diff --git a/tinyrender2/render.go b/tinyrender2/render.go index f1a8b3d..65eb45e 100644 --- a/tinyrender2/render.go +++ b/tinyrender2/render.go @@ -49,6 +49,10 @@ func line(fb *Framebuffer, color uint, v0 Vec2i, v1 Vec2i) { }*/ func Triangle1(fb *Framebuffer, color uint, v0 Vec2i, v1 Vec2i, v2 Vec2i) { + // The dude gets rid of "degenerate" triangles so... we do too? + if v2.Y == v1.Y && v1.Y == v0.Y { + return + } // Very silly manual sorting by Y if v2.Y < v0.Y { v0, v2 = v2, v0 @@ -59,29 +63,30 @@ func Triangle1(fb *Framebuffer, color uint, v0 Vec2i, v1 Vec2i, v2 Vec2i) { if v2.Y < v1.Y { v1, v2 = v2, v1 } - //log.Print(v0, v1, v2) - // Don't worry about speed for now... var v02step, v01step, v12step, xlong, xshort float32 xlong = float32(v0.X) xshort = xlong + // The first and last Y CAN'T be equal because sorting!! + if v1.Y == v0.Y { + xshort = float32(v1.X) + } + // We can check just for greater than because we sorted the vertices // 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 - xshort += v01step / 2 - xlong += v02step / 2 for y := v0.Y; y <= v2.Y; y++ { - xleft := int(math.Floor(float64(xshort))) - xright := int(math.Floor(float64(xlong))) + xleft := int(xshort) + xright := int(xlong) if xleft > xright { xleft, xright = xright, xleft } - // Draw a horizontal line from elft to right + // Draw a horizontal line from left to right for x := xleft; x <= xright; x++ { fb.SetSafe(uint(x), uint(y), color) } @@ -92,8 +97,4 @@ func Triangle1(fb *Framebuffer, color uint, v0 Vec2i, v1 Vec2i, v2 Vec2i) { xshort += v12step } } - - // line(fb, color, v0, v1) - // line(fb, color, v1, v2) - // line(fb, color, v2, v0) }