\n", mh, mw, w, h);
SetWindowPosition(a.x + (0.5 * mw) - (w / 2), a.y + (0.5 * mh) - (0.5 * h)); SetWindowPosition(a.x + (0.5 * mw) - (w / 2), a.y + (0.5 * mh) - (0.5 * h));
RenderTexture2D uiraylibtexture = RenderTexture2D uiraylibtexture = LoadRenderTexture(RENDERWIDTH, RENDERHEIGHT);
LoadRenderTexture(RENDERWIDTH, RENDERHEIGHT);
RenderTexture2D render3dtexture = RenderTexture2D render3dtexture = LoadRenderTexture(RENDERWIDTH, RENDERHEIGHT);
LoadRenderTexture(RENDERWIDTH, RENDERHEIGHT);
Texture2D directaccesstex; Texture2D directaccesstex;
@ -369,9 +421,11 @@ int main() {
TriArray tarr; TriArray tarr;
tarr.arr = internaltriarray; tarr.arr = internaltriarray;
tarr.length = 0; tarr.length = 0;
TriArrayAppend(&tarr, TriArrayAppend(&tarr, (Tri){(Vector3){0, 0, -1000}, (Vector3){0, 800, -1000},
(Tri){(Vector3){0, 0, -1000}, (Vector3){0, 800, -1000}, (Vector3){800, 800, -1000}, WHITE});
(Vector3){800, 800, -1000}, WHITE});
TriArrayAppend(&tarr, (Tri){(Vector3){0, 0, -2000}, (Vector3){0, 800, -2000},
(Vector3){800, 800, -2000}, BLUE});
Tri internaltransformedtriarray[50]; Tri internaltransformedtriarray[50];
TriArray TransformedTris; TriArray TransformedTris;
@ -389,26 +443,21 @@ int main() {
static Color display[1920 * 1080 * 4]; static Color display[1920 * 1080 * 4];
memset(display, 0, sizeof(display)); memset(display, 0, sizeof(display));
Tri2D funners = (Tri2D){(Vector2){50, 50}, (Vector2){500, 50}, Tri2D funners =
(Vector2){500, 500}, GREEN}; (Tri2D){(Vector2){50, 50}, (Vector2){500, 50}, (Vector2){500, 500}, 0, 0, 0, GREEN};
Tri2D funners2 = (Tri2D){(Vector2){600, 0}, (Vector2){600, 500}, Tri2D funners2 =
(Vector2){1000, 500}, RED}; (Tri2D){(Vector2){600, 0}, (Vector2){600, 500}, (Vector2){1000, 500}, 0, 0, 0, RED};
Tri2D fullscreentritop = (Tri2D){(Vector2){0, 0}, (Vector2){1920, 0}, Tri2D fullscreentritop =
(Vector2){1920, 1080}, BLUE}; (Tri2D){(Vector2){0, 0}, (Vector2){1920, 0}, (Vector2){1920, 1080}, 0, 0, 0, BLUE};
Tri2D fullscreentribottom = (Tri2D){(Vector2){0, 0}, (Vector2){0, 1080}, Tri2D fullscreentribottom =
(Vector2){1920, 1080}, RED}; (Tri2D){(Vector2){0, 0}, (Vector2){0, 1080}, (Vector2){1920, 1080}, 0, 0, 0, RED};
Tri2D blank = Tri2D blank = (Tri2D){(Vector2){-10, -10}, (Vector2){-10, -10}, (Vector2){-10, -10}};
(Tri2D){(Vector2){-10, -10}, (Vector2){-10, -10}, (Vector2){-10, -10}};
Tri2D norm = (Tri2D){(Vector2){500, 50}, (Vector2){0, 0}, Tri2D norm = (Tri2D){(Vector2){500, 50}, (Vector2){0, 0}, (Vector2){250, 500}, 0, 0, 0, GREEN};
(Vector2){250, 500}, GREEN};
bool run3d = true;
bool run3d = false;
while (!WindowShouldClose() && run3d) { while (!WindowShouldClose() && run3d) {
float frametime = GetFrameTime(); float frametime = GetFrameTime();
CtrlLocalCam(&camera, frametime); CtrlLocalCam(&camera, frametime);
@ -427,16 +476,13 @@ int main() {
Tri2Darr.length = 0; Tri2Darr.length = 0;
for (int i = 0; i < tarr.length; i++) { for (int i = 0; i < tarr.length; i++) {
TriArrayAppend(&TransformedTris, TriArrayAppend(&TransformedTris, TriTransformWithCam(&tarr.arr[i], &camera));
TriTransformWithCam(&tarr.arr[i], &camera));
} }
for (int i = 0; i < TransformedTris.length; i++) { for (int i = 0; i < TransformedTris.length; i++) {
if ((TransformedTris.arr[i].a.z < 0) && if ((TransformedTris.arr[i].a.z < 0) && (TransformedTris.arr[i].b.z < 0) &&
(TransformedTris.arr[i].b.z < 0) &&
(TransformedTris.arr[i].c.z < 0)) { (TransformedTris.arr[i].c.z < 0)) {
Tri2DArrayAppend(&Tri2Darr, Tri2DArrayAppend(&Tri2Darr, ConvertTriToTri2D(&TransformedTris.arr[i]));
ConvertTriToTri2D(&TransformedTris.arr[i]));
} }
} }
@ -445,20 +491,27 @@ int main() {
/* } */ /* } */
memset(display, 0, sizeof(display)); memset(display, 0, sizeof(display));
memset(ZBuff, 0, sizeof(Zee) * 1920 * 1080); memset(ZBuff, 0, sizeof(Zee) * 1920 * 1080);
for (int i = 0; i < RENDERHEIGHT * RENDERWIDTH; i++) {
ZBuff[i].depth = -10000000;
}
/* for (int y = 0; y < RENDERHEIGHT; y++){ */ /* for (int y = 0; y < RENDERHEIGHT; y++){ */
/* for (int x = 0; x<RENDERWIDTH; x++){ */ /* for (int x = 0; x<RENDERWIDTH; x++){ */
/* ZBuff[x][y].triangle = &blank; */ /* ZBuff[x][y].triangle = &blank; */
/* } */ /* } */
/* } */ /* } */
/* for (int i = 0; i < Tri2Darr.length; i++) { */
/* for (int y = 0; y < RENDERHEIGHT; y++) { */
/* for (int x = 0; x < RENDERWIDTH; x++) { */
/* if (IsInTri(Tri2Darr.arr[i], (Vector2){x, y})) { */
/* ZBuff[IndexOfZBuff(x, y)].triangle = &Tri2Darr.arr[i]; */
/* } */
/* } */
/* } */
/* } */
for (int i = 0; i < Tri2Darr.length; i++) { for (int i = 0; i < Tri2Darr.length; i++) {
for (int y = 0; y < RENDERHEIGHT; y++) { DrawTriZuff(ZBuff, &Tri2Darr.arr[i]);
for (int x = 0; x < RENDERWIDTH; x++) {
if (IsInTri(Tri2Darr.arr[i], (Vector2){x, y})) {
ZBuff[IndexOfZBuff(x, y)].triangle = &Tri2Darr.arr[i];
}
}
}
} }
// FillTopFlatZbuffer(ZBuff, &funners); // FillTopFlatZbuffer(ZBuff, &funners);
@ -481,8 +534,7 @@ int main() {
display[index+3] = c->a; display[index+3] = c->a;
*/ */
if (ZBuff[IndexOfZBuff(x, y)].triangle != if (ZBuff[IndexOfZBuff(x, y)].triangle != 0) { // memset sets this to 0
0) { // memset sets this to 0
// DrawPixel(x,y,ZBuff[x][y].triangle->color); // DrawPixel(x,y,ZBuff[x][y].triangle->color);
display[index] = ZBuff[IndexOfZBuff(x, y)].triangle->color; display[index] = ZBuff[IndexOfZBuff(x, y)].triangle->color;
@ -504,19 +556,17 @@ int main() {
UpdateTexture(render3dtexture.texture, display); UpdateTexture(render3dtexture.texture, display);
// Copies render3dtexture to screen // Copies render3dtexture to screen
DrawTexturePro(render3dtexture.texture, DrawTexturePro(
(Rectangle){0, 0, render3dtexture.texture.width, render3dtexture.texture,
render3dtexture.texture.height}, (Rectangle){0, 0, render3dtexture.texture.width, render3dtexture.texture.height},
(Rectangle){0, 0, SCREENWIDTH, SCREENHEIGHT}, (Rectangle){0, 0, SCREENWIDTH, SCREENHEIGHT}, (Vector2){0, 0}, 0, WHITE);
(Vector2){0, 0}, 0, WHITE);
// Copies uiraylibtexture to screen (not this is not the texture used // Copies uiraylibtexture to screen (not this is not the texture used
// for 3d stuff // for 3d stuff
DrawTexturePro(uiraylibtexture.texture, DrawTexturePro(
(Rectangle){0, 0, uiraylibtexture.texture.width, uiraylibtexture.texture,
-uiraylibtexture.texture.height}, (Rectangle){0, 0, uiraylibtexture.texture.width, -uiraylibtexture.texture.height},
(Rectangle){0, 0, SCREENWIDTH, SCREENHEIGHT}, (Rectangle){0, 0, SCREENWIDTH, SCREENHEIGHT}, (Vector2){0, 0}, 0, WHITE);
(Vector2){0, 0}, 0, WHITE);
char fpstext[40]; char fpstext[40];
sprintf(fpstext, "%d", GetFPS()); sprintf(fpstext, "%d", GetFPS());

View file

@ -5,6 +5,7 @@
struct LocalCam { struct LocalCam {
Vector3 position; Vector3 position;
Vector3 velocity; Vector3 velocity;
@ -29,6 +30,10 @@ struct Tri2D {
Vector2 b; Vector2 b;
Vector2 c; Vector2 c;
float adepth;
float bdepth;
float cdepth;
Color color; Color color;
}; };
typedef struct Tri2D Tri2D; typedef struct Tri2D Tri2D;

View file

@ -2,25 +2,11 @@
#include <stdio.h> #include <stdio.h>
#include <math.h> #include <math.h>
Vector3 Vector3Sum(Vector3 v1, Vector3 v2) {
Vector3 retvec;
retvec.x = v1.x + v2.x;
retvec.y = v1.y + v2.y;
retvec.z = v1.z + v2.z;
return retvec;
}
void Vector3Print(Vector3 v) { void Vector3Print(Vector3 v) {
printf("VX: %f, VY: %f, FZ: %f\n", v.x, v.y, v.z); printf("VX: %f, VY: %f, FZ: %f\n", v.x, v.y, v.z);
} }
Vector3 Vector3Scale(Vector3 v1, float scale) {
Vector3 retvec;
retvec.x = v1.x * scale;
retvec.y = v1.y * scale;
retvec.z = v1.z * scale;
return retvec;
}
Vector3 RotateAboutX(Vector3 v, double radians) { Vector3 RotateAboutX(Vector3 v, double radians) {
Vector3 rotatedvector; Vector3 rotatedvector;

View file

@ -1,11 +1,9 @@
#ifndef VECFUNC_HEADER #ifndef VECFUNC_HEADER
#define VECFUNC_HEADER #define VECFUNC_HEADER
Vector3 Vector3Sum(Vector3 v1, Vector3 v2);
void Vector3Print(Vector3 v); void Vector3Print(Vector3 v);
Vector3 Vector3Scale(Vector3 v1, float scale);
Vector3 RotateAboutX(Vector3 V, double radians); Vector3 RotateAboutX(Vector3 V, double radians);
Vector3 RotateAboutY(Vector3 V, double radians); Vector3 RotateAboutY(Vector3 V, double radians);