Pass float vectors when calculating barycentric coordinates

This commit is contained in:
Abdelrahman Said 2024-08-25 01:33:39 +01:00
parent 185f44252f
commit 5dac82ffb7

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