diff --git a/src/model/render.c b/src/model/render.c index 5171f90..5df73e6 100644 --- a/src/model/render.c +++ b/src/model/render.c @@ -25,8 +25,8 @@ internal void fill_triangle(Render *render, ShaderID shader, internal TriangleBBox get_triangle_bbox(const Image *img, V3f vertices[TRIANGLE_VERTICES]); internal V3f get_barycentric_coords(f32 d00, f32 d01, f32 d11, f32 denom, - const V2i *ab, const V2i *ac, - const V2i *ap); + const V2f *v0, const V2f *v1, + const V2f *v2); internal V3f get_viewport_vertex(const V3f *vertex, const Image *img); bool init_render(Arena *arena, Render *render, u64 width, u64 height) { @@ -105,17 +105,17 @@ internal void fill_triangle(Render *render, ShaderID shader, Depth *depth = &(render->depth); TriangleBBox bbox = get_triangle_bbox(img, vertices); - V3f v0 = vertices[0]; - V3f v1 = vertices[1]; - V3f v2 = vertices[2]; + V3f vert0 = vertices[0]; + V3f vert1 = vertices[1]; + V3f vert2 = vertices[2]; - V2i ab = V2(V2i, i64, v0.x, v0.y, v1.x, v1.y); - V2i ac = V2(V2i, i64, v0.x, v0.y, v2.x, v2.y); - f32 d00 = dot_v2(ab, ab); - f32 d01 = dot_v2(ab, ac); - f32 d11 = dot_v2(ac, ac); + V2f v0 = V2(V2f, f32, vert0.x, vert0.y, vert1.x, vert1.y); + V2f v1 = V2(V2f, f32, vert0.x, vert0.y, vert2.x, vert2.y); + f32 d00 = dot_v2(v0, v0); + f32 d01 = dot_v2(v0, v1); + f32 d11 = dot_v2(v1, v1); f32 denom = d00 * d11 - d01 * d01; - V2i ap; + V2f v2; V3f coords; f32 z; f32 zbuf; @@ -133,14 +133,14 @@ internal void fill_triangle(Render *render, ShaderID shader, for (u64 y = bbox.y0; y <= bbox.y1; ++y) { for (u64 x = bbox.x0; x <= bbox.x1; ++x) { - ap = V2(V2i, i64, v0.x, v0.y, x, y); - coords = get_barycentric_coords(d00, d01, d11, denom, &ab, &ac, &ap); + v2 = V2(V2f, f32, vert0.x, vert0.y, x, y); + coords = get_barycentric_coords(d00, d01, d11, denom, &v0, &v1, &v2); if (coords.x < 0.0f || coords.y < 0.0f || coords.x + coords.y > 1.0f) { continue; } z = 0.0f; - z += v0.z * coords.x + v1.z * coords.y + v2.z * coords.z; + z += vert0.z * coords.x + vert1.z * coords.y + vert2.z * coords.z; zbuf = get_pixel(f32, &(render->depth), x, y); if (z <= zbuf) { @@ -200,14 +200,14 @@ internal TriangleBBox get_triangle_bbox(const Image *img, } internal V3f get_barycentric_coords(f32 d00, f32 d01, f32 d11, f32 denom, - const V2i *ab, const V2i *ac, - const V2i *ap) { + const V2f *v0, const V2f *v1, + const V2f *v2) { if (denom == 0.0f) { return (V3f){-INFINITY, -INFINITY, -INFINITY}; } - f32 d20 = dot_v2((*ap), (*ab)); - f32 d21 = dot_v2((*ap), (*ac)); + f32 d20 = dot_v2((*v2), (*v0)); + f32 d21 = dot_v2((*v2), (*v1)); f32 v = (d11 * d20 - d01 * d21) / denom; f32 w = (d00 * d21 - d01 * d20) / denom;