3dtrial/tinyrender2/render.go

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package main
import (
"math"
)
func Bresenham2(fb *Framebuffer, color uint, x0 int, y0 int, x1 int, y1 int) {
dx := int(math.Abs(float64(x1 - x0)))
sx := -1
if x0 < x1 {
sx = 1
}
dy := -int(math.Abs(float64(y1 - y0)))
sy := -1
if y0 < y1 {
sy = 1
}
err := dx + dy
for {
fb.SetSafe(uint(x0), uint(y0), color)
if x0 == x1 && y0 == y1 {
break
}
e2 := 2 * err
if e2 >= dy {
if x0 == x1 {
break
}
err += dy
x0 += sx
}
if e2 <= dx {
if y0 == y1 {
break
}
err += dx
y0 += sy
}
}
}
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func line(fb *Framebuffer, color uint, v0 Vec2i, v1 Vec2i) {
Bresenham2(fb, color, v0.X, v0.Y, v1.X, v1.Y)
}
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/*func LineSweep(fb *Framebuffer, color uint, v0 Vec2i, v1 Vec2i, v2 Vec2i) {
}*/
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func Triangle1(fb *Framebuffer, color uint, v0 Vec2i, v1 Vec2i, v2 Vec2i) {
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// The dude gets rid of "degenerate" triangles so... we do too?
if v2.Y == v1.Y && v1.Y == v0.Y {
return
}
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// Very silly manual sorting by Y
if v2.Y < v0.Y {
v0, v2 = v2, v0
}
if v1.Y < v0.Y {
v0, v1 = v1, v0
}
if v2.Y < v1.Y {
v1, v2 = v2, v1
}
var v02step, v01step, v12step, xlong, xshort float32
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xlong = float32(v0.X)
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xshort = xlong
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// The first and last Y CAN'T be equal because sorting!!
if v1.Y == v0.Y {
xshort = float32(v1.X)
}
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// We can check just for greater than because we sorted the vertices
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// Assume 02 is on the right(?) and 01 on the left
v02step = (float32(v2.X - v0.X)) / (float32(v2.Y-v0.Y) + 0.001) // long side always
v01step = (float32(v1.X - v0.X)) / (float32(v1.Y-v0.Y) + 0.001) // first short side
v12step = (float32(v2.X - v1.X)) / (float32(v2.Y-v1.Y) + 0.001) // second short side
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for y := v0.Y; y <= v2.Y; y++ {
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xleft := int(xshort)
xright := int(xlong)
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if xleft > xright {
xleft, xright = xright, xleft
}
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// Draw a horizontal line from left to right
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for x := xleft; x <= xright; x++ {
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fb.SetSafe(uint(x), uint(y), color)
}
xlong += v02step
if y < v1.Y {
xshort += v01step
} else {
xshort += v12step
}
}
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}