package main import ( // "log" ) // 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 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) // if parea < 0 { // v1, v2 = v2, v1 // v1f, v2f = v2f, v1f // 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 := uint16(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 } } func Triangle3t(fb *Framebuffer, texture *Framebuffer, intensity float32, v0v Vertex, v1v Vertex, v2v Vertex) { v0 := v0v.Pos.ToVec2i() v1 := v1v.Pos.ToVec2i() v2 := v2v.Pos.ToVec2i() boundsTL, boundsBR := ComputeBoundingBox(v0, v1, v2) if boundsBR.Y < 0 || boundsBR.X < 0 || boundsTL.X >= int(fb.Width) || boundsTL.Y >= int(fb.Height) { return } parea := EdgeFunctioni(v0, v1, v2) if parea == 0 { return } 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} // if parea < 0 { // v1, v2 = v2, v1 // v1f, v2f = v2f, v1f // 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 { w0a := float32(w0) * invarea w1a := float32(w1) * invarea w2a := float32(w2) * invarea pz := uint16(w0a*v0v.Pos.Z + w1a*v1v.Pos.Z + w2a*v2v.Pos.Z) if pz < fb.ZBuffer[x+y*fb.Width] { fb.ZBuffer[x+y*fb.Width] = pz // if math.IsNaN(v0v.Tex.X) || math.IsNaN(v1v.Tex.X) || math.IsNaN col := texture.GetUv( (w0a*v0v.Tex.X + w1a*v1v.Tex.X + w2a*v2v.Tex.X), (w0a*v0v.Tex.Y + w1a*v1v.Tex.Y + w2a*v2v.Tex.Y), ) r, g, b := Uint2Col(col) fb.Set(x, y, Col2Uint(byte(float32(r)*intensity), byte(float32(g)*intensity), byte(float32(b)*intensity))) //uint(texture.Bounds().Dx()) } } w0 += w0_xi w1 += w1_xi w2 += w2_xi } w0_y += w0_yi w1_y += w1_yi w2_y += w2_yi } }