pctm + foundation for obj models
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@@ -4,9 +4,11 @@
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#include <SDL3/SDL.h>
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#include "math.hpp"
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#include "assetloader.hpp"
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void rasterizeTriangle(SDL_Renderer *renderer, const DeltaVector2 &a, const DeltaVector2 &b, const DeltaVector2 &c);
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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& 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 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 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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@@ -11,9 +11,9 @@ 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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DeltaVector3 projectPointVec(const DeltaVector3 &worldPos);
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int projectTriangle(const DeltaRenderTriangle &in, DeltaTriangle &out1, DeltaTriangle &out2, DeltaTriangle2D &uv1, DeltaTriangle2D &uv2);
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DeltaVector3 projectPoint(float worldX, float worldY, float worldZ);
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};
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#endif
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