near plane clipping partial
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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 = 1920;
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const int SIMULATED_HEIGHT = 1080;
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const int SIMULATED_WIDTH = 800;
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const int SIMULATED_HEIGHT = 600;
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const int FOCAL = 300;
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#endif
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@@ -36,11 +36,25 @@ class DeltaVector3 {
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};
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float getDeterminant(const DeltaVector2 &pointA, const DeltaVector2 &pointB, const DeltaVector2 &candidate);
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DeltaVector2 barycentricToScreen(const DeltaVector3 &baryPoint, const DeltaVector2 &a, const DeltaVector2 &b, const DeltaVector2 &c);
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DeltaVector3 intersect(DeltaVector3 a, DeltaVector3 b, float nearZ);
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struct DeltaTriangle {
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DeltaVector3 a, b, c;
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};
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struct DeltaTriangle2D {
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DeltaVector2 a, b, c;
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};
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struct DeltaRenderTriangle {
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DeltaVector3 a, b, c;
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DeltaVector2 uva, uvb, uvc;
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};
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int clipTriangleAgainstNearPlane(float nearY, const DeltaRenderTriangle &in, DeltaRenderTriangle &out1, DeltaRenderTriangle &out2);
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uint32_t SDLColorToUint32(SDL_Color color);
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#endif
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@@ -7,6 +7,6 @@
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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(SDL_Surface* surface, const DeltaVector2& a, const DeltaVector2& b, const DeltaVector2& c, uint32_t color);
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void rasterizeTriangleSurface(SDL_Surface* surface, const DeltaVector2& v0, const DeltaVector2& v1, const DeltaVector2& v2, uint32_t color, float u0, float v0_uv, float u1, float v1_uv, float u2, float v2_uv);
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void setPixel(SDL_Surface* surface, int x, int y, uint32_t color);
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#endif
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@@ -10,7 +10,9 @@ class DeltaCamera {
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DeltaCamera() {pos = DeltaVector3(); angle = DeltaVector2();};
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DeltaCamera(float x, float y, float z);
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DeltaVector3 translatePoint(const DeltaVector3 &worldPos);
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DeltaVector2 projectPointVec(const DeltaVector3 &worldPos);
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int projectTriangle(const DeltaTriangle &in, DeltaTriangle2D &out1, DeltaTriangle2D &out2);
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DeltaVector2 projectPoint(float worldX, float worldY, float worldZ);
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};
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