From 9e26b69f7b821e2e6cb0029a13574aa219ec1c23 Mon Sep 17 00:00:00 2001 From: InventorXtreme Date: Thu, 28 Dec 2023 03:11:09 -0500 Subject: [PATCH] reaa --- Makefile | 4 ++-- c3d.c | 67 +++++++++++++++++++++++++++++++++++++++++++++----------- 2 files changed, 56 insertions(+), 15 deletions(-) diff --git a/Makefile b/Makefile index bdbe69a..5c74128 100644 --- a/Makefile +++ b/Makefile @@ -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 diff --git a/c3d.c b/c3d.c index 5d74f1f..4b2927b 100644 --- a/c3d.c +++ b/c3d.c @@ -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;