Oops, sucking
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@ -12,7 +12,7 @@ const (
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Width = 512
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Height = 512
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ObjectFile = "head.obj"
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Repeat = 100_000
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Repeat = 1 //00_000
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)
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func must(err error) {
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@ -44,8 +44,63 @@ 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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line(fb, color, v0, v1)
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line(fb, color, v1, v2)
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line(fb, color, v2, v0)
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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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// The lesson says to always figure out what's on the left.
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// As such, we always go from left to right
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// While drawing the straight line, go the opposite direction if the
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// longer side is on the right (we go from long side to short)
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var sweep int = 1
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if v2.X > v1.X {
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sweep = -1
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}
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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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xlong = float32(v0.X) + 0.5
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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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if dy > 0 {
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v02step = (float32(v2.X-v0.X) - 0.5) / dy // long side always
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v01step = (float32(v1.X-v0.X) - 0.5) / dy // first short side
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v12step = (float32(v2.X-v1.X) - 0.5) / dy // second short side
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xshort += v01step / 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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// Draw a horizontal line from
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for x := int(math.Floor(float64(xlong))); x <= int(math.Floor(float64(xshort))); x += sweep {
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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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// line(fb, color, v0, v1)
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// line(fb, color, v1, v2)
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// line(fb, color, v2, v0)
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}
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