fix typo in texels flip

add support to create a cube in TinyRenderer (quick test)
This commit is contained in:
Erwin Coumans
2016-04-28 12:28:04 -07:00
committed by Erwin Coumans
parent a3767193ce
commit aa9a276a71
14 changed files with 452 additions and 107 deletions

View File

@@ -61,23 +61,36 @@ Vec3f barycentric(Vec2f A, Vec2f B, Vec2f C, Vec2f P) {
void triangle(mat<4,3,float> &clipc, IShader &shader, TGAImage &image, float *zbuffer, const Matrix& viewPortMatrix) {
mat<3,4,float> pts = (viewPortMatrix*clipc).transpose(); // transposed to ease access to each of the points
mat<3,2,float> pts2;
//we don't clip triangles that cross the near plane, just discard them instead of showing artifacts
if (pts[0][3]<0 || pts[1][3] <0 || pts[2][3] <0)
return;
mat<3,2,float> pts2;
for (int i=0; i<3; i++) pts2[i] = proj<2>(pts[i]/pts[i][3]);
Vec2f bboxmin( std::numeric_limits<float>::max(), std::numeric_limits<float>::max());
Vec2f bboxmax(-std::numeric_limits<float>::max(), -std::numeric_limits<float>::max());
Vec2f clamp(image.get_width()-1, image.get_height()-1);
for (int i=0; i<3; i++) {
for (int j=0; j<2; j++) {
bboxmin[j] = b3Max(0.f, b3Min(bboxmin[j], pts2[i][j]));
bboxmax[j] = b3Min(clamp[j], b3Max(bboxmax[j], pts2[i][j]));
}
}
Vec2i P;
Vec2i P;
TGAColor color;
for (P.x=bboxmin.x; P.x<=bboxmax.x; P.x++) {
for (P.y=bboxmin.y; P.y<=bboxmax.y; P.y++) {
Vec3f bc_screen = barycentric(pts2[0], pts2[1], pts2[2], P);
Vec3f bc_clip = Vec3f(bc_screen.x/pts[0][3], bc_screen.y/pts[1][3], bc_screen.z/pts[2][3]);
bc_clip = bc_clip/(bc_clip.x+bc_clip.y+bc_clip.z);
float frag_depth = clipc[2]*bc_clip;