reaa
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717c45260d
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2
Makefile
2
Makefile
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@ -1,5 +1,5 @@
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CC = gcc
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CFLAGS = -pg -g -O2
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CFLAGS = -pg -g -O2 -Wall
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LDFLAGS = -pg -g
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LDLIBS = -lraylib -lm
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objects = c3d.o
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65
c3d.c
65
c3d.c
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@ -84,6 +84,8 @@ double Max(double a, double b){
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return a;
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}
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//sort triangle verts so that point A is the "highest" point (lowest y val) and point C is the "lowest" pont (highest y val)
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void Tri2DSortByY(Tri2D * t){
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Vector2 temp;
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if (t->a.y > t->b.y) {
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@ -104,7 +106,12 @@ void Tri2DSortByY(Tri2D * t){
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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 being the bottom "spike"
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void FillTopFlatZbuffer(Zee zee[][1080], Tri2D* t) {
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void FillTopFlatZbuffer(Zee zee[][1080], Tri2D* t, Tri2D * tp) {
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if (t->b.x < t->a.x) {
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Vector2 e = t->b;
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t->b = t->a;
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t->a = e;
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}
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//Becasue we are trying to get the x values in terms of the y values, we need inverse slope
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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
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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
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@ -116,17 +123,24 @@ void FillTopFlatZbuffer(Zee zee[][1080], Tri2D* t) {
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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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for (int i = Max(curx1,0); i < Min(curx2,RENDERWIDTH); i++) {
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zee[i][scanline].triangle = t;
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zee[i][scanline].triangle = tp;
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}
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}
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curx1 -= atocslopeinv; //subtract because we are working backwards (reason why we start with point c in slope equtn)
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curx2 -= btocslopinv;
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}
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}
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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, t.c.y);
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}
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//Draws triangle with a flat bottomp. Note B and C must be the bottom points with A being the top "spike"
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void FillBottomFlatZbuffer(Zee zee[][1080], Tri2D* t) {
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void FillBottomFlatZbuffer(Zee zee[][1080], Tri2D* t, Tri2D * tp) {
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if (t->c.x < t->b.x) {
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Vector2 e = t->c;
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t->c = t->b;
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t->b = e;
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}
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//Becasue we are trying to get the x values in terms of the y values, we need inverse slope
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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
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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
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@ -138,7 +152,7 @@ void FillBottomFlatZbuffer(Zee zee[][1080], Tri2D* t) {
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for(int scanline=t->a.y; scanline < t->c.y; scanline++){
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if (0 <= scanline && scanline < RENDERHEIGHT){
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for (int i = Max(curx1,0); i < Min(curx2,RENDERWIDTH); i++) {
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zee[i][scanline].triangle = t;
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zee[i][scanline].triangle = tp;
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}
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}
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curx1 += atobslopeinv;
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@ -147,16 +161,38 @@ void FillBottomFlatZbuffer(Zee zee[][1080], Tri2D* t) {
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}
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void DrawTriZuff(Zee zbuf[][1080], Tri2D t){
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Tri2DSortByY(&t);
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if (t.b.y == t.c.y) {
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FillBottomFlatZbuffer(zbuf,&t);
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void DrawTriZuff(Zee zbuf[][1080], Tri2D * t){
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Tri2DSortByY(t);
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if (t->b.y == t->c.y) { // if bottom of triangle is flat
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FillBottomFlatZbuffer(zbuf,t,t);
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}
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else if (t.a.y == t.b.y) {
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FillTopFlatZbuffer(zbuf,&t);
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} else{ //funny split tri
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else if (t->a.y == t->b.y) { //if top of triangle is flat
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FillTopFlatZbuffer(zbuf,t,t);
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} else{ //funny split tri
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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
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v4.y = t->b.y;
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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
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float changeiny = (float) (t->b.y - t->a.y);
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float officalxpos = t->a.x + (slope*changeiny);
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v4.x = officalxpos;
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Tri2D bottomflattrires;
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bottomflattrires.a = t->a;
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bottomflattrires.b = t->b;
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bottomflattrires.c = v4;
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bottomflattrires.color = t->color;
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Tri2D topflattrires;
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topflattrires.a = t->b;
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topflattrires.b = v4;
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topflattrires.c = t->c;
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topflattrires.color = t->color;
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FillBottomFlatZbuffer(zbuf, &bottomflattrires, t);
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FillTopFlatZbuffer(zbuf, &topflattrires, t);
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}
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@ -431,6 +467,9 @@ int main() {
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Tri2D blank = (Tri2D) { (Vector2){-10,-10},(Vector2){-10,-10}, (Vector2){-10,-10}};
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Tri2D norm = (Tri2D){ (Vector2){500,50},(Vector2){0,0},(Vector2){250,500},GREEN};
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while (!WindowShouldClose()) {
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float frametime = GetFrameTime();
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CtrlLocalCam(&camera,frametime);
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@ -485,6 +524,8 @@ int main() {
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//FillTopFlatZbuffer(ZBuff, &fullscreentritop);
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//FillBottomFlatZbuffer(ZBuff, &fullscreentribottom);
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DrawTriZuff(ZBuff, &norm);
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int index = 0;
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