tri2d now use integers when put on screen. Fixes missing pixels and overdraw

This commit is contained in:
InventorXtreme 2024-03-12 21:32:45 -04:00
parent 8165a5c760
commit f6ee4b9c2a
3 changed files with 61 additions and 44 deletions

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@ -1,5 +1,5 @@
CC = clang #Set compiler CC = clang #Set compiler
CFLAGS = -pg -g -Wall -O3 -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.o #list all object files objects = c3d.o reader.o arrayfuncs.o vecfunc.o #list all object files

89
c3d.c
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@ -71,6 +71,11 @@ Vector2 BaryAndTritoPoint(Tri2D *t, Vector3 bary) {
return retvec; return retvec;
} }
void Vector2Integate(Vector2 * v) {
v->x = (int) v->x;
v->y = (int) v->y;
}
static inline float DepthAtBary(Tri2D *t, Vector3 bary) { static inline float DepthAtBary(Tri2D *t, Vector3 bary) {
float firstrepz = 1 / t->adepth; float firstrepz = 1 / t->adepth;
float secondrepz = 1 / t->bdepth; float secondrepz = 1 / t->bdepth;
@ -128,18 +133,18 @@ void DrawScanline(Zee *zee, Tri2D *trianglepointer, double start, double end, in
float f1depth2 = DepthAtBary(trianglepointer, f1baryatpoint2); float f1depth2 = DepthAtBary(trianglepointer, f1baryatpoint2);
float dslope = f1depth2 - f1depth; float dslope = f1depth2 - f1depth;
for (int i = floor(Max(start, 0)); i <= ceil(Min(end, RENDERWIDTH)); i++) {
for (int i = (Max(start, 0)); i < (Min(end, RENDERWIDTH)); i++) {
/* zee[IndexOfZBuff(i, scanline)].triangle = tp; */ /* zee[IndexOfZBuff(i, scanline)].triangle = tp; */
/* Vector3 baryatpoint = Tri2DBaryAtPoint(tp, (Vector2){i, scanline}); */ /* Vector3 baryatpoint = Tri2DBaryAtPoint(tp, (Vector2){i, scanline}); */
/* float depth = DepthAtBary(tp, baryatpoint); */ /* float depth = DepthAtBary(tp, baryatpoint); */
float aproxdepth = f1depth + (dslope * ((float)i - (float)(Max(start, 0)))); float aproxdepth = f1depth + (dslope * ((float)i - (float)(Max(start, 0))));
if (aproxdepth > zee[IndexOfZBuff(i, scanline)].depth) { if (aproxdepth > zee[IndexOfZBuff(i, scanline)].depth) {
zee[IndexOfZBuff(i, scanline)].c = trianglepointer->color; zee[IndexOfZBuff(i, scanline)].c = trianglepointer->color;
zee[IndexOfZBuff(i, scanline)].depth = aproxdepth; zee[IndexOfZBuff(i, scanline)].depth = aproxdepth;
zee[IndexOfZBuff(i, scanline)].tri = trianglepointer; //zee[IndexOfZBuff(i, scanline)].tri = trianglepointer;
} }
} }
} }
@ -154,9 +159,9 @@ 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 = double atocslopeinv =
(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.x - t->a.x) / (t->c.y - t->a.y); // dif in x from start to end with a and c
float btocslopinv = double btocslopinv =
(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.x - t->b.x) / (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
@ -164,13 +169,13 @@ void FillTopFlatZbuffer(Zee *zee, Tri2D *t, Tri2D *tp) {
double curx1 = t->c.x; double curx1 = t->c.x;
double curx2 = t->c.x; double curx2 = t->c.x;
int scanbottom = t->c.y; int scanbottom = (t->c.y);
int scantop = Max(t->a.y, 0); int scantop = (Max(t->a.y, 0));
for (float scanline = scanbottom; scanline >= scantop; scanline--) {
for (int scanline = scanbottom; scanline >= scantop; scanline--) {
if (0 <= scanline && scanline < RENDERHEIGHT) { if (0 <= scanline && scanline < RENDERHEIGHT) {
//tp->color = RED;
DrawScanline(zee, tp, curx1, curx2, scanline); DrawScanline(zee, tp, curx1, curx2, scanline);
} }
curx1 -= atocslopeinv; // subtract because we are working backwards (reason curx1 -= atocslopeinv; // subtract because we are working backwards (reason
@ -194,9 +199,9 @@ 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 = double atobslopeinv =
(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.x - t->a.x) / (t->b.y - t->a.y); // dif in x from start to end with a and c
float atocslopeinv = double atocslopeinv =
(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.x - t->a.x) / (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
@ -204,27 +209,36 @@ void FillBottomFlatZbuffer(Zee *zee, Tri2D *t, Tri2D *tp) {
double curx1 = t->a.x; double curx1 = t->a.x;
double curx2 = t->a.x; double curx2 = t->a.x;
int scantop = t->a.y; // start must always be the true beging of the triangle, otherwise int scantop = (t->a.y); // start must always be the true beging of the triangle, otherwise
// everything will be offset // everything will be offset
int scanbottom = int scanbottom =
Min(t->c.y, RENDERHEIGHT-1); // we can stop rendering as soon as it goes off screen (Min(t->c.y, RENDERHEIGHT)); // we can stop rendering as soon as it goes off screen
for (int scanline = scantop; scanline <= scanbottom; for (int scanline = scantop; scanline <= scanbottom;
scanline++) { // TODO: Possibly more optimization possible here, use linear correspondance scanline++) { // TODO: Possibly more optimization possible here, use linear correspondance
// for y, not just x to get depth // for y, not just x to get depth
if (0 <= scanline && scanline < RENDERHEIGHT) { if (0 <= scanline && scanline < RENDERHEIGHT ) {
Tri2D nt = *tp; Tri2D nt = *tp;
nt.color = RED; nt.color = RED;
DrawScanline(zee, &nt, curx1, curx2, scanline);
DrawScanline(zee, tp, curx1, curx2, scanline);
} }
curx1 += atobslopeinv; curx1 += atobslopeinv;
curx2 += atocslopeinv; curx2 += atocslopeinv;
} }
} }
void DrawTriZuff(Zee *zbuf, Tri2D *t) { void DrawTriZuff(Zee *zbuf, Tri2D *tex ) {
Tri2D tt = *tex;
Tri2D * t = &tt;
Tri2DSortByY(t); Tri2DSortByY(t);
Vector2Integate(&t->a);
Vector2Integate(&t->b);
Vector2Integate(&t->c);
if ( (t->a.y > RENDERHEIGHT && t->c.y > RENDERHEIGHT) || (t->a.y < 0 && t->c.y < 0)) {
return;
}
if (t->b.y == t->c.y) { // if bottom of triangle is flat if (t->b.y == t->c.y) { // if bottom of triangle is flat
FillBottomFlatZbuffer(zbuf, t, t); FillBottomFlatZbuffer(zbuf, t, t);
@ -246,11 +260,15 @@ void DrawTriZuff(Zee *zbuf, Tri2D *t) {
bottomflattrires.a = t->a; bottomflattrires.a = t->a;
bottomflattrires.b = t->b; bottomflattrires.b = t->b;
bottomflattrires.c = v4; bottomflattrires.c = v4;
bottomflattrires.color = t->color; bottomflattrires.color = t->color;
Tri2D topflattrires; Tri2D topflattrires;
topflattrires.a = t->b; topflattrires.a = t->b;
topflattrires.b = v4; topflattrires.b = v4;
topflattrires.c = t->c; topflattrires.c = t->c;
topflattrires.color = t->color; topflattrires.color = t->color;
FillBottomFlatZbuffer(zbuf, &bottomflattrires, t); FillBottomFlatZbuffer(zbuf, &bottomflattrires, t);
@ -431,11 +449,11 @@ int main() {
TriArray tarr; TriArray tarr;
tarr.arr = internaltriarray; tarr.arr = internaltriarray;
tarr.length = 0; tarr.length = 0;
/* TriArrayAppend(&tarr, (Tri){(Vector3){0, 0, -1000}, (Vector3){0, 800, -1000}, */ TriArrayAppend(&tarr, (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}, */ TriArrayAppend(&tarr, (Tri){(Vector3){0, 0, -2000}, (Vector3){0, 800, -2000},
/* (Vector3){800, 800, -2000}, BLUE}); */ (Vector3){800, 800, -2000}, BLUE});
static Tri internaltransformedtriarray[50000]; static Tri internaltransformedtriarray[50000];
TriArray TransformedTris; TriArray TransformedTris;
@ -454,7 +472,7 @@ int main() {
memset(display, 0, sizeof(display)); memset(display, 0, sizeof(display));
Tri2D funners = Tri2D funners =
(Tri2D){(Vector2){0, 0}, (Vector2){500, 0}, (Vector2){500, 500}, -1000, -1000, -1000, GREEN}; (Tri2D){(Vector2){0, 0}, (Vector2){500, 0}, (Vector2){500, 1}, -1000, -1000, -1000, GREEN};
Tri2D funners2 = Tri2D funners2 =
(Tri2D){(Vector2){600, 0}, (Vector2){600, 500}, (Vector2){1000, 500}, 0, 0, 0, RED}; (Tri2D){(Vector2){600, 0}, (Vector2){600, 500}, (Vector2){1000, 500}, 0, 0, 0, RED};
@ -470,15 +488,13 @@ int main() {
bool run3d = true; bool run3d = true;
if (true) { if (true) {
Object3D t = ReadObjectFromFile("cube.obj"); Object3D t = ReadObjectFromFile("teapot.obj");
for (int i = 0; i < t.triangles->length; i++) { for (int i = 0; i < t.triangles->length; i++) {
// printf("t: %f\n", t.triangles->arr[i].a.x); // printf("t: %f\n", t.triangles->arr[i].a.x);
TriArrayAppend(&tarr, t.triangles->arr[i]); TriArrayAppend(&tarr, t.triangles->arr[i]);
} }
} }
while (!WindowShouldClose() && run3d) { while (!WindowShouldClose() && run3d) {
float frametime = GetFrameTime(); float frametime = GetFrameTime();
CtrlLocalCam(&camera, frametime); CtrlLocalCam(&camera, frametime);
@ -510,14 +526,14 @@ int main() {
DrawTriZuff(ZBuff, &Tri2Darr.arr[i]); DrawTriZuff(ZBuff, &Tri2Darr.arr[i]);
} }
if (IsKeyDown(KEY_H)) { /* if (IsKeyDown(KEY_H)) { */
if (ZBuff[IndexOfZBuff(RENDERWIDTH/2, RENDERHEIGHT/2 )].tri != 0) { /* if (ZBuff[IndexOfZBuff(RENDERWIDTH / 2, RENDERHEIGHT / 2)].tri != 0) { */
//ZBuff[IndexOfZBuff(RENDERWIDTH/2, RENDERHEIGHT/2)].tri->color = RED; /* // ZBuff[IndexOfZBuff(RENDERWIDTH/2, RENDERHEIGHT/2)].tri->color = RED; */
printf("%f\n", ZBuff[IndexOfZBuff(RENDERWIDTH/2, RENDERHEIGHT/2)].tri->a.x); /* printf("%f\n", ZBuff[IndexOfZBuff(RENDERWIDTH / 2, RENDERHEIGHT / 2)].tri->a.x); */
} /* } */
} /* } */
//FillTopFlatZbuffer(ZBuff, &funners, &funners); // FillTopFlatZbuffer(ZBuff, &funners, &funners);
// FillBottomFlatZbuffer(ZBuff,&funners2); // FillBottomFlatZbuffer(ZBuff,&funners2);
// FillTopFlatZbuffer(ZBuff, &fullscreentritop); // FillTopFlatZbuffer(ZBuff, &fullscreentritop);
@ -530,10 +546,11 @@ int main() {
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++) {
//REMOVE THE IF AND REPALCE THE VALUE THAT DISPLAY IS SET TO WITH DIRECT COLOR WHEN DONE DEBUGGING // REMOVE THE IF AND REPALCE THE VALUE THAT DISPLAY IS SET TO WITH DIRECT COLOR WHEN
if (ZBuff[IndexOfZBuff(x, y)].tri != 0) { // DONE DEBUGGING
display[index] = ZBuff[IndexOfZBuff(x, y)].tri->color; //if (ZBuff[IndexOfZBuff(x, y)].tri != 0) {
} display[index] = ZBuff[IndexOfZBuff(x, y)].c;
//}
index = index + 1; index = index + 1;
} }
} }

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@ -40,7 +40,7 @@ typedef struct Tri2D Tri2D;
struct Zee { struct Zee {
int depth; int depth;
Tri2D * tri; //Tri2D * tri;
Color c; Color c;
}; };
typedef struct Zee Zee; typedef struct Zee Zee;