Splitting unused render
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1345fb8fb2
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@ -84,6 +84,8 @@ func main() {
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// Premultiply all the translation/etc matrices. Why do we do world to camera THEN
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// projection? I guess that makes sense actually, oops... projection is the last step.
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screenmat := worldToCamera.Multiply(&projection)
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// light = worldToCamera.MultiplyPoint3(light)
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// light = light.Normalize()
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halfwidth := float32(fb.Width / 2)
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halfheight := float32(fb.Height / 2)
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@ -94,8 +96,10 @@ func main() {
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for _, f := range o.Faces {
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// Precompute perspective for vertices to save time. Notice Z
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// is not considered: is this orthographic projection? Yeah probably...
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var fpt [3]Vec3f
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for i := range 3 { // Triangles, bro
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fp := screenmat.MultiplyPoint3(f[i].Pos)
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fpt[i] = worldToCamera.MultiplyPoint3(f[i].Pos)
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sc[i] = f[i]
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sc[i].Pos.X = (fp.X + 1) * halfwidth
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sc[i].Pos.Y = hi - (fp.Y+1)*halfheight
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@ -105,15 +109,12 @@ func main() {
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// sc[i].Pos.Z = -fp.Z // Pull Z value directly. This is fine, our z-buffer is currently float32
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}
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l1 := f[2].Pos.Sub(f[0].Pos)
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n := l1.CrossProduct(f[1].Pos.Sub(f[0].Pos))
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l1 := fpt[2].Sub(fpt[0])
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n := l1.CrossProduct(fpt[1].Sub(fpt[0]))
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n = n.Normalize()
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intensity := n.MultSimp(&light)
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if intensity > 0 {
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Triangle3t(&fb, &texture, intensity, sc[0], sc[1], sc[2])
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//Triangle3(&fb, uint(rand.Int()), sc[0], sc[1], sc[2])
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//Triangle1(&fb, uint(rand.Int()), sc[0].ToVec2i(), sc[1].ToVec2i(), sc[2].ToVec2i())
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//Triangle2(&fb, 0xFFFFFF, sc[0], sc[1], sc[2])
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}
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}
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}
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@ -1,120 +1,9 @@
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package main
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import (
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//"log"
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"math"
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// "log"
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)
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func Bresenham2(fb *Framebuffer, color uint, x0 int, y0 int, x1 int, y1 int) {
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dx := int(math.Abs(float64(x1 - x0)))
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sx := -1
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if x0 < x1 {
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sx = 1
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}
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dy := -int(math.Abs(float64(y1 - y0)))
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sy := -1
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if y0 < y1 {
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sy = 1
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}
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err := dx + dy
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for {
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fb.SetSafe(uint(x0), uint(y0), color)
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if x0 == x1 && y0 == y1 {
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break
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}
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e2 := 2 * err
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if e2 >= dy {
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if x0 == x1 {
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break
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}
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err += dy
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x0 += sx
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}
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if e2 <= dx {
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if y0 == y1 {
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break
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}
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err += dx
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y0 += sy
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}
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}
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}
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func line(fb *Framebuffer, color uint, v0 Vec2i, v1 Vec2i) {
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Bresenham2(fb, color, v0.X, v0.Y, v1.X, v1.Y)
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}
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/*func LineSweep(fb *Framebuffer, color uint, v0 Vec2i, v1 Vec2i, v2 Vec2i) {
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}*/
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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?
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if v2.Y == v1.Y && v1.Y == v0.Y {
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return
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}
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// Very silly manual sorting by Y
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if v2.Y < v0.Y {
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v0, v2 = v2, v0
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}
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if v1.Y < v0.Y {
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v0, v1 = v1, v0
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}
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if v2.Y < v1.Y {
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v1, v2 = v2, v1
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}
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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!!
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if v1.Y == v0.Y {
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xshort = float32(v1.X)
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}
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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
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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)) / (float32(v1.Y-v0.Y) + 0.001) // first 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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for y := v0.Y; y <= v2.Y; y++ {
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xleft := int(xshort)
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xright := int(xlong)
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if xleft > xright {
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xleft, xright = xright, xleft
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}
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if xleft < 0 || xright >= int(fb.Width) {
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continue
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}
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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)
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}
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xlong += v02step
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if y < v1.Y {
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xshort += v01step
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} else {
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xshort += v12step
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}
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}
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}
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// How does this work? Compare with your
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// other barycentric function (in a different repo). In the original
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// cpp code, they used an overloaded operator ^ to mean cross product
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func Barycentric(v0, v1, v2, p Vec2i) Vec3f {
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// WARN: Just not doing this one
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u := Vec3f{}
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if math.Abs(float64(u.Z)) < 1 {
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return Vec3f{-1, 1, 1}
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}
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return Vec3f{1 - (u.X+u.Y)/u.Z, u.Y / u.Z, u.X / u.Z}
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}
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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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@ -147,67 +36,6 @@ 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 Triangle2(fb *Framebuffer, color uint, v0 Vec2i, v1 Vec2i, v2 Vec2i) {
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boundsTL, boundsBR := ComputeBoundingBox(v0, v1, v2)
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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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//log.Print(boundsTL, boundsBR)
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// v0f := v0.ToF()
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// v1f := v1.ToF()
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// v2f := v2.ToF()
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// parea := EdgeFunction(v0f, v1f, v2f)
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// invarea := 1 / 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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//dyi := int(fb.Width)
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//dy := boundsTL.X + dyi*boundsTL.Y
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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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//di := dy
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//done := false
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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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//fb.Data[di] = color
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fb.Set(x, y, color)
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//done = true
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// w0a := w0 * invarea
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// w1a := w1 * invarea
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// w2a := w2 * invarea
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// fb.Set(x, y, Col2Uint(byte(255*w0a), byte(255*w1a), byte(255*w2a)))
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} /*else if done {
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break
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}*/
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//di += 1
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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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//dy += dyi
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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 Triangle3(fb *Framebuffer, color uint, v0f Vec3f, v1f Vec3f, v2f Vec3f) {
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v0 := v0f.ToVec2i()
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v1 := v1f.ToVec2i()
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@ -324,9 +152,7 @@ func Triangle3t(fb *Framebuffer, texture *Framebuffer, intensity float32, v0v Ve
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)
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r, g, b := Uint2Col(col)
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fb.Set(x, y, Col2Uint(byte(float32(r)*intensity), byte(float32(g)*intensity), byte(float32(b)*intensity))) //uint(texture.Bounds().Dx())
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//0xF) // fb.Set(x, y, Col2Uint(byte(255*w0a), byte(255*w1a), byte(255*w2a)))
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}
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// fb.Set(x, y, Col2Uint(byte(255*w0a), byte(255*w1a), byte(255*w2a)))
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}
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w0 += w0_xi
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w1 += w1_xi
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177
tinyrender4/render_less.go
Normal file
177
tinyrender4/render_less.go
Normal file
@ -0,0 +1,177 @@
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package main
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import (
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//"log"
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"math"
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)
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func Bresenham2(fb *Framebuffer, color uint, x0 int, y0 int, x1 int, y1 int) {
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dx := int(math.Abs(float64(x1 - x0)))
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sx := -1
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if x0 < x1 {
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sx = 1
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}
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dy := -int(math.Abs(float64(y1 - y0)))
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sy := -1
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if y0 < y1 {
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sy = 1
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}
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err := dx + dy
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for {
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fb.SetSafe(uint(x0), uint(y0), color)
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if x0 == x1 && y0 == y1 {
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break
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}
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e2 := 2 * err
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if e2 >= dy {
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if x0 == x1 {
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break
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}
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err += dy
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x0 += sx
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}
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if e2 <= dx {
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if y0 == y1 {
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break
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}
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err += dx
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y0 += sy
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}
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}
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}
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func line(fb *Framebuffer, color uint, v0 Vec2i, v1 Vec2i) {
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Bresenham2(fb, color, v0.X, v0.Y, v1.X, v1.Y)
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}
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/*func LineSweep(fb *Framebuffer, color uint, v0 Vec2i, v1 Vec2i, v2 Vec2i) {
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}*/
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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?
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if v2.Y == v1.Y && v1.Y == v0.Y {
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return
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}
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// Very silly manual sorting by Y
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if v2.Y < v0.Y {
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v0, v2 = v2, v0
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}
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if v1.Y < v0.Y {
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v0, v1 = v1, v0
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}
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if v2.Y < v1.Y {
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v1, v2 = v2, v1
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}
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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!!
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if v1.Y == v0.Y {
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xshort = float32(v1.X)
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}
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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
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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)) / (float32(v1.Y-v0.Y) + 0.001) // first 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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for y := v0.Y; y <= v2.Y; y++ {
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xleft := int(xshort)
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xright := int(xlong)
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if xleft > xright {
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xleft, xright = xright, xleft
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}
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if xleft < 0 || xright >= int(fb.Width) {
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continue
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}
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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)
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}
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xlong += v02step
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if y < v1.Y {
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xshort += v01step
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} else {
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xshort += v12step
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}
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}
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}
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// How does this work? Compare with your
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// other barycentric function (in a different repo). In the original
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// cpp code, they used an overloaded operator ^ to mean cross product
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func Barycentric(v0, v1, v2, p Vec2i) Vec3f {
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// WARN: Just not doing this one
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u := Vec3f{}
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if math.Abs(float64(u.Z)) < 1 {
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return Vec3f{-1, 1, 1}
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}
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return Vec3f{1 - (u.X+u.Y)/u.Z, u.Y / u.Z, u.X / u.Z}
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}
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func Triangle2(fb *Framebuffer, color uint, v0 Vec2i, v1 Vec2i, v2 Vec2i) {
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boundsTL, boundsBR := ComputeBoundingBox(v0, v1, v2)
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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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//log.Print(boundsTL, boundsBR)
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// v0f := v0.ToF()
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// v1f := v1.ToF()
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// v2f := v2.ToF()
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// parea := EdgeFunction(v0f, v1f, v2f)
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// invarea := 1 / 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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//dyi := int(fb.Width)
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//dy := boundsTL.X + dyi*boundsTL.Y
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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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//di := dy
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//done := false
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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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//fb.Data[di] = color
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fb.Set(x, y, color)
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//done = true
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// w0a := w0 * invarea
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// w1a := w1 * invarea
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// w2a := w2 * invarea
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// fb.Set(x, y, Col2Uint(byte(255*w0a), byte(255*w1a), byte(255*w2a)))
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} /*else if done {
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break
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}*/
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//di += 1
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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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//dy += dyi
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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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