merge "vertex" and "point"
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f2e3c92f65
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@ -4,7 +4,7 @@
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#include <fxengine/model/vertex.h>
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#include <fxengine/model/camera.h>
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void fe_vertex_translate(fe_vertex* v);
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void fe_vertex_translate(fe_vertex const * const source, fe_vertex * target);
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void fe_set_matrix(fe_camera const cam);
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#endif
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@ -1,11 +1,11 @@
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#ifndef FE_CAMERA
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#define FE_CAMERA
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#include <fxengine/model/point.h>
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#include <fxengine/model/vertex.h>
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typedef struct
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{
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fe_point pos; // point of view
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fe_vertex pos; // point of view
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double dh, dv, roll;
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} fe_camera;
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@ -1,20 +0,0 @@
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#ifndef FE_MODEL_POINT
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#define FE_MODEL_POINT
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#include <stdint.h>
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typedef struct
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{
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int32_t x;
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int32_t y;
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int32_t z;
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} fe_point;
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typedef struct
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{
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double x;
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double y;
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double z;
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} fe_point_d;
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#endif
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@ -1,12 +1,18 @@
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#ifndef FE_MODEL_VERTEX
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#define FE_MODEL_VERTEX
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#include <fxengine/model/point.h>
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typedef struct
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{
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int32_t x;
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int32_t y;
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int32_t z;
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} fe_vertex;
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typedef struct
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{
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fe_point real;
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fe_point translated;
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} fe_vertex;
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double x;
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double y;
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double z;
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} fe_vertex_d;
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#endif
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@ -16,12 +16,12 @@
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/* render_triangle()
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renders a face supporting backface culling, or dual textures */
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int render_triangle(fe_point const s1, fe_point const s2, fe_point const s3,
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int render_triangle(fe_vertex const s1, fe_vertex const s2, fe_vertex const s3,
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fe_bitmap const * side_0, fe_bitmap const * side_1, bool texture_half);
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/* render_triangle_nobfc()
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renders a face without backface culling */
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int render_triangle_nobfc(fe_point const s1, fe_point const s2, fe_point const s3,
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int render_triangle_nobfc(fe_vertex const s1, fe_vertex const s2, fe_vertex const s3,
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fe_bitmap const * side, bool texture_half);
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// Object overlay
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32
src/matrix.c
32
src/matrix.c
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@ -1,5 +1,5 @@
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#include <fxengine/matrix.h>
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#include <fxengine/model/point.h>
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#include <fxengine/model/vertex.h>
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#include <stdint.h>
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typedef int32_t matrix_type;
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{0,0,0}
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};
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#define matrix_unit 1024
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static fe_point pos_delta;
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static fe_vertex pos_delta;
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#define sgn(x) (x>=0?x:-x)
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void fe_vertex_translate(fe_vertex * v)
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void fe_vertex_translate(fe_vertex const * const source, fe_vertex * target)
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{
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static fe_point temp;
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temp.x = v->real.x - pos_delta.x;
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temp.y = v->real.y - pos_delta.y;
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temp.z = v->real.z - pos_delta.z;
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static fe_vertex temp;
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temp.x = source->x - pos_delta.x;
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temp.y = source->y - pos_delta.y;
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temp.z = source->z - pos_delta.z;
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v->translated.x = matrix[0][0]*temp.x*matrix_unit + matrix[0][1]*temp.y + matrix[0][2]*temp.z;
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v->translated.z = matrix[1][0]*temp.x*matrix_unit + matrix[1][1]*temp.y + matrix[1][2]*temp.z;
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v->translated.y = matrix[2][0]*temp.x*matrix_unit + matrix[2][1]*temp.y + matrix[2][2]*temp.z;
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target->x = matrix[0][0]*temp.x*matrix_unit + matrix[0][1]*temp.y + matrix[0][2]*temp.z;
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target->z = matrix[1][0]*temp.x*matrix_unit + matrix[1][1]*temp.y + matrix[1][2]*temp.z;
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target->y = matrix[2][0]*temp.x*matrix_unit + matrix[2][1]*temp.y + matrix[2][2]*temp.z;
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v->translated.z/=(matrix_unit/8);
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if (v->translated.z>0)
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{
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v->translated.x/=v->translated.z;
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v->translated.y/=v->translated.z;
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target->x/=target->z;
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target->y/=target->z;
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}
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else
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{
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v->translated.x*=256*sgn(v->translated.z);
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v->translated.y*=256*sgn(v->translated.z);
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target->x*=256*sgn(target->z);
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target->y*=256*sgn(target->z);
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}
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v->translated.x+=63;
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v->translated.y+=31;
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target->x+=63;
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target->y+=31;
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}
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void fe_set_matrix(fe_camera const cam)
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@ -1,13 +1,13 @@
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#include <render/triangle.h>
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#include <render/buffer.h>
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#include <fxengine/model/point.h>
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#include <fxengine/model/vertex.h>
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#include <stdint.h>
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#include <stdbool.h>
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#include <gint/display.h>
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int render_triangle(fe_point const s1, fe_point const s2, fe_point const s3,
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int render_triangle(fe_vertex const s1, fe_vertex const s2, fe_vertex const s3,
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fe_bitmap const * side_0, fe_bitmap const * side_1, bool texture_half)
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{
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// Backface culling
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@ -38,7 +38,7 @@ typedef struct
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int32_t dx,dy,dz;
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int8_t no_line; // si les deux points sont confondus (se comporte comme un bool)
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} line;
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static void line_set(line* l,fe_point const * s1, fe_point const * s2)
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static void line_set(line* l,fe_vertex const * s1, fe_vertex const * s2)
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{
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l->x = s1->x; l->y = s1->y; l->z = s1->z;
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l->dx = s2->x - s1->x; l->dy = s2->y - s1->y; l->dz = s2->z - s1->z;
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@ -63,7 +63,7 @@ static bool line_get_x(int32_t y, line const * l, int32_t * x) // retourne false
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}
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int render_triangle_nobfc(fe_point const s1, fe_point const s2, fe_point const s3,
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int render_triangle_nobfc(fe_vertex const s1, fe_vertex const s2, fe_vertex const s3,
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fe_bitmap const * side, bool texture_half)
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{
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if (!side) return RENDER_NOBMP;
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