Finished homework again
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d69354ea09
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ecc9011b48
@ -5,6 +5,7 @@ import (
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"fmt"
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"fmt"
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"image/color"
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"image/color"
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//"log"
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//"log"
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"image"
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"math"
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"math"
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"strings"
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"strings"
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)
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)
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@ -43,6 +44,24 @@ func NewFramebuffer(width uint, height uint) Framebuffer {
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}
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}
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}
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}
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func NewTexture(texture image.Image, skip int) Framebuffer {
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bounds := texture.Bounds()
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width := bounds.Dx() / skip
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height := bounds.Dy() / skip
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result := Framebuffer{
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Data: make([]uint, width*height),
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Width: uint(width),
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Height: uint(height),
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}
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for y := bounds.Min.Y; y < bounds.Max.Y; y += skip {
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for x := bounds.Min.X; x < bounds.Max.X; x += skip {
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col := texture.At(x, y)
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result.Set(uint(x/skip), uint(y/skip), Color2Uint(col))
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}
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}
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return result
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}
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// Fill zbuffer with pixels that are max distance away
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// Fill zbuffer with pixels that are max distance away
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func (fb *Framebuffer) ResetZBuffer() {
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func (fb *Framebuffer) ResetZBuffer() {
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for i := range fb.ZBuffer {
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for i := range fb.ZBuffer {
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@ -50,6 +69,12 @@ func (fb *Framebuffer) ResetZBuffer() {
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}
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}
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}
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}
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func (fb *Framebuffer) GetUv(u float32, v float32) uint {
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x := uint(float32(fb.Width) * u)
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y := uint(float32(fb.Height) * (1 - v))
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return fb.Data[x+y*fb.Width]
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}
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// Sure hope this gets inlined...
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// Sure hope this gets inlined...
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func (fb *Framebuffer) Set(x uint, y uint, color uint) {
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func (fb *Framebuffer) Set(x uint, y uint, color uint) {
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fb.Data[x+y*fb.Width] = color
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fb.Data[x+y*fb.Width] = color
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@ -5,7 +5,7 @@ import (
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"fmt"
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"fmt"
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"image"
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"image"
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"log"
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"log"
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"math"
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//"math"
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//"math/rand"
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//"math/rand"
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"os"
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"os"
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"runtime/pprof" // For performance profiling (unnecessary)
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"runtime/pprof" // For performance profiling (unnecessary)
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@ -18,7 +18,7 @@ const (
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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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TextureFile = "head.jpg"
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TextureFile = "head.jpg"
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Repeat = 60
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Repeat = 500
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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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@ -30,10 +30,11 @@ func must(err error) {
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// However flag works... idk
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// However flag works... idk
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var cpuprofile = flag.String("cpuprofile", "", "write cpu profile to file")
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var cpuprofile = flag.String("cpuprofile", "", "write cpu profile to file")
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var dozbuf = flag.Bool("zbuffer", false, "Write zbuffer instead of image")
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var dozbuf = flag.Bool("zbuffer", false, "Write zbuffer instead of image")
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var zcuthigh = flag.Float64("zcuthigh", math.MaxFloat32, "High cutoff for z (values above this will be removed)")
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var zcutlow = flag.Float64("zcutlow", -math.MaxFloat32, "Low cutoff for z (values below are removed)")
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var p6file = flag.String("p6file", "", "Output binary ppm to given file instead")
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var p6file = flag.String("p6file", "", "Output binary ppm to given file instead")
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// var zcuthigh = flag.Float64("zcuthigh", math.MaxFloat32, "High cutoff for z (values above this will be removed)")
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// var zcutlow = flag.Float64("zcutlow", -math.MaxFloat32, "Low cutoff for z (values below are removed)")
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func main() {
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func main() {
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log.Printf("Program start")
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log.Printf("Program start")
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@ -62,25 +63,18 @@ func main() {
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jf, err := os.Open(TextureFile)
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jf, err := os.Open(TextureFile)
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must(err)
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must(err)
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defer jf.Close()
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defer jf.Close()
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texture, _, err := image.Decode(jf)
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timg, _, err := image.Decode(jf)
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must(err)
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must(err)
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texture := NewTexture(timg, 4)
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log.Printf("Running render")
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log.Printf("Running render")
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light := Vec3f{0, 0, -1}
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light := Vec3f{0, 0, -1}
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// for range Repeat {
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// Triangle2(&fb, 0xFF0000, Vec2i{10, 70}, Vec2i{50, 160}, Vec2i{70, 80})
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// Triangle2(&fb, 0xFFFFFF, Vec2i{180, 50}, Vec2i{150, 1}, Vec2i{70, 180})
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// Triangle2(&fb, 0x00FF00, Vec2i{180, 150}, Vec2i{120, 160}, Vec2i{130, 180})
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// }
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halfwidth := float32(fb.Width / 2)
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halfwidth := float32(fb.Width / 2)
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halfheight := float32(fb.Height / 2)
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halfheight := float32(fb.Height / 2)
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var sc [3]Vertex
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var sc [3]Vertex
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var hi = float32(fb.Height - 1)
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var hi = float32(fb.Height - 1)
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minz := float32(math.MaxFloat32)
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maxz := float32(-math.MaxFloat32)
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for range Repeat {
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for range Repeat {
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fb.ResetZBuffer()
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fb.ResetZBuffer()
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for _, f := range o.Faces {
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for _, f := range o.Faces {
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@ -93,25 +87,14 @@ func main() {
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// NOTE: WE USE NEGATIVE Z BECAUSE IT'S SUPPOSED TO BE DISTANCE! AS-IS, CLOSER
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// NOTE: WE USE NEGATIVE Z BECAUSE IT'S SUPPOSED TO BE DISTANCE! AS-IS, CLOSER
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// POINTS HAVE HIGHER Z VLAUES
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// POINTS HAVE HIGHER Z VLAUES
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sc[i].Pos.Z = -f[i].Pos.Z // Pull Z value directly. This is fine, our z-buffer is currently float32
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sc[i].Pos.Z = -f[i].Pos.Z // Pull Z value directly. This is fine, our z-buffer is currently float32
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minz = min(minz, sc[i].Pos.Z)
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maxz = max(maxz, sc[i].Pos.Z)
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}
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}
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// TESTING
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zch := float32(*zcuthigh)
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zcl := float32(*zcutlow)
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if -sc[0].Pos.Z > zch || -sc[1].Pos.Z > zch || -sc[2].Pos.Z > zch ||
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-sc[0].Pos.Z < zcl || -sc[1].Pos.Z < zcl || -sc[2].Pos.Z < zcl {
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continue
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}
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// To test something, we swap vertex 2 and 3
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//sc[1], sc[2] = sc[2], sc[1]
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l1 := f[2].Pos.Sub(f[0].Pos)
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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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n := l1.CrossProduct(f[1].Pos.Sub(f[0].Pos))
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n = n.Normalize()
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n = n.Normalize()
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intensity := n.MultSimp(&light)
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intensity := n.MultSimp(&light)
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if intensity > 0 {
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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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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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//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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//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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//Triangle2(&fb, 0xFFFFFF, sc[0], sc[1], sc[2])
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@ -119,10 +102,6 @@ func main() {
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}
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}
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}
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}
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log.Print("Min/max z: ", minz, maxz)
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//log.Print(fb.ZBuffer)
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if *dozbuf {
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if *dozbuf {
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log.Printf("Exporting zbuffer ppm to stdout")
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log.Printf("Exporting zbuffer ppm to stdout")
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fmt.Print(fb.ZBuffer_ExportPPM())
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fmt.Print(fb.ZBuffer_ExportPPM())
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@ -2,7 +2,6 @@ package main
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import (
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import (
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//"log"
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//"log"
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"image"
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"math"
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"math"
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)
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)
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@ -271,7 +270,7 @@ func Triangle3(fb *Framebuffer, color uint, v0f Vec3f, v1f Vec3f, v2f Vec3f) {
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}
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}
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}
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}
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func Triangle3t(fb *Framebuffer, texture image.Image, intensity float32, v0v Vertex, v1v Vertex, v2v Vertex) {
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func Triangle3t(fb *Framebuffer, texture *Framebuffer, intensity float32, v0v Vertex, v1v Vertex, v2v Vertex) {
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v0 := v0v.Pos.ToVec2i()
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v0 := v0v.Pos.ToVec2i()
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v1 := v1v.Pos.ToVec2i()
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v1 := v1v.Pos.ToVec2i()
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v2 := v2v.Pos.ToVec2i()
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v2 := v2v.Pos.ToVec2i()
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@ -304,32 +303,24 @@ func Triangle3t(fb *Framebuffer, texture image.Image, intensity float32, v0v Ver
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w1_xi, w1_yi := EdgeIncrementi(v2, v0)
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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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w2_xi, w2_yi := EdgeIncrementi(v0, v1)
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bounds := texture.Bounds()
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tx := bounds.Min.X
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ty := bounds.Min.Y
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tw := bounds.Dx()
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th := bounds.Dy()
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for y := uint(boundsTL.Y); y <= uint(boundsBR.Y); 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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w0 := w0_y
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w1 := w1_y
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w1 := w1_y
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w2 := w2_y
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w2 := w2_y
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for x := uint(boundsTL.X); x <= uint(boundsBR.X); x++ {
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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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if (w0 | w1 | w2) >= 0 {
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//fb.Data[di] = color
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//done = true
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w0a := float32(w0) * invarea
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w0a := float32(w0) * invarea
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w1a := float32(w1) * invarea
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w1a := float32(w1) * invarea
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w2a := float32(w2) * invarea
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w2a := float32(w2) * invarea
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pz := w0a*v0v.Pos.Z + w1a*v1v.Pos.Z + w2a*v2v.Pos.Z
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pz := w0a*v0v.Pos.Z + w1a*v1v.Pos.Z + w2a*v2v.Pos.Z
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if pz < fb.ZBuffer[x+y*fb.Width] {
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if pz < fb.ZBuffer[x+y*fb.Width] {
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//log.Print(pz)
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fb.ZBuffer[x+y*fb.Width] = pz
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fb.ZBuffer[x+y*fb.Width] = pz
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txo := int(float32(tw) * (w0a*v0v.Tex.X + w1a*v1v.Tex.X + w2a*v2v.Tex.X))
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col := texture.GetUv(
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tyo := int(float32(th) * (1 - (w0a*v0v.Tex.Y + w1a*v1v.Tex.Y + w2a*v2v.Tex.Y)))
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(w0a*v0v.Tex.X + w1a*v1v.Tex.X + w2a*v2v.Tex.X),
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col := texture.At(tx+txo, ty+tyo)
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(w0a*v0v.Tex.Y + w1a*v1v.Tex.Y + w2a*v2v.Tex.Y),
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//c := texture.At()
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)
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fb.Set(x, y, Color2Uint(col)) //uint(texture.Bounds().Dx())
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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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//0xF) // fb.Set(x, y, Col2Uint(byte(255*w0a), byte(255*w1a), byte(255*w2a)))
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}
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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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// fb.Set(x, y, Col2Uint(byte(255*w0a), byte(255*w1a), byte(255*w2a)))
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@ -10,5 +10,5 @@ fi
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echo "Building"
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echo "Building"
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go build -o render
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go build -o render
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echo "Running"
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echo "Running"
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./render "-cpuprofile=$1.prof" >"$1.ppm"
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./render "-cpuprofile=$1.prof" "-p6file=$1.ppm"
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./render "-zbuffer" >"$1_zbuffer.ppm"
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# ./render "-zbuffer" >"$1_zbuffer.ppm"
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