#include "face.h" #define min(x,y) (xy?x:y) #define abs(x) (x>0?x:-x) #include static bool sens_horaire(FE_face const * face) { int area = 0; area += face->s1->translated.x * face->s2->translated.y; area -= face->s2->translated.x * face->s1->translated.y; area += face->s2->translated.x * face->s3->translated.y; area -= face->s3->translated.x * face->s2->translated.y; area += face->s3->translated.x * face->s1->translated.y; area -= face->s1->translated.x * face->s3->translated.y; return (area < 0); } // gestion des lignes typedef struct line line; struct line { int x,y,z; int dx,dy,dz; bool no_line; // si les deux points sont confondus }; static void set_line(line* segment,FE_point const * s1, FE_point const * s2) { segment->x=s1->translated.x; segment->y=s1->translated.y; segment->z=s1->translated.z; segment->dx=s2->translated.x-s1->translated.x; segment->dy=s2->translated.y-s1->translated.y; segment->dz=s2->translated.z-s1->translated.z; segment->no_line=(segment->dx==0&&segment->dy==0); } static bool get_x(int y, line const * segment, int * x) { y-=segment->y; if (y<0 && segment->dy>0) return false; if (y>0 && segment->dy<0) return false; if (abs(y)>abs(segment->dy)) return false; if (segment->dy!=0) *x=segment->x+(y*segment->dx)/segment->dy; else if (y==0) *x=segment->x+segment->dx; else return false; return true; } #include "texture.h" #include "zbuffer.h" #include void FE_draw_face(FE_face const * face) { // élimination des faces cachées if (sens_horaire(face)!=face->visible) return; // cas particuliers où la face n'est pas dans l'écran if (face->s1->translated.x<0 && face->s2->translated.x<0 && face->s3->translated.x<0) return; if (face->s1->translated.x>127 && face->s2->translated.x>127 && face->s3->translated.x>127) return; if (face->s1->translated.y<0 && face->s2->translated.y<0 && face->s3->translated.y<0) return; if (face->s1->translated.y>63 && face->s2->translated.y>63 && face->s3->translated.y>63) return; if (face->s1->translated.z<=0 && face->s2->translated.z<=0 && face->s3->translated.z<=0) return; // cas où un côté est nul line cotes[3]; set_line(&cotes[0], face->s1,face->s2); set_line(&cotes[1], face->s1,face->s3); set_line(&cotes[2], face->s2,face->s3); if (cotes[0].no_line || cotes[1].no_line || cotes[2].no_line) return; const int32_t y1 = max(min(face->s1->translated.y, min(face->s2->translated.y, face->s3->translated.y)), 0); const int32_t y2 = min(max(face->s1->translated.y, max(face->s2->translated.y, face->s3->translated.y)), 63); // ressources pour déformer les textures const int32_t xAB = face->s2->translated.x-face->s1->translated.x, yAB = face->s2->translated.y-face->s1->translated.y, zAB=face->s2->translated.z-face->s1->translated.z; const int32_t xAC = face->s3->translated.x-face->s1->translated.x, yAC = face->s3->translated.y-face->s1->translated.y, zAC=face->s3->translated.z-face->s1->translated.z; const int32_t diviseur_commun=(xAB*yAC-yAB*xAC); const int fact_1=(1024*yAC)/diviseur_commun, fact_2=(1024*xAC)/diviseur_commun; const int fact_3=(1024*xAB)/diviseur_commun, fact_4=(1024*yAB)/diviseur_commun; for (int y=y1; y<=y2; y++) { // détermination du xmin et du xmax de la ligne int tx1, tx2; for (int t=0;t<3;t++) if (get_x(y,&cotes[t],&tx1)) break; for (int t=0;t<3;t++) if (get_x(y,&cotes[t],&tx2)&&tx1!=tx2) break; const int txmin=max(min(tx1,tx2),0), txmax=min(max(tx1,tx2),127); for (int x=txmin; x<=txmax; x++) { // vx et vy coordonnées transformées pour l'accès à la texture // z distance du point visible (distance non transformée) int32_t vx, vy, z; // calcul de vx, vy const int32_t xcalc = x-face->s1->translated.x, ycalc = y-face->s1->translated.y; vx=(xcalc*fact_1-ycalc*fact_2); // 0 s1->translated.z + (vx*zAB+vy*zAC)/1024; // calcul de z non corrigé >> fonctionnel if (z>0) { vx = (8 * vx * face->s1->translated.z) / (1024 * face->s1->translated.z + (1024 - vx) * face->s2->translated.z); vy = (8 * vy * face->s1->translated.z) / (1024 * face->s1->translated.z + (1024 - vy) * face->s3->translated.z); // Affichage du point if (FE_zbuffer_set_dist(x,y,z)) dpixel(x, y, 3*FE_get_pixel(face->texturenum, vx, vy)); // 3* means cast to black and white, and vx,and vy casted between 0 and 7 } } } // x=Det(AM,AC)/det(AB,AC) // y=det(AM,AB)/det(AC,AB) // x=(xAM*yAC-yAM*xAC)/(xAB*yAC-yAB*xAC) // y=(xAM*yAB-yAM*xAB)/(xAC*yAB-yAC*xAB) // soit diviseur_commun = (xAB*yAC-yAB*xAC) // x=xAM*yAC/diviseur_commun-yAM*xAC/diviseur_commun // y=yAM*xAB/diviseur_commun-xAM*yAB/diciseur_commun }