we gucci
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+2
-2
@@ -1,8 +1,8 @@
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#ifndef DELTA_GLOBALS
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#define DELTA_GLOBALS
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const int SIMULATED_WIDTH = 1200;
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const int SIMULATED_HEIGHT = 800;
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const int SIMULATED_WIDTH = 1920;
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const int SIMULATED_HEIGHT = 1000;
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const int FOCAL = 300;
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#endif
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@@ -36,6 +36,7 @@ class DeltaVector3 {
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float dotProduct(const DeltaVector3 &vec) const;
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float angleTo(const DeltaVector3 &vec) const;
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float length() const;
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DeltaVector3 crossProduct(const DeltaVector3 &vec) const;
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};
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@@ -59,6 +60,7 @@ struct DeltaModelConnector {
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struct DeltaRenderTriangle {
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DeltaVertex a, b, c;
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std::string texID;
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DeltaVector3 normal;
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};
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struct DeltaModel {
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@@ -8,7 +8,7 @@
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// void rasterizeTriangle(SDL_Renderer *renderer, const DeltaVector2 &a, const DeltaVector2 &b, const DeltaVector2 &c);
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void rasterizeTriangleFast(SDL_Surface* surface, const DeltaVector2& v0, const DeltaVector2& v1, const DeltaVector2& v2, uint32_t color);
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void rasterizeTriangleSurface(DeltaAssetLoader& assets, std::vector<float>& depthbuffer, SDL_Surface* surface, const DeltaVector3& v0, const DeltaVector3& v1, const DeltaVector3& v2, const std::string& textureID, float u0, float v0_uv, float u1, float v1_uv, float u2, float v2_uv);
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void rasterizeTriangleSurface(DeltaAssetLoader& assets, std::vector<float>& depthbuffer, SDL_Surface* surface, const DeltaVector3& v0, const DeltaVector3& v1, const DeltaVector3& v2, const std::string& textureID, float u0, float v0_uv, float u1, float v1_uv, float u2, float v2_uv, float shade);
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void setPixel(SDL_Surface* surface, int x, int y, uint32_t color);
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uint32_t getPixel(SDL_Surface* surface, int x, int y);
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#endif
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