Working triangles!
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00aedc5531
commit
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@ -12,7 +12,7 @@ const (
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Width = 512
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Width = 512
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Height = 512
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Height = 512
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ObjectFile = "head.obj"
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ObjectFile = "head.obj"
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Repeat = 1 //00_000
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Repeat = 100_000
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)
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)
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func must(err error) {
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func must(err error) {
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@ -59,24 +59,21 @@ func Triangle1(fb *Framebuffer, color uint, v0 Vec2i, v1 Vec2i, v2 Vec2i) {
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if v2.Y < v1.Y {
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if v2.Y < v1.Y {
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v1, v2 = v2, v1
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v1, v2 = v2, v1
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}
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}
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//log.Print(v0, v1, v2)
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// Don't worry about speed for now...
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// Don't worry about speed for now...
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dy := float32(v2.Y-v0.Y) - 0.5
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var v02step, v01step, v12step, xlong, xshort float32
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var v02step, v01step, v12step, xlong, xshort float32
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xlong = float32(v0.X) + 0.5
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xlong = float32(v0.X)
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xshort = xlong
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xshort = xlong
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// We can check just for greater than because we sorted the vertices
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// We can check just for greater than because we sorted the vertices
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if dy > 0 {
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// Assume 02 is on the right(?) and 01 on the left
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v02step = (float32(v2.X-v0.X) - 0.5) / dy // long side always
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v02step = (float32(v2.X - v0.X)) / (float32(v2.Y-v0.Y) + 0.001) // long side always
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v01step = (float32(v1.X-v0.X) - 0.5) / dy // first short side
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v01step = (float32(v1.X - v0.X)) / (float32(v1.Y-v0.Y) + 0.001) // first short side
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v12step = (float32(v2.X-v1.X) - 0.5) / dy // second short side
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v12step = (float32(v2.X - v1.X)) / (float32(v2.Y-v1.Y) + 0.001) // second short side
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xshort += v01step / 2
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xshort += v01step / 2
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xlong += v02step / 2
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xlong += v02step / 2
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} else {
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}
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for y := v0.Y; y <= v2.Y; y++ {
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for y := v0.Y; y <= v2.Y; y++ {
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xleft := int(math.Floor(float64(xshort)))
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xleft := int(math.Floor(float64(xshort)))
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