add triangles filled
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bf2cf4ef01
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26
src/main.c
26
src/main.c
@ -7,9 +7,7 @@
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#include "array.h"
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triangle_t* triangles_to_render = NULL;
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triangle_t *triangles_to_render = NULL;
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vec3_t camera_position = {0, 0, 0};
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float fov_factor = 640;
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@ -73,11 +71,12 @@ float check_backface_culling(const vec3_t *transformed_vertices) {// Check backf
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// Get vector subtraction of B-A and C-A
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vec3_t vector_ab = vec3_sub(vector_b, vector_a);
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vec3_t vector_ac = vec3_sub(vector_c, vector_a);
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vec3_normalize(&vector_ab);
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vec3_normalize(&vector_ac);
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// Get cross product to get the Normal N (to find perpendicular)
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// This is because left-handed coordinate system
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vec3_t normal = vec3_cross(vector_ab, vector_ac); // CLOCKWISE so A-B then A-C
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// normalize the Face Normal
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vec3_normalize(&normal);
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@ -145,24 +144,27 @@ void update(void) {
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}
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void render(void) {
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// draw_grid();
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//triangle array size
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void render(void) {
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draw_grid();
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// triangle array size
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int num_triangles = array_length(triangles_to_render);
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for (int i = 0; i < num_triangles; i++) {
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triangle_t triangle = triangles_to_render[i];
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uint32_t color = 0xFFFFFF00;
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for (int j = 0; j < 3; j++) {
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draw_rect(triangle.points[j].x, triangle.points[j].y, 3, 3, color);
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}
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draw_triangle(triangle.points[0].x, triangle.points[0].y,
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draw_filled_triangle(triangle.points[0].x, triangle.points[0].y,
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triangle.points[1].x, triangle.points[1].y,
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triangle.points[2].x, triangle.points[2].y,
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color);
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draw_triangle(triangle.points[0].x, triangle.points[0].y,
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triangle.points[1].x, triangle.points[1].y,
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triangle.points[2].x, triangle.points[2].y,
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0xFF000000);
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}
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render_color_buffer();
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clear_color_buffer(0xFF000000);
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@ -1,3 +1,78 @@
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#include "triangle.h"
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#include "display.h"
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// TODO
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void int_swap(int *a, int *b) {
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int tmp = *a;
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*a = *b;
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*b = tmp;
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}
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void fill_flat_bottom_triangle(int x0, int y0, int x1, int y1, int x2, int y2, uint32_t color) {
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// Start from top (x0, y0)
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// calculate slope 1 and slope 2
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// Y is independent as we loop over Y, we want the delta X change.
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float inv_slope_1 = (float) (x1 - x0) / (float) (y1 - y0);
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float inv_slope_2 = (float) (x2 - x0) / (float) (y2 - y0);
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// start x_start and x_end from top vertex (x0,y0);
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float x_start = x0;
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float x_end = x0;
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// loop all scan lines from y0 to y2
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for (int y = y0; y <= y2; y++) {
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draw_line(
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x_start, y,
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x_end, y,
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color);
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x_start += inv_slope_1;
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x_end += inv_slope_2;
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}
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}
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void fill_flat_top_triangle(int x0, int y0, int x1, int y1, int x2, int y2, uint32_t color) {
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// start from bottom
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// calculate slope 1 and slope 2
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// Y is independent as we loop over Y, we want the delta X change.
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float inv_slope_1 = (float) (x2 - x0) / (float) (y2 - y0);
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float inv_slope_2 = (float) (x2 - x1) / (float) (y2 - y1);
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// start x_start and x_end from top vertex (x0,y0);
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float x_start = x2;
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float x_end = x2;
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// loop all scan lines from y0 to y2
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for (int y = y2; y >= y0; y--) {
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draw_line(
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x_start, y,
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x_end, y,
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color);
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x_start -= inv_slope_1;
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x_end -= inv_slope_2;
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}
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}
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void draw_filled_triangle(int x0, int y0, int x1, int y1, int x2, int y2, uint32_t color) {
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//we need to sort the y coords (y0 < y1 < y2)
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if (y0 > y1) {
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int_swap(&y0, &y1);
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int_swap(&x0, &x1);
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}
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if (y1 > y2) {
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int_swap(&y1, &y2);
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int_swap(&x1, &x2);
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}
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if (y0 > y1) {
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int_swap(&y0, &y1);
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int_swap(&x0, &x1);
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}
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if (y1 == y2) {
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fill_flat_bottom_triangle(x0, y0, x1, y1, x2, y2, color);
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} else if (y0 == y2) {
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fill_flat_top_triangle(x0, y0, x1, x1, x2, y2, color);
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} else {
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int My = y1;
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int Mx = ((float) ((x2 - x0) * (y1 - y0)) / (float) (y2 - y0)) + (float) x0;
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fill_flat_bottom_triangle(x0, y0, x1, y1, Mx, My, color);
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fill_flat_top_triangle(x1, y1, Mx, My, x2, y2, color);
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}
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}
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@ -2,6 +2,7 @@
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#define RENDERER_TRIANGLE_H
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#include "vector.h"
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#include <stdint.h>
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typedef struct {
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int a;
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@ -13,4 +14,7 @@ typedef struct {
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vec2_t points[3];
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} triangle_t;
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void draw_filled_triangle(int x0, int y0, int x1, int y1, int x2, int y2, uint32_t color);
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#endif //RENDERER_TRIANGLE_H
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