improve vertex order and triangle generation
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parent
11ee5c9828
commit
70e503a4eb
2
Makefile
2
Makefile
@ -9,6 +9,8 @@ DEBUG = -g -gdwarf-5
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CFLAGS += -Wall -Werror -Wfatal-errors
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CFLAGS += -Wall -Werror -Wfatal-errors
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CFLAGS += -Wno-error=unused-function
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CFLAGS += -Wno-error=unused-function
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CFLAGS += -Wno-error=unused-but-set-variable
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CFLAGS += -Wno-error=unused-variable
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CFLAGS += -std=c++23
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CFLAGS += -std=c++23
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CFLAGS += -I$(SDL)/include -D_REENTRANT
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CFLAGS += -I$(SDL)/include -D_REENTRANT
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CFLAGS += $(shell pkg-config --cflags freetype2)
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CFLAGS += $(shell pkg-config --cflags freetype2)
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121
main.cpp
121
main.cpp
@ -478,21 +478,46 @@ void render_tri(SDL_Renderer * renderer,
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render_line_vtx(renderer, c, a);
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render_line_vtx(renderer, c, a);
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}
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}
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struct tri generate_tri(struct edge * silhouette,
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static const vec3 colors[] = {
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int * order,
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{1, 0, 0}, // red
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int o0,
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{1, 0.5, 0}, // orange
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int o1)
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{1, 1, 0}, // yellow
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{0, 1, 0}, // green
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{0, 1, 1}, // cyan
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{0.5, 0, 1}, // purple
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};
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void render_perimeter_wall(SDL_Renderer * renderer,
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const vec3 * position,
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int a,
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int b,
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int c,
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int d,
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int e,
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int f
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)
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{
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{
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struct tri tri;
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float scale = 0.5f;
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tri.a = silhouette[order[o0]].a;
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tri.b = silhouette[order[o0]].b;
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vec3 av = transform_vertex(position[a], scale);
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if (silhouette[order[o0]].a == silhouette[order[o1]].a ||
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vec3 bv = transform_vertex(position[b], scale);
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silhouette[order[o0]].b == silhouette[order[o1]].a) {
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vec3 cv = transform_vertex(position[c], scale);
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tri.c = silhouette[order[o1]].b;
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vec3 dv = transform_vertex(position[d], scale);
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} else {
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vec3 ev = transform_vertex(position[e], scale);
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tri.c = silhouette[order[o1]].a;
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vec3 fv = transform_vertex(position[f], scale);
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}
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return tri;
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assert(SDL_SetRenderDrawColorFloat(renderer, colors[0].x, colors[0].y, colors[0].z, 1));
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render_line_vtx(renderer, av, bv);
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assert(SDL_SetRenderDrawColorFloat(renderer, colors[1].x, colors[1].y, colors[1].z, 1));
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render_line_vtx(renderer, bv, cv);
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assert(SDL_SetRenderDrawColorFloat(renderer, colors[2].x, colors[2].y, colors[2].z, 1));
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render_line_vtx(renderer, cv, dv);
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assert(SDL_SetRenderDrawColorFloat(renderer, colors[3].x, colors[3].y, colors[3].z, 1));
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render_line_vtx(renderer, dv, ev);
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assert(SDL_SetRenderDrawColorFloat(renderer, colors[4].x, colors[4].y, colors[4].z, 1));
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render_line_vtx(renderer, ev, fv);
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assert(SDL_SetRenderDrawColorFloat(renderer, colors[5].x, colors[5].y, colors[5].z, 1));
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render_line_vtx(renderer, fv, av);
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}
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}
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void render_silhouette(SDL_Renderer * renderer,
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void render_silhouette(SDL_Renderer * renderer,
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@ -516,66 +541,46 @@ void render_silhouette(SDL_Renderer * renderer,
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assert(ix == 6);
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assert(ix == 6);
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int order[6];
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int last_ix = 0;
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order[0] = 0;
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int order_ix = 0;
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int order_ix = 1;
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int order_vtx[6];
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int vtx = silhouette[0].b;
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order_vtx[order_ix++] = silhouette[0].b;
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// calculate edge ordering
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// calculate vertex ordering
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while (order_ix < 6) {
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while (order_ix < 6) {
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for (int i = 1; i < 6; i++) {
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for (int i = 1; i < 6; i++) {
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if (i == order[order_ix - 1])
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if (i == last_ix)
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continue;
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continue;
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if (silhouette[i].a == vtx) {
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int last_vtx = order_vtx[order_ix - 1];
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vtx = silhouette[i].b;
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if (last_vtx == silhouette[i].a) {
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order[order_ix++] = i;
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last_ix = i;
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order_vtx[order_ix++] = silhouette[i].b;
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break;
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break;
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}
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}
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if (silhouette[i].b == vtx) {
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if (last_vtx == silhouette[i].b) {
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vtx = silhouette[i].a;
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last_ix = i;
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order[order_ix++] = i;
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order_vtx[order_ix++] = silhouette[i].a;
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break;
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break;
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}
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}
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}
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}
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}
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}
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assert(order_ix == 6);
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const vec3 colors[] = {
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{1, 0, 0}, // red
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{1, 0.5, 0}, // orange
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{1, 1, 0}, // yellow
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{0, 1, 0}, // green
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{0, 1, 1}, // cyan
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{0.5, 0, 1}, // purple
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};
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/*
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/*
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for (int i = 0; i < 6; i++) {
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render_perimeter_wall(renderer, position,
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assert(SDL_SetRenderDrawColorFloat(renderer, colors[i].x, colors[i].y, colors[i].z, 1));
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order_vtx[0],
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order_vtx[1],
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vec3 ap = position[silhouette[order[i]].a];
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order_vtx[2],
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vec3 bp = position[silhouette[order[i]].b];
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order_vtx[3],
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order_vtx[4],
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float scale = 0.5f;
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order_vtx[5]);
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vec3 av = transform_vertex(ap, scale);
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vec3 bv = transform_vertex(bp, scale);
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render_line_vtx(renderer, av, bv);
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}
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*/
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*/
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// render triangulation
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// render triangulation
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/*
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struct tri q = {order_vtx[0], order_vtx[1], order_vtx[2]};
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{0.a, 0.b}, {1.a, 1.b}, {0._, 1._}
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struct tri r = {order_vtx[2], order_vtx[3], order_vtx[4]};
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{2.a, 2.b}, {3.a, 3.b}, {2._, 3._}
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struct tri s = {order_vtx[4], order_vtx[5], order_vtx[0]};
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{4.a, 4.b}, {5.a, 5.b}, {4._, 5._}
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struct tri t = {order_vtx[0], order_vtx[2], order_vtx[4]};
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{0._, 1._}, {2._, 3._}, {4._, 5._}
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*/
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struct tri q = generate_tri(silhouette, order, 0, 1);
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struct tri r = generate_tri(silhouette, order, 2, 3);
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struct tri s = generate_tri(silhouette, order, 4, 5);
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struct tri t = {q.c, r.c, s.c};
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render_tri(renderer, position, colors[1], q);
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render_tri(renderer, position, colors[1], q);
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render_tri(renderer, position, colors[2], r);
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render_tri(renderer, position, colors[2], r);
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