2024-08-04 13:35:47 +00:00
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package hrend
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import (
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// "log"
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2024-08-04 20:12:18 +00:00
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// "math"
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2024-08-04 13:35:47 +00:00
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)
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2024-08-04 20:12:18 +00:00
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type ObjectDef struct {
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Model *ObjModel
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Texture Framebuffer // This needs to go somewhere else eventually!
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Pos Vec3f
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LookVec Vec3f
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2024-08-04 22:55:54 +00:00
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Color Vec3f
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2024-08-04 20:12:18 +00:00
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Scale float32
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Lighting bool
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}
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func NewObjectDef(model *ObjModel, texture Framebuffer) *ObjectDef {
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result := ObjectDef{
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Model: model,
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Texture: texture,
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LookVec: Vec3f{X: 0, Y: 0, Z: -1},
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Scale: 1,
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Lighting: true,
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}
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return &result
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}
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2024-08-04 13:35:47 +00:00
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// Figure out the minimum bounding box for a triangle defined by
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// these vertices. Returns the top left and bottom right points,
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// inclusive
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func ComputeBoundingBox(v0, v1, v2 Vec2i) (Vec2i, Vec2i) {
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return Vec2i{min(v0.X, v1.X, v2.X), min(v0.Y, v1.Y, v2.Y)},
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Vec2i{max(v0.X, v1.X, v2.X), max(v0.Y, v1.Y, v2.Y)}
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}
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func ComputeBoundingBoxF(v0, v1, v2 Vec3f) (Vec3f, Vec3f) {
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return Vec3f{min(v0.X, v1.X, v2.X), min(v0.Y, v1.Y, v2.Y), min(v0.Z, v1.Z, v2.Z)},
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Vec3f{max(v0.X, v1.X, v2.X), max(v0.Y, v1.Y, v2.Y), max(v0.Z, v1.Z, v2.Z)}
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}
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// The generic edge function, returning positive if P is on the right side of
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// the line drawn between v1 and v2. This is counter clockwise
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func EdgeFunction(v1, v2, p Vec3f) float32 {
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return (p.X-v1.X)*(v2.Y-v1.Y) - (p.Y-v1.Y)*(v2.X-v1.X)
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}
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// This computes the x and y per-pixel increment for the line going
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// between v1 and v2 (also counter clockwise)
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func EdgeIncrement(v1, v2 Vec3f) (float32, float32) {
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return (v2.Y - v1.Y), -(v2.X - v1.X)
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}
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// The generic edge function, returning positive if P is on the right side of
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// the line drawn between v1 and v2. This is counter clockwise
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func EdgeFunctioni(v1, v2, p Vec2i) int {
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return (p.X-v1.X)*(v2.Y-v1.Y) - (p.Y-v1.Y)*(v2.X-v1.X)
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}
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// This computes the x and y per-pixel increment for the line going
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// between v1 and v2 (also counter clockwise)
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func EdgeIncrementi(v1, v2 Vec2i) (int, int) {
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return (v2.Y - v1.Y), -(v2.X - v1.X)
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}
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func ZClip(v0f Vec3f, v1f Vec3f, v2f Vec3f) bool {
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maxz := max(v0f.Z, v1f.Z, v2f.Z)
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return maxz < -1 || maxz > 1
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}
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2024-08-04 22:55:54 +00:00
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func TriangleFlat(fb *RenderBuffer, color *Vec3f, v0f Vec3f, v1f Vec3f, v2f Vec3f) {
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v0 := v0f.ToVec2i()
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v1 := v1f.ToVec2i()
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v2 := v2f.ToVec2i()
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//r, g, b := Uint2Col(color)
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boundsTL, boundsBR := ComputeBoundingBox(v0, v1, v2)
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if boundsBR.X < 0 || boundsBR.Y < 0 || boundsTL.X >= int(fb.Width) || boundsTL.Y >= int(fb.Height) {
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return
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}
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parea := EdgeFunctioni(v0, v1, v2)
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if parea <= 0 {
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return
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}
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if boundsTL.Y < 0 {
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boundsTL.Y = 0
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}
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if boundsTL.X < 0 {
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boundsTL.X = 0
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}
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if boundsBR.Y >= int(fb.Height) {
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boundsBR.Y = int(fb.Height - 1)
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}
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if boundsBR.X >= int(fb.Width) {
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boundsBR.X = int(fb.Width - 1)
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}
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// Where to start our scanning
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pstart := Vec2i{boundsTL.X, boundsTL.Y}
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invarea := 1 / float32(parea)
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w0_y := EdgeFunctioni(v1, v2, pstart)
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w1_y := EdgeFunctioni(v2, v0, pstart)
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w2_y := EdgeFunctioni(v0, v1, pstart)
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w0_xi, w0_yi := EdgeIncrementi(v1, v2)
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w1_xi, w1_yi := EdgeIncrementi(v2, v0)
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w2_xi, w2_yi := EdgeIncrementi(v0, v1)
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r := byte(255 * color.X)
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g := byte(255 * color.Y)
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b := byte(255 * color.Z)
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for y := uint(boundsTL.Y); y <= uint(boundsBR.Y); y++ {
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w0 := w0_y
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w1 := w1_y
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w2 := w2_y
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for x := uint(boundsTL.X); x <= uint(boundsBR.X); x++ {
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if (w0 | w1 | w2) >= 0 {
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w0a := float32(w0) * invarea
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w1a := float32(w1) * invarea
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w2a := float32(w2) * invarea
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pz := w0a*v0f.Z + w1a*v1f.Z + w2a*v2f.Z
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if pz < fb.ZBuffer[x+y*fb.Width] {
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fb.ZBuffer[x+y*fb.Width] = pz
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fb.Data.Set(x, y, r, g, b)
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}
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}
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w0 += w0_xi
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w1 += w1_xi
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w2 += w2_xi
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}
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w0_y += w0_yi
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w1_y += w1_yi
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w2_y += w2_yi
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}
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}
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func TriangleTextured(fb *RenderBuffer, texture Framebuffer, intensity float32, v0v Vertex, v1v Vertex, v2v Vertex) {
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// min, max
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boundsTLf, boundsBRf := ComputeBoundingBoxF(v0v.Pos, v1v.Pos, v2v.Pos)
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// The triangle is fully out of bounds; we don't have a proper clipper, so this
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// check still needs to be performed
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if boundsBRf.Y < 0 || boundsBRf.X < 0 || boundsTLf.X >= float32(fb.Width) || boundsTLf.Y >= float32(fb.Height) { //||
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return
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}
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v0 := v0v.Pos.ToVec2i()
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v1 := v1v.Pos.ToVec2i()
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v2 := v2v.Pos.ToVec2i()
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parea := EdgeFunctioni(v0, v1, v2)
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// Don't even bother with drawing backfaces or degenerate triangles;
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// don't even give the user the option
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if parea <= 0 {
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return
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}
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boundsTL := Vec2i{
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X: int(max(boundsTLf.X, 0)),
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Y: int(max(boundsTLf.Y, 0)),
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}
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boundsBR := Vec2i{
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X: int(min(boundsBRf.X, float32(fb.Width-1))),
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Y: int(min(boundsBRf.Y, float32(fb.Height-1))),
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}
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// Where to start our scanning
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pstart := Vec2i{boundsTL.X, boundsTL.Y}
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invarea := 1 / float32(parea)
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w0_y := EdgeFunctioni(v1, v2, pstart)
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w1_y := EdgeFunctioni(v2, v0, pstart)
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w2_y := EdgeFunctioni(v0, v1, pstart)
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w0_xi, w0_yi := EdgeIncrementi(v1, v2)
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w1_xi, w1_yi := EdgeIncrementi(v2, v0)
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w2_xi, w2_yi := EdgeIncrementi(v0, v1)
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for y := uint(boundsTL.Y); y <= uint(boundsBR.Y); y++ {
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w0 := w0_y
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w1 := w1_y
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w2 := w2_y
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for x := uint(boundsTL.X); x <= uint(boundsBR.X); x++ {
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if (w0 | w1 | w2) >= 0 {
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//if w0 >= 0 && w1 >= 0 && w2 >= 0 {
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w0a := float32(w0) * invarea
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w1a := float32(w1) * invarea
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w2a := float32(w2) * invarea
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pz := w0a*v0v.Pos.Z + w1a*v1v.Pos.Z + w2a*v2v.Pos.Z
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if pz < fb.ZBuffer[x+y*fb.Width] {
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fb.ZBuffer[x+y*fb.Width] = pz
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r, g, b := texture.GetUv(
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(w0a*v0v.Tex.X + w1a*v1v.Tex.X + w2a*v2v.Tex.X),
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(w0a*v0v.Tex.Y + w1a*v1v.Tex.Y + w2a*v2v.Tex.Y),
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)
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fb.Data.Set(x, y, byte(float32(r)*intensity), byte(float32(g)*intensity), byte(float32(b)*intensity))
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}
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}
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w0 += w0_xi
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w1 += w1_xi
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w2 += w2_xi
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}
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w0_y += w0_yi
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w1_y += w1_yi
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w2_y += w2_yi
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}
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}
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2024-08-04 20:12:18 +00:00
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// Return true if the face should be culled
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func BackfaceCull(v1, v2, v3 Vec3f) bool {
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// This is what it essentially is
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// e1 := v1.Sub(&v2)
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// e2 := v1.Sub(&v3)
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// // If viewing front face, it should be pointing in the positive z direction
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// return e1.CrossProduct(e2).Z <= 0
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// But we know we can just use x and y since this is post projection
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return (v1.X-v2.X)*(v3.Y-v2.Y)-(v1.Y-v2.Y)*(v3.X-v2.X) >= 0
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}
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func PerspectiveAndClip(face Facef, matrix3d *Mat44f) []Facef {
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outfaces := make([]Facef, 0, 2)
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var sc Facef
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var w [3]float32
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var d [3]float32
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outers := make([]int, 0, 3)
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for i := range 3 {
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sc[i] = face[i]
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sc[i].Pos, w[i] = matrix3d.MultiplyPoint3(face[i].Pos)
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d[i] = sc[i].Pos.Z + w[i]
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if d[i] < 0 {
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outers = append(outers, i)
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}
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}
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// Just to test: reject any that have points outside. We don't clip
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if len(outers) > 0 {
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return outfaces
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} else {
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for i := range 3 {
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//sc[i]
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if w[i] != 1 {
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sc[i].Pos.X /= w[i]
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sc[i].Pos.Y /= w[i]
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sc[i].Pos.Z /= w[i]
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}
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}
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// Backface culling: no need to do anything with triangles facing the wrong way
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if EdgeFunction(sc[0].Pos, sc[1].Pos, sc[2].Pos) <= 0 {
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outfaces = append(outfaces, sc)
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}
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//outfaces[facei] = sc
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//facei += 1
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return outfaces
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}
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// TODO: Now that we're here doing it like this, might as well remove faces
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// that are fully outside the other clipping zones. No need to do actual clipping...
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// just full rejections. This saves a BIT of processing... though not much
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// NOTE: Uh no... this is too much effort. Two points could be outside individual
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// planes and thus still intersect the screen.
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}
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