back to safety
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@ -56,45 +56,18 @@ func main() {
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var x [3]int
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var x [3]int
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var y [3]int
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var y [3]int
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var wi = int(fb.Width - 1)
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var hi = int(fb.Height - 1)
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var hi = int(fb.Height - 1)
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for range Repeat {
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for range Repeat {
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for _, f := range o.Faces {
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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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for i := range 3 { // Triangles, bro
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for i := range 3 { // Triangles, bro
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x[i] = int((f[i].X + 1) * halfwidth)
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x[i] = int((f[i].X + 1) * halfwidth)
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y[i] = hi - int((f[i].Y+1)*halfheight)
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y[i] = hi - int((f[i].Y+1)*halfheight)
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if x[i] > wi {
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x[i] = wi
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} else if x[i] < 0 {
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x[i] = 0
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}
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if y[i] > hi {
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y[i] = hi
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} else if y[i] < 0 {
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y[i] = 0
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}
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}
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}
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Bresenham2(&fb, 0xFFFFFF, x[0], y[0], x[1], y[1])
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Bresenham2(&fb, 0xFFFFFF, x[0], y[0], x[1], y[1])
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Bresenham2(&fb, 0xFFFFFF, x[1], y[1], x[2], y[2])
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Bresenham2(&fb, 0xFFFFFF, x[1], y[1], x[2], y[2])
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Bresenham2(&fb, 0xFFFFFF, x[2], y[2], x[0], y[0])
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Bresenham2(&fb, 0xFFFFFF, x[2], y[2], x[0], y[0])
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// x0 := int((f[0].X + 1) * halfwidth)
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// y0 := int((f[0].Y + 1) * halfheight)
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// x1 := int((f[1].X + 1) * halfwidth)
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// y1 := int((f[1].Y + 1) * halfheight)
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// x2 := int((f[2].X + 1) * halfwidth)
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// y2 := int((f[2].Y + 1) * halfheight)
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// Bresenham2(&fb, 0xFFFFFF, x0, int(fb.Height)-y0, x1, int(fb.Height)-y1)
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// for i := range 3 { // Triangles, bro
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// Bresenham2(&fb, 0xFFFFFF, x0, int(fb.Height)-y0, x1, int(fb.Height)-y1)
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// // v0 := f[i]
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// // v1 := f[(i+1)%3]
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// // x0 := int((v0.X + 1) * halfwidth)
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// // y0 := int((v0.Y + 1) * halfheight)
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// // x1 := int((v1.X + 1) * halfwidth)
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// // y1 := int((v1.Y + 1) * halfheight)
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// Bresenham2(&fb, 0xFFFFFF, x0, int(fb.Height)-y0, x1, int(fb.Height)-y1)
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// }
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}
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}
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// Just draw a simple line (a million times or something)
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// Just draw a simple line (a million times or something)
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@ -173,7 +173,7 @@ func Bresenham2(fb *Framebuffer, color uint, x0 int, y0 int, x1 int, y1 int) {
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err := dx + dy
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err := dx + dy
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for {
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for {
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fb.Set(uint(x0), uint(y0), color)
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fb.SetSafe(uint(x0), uint(y0), color)
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if x0 == x1 && y0 == y1 {
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if x0 == x1 && y0 == y1 {
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break
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break
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}
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}
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