silhouette triangulation

This commit is contained in:
Zack Buhman 2025-02-09 14:04:21 -06:00
parent e053b9646f
commit 11ee5c9828

131
main.cpp
View File

@ -433,6 +433,7 @@ void render_quad(SDL_Renderer * renderer,
assert(SDL_SetRenderDrawColorFloat(renderer, 1, 0, 0, 1)); assert(SDL_SetRenderDrawColorFloat(renderer, 1, 0, 0, 1));
/*
vec3 origin = (position[quadrilateral->a.position] + vec3 origin = (position[quadrilateral->a.position] +
position[quadrilateral->b.position] + position[quadrilateral->b.position] +
position[quadrilateral->c.position] + position[quadrilateral->c.position] +
@ -441,6 +442,57 @@ void render_quad(SDL_Renderer * renderer,
vec3 origin_t = transform_vertex(origin, scale); vec3 origin_t = transform_vertex(origin, scale);
vec3 origin_n_t = transform_vertex(origin + n, scale); vec3 origin_n_t = transform_vertex(origin + n, scale);
render_line_vtx(renderer, origin_t, origin_n_t); render_line_vtx(renderer, origin_t, origin_n_t);
*/
}
struct edge {
int a;
int b;
};
struct tri {
int a;
int b;
int c;
};
void render_tri(SDL_Renderer * renderer,
const vec3 * position,
const vec3 color,
struct tri tri
)
{
assert(SDL_SetRenderDrawColorFloat(renderer, color.x, color.y, color.z, 1));
vec3 ap = position[tri.a];
vec3 bp = position[tri.b];
vec3 cp = position[tri.c];
float scale = 0.5f;
vec3 a = transform_vertex(ap, scale);
vec3 b = transform_vertex(bp, scale);
vec3 c = transform_vertex(cp, scale);
render_line_vtx(renderer, a, b);
render_line_vtx(renderer, b, c);
render_line_vtx(renderer, c, a);
}
struct tri generate_tri(struct edge * silhouette,
int * order,
int o0,
int o1)
{
struct tri tri;
tri.a = silhouette[order[o0]].a;
tri.b = silhouette[order[o0]].b;
if (silhouette[order[o0]].a == silhouette[order[o1]].a ||
silhouette[order[o0]].b == silhouette[order[o1]].a) {
tri.c = silhouette[order[o1]].b;
} else {
tri.c = silhouette[order[o1]].a;
}
return tri;
} }
void render_silhouette(SDL_Renderer * renderer, void render_silhouette(SDL_Renderer * renderer,
@ -450,20 +502,85 @@ void render_silhouette(SDL_Renderer * renderer,
{ {
assert(SDL_SetRenderDrawColorFloat(renderer, 1, 0.5, 0, 1)); assert(SDL_SetRenderDrawColorFloat(renderer, 1, 0.5, 0, 1));
struct edge silhouette[6];
int ix = 0;
for (int a = 0; a < edge_stride; a++) { for (int a = 0; a < edge_stride; a++) {
for (int b = 0; b < edge_stride; b++) { for (int b = 0; b < edge_stride; b++) {
uint8_t coloring = edge_coloring[a * edge_stride + b]; uint8_t coloring = edge_coloring[a * edge_stride + b];
if (coloring == 0b11) { if (coloring == 0b11) {
vec3 ap = position[a]; silhouette[ix++] = {a, b};
vec3 bp = position[b];
float scale = 0.5f;
vec3 av = transform_vertex(ap, scale);
vec3 bv = transform_vertex(bp, scale);
render_line_vtx(renderer, av, bv);
} }
} }
} }
assert(ix == 6);
int order[6];
order[0] = 0;
int order_ix = 1;
int vtx = silhouette[0].b;
// calculate edge ordering
while (order_ix < 6) {
for (int i = 1; i < 6; i++) {
if (i == order[order_ix - 1])
continue;
if (silhouette[i].a == vtx) {
vtx = silhouette[i].b;
order[order_ix++] = i;
break;
}
if (silhouette[i].b == vtx) {
vtx = silhouette[i].a;
order[order_ix++] = i;
break;
}
}
}
assert(order_ix == 6);
const vec3 colors[] = {
{1, 0, 0}, // red
{1, 0.5, 0}, // orange
{1, 1, 0}, // yellow
{0, 1, 0}, // green
{0, 1, 1}, // cyan
{0.5, 0, 1}, // purple
};
/*
for (int i = 0; i < 6; i++) {
assert(SDL_SetRenderDrawColorFloat(renderer, colors[i].x, colors[i].y, colors[i].z, 1));
vec3 ap = position[silhouette[order[i]].a];
vec3 bp = position[silhouette[order[i]].b];
float scale = 0.5f;
vec3 av = transform_vertex(ap, scale);
vec3 bv = transform_vertex(bp, scale);
render_line_vtx(renderer, av, bv);
}
*/
// render triangulation
/*
{0.a, 0.b}, {1.a, 1.b}, {0._, 1._}
{2.a, 2.b}, {3.a, 3.b}, {2._, 3._}
{4.a, 4.b}, {5.a, 5.b}, {4._, 5._}
{0._, 1._}, {2._, 3._}, {4._, 5._}
*/
struct tri q = generate_tri(silhouette, order, 0, 1);
struct tri r = generate_tri(silhouette, order, 2, 3);
struct tri s = generate_tri(silhouette, order, 4, 5);
struct tri t = {q.c, r.c, s.c};
render_tri(renderer, position, colors[1], q);
render_tri(renderer, position, colors[2], r);
render_tri(renderer, position, colors[3], s);
render_tri(renderer, position, colors[0], t);
} }
void render_cube(SDL_Renderer * renderer, const vec3 light_vec) void render_cube(SDL_Renderer * renderer, const vec3 light_vec)