#pragma once #include #include #include "../datatypes.cpp" #include "../helpers.cpp" #include "../buffer.cpp" namespace UwU { class Triangle { private: public: Triangle(uint16_t x0, uint16_t y0, uint16_t x1, uint16_t y1, uint16_t x2, uint16_t y2) { this->x0 = x0; this->y0 = y0; this->x1 = x1; this->y1 = y1; this->x2 = x2; this->y2 = y2; } Triangle() {} uint16_t x0; uint16_t y0; uint16_t x1; uint16_t y1; uint16_t x2; uint16_t y2; // Draw a triangle void draw (Buffer buffer, Shader shader) { uint16_t topX, topY, midX, midY, btmX, btmY; // Find top, middle and bottom points of triangle if (y0 <= y1 && y0 <= y2) { topX = x0; topY = y0; if (y1 < y2) { midX = x1; midY = y1; btmX = x2; btmY = y2; } else { midX = x2; midY = y2; btmX = x1; btmY = y1; } } else if (y1 <= y0 && y1 <= y2) { topX = x1; topY = y1; if (y0 < y2) { midX = x0; midY = y0; btmX = x2; btmY = y2; } else { midX = x2; midY = y2; btmX = x0; btmY = y0; } } else { topX = x2; topY = y2; if (y0 < y1) { midY = y0; midX = x0; btmX = x1; btmY = y1; } else { midX = x1; midY = y1; btmX = x0; btmY = y0; } } uint16_t height = 1 + btmY - topY; int16_t longBound[height]; int16_t splitBound[height]; // Calculate LUT for longest vertical line (from top to bottom) Helpers::bresenham(0, topX, height - 1, btmX, longBound); // Calculate LUT for short two lines Helpers::bresenham(0, topX, midY - topY, midX, splitBound); Helpers::bresenham(midY - topY, midX, height - 1, btmX, splitBound); if (shader.shaderType == COLOR) { // Left-handed triangle case (midpoint is left of triangle) if ((int16_t)midX < longBound[midY - topY]) { for (uint16_t i = 0; i < height; i++) { for (uint16_t x = (uint16_t)splitBound[i]; x <= (uint16_t)longBound[i]; x++) { buffer.drawPixel(x, i + (uint16_t)topY, shader.c0); } } // Right-handed triangle case (midpoint is right of triangle) } else { for (uint16_t i = 0; i < height; i++) { for (uint16_t x = (uint16_t)longBound[i]; x <= (uint16_t)splitBound[i]; x++) { buffer.drawPixel(x, i + (uint16_t)topY, shader.c0); } } } return; } else if (shader.shaderType == HGRADIENT) { // find left and right bounds uint16_t leftmost = std::min(x0, std::min(x1, x2)); uint16_t rightmost = std::max(x0, std::max(x1, x2)); // precompute gradient LUT Color cols[rightmost - leftmost]; for (uint16_t x = leftmost; x < rightmost; x++) { cols[x - leftmost] = ShaderMethods::gradient(shader.u0, shader.scale, shader.c0, shader.c1, x); } // Left-handed triangle case (midpoint is left of triangle) if ((int16_t)midX < longBound[midY - topY]) { for (uint16_t i = 0; i < height; i++) { for (uint16_t x = (uint16_t)splitBound[i]; x <= (uint16_t)longBound[i]; x++) { buffer.drawPixel(x, i + (uint16_t)topY, cols[x - leftmost]); } } // Right-handed triangle case (midpoint is right of triangle) } else { for (uint16_t i = 0; i < height; i++) { for (uint16_t x = (uint16_t)longBound[i]; x <= (uint16_t)splitBound[i]; x++) { buffer.drawPixel(x, i + (uint16_t)topY, cols[x - leftmost]); } } } return; } else if (shader.shaderType == VGRADIENT) { Color c; // Left-handed triangle case (midpoint is left of triangle) if ((int16_t)midX < longBound[midY - topY]) { for (uint16_t i = 0; i < height; i++) { c = ShaderMethods::gradient(shader.v0, shader.scale, shader.c0, shader.c1, i + topY); for (uint16_t x = (uint16_t)splitBound[i]; x <= (uint16_t)longBound[i]; x++) { buffer.drawPixel(x, i + (uint16_t)topY, c); } } // Right-handed triangle case (midpoint is right of triangle) } else { for (uint16_t i = 0; i < height; i++) { c = ShaderMethods::gradient(shader.v0, shader.scale, shader.c0, shader.c1, i + topY); for (uint16_t x = (uint16_t)longBound[i]; x <= (uint16_t)splitBound[i]; x++) { buffer.drawPixel(x, i + (uint16_t)topY, c); } } } return; } return; } }; }