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					 2 changed files with 56 additions and 15 deletions
				
			
		
							
								
								
									
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							|  | @ -1,6 +1,6 @@ | |||
| CC = gcc | ||||
| CFLAGS = -pg -g -O2 | ||||
| LDFLAGS = -pg -g | ||||
| CFLAGS = -pg -g -O2 -Wall  | ||||
| LDFLAGS = -pg -g  | ||||
| LDLIBS = -lraylib -lm | ||||
| objects  = c3d.o | ||||
| 
 | ||||
|  |  | |||
							
								
								
									
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							|  | @ -84,6 +84,8 @@ double Max(double a, double b){ | |||
|     return a; | ||||
| } | ||||
| 
 | ||||
| 
 | ||||
| //sort triangle verts so that point A is the "highest" point (lowest y val) and point C is the "lowest" pont (highest y val)
 | ||||
| void Tri2DSortByY(Tri2D * t){ | ||||
|     Vector2 temp; | ||||
|     if (t->a.y > t->b.y) { | ||||
|  | @ -104,7 +106,12 @@ void Tri2DSortByY(Tri2D * t){ | |||
| } | ||||
| 
 | ||||
| //Draws triangle with a flat top. Note A and B must be the top points with C being the bottom "spike"
 | ||||
| void FillTopFlatZbuffer(Zee zee[][1080], Tri2D* t) { | ||||
| void FillTopFlatZbuffer(Zee zee[][1080], Tri2D* t, Tri2D * tp) { | ||||
|     if (t->b.x < t->a.x) { | ||||
| 	Vector2 e = t->b; | ||||
| 	t->b = t->a; | ||||
| 	t->a = e; | ||||
|     } | ||||
|     //Becasue we are trying to get the x values in terms of the y values, we need inverse slope
 | ||||
|     float atocslopeinv = (t->c.x - t->a.x) / (t->c.y - t->a.y); //dif in x from start to end with a and c
 | ||||
|     float btocslopinv = (t->c.x - t->b.x) / (t->c.y - t->b.y); //dif in x from start to end with b and c 
 | ||||
|  | @ -116,17 +123,24 @@ void FillTopFlatZbuffer(Zee zee[][1080], Tri2D* t) { | |||
|     for(int scanline=t->c.y; scanline >= t->a.y; scanline--){ | ||||
| 	if (0 <= scanline && scanline < RENDERHEIGHT){ | ||||
| 	    for (int i = Max(curx1,0); i < Min(curx2,RENDERWIDTH); i++) { | ||||
| 		zee[i][scanline].triangle = t; | ||||
| 		zee[i][scanline].triangle = tp; | ||||
| 	    } | ||||
| 	} | ||||
| 	curx1 -= atocslopeinv; //subtract because we are working backwards (reason why we start with point c in slope equtn)
 | ||||
| 	curx2 -= btocslopinv; | ||||
|     } | ||||
| } | ||||
| 
 | ||||
| void PrintTri2D(Tri2D t) { | ||||
|     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.c.y);  | ||||
| } | ||||
| 
 | ||||
| //Draws triangle with a flat bottomp. Note B and C must be the bottom points with A being the top "spike"
 | ||||
| void FillBottomFlatZbuffer(Zee zee[][1080], Tri2D* t) { | ||||
| void FillBottomFlatZbuffer(Zee zee[][1080], Tri2D* t, Tri2D * tp) { | ||||
|     if (t->c.x < t->b.x) { | ||||
| 	Vector2 e = t->c; | ||||
| 	t->c = t->b; | ||||
| 	t->b = e; | ||||
|     } | ||||
|     //Becasue we are trying to get the x values in terms of the y values, we need inverse slope
 | ||||
|     float atobslopeinv = (t->b.x - t->a.x) / (t->b.y - t->a.y); //dif in x from start to end with a and c
 | ||||
|     float atocslopeinv = (t->c.x - t->a.x) / (t->c.y - t->a.y); //dif in x from start to end with b and c 
 | ||||
|  | @ -138,7 +152,7 @@ void FillBottomFlatZbuffer(Zee zee[][1080], Tri2D* t) { | |||
|     for(int scanline=t->a.y; scanline < t->c.y; scanline++){ | ||||
| 	if (0 <= scanline && scanline < RENDERHEIGHT){ | ||||
| 	    for (int i = Max(curx1,0); i < Min(curx2,RENDERWIDTH); i++) { | ||||
| 		zee[i][scanline].triangle = t; | ||||
| 		zee[i][scanline].triangle = tp; | ||||
| 	    } | ||||
| 	} | ||||
| 	curx1 += atobslopeinv; | ||||
|  | @ -147,16 +161,38 @@ void FillBottomFlatZbuffer(Zee zee[][1080], Tri2D* t) { | |||
| 
 | ||||
| } | ||||
| 
 | ||||
| void DrawTriZuff(Zee zbuf[][1080], Tri2D t){ | ||||
|     Tri2DSortByY(&t); | ||||
| 
 | ||||
|     if (t.b.y == t.c.y) { | ||||
| 	FillBottomFlatZbuffer(zbuf,&t); | ||||
| 
 | ||||
| void DrawTriZuff(Zee zbuf[][1080], Tri2D * t){ | ||||
|     Tri2DSortByY(t); | ||||
| 
 | ||||
|     if (t->b.y == t->c.y) { // if bottom of triangle is flat
 | ||||
| 	FillBottomFlatZbuffer(zbuf,t,t); | ||||
|     } | ||||
|     else if (t.a.y == t.b.y) { | ||||
| 	FillTopFlatZbuffer(zbuf,&t); | ||||
|     } else{ //funny split tri
 | ||||
|     else if (t->a.y == t->b.y) { //if top of triangle is flat
 | ||||
| 	 | ||||
| 	FillTopFlatZbuffer(zbuf,t,t); | ||||
| 
 | ||||
|     } else{ //funny split tri
 | ||||
| 	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
 | ||||
| 	v4.y = t->b.y; | ||||
| 	float slope = (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
 | ||||
| 	float changeiny = (float) (t->b.y - t->a.y); | ||||
| 	float officalxpos = t->a.x + (slope*changeiny); | ||||
| 	v4.x = officalxpos; | ||||
| 	Tri2D bottomflattrires; | ||||
| 	bottomflattrires.a = t->a; | ||||
| 	bottomflattrires.b = t->b; | ||||
| 	bottomflattrires.c = v4; | ||||
| 	bottomflattrires.color = t->color; | ||||
| 	Tri2D topflattrires; | ||||
| 	topflattrires.a = t->b; | ||||
| 	topflattrires.b = v4; | ||||
| 	topflattrires.c = t->c; | ||||
| 	topflattrires.color = t->color; | ||||
| 
 | ||||
| 	FillBottomFlatZbuffer(zbuf, &bottomflattrires, t); | ||||
| 	FillTopFlatZbuffer(zbuf, &topflattrires, t); | ||||
|     } | ||||
| 
 | ||||
|      | ||||
|  | @ -430,7 +466,10 @@ int main() { | |||
|     Tri2D fullscreentribottom = (Tri2D){ (Vector2){0,0}, (Vector2){0,1080}, (Vector2){1920,1080}, RED}; | ||||
| 
 | ||||
|      | ||||
|     Tri2D blank = (Tri2D) { (Vector2){-10,-10},(Vector2){-10,-10}, (Vector2){-10,-10}};     | ||||
|     Tri2D blank = (Tri2D) { (Vector2){-10,-10},(Vector2){-10,-10}, (Vector2){-10,-10}}; | ||||
| 
 | ||||
|     Tri2D norm =  (Tri2D){ (Vector2){500,50},(Vector2){0,0},(Vector2){250,500},GREEN}; | ||||
|      | ||||
|     while (!WindowShouldClose()) { | ||||
| 	float frametime = GetFrameTime(); | ||||
| 	CtrlLocalCam(&camera,frametime); | ||||
|  | @ -485,6 +524,8 @@ int main() { | |||
| 	//FillTopFlatZbuffer(ZBuff, &fullscreentritop);
 | ||||
| 	//FillBottomFlatZbuffer(ZBuff, &fullscreentribottom);
 | ||||
| 
 | ||||
| 	DrawTriZuff(ZBuff, &norm); | ||||
| 
 | ||||
| 
 | ||||
| 
 | ||||
| 	int index = 0; | ||||
|  |  | |||
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