More reformatting
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@@ -16,16 +16,13 @@ struct triangle_bbox {
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u64 y1;
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};
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internal void render_triangle(const Triangle *triangle, const Model *model,
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ShaderID shader, Render *render,
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RenderType render_type, Colour colour);
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internal void fill_triangle(Render *render, ShaderID shader,
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VertexData vertices[TRIANGLE_VERTICES],
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Colour colour, const Model *model, RenderType type);
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internal TriangleBBox get_triangle_bbox(const Image *img,
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V2f vertices[TRIANGLE_VERTICES]);
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internal V3f get_barycentric_coords(V2f a, V2f b, V2f c, V2f p);
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internal V2f get_viewport_vertex(const V3f *vertex, const Image *img);
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internal void render_triangle(const Triangle *triangle, const Model *model, ShaderID shader,
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Render *render, RenderType render_type, Colour colour);
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internal void fill_triangle(Render *render, ShaderID shader, VertexData vertices[TRIANGLE_VERTICES],
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Colour colour, const Model *model, RenderType type);
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internal TriangleBBox get_triangle_bbox(const Image *img, V2f vertices[TRIANGLE_VERTICES]);
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internal V3f get_barycentric_coords(V2f a, V2f b, V2f c, V2f p);
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internal V2f get_viewport_vertex(const V3f *vertex, const Image *img);
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bool init_render(Arena *arena, Render *render, u64 width, u64 height) {
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render->img = (Image){.width = width, .height = height};
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@@ -53,9 +50,8 @@ void render_model(const Model *model, Render *render, ShaderID shader,
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}
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}
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internal void render_triangle(const Triangle *triangle, const Model *model,
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ShaderID shader, Render *render,
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RenderType render_type, Colour colour) {
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internal void render_triangle(const Triangle *triangle, const Model *model, ShaderID shader,
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Render *render, RenderType render_type, Colour colour) {
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Image *img = &(render->img);
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VertexData vertices[TRIANGLE_VERTICES];
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for (u64 i = 0; i < TRIANGLE_VERTICES; ++i) {
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@@ -80,11 +76,9 @@ internal void render_triangle(const Triangle *triangle, const Model *model,
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}
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}
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internal void fill_triangle(Render *render, ShaderID shader,
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VertexData vertices[TRIANGLE_VERTICES],
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Colour colour, const Model *model,
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RenderType type) {
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Image *img = &(render->img);
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internal void fill_triangle(Render *render, ShaderID shader, VertexData vertices[TRIANGLE_VERTICES],
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Colour colour, const Model *model, RenderType type) {
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Image *img = &(render->img);
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Depth *depth = &(render->depth);
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V2f vp_verts[TRIANGLE_VERTICES] = {0};
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@@ -94,10 +88,10 @@ internal void fill_triangle(Render *render, ShaderID shader,
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TriangleBBox bbox = get_triangle_bbox(img, vp_verts);
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V2f point;
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V3f coords;
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f32 z;
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f32 zbuf;
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V2f point;
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V3f coords;
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f32 z;
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f32 zbuf;
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FragmentResult result;
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f32 intensity = 1.0f;
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@@ -110,10 +104,10 @@ internal void fill_triangle(Render *render, ShaderID shader,
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continue;
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}
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z = 0.0f;
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z = 0.0f;
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z += vertices[0].position.z * coords.x +
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vertices[1].position.z * coords.y +
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vertices[2].position.z * coords.z;
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vertices[1].position.z * coords.y +
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vertices[2].position.z * coords.z;
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zbuf = get_pixel(f32, &(render->depth), x, y);
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if (z <= zbuf) {
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@@ -131,8 +125,7 @@ internal void fill_triangle(Render *render, ShaderID shader,
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}
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}
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internal TriangleBBox get_triangle_bbox(const Image *img,
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V2f vertices[TRIANGLE_VERTICES]) {
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internal TriangleBBox get_triangle_bbox(const Image *img, V2f vertices[TRIANGLE_VERTICES]) {
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f32 x0 = min(vertices[0].x, min(vertices[1].x, vertices[2].x));
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f32 x1 = max(vertices[0].x, max(vertices[1].x, vertices[2].x));
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f32 y0 = min(vertices[0].y, min(vertices[1].y, vertices[2].y));
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