package main import ( //"log" "math" ) func Bresenham2(fb *Framebuffer, color uint, x0 int, y0 int, x1 int, y1 int) { dx := int(math.Abs(float64(x1 - x0))) sx := -1 if x0 < x1 { sx = 1 } dy := -int(math.Abs(float64(y1 - y0))) sy := -1 if y0 < y1 { sy = 1 } err := dx + dy for { fb.SetSafe(uint(x0), uint(y0), color) if x0 == x1 && y0 == y1 { break } e2 := 2 * err if e2 >= dy { if x0 == x1 { break } err += dy x0 += sx } if e2 <= dx { if y0 == y1 { break } err += dx y0 += sy } } } func line(fb *Framebuffer, color uint, v0 Vec2i, v1 Vec2i) { Bresenham2(fb, color, v0.X, v0.Y, v1.X, v1.Y) } /*func LineSweep(fb *Framebuffer, color uint, v0 Vec2i, v1 Vec2i, v2 Vec2i) { }*/ func Triangle1(fb *Framebuffer, color uint, v0 Vec2i, v1 Vec2i, v2 Vec2i) { // The dude gets rid of "degenerate" triangles so... we do too? if v2.Y == v1.Y && v1.Y == v0.Y { return } // Very silly manual sorting by Y if v2.Y < v0.Y { v0, v2 = v2, v0 } if v1.Y < v0.Y { v0, v1 = v1, v0 } if v2.Y < v1.Y { v1, v2 = v2, v1 } var v02step, v01step, v12step, xlong, xshort float32 xlong = float32(v0.X) xshort = xlong // The first and last Y CAN'T be equal because sorting!! if v1.Y == v0.Y { xshort = float32(v1.X) } // We can check just for greater than because we sorted the vertices // Assume 02 is on the right(?) and 01 on the left v02step = (float32(v2.X - v0.X)) / (float32(v2.Y-v0.Y) + 0.001) // long side always v01step = (float32(v1.X - v0.X)) / (float32(v1.Y-v0.Y) + 0.001) // first short side v12step = (float32(v2.X - v1.X)) / (float32(v2.Y-v1.Y) + 0.001) // second short side for y := v0.Y; y <= v2.Y; y++ { xleft := int(xshort) xright := int(xlong) if xleft > xright { xleft, xright = xright, xleft } if xleft < 0 || xright >= int(fb.Width) { continue } // Draw a horizontal line from left to right for x := xleft; x <= xright; x++ { fb.SetSafe(uint(x), uint(y), color) } xlong += v02step if y < v1.Y { xshort += v01step } else { xshort += v12step } } } // How does this work? Compare with your // other barycentric function (in a different repo). In the original // cpp code, they used an overloaded operator ^ to mean cross product func Barycentric(v0, v1, v2, p Vec2i) Vec3f { // WARN: Just not doing this one u := Vec3f{} if math.Abs(float64(u.Z)) < 1 { return Vec3f{-1, 1, 1} } return Vec3f{1 - (u.X+u.Y)/u.Z, u.Y / u.Z, u.X / u.Z} } // Figure out the minimum bounding box for a triangle defined by // these vertices. Returns the top left and bottom right points, // inclusive func ComputeBoundingBox(v0, v1, v2 Vec2i) (Vec2i, Vec2i) { return Vec2i{min(v0.X, v1.X, v2.X), min(v0.Y, v1.Y, v2.Y)}, Vec2i{max(v0.X, v1.X, v2.X), max(v0.Y, v1.Y, v2.Y)} } // The generic edge function, returning positive if P is on the right side of // the line drawn between v1 and v2. This is counter clockwise func EdgeFunction(v1, v2, p Vec2f) float32 { return (p.X-v1.X)*(v2.Y-v1.Y) - (p.Y-v1.Y)*(v2.X-v1.X) } // This computes the x and y per-pixel increment for the line going // between v1 and v2 (also counter clockwise) func EdgeIncrement(v1, v2 Vec2f) (float32, float32) { return (v2.Y - v1.Y), -(v2.X - v1.X) } // The generic edge function, returning positive if P is on the right side of // the line drawn between v1 and v2. This is counter clockwise func EdgeFunctioni(v1, v2, p Vec2i) int { return (p.X-v1.X)*(v2.Y-v1.Y) - (p.Y-v1.Y)*(v2.X-v1.X) } // This computes the x and y per-pixel increment for the line going // between v1 and v2 (also counter clockwise) func EdgeIncrementi(v1, v2 Vec2i) (int, int) { return (v2.Y - v1.Y), -(v2.X - v1.X) } func Triangle2(fb *Framebuffer, color uint, v0 Vec2i, v1 Vec2i, v2 Vec2i) { boundsTL, boundsBR := ComputeBoundingBox(v0, v1, v2) if boundsTL.Y < 0 { boundsTL.Y = 0 } if boundsTL.X < 0 { boundsTL.X = 0 } if boundsBR.Y >= int(fb.Height) { boundsBR.Y = int(fb.Height - 1) } if boundsBR.X >= int(fb.Width) { boundsBR.X = int(fb.Width - 1) } // Where to start our scanning pstart := Vec2i{boundsTL.X, boundsTL.Y} //log.Print(boundsTL, boundsBR) // v0f := v0.ToF() // v1f := v1.ToF() // v2f := v2.ToF() // parea := EdgeFunction(v0f, v1f, v2f) // invarea := 1 / parea w0_y := EdgeFunctioni(v1, v2, pstart) w1_y := EdgeFunctioni(v2, v0, pstart) w2_y := EdgeFunctioni(v0, v1, pstart) w0_xi, w0_yi := EdgeIncrementi(v1, v2) w1_xi, w1_yi := EdgeIncrementi(v2, v0) w2_xi, w2_yi := EdgeIncrementi(v0, v1) //dyi := int(fb.Width) //dy := boundsTL.X + dyi*boundsTL.Y for y := uint(boundsTL.Y); y <= uint(boundsBR.Y); y++ { w0 := w0_y w1 := w1_y w2 := w2_y //di := dy //done := false for x := uint(boundsTL.X); x <= uint(boundsBR.X); x++ { if (w0 | w1 | w2) >= 0 { //fb.Data[di] = color fb.Set(x, y, color) //done = true // w0a := w0 * invarea // w1a := w1 * invarea // w2a := w2 * invarea // fb.Set(x, y, Col2Uint(byte(255*w0a), byte(255*w1a), byte(255*w2a))) } /*else if done { break }*/ //di += 1 w0 += w0_xi w1 += w1_xi w2 += w2_xi } //dy += dyi w0_y += w0_yi w1_y += w1_yi w2_y += w2_yi } } func Triangle3(fb *Framebuffer, color uint, v0f Vec3f, v1f Vec3f, v2f Vec3f) { v0 := v0f.ToVec2i() v1 := v1f.ToVec2i() v2 := v2f.ToVec2i() boundsTL, boundsBR := ComputeBoundingBox(v0, v1, v2) if boundsTL.Y < 0 { boundsTL.Y = 0 } if boundsTL.X < 0 { boundsTL.X = 0 } if boundsBR.Y >= int(fb.Height) { boundsBR.Y = int(fb.Height - 1) } if boundsBR.X >= int(fb.Width) { boundsBR.X = int(fb.Width - 1) } // Where to start our scanning pstart := Vec2i{boundsTL.X, boundsTL.Y} parea := EdgeFunctioni(v0, v1, v2) invarea := 1 / float32(parea) w0_y := EdgeFunctioni(v1, v2, pstart) w1_y := EdgeFunctioni(v2, v0, pstart) w2_y := EdgeFunctioni(v0, v1, pstart) w0_xi, w0_yi := EdgeIncrementi(v1, v2) w1_xi, w1_yi := EdgeIncrementi(v2, v0) w2_xi, w2_yi := EdgeIncrementi(v0, v1) for y := uint(boundsTL.Y); y <= uint(boundsBR.Y); y++ { w0 := w0_y w1 := w1_y w2 := w2_y for x := uint(boundsTL.X); x <= uint(boundsBR.X); x++ { if (w0 | w1 | w2) >= 0 { //fb.Data[di] = color //done = true w0a := float32(w0) * invarea w1a := float32(w1) * invarea w2a := float32(w2) * invarea pz := w0a*v0f.Z + w1a*v1f.Z + w2a*v2f.Z if pz < fb.ZBuffer[x+y*fb.Width] { //log.Print(pz) fb.ZBuffer[x+y*fb.Width] = pz fb.Set(x, y, color) } // fb.Set(x, y, Col2Uint(byte(255*w0a), byte(255*w1a), byte(255*w2a))) } w0 += w0_xi w1 += w1_xi w2 += w2_xi } w0_y += w0_yi w1_y += w1_yi w2_y += w2_yi } }