This commit is contained in:
Frater 2026-05-09 21:53:45 +02:00
commit eae91de89d
8 changed files with 641 additions and 280 deletions

1
.gitignore vendored
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voyager.code-workspace voyager.code-workspace
.vscode .vscode
build build
*.err

106
Makefile
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# --- Détection de l'OS et Chemins --- # --- Options de Build ---
ifeq ($(OS),Windows_NT) # Valeurs possibles : causeway (recommandé), dos4g (classique)
# Chemins Windows pour les outils (utilisés par WSL) EXTENDER = causeway
WATCOM := D:/WatCom STACK_SIZE = 64k
NASM := C:/Program Files/NASM/nasm.exe
CC := $(WATCOM)/binnt64/wcc386.exe WATCOM_WIN = D:\WatCom
AS := $(NASM) WATCOM_WSL = /mnt/d/WatCom
LINK := $(WATCOM)/binnt64/wlink.exe NASM_WIN = /mnt/c/Program\ Files/NASM/nasm.exe
FIX_PATH = $(subst /,\,$1)
# --- Configuration Dynamique du Linker ---
ifeq ($(EXTENDER), causeway)
# Configuration optimisée pour CauseWay
L_SYS = system causeway
L_OPTS = option osname='CauseWay' \
option stub=$(WATCOM_WIN)/binw/cwstub.exe \
option stack=$(STACK_SIZE)
else else
# Chemins Debian (à adapter selon ton install Linux) # Configuration classique pour DOS/4GW
WATCOM := /opt/watcom L_SYS = system dos4g
CC := $(WATCOM)/binl64/wcc386 L_OPTS = option stack=$(STACK_SIZE)
AS := nasm
LINK := $(WATCOM)/binl64/wlink
FIX_PATH = $1
endif endif
# --- Configuration --- # Binaires Windows exécutés par WSL
INC_DIRS := -i="$(WATCOM)/h" -i="$(WATCOM)/CustomH" CC = $(WATCOM_WSL)/binnt64/wcc386.exe
LIB_DIRS := libpath "$(WATCOM)/lib386" libpath "$(WATCOM)/lib386/dos" libpath "$(WATCOM)/CustomLib" CXX = $(WATCOM_WSL)/binnt64/wpp386.exe
CFLAGS := -bt=dos -6r -fp6 -ox -oh -ot -ei -zp8 $(INC_DIRS) AS = $(NASM_WIN)
LFLAGS := system dos4g $(LIB_DIRS) LINK = $(WATCOM_WSL)/binnt64/wlink.exe
# --- Détection AUTOMATIQUE des sources --- # --- Flags de Performance ---
# Cherche récursivement tous les .cpp, .c et .asm dans src/ # On utilise wslpath pour que les outils Windows comprennent les chemins Linux
SRC_CPP := $(shell find src -name "*.cpp") INC_FLAGS = -i="$(WATCOM_WIN)\h" -i="$(WATCOM_WIN)\CustomH"
SRC_ASM := $(shell find src -name "*.asm") CFLAGS = -bt=dos -6s -fp6 -ox -od -oh -ot -ei -zp8 $(INC_FLAGS)
LFLAGS = $(L_SYS) $(L_OPTS) \
libpath "$(WATCOM_WIN)\lib386" \
libpath "$(WATCOM_WIN)\lib386\dos" \
libpath "$(WATCOM_WIN)\CustomLib"
# Génère la liste des objets correspondants dans build/ # --- Détection des Sources ---
OBJS := $(patsubst src/%.cpp, build/%.obj, $(SRC_CPP)) # On force le shell à trouver les fichiers
OBJS += $(patsubst src/%.asm, build/%.obj, $(SRC_ASM)) SRCS_CPP := $(shell find src -name "*.cpp")
SRCS_C := $(shell find src -name "*.c")
SRCS_ASM := $(shell find src -name "*.asm")
# Création de la liste des objets (src/main/main.cpp -> build/main.obj)
OBJS := $(patsubst src/%.cpp, build/%.obj, $(SRCS_CPP)) \
$(patsubst src/%.c, build/%.obj, $(SRCS_C)) \
$(patsubst src/%.asm, build/%.obj, $(SRCS_ASM))
# --- Règles --- # --- Règles ---
all: build/app.exe all: prepare build/app.exe
prepare:
@mkdir -p build
@# Crée les sous-dossiers dans build pour correspondre à src
@$(foreach dir, $(sort $(dir $(SRCS_CPP) $(SRCS_C) $(SRCS_ASM))), mkdir -p $(subst src,build,$(dir));)
# Création du dossier build miroir de src
build/%.obj: src/%.cpp build/%.obj: src/%.cpp
@mkdir -p $(dir $@) @mkdir -p $(dir $@)
$(CC) $(CFLAGS) $< -fo=$(call FIX_PATH,$@) $(CXX) $(CFLAGS) $< -fo='$(shell wslpath -w $@)'
@rm -f $*.err
build/%.obj: src/%.c
@mkdir -p $(dir $@)
$(CC) $(CFLAGS) $< -fo='$(shell wslpath -w $@)'
@rm -f $*.err
build/%.obj: src/%.asm build/%.obj: src/%.asm
@mkdir -p $(dir $@) @mkdir -p $(dir $@)
$(AS) -f obj $< -o $(call FIX_PATH,$@) $(AS) -f obj $< -o '$(shell wslpath -w $@)'
build/app.exe: $(OBJS) # --- PARTIE LINK CORRIGÉE ---
$(LINK) $(LFLAGS) name $(call FIX_PATH,$@) file {$(foreach f,$(OBJS),$(call FIX_PATH,$f))} build/app.exe: $(OBJS) MakeFile
@if [ -z "$(OBJS)" ]; then echo "ERREUR: Aucun objet trouvé!"; exit 1; fi
@echo "Generating linker file: build/link.lnk"
@printf '%s\n' '$(LFLAGS)' > build/link.lnk
@printf 'name %s\n' '$(shell wslpath -w $@)' >> build/link.lnk
@$(foreach f,$(OBJS),printf 'file %s\n' '$(shell wslpath -w $f)' >> build/link.lnk;)
@echo "Linking..."
$(LINK) @build/link.lnk
clean: clean:
rm -rf build/* rm -rf build
# Nettoyage des logs d'erreurs
rm -f *.err src/**/*.err
cleanall:
clean
all

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#define MAIN_C #include "../part3D/defines.h"
int main() { int main() {
init_engine_math();
// Allocation initiale large pour accumulation // Allocation initiale large pour accumulation
Mesh scene; scene.verts = (Vector3*)malloc(5000*sizeof(Vector3)); Mesh scene;
scene.v_normals = (Vector3*)malloc(5000*sizeof(Vector3)); Matrix3 rot, tmpX, tmpY;
scene.faces = (Face*)malloc(8000*sizeof(Face)); int angX = 0, angY = 0;
scene.num_verts = scene.num_faces = 0; int key = 0;
printf("STARTING\n");
init_engine_math();
scene.verts = (Vector3*)malloc(MAX_VERTEX*sizeof(Vector3));
scene.v_normals = (Vector3*)malloc(MAX_VERTEX*sizeof(Vector3));
scene.faces = (Face*)malloc(MAX_FACES*sizeof(Face));
if (!scene.verts || !scene.v_normals || !scene.faces) {
printf("Erreur : Memoire insuffisante pour le Mesh.\n");
return 1;
}
scene.num_verts = 0;
scene.num_faces = 0;
// Création d'objets mixtes // Création d'objets mixtes
add_cylinder(&scene, int_to_f(-50), 0, int_to_f(300), int_to_f(20), int_to_f(80), 16, 2, 0); // Plein add_cylinder(&scene, int_to_f(-50), 0, int_to_f(300), int_to_f(20), int_to_f(80), 16, 2, 0); // Plein
add_sphere(&scene, int_to_f(50), 0, int_to_f(300), int_to_f(30), 12, 4, 1); // Toujours filaire add_sphere(&scene, int_to_f(50), 0, int_to_f(300), int_to_f(30), 12, 4, 1); // Toujours filaire
init_vga();  init_vga();
Matrix3 rot; mat3_identity(&rot); mat3_identity(&rot);
  
while(!kbhit()) { while (key != 27) { // 27 = Touche Echap pour quitter
clear_buffers(); if (kbhit()) {
render_scene(&scene, &rot, MODE_SOLID); // Mode global : Plein key = getch();
flip(); // Gestion ZQSD (Sensibilité de 5 degrés)
} if (key == 'z' || key == 'Z') angX = (angX + 5) % 360;
close_vga(); return 0; if (key == 's' || key == 'S') angX = (angX + 355) % 360;
if (key == 'q' || key == 'Q') angY = (angY + 355) % 360;
if (key == 'd' || key == 'D') angY = (angY + 5) % 360;
// Reconstruction de la matrice de rotation combinée
mat3_rotate_x(&tmpX, angX);
mat3_rotate_y(&tmpY, angY);
mat3_mul(&rot, &tmpX, &tmpY);
}
clear_buffers(0);
render_scene(&scene, &rot, MODE_WIRE);
flip();
}
close_vga();
return 0;
} }
/*
int main() {
init_engine_math();
init_vga(); // On alloue les buffers ici
// VÉRIFICATION MANUELLE ICI
if (backbuffer == NULL || zbuffer == NULL) {
printf("Erreur d'allocation des buffers video\n");
return 1;
}
while(!kbhit()) {
// Test ultra-basique : on remplit l'écran de rouge
// SANS utiliser le z-buffer pour l'instant
memset(backbuffer, 4, 64000);
flip();
}
close_vga();
return 0;
}
*/

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#ifndef DEFINE_H
#define DEFINE_H
#include <stdint.h> #include <stdint.h>
#include <stdlib.h> #include <stdlib.h>
#include <math.h> #include <math.h>
@ -5,4 +8,99 @@
#include <stdio.h> #include <stdio.h>
#include <conio.h> #include <conio.h>
typedef int32_t fixed; #define MODE_WIRE 0 // Transparent totalv_cache
#define MODE_HIDDEN 1 // Fil de fer avec surfaces cachées
#define MODE_SOLID 2 // Plein (Gouraud)
#define MAX_VERTEX 5000
#define MAX_FACES 8000
typedef int32_t fixed;
#define f_to_int(a) ((a) >> 16)
#define int_to_f(a) ((a) << 16)
// #define f_mul(a, b) ((fixed)(((int64_t)(a) * (b)) >> 16))
// --- Remplacement des inlines ---
static __inline fixed f_mul(fixed a, fixed b) { return (fixed)(((int64_t)a * b) >> 16); }
static __inline fixed f_div(fixed a, fixed b) { if (b == 0) return 0; return (fixed)(((int64_t)a << 16) / b); }
// Matrice 3x3 pour la rotation des normales et des sommets
typedef struct {
fixed m[3][3];
} Matrix3;
typedef struct {
fixed x, y, z;
} Vector3;
typedef struct {
int a, b, c;
uint8_t color;
uint8_t force_wire;
} Face;
typedef struct {
int x, y;
fixed z;
int intensity;
} Point2D;
typedef struct {
Vector3 *verts;
Vector3 *v_normals;
Face *faces;
int num_verts, num_faces;
} Mesh;
typedef struct {
Mesh *mesh; // Pointeur vers le modèle 3D (partagé si plusieurs sphères)
Vector3 position; // Position dans le monde
Matrix3 rotation; // Rotation locale de l'objet
} Object3D;
typedef struct { uint8_t r, g, b; } RGB;
// --- Ajout des déclarations de tables ---
extern fixed sintab[360];
extern fixed costab[360];
extern fixed inv_table[321];
extern Point2D v_cache[MAX_VERTEX];
extern uint8_t *backbuffer;
extern uint16_t *zbuffer;
extern uint8_t *vga;
// Engine.C
void init_engine_math();
void normalize(Vector3 *v);
void mat3_rotate_x(Matrix3 *m, int angle);
void mat3_rotate_y(Matrix3 *m, int angle);
void mat3_mul(Matrix3 *res, Matrix3 *a, Matrix3 *b);
// geometry.c
void add_face(Mesh *m, int a, int b, int c, uint8_t col, uint8_t wire);
void add_sphere(Mesh *m, fixed x, fixed y, fixed z, fixed r, int det, uint8_t col, uint8_t wire);
void add_cylinder(Mesh *m, fixed x, fixed y, fixed z, fixed r, fixed h, int det, uint8_t col, uint8_t wire);
void save_mesh(Mesh *m, const char *fn);
Mesh* load_mesh(const char *fname);
void free_mesh(Mesh *m);
void render_scene(Mesh *m, Matrix3 *rot, int global_mode);
// Raster.c
void draw_line_z(Point2D *p1, Point2D *p2, uint8_t col, int z_test);
void swap_pt(Point2D **a, Point2D **b);
void fill_triangle_gouraud(Point2D *p1, Point2D *p2, Point2D *p3, uint8_t base_color);
void fill_triangle_zonly(Point2D *p1, Point2D *p2, Point2D *p3);
// Graph.c
void init_vga();
void clear_buffers(uint8_t color);
void flip();
void close_vga();
// Math.c
void mat3_identity(Matrix3 *mat);
void init_engine_math();
void normalize(Vector3 *v);
#endif // DEFINE_H

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#ifndef ENGINE_H
#define ENGINE_H
#include "defines.h" #include "defines.h"
#define f_to_int(a) ((a) >> 16) fixed sintab[360], costab[360], inv_table[321];
#define int_to_f(a) ((a) << 16) Point2D v_cache[MAX_VERTEX];
// #define f_mul(a, b) ((fixed)(((int64_t)(a) * (b)) >> 16))
inline fixed f_mul(fixed a, fixed b) { return (fixed)(((int64_t)a * b) >> 16); }
inline fixed f_div(fixed a, fixed b) {
if (b == 0) return 0; // Évite la division par zéro
return (fixed)(((int64_t)a << 16) / b);
}
// Matrice 3x3 pour la rotation des normales et des sommets
typedef struct { fixed m[3][3]; } Matrix3;
void mat3_identity(Matrix3 *mat) { void mat3_identity(Matrix3 *mat) {
memset(mat, 0, sizeof(Matrix3)); memset(mat, 0, sizeof(Matrix3));
mat->m[0][0] = mat->m[1][1] = mat->m[2][2] = int_to_f(1); mat->m[0][0] = mat->m[1][1] = mat->m[2][2] = int_to_f(1);
} }
static fixed sintab[360], costab[360], inv_table[321];
void init_engine_math() { void init_engine_math() {
for (int i = 0; i < 360; i++) { int i;
for (i = 0; i < 360; i++) {
double r = (double)i * 3.14159265 / 180.0; double r = (double)i * 3.14159265 / 180.0;
sintab[i] = (fixed)(sin(r) * 65536.0); sintab[i] = (fixed)(sin(r) * 65536.0);
costab[i] = (fixed)(cos(r) * 65536.0); costab[i] = (fixed)(cos(r) * 65536.0);
} }
inv_table[0] = 0; inv_table[0] = 0;
for (int i = 1; i <= 320; i++) inv_table[i] = (int_to_f(1) / i); for (i = 1; i <= 320; i++) inv_table[i] = (int_to_f(1) / i);
} }
typedef struct { fixed x, y, z; } Vector3;
typedef struct { int a, b, c; uint8_t color; uint8_t force_wire; } Face;
typedef struct { int x, y; fixed z; int intensity; } Point2D;
typedef struct {
Vector3 *verts;
Vector3 *v_normals;
Face *faces;
int num_verts, num_faces;
} Mesh;
// Normalisation pour le Gouraud (à la création uniquement) // Normalisation pour le Gouraud (à la création uniquement)
void normalize(Vector3 *v) { void normalize(Vector3 *v) {
double dx = (double)v->x, dy = (double)v->y, dz = (double)v->z; double dx = (double)v->x, dy = (double)v->y, dz = (double)v->z;
@ -53,4 +29,92 @@ void normalize(Vector3 *v) {
} }
} }
#endif // Génère une matrice de rotation sur l'axe X
void mat3_rotate_x(Matrix3 *m, int angle) {
fixed c = costab[angle % 360];
fixed s = sintab[angle % 360];
mat3_identity(m);
m->m[1][1] = c; m->m[1][2] = -s;
m->m[2][1] = s; m->m[2][2] = c;
}
// Génère une matrice de rotation sur l'axe Y
void mat3_rotate_y(Matrix3 *m, int angle) {
fixed c = costab[angle % 360];
fixed s = sintab[angle % 360];
mat3_identity(m);
m->m[0][0] = c; m->m[0][2] = s;
m->m[2][0] = -s; m->m[2][2] = c;
}
// Multiplie deux matrices 3x3 : res = a * b
void mat3_mul(Matrix3 *res, Matrix3 *a, Matrix3 *b) {
int i, j;
for (i = 0; i < 3; i++) {
for (j = 0; j < 3; j++) {
res->m[i][j] = f_mul(a->m[i][0], b->m[0][j]) +
f_mul(a->m[i][1], b->m[1][j]) +
f_mul(a->m[i][2], b->m[2][j]);
}
}
}
void render_scene(Mesh *m, Matrix3 *rot, int global_mode) {
int i;
fixed pz, rx, ry, rz;
Vector3 *v;
Vector3 *n;
fixed nz;
int intensity;
for (i = 0; i < m->num_verts; i++) {
v = &m->verts[i];
n = &m->v_normals[i];
// --- 1. Rotation de la normale (pour la lumière) ---
nz = f_mul(n->x, rot->m[0][2]) + f_mul(n->y, rot->m[1][2]) + f_mul(n->z, rot->m[2][2]);
intensity = f_to_int(nz * 15);
if (intensity < 0) intensity = 0;
// --- 2. Rotation du sommet (LA PIÈCE MANQUANTE) ---
// On applique la multiplication Matrice * Vecteur
rx = f_mul(v->x, rot->m[0][0]) + f_mul(v->y, rot->m[1][0]) + f_mul(v->z, rot->m[2][0]);
ry = f_mul(v->x, rot->m[0][1]) + f_mul(v->y, rot->m[1][1]) + f_mul(v->z, rot->m[2][1]);
rz = f_mul(v->x, rot->m[0][2]) + f_mul(v->y, rot->m[1][2]) + f_mul(v->z, rot->m[2][2]);
// --- 3. Projection avec les coordonnées tournées ---
pz = rz; // On utilise le Z tourné
if (pz < int_to_f(10)) pz = int_to_f(10);
v_cache[i].z = pz;
v_cache[i].intensity = intensity;
v_cache[i].x = 160 + f_to_int(f_div(rx << 8, pz)); // On utilise rx tourné
v_cache[i].y = 100 - f_to_int(f_div(ry << 8, pz)); // On utilise ry tourné
}
for (i = 0; i < m->num_faces; i++) {
Face *f = &m->faces[i];
Point2D *p1 = &v_cache[f->a];
Point2D *p2 = &v_cache[f->b];
Point2D *p3 = &v_cache[f->c];
int back = (p2->x - p1->x) * (p3->y - p1->y) - (p2->y - p1->y) * (p3->x - p1->x);
if (global_mode == MODE_WIRE) {
draw_line_z(p1, p2, f->color, 0);
draw_line_z(p2, p3, f->color, 0);
draw_line_z(p3, p1, f->color, 0);
} else {
if (back < 0) {
if (f->force_wire || global_mode == MODE_HIDDEN) {
fill_triangle_zonly(p1, p2, p3);
draw_line_z(p1, p2, f->color, 1);
draw_line_z(p2, p3, f->color, 1);
draw_line_z(p3, p1, f->color, 1); // Ajouté pour fermer le triangle
} else {
fill_triangle_gouraud(p1, p2, p3, f->color);
}
}
}
}
}

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#define GEOMETRY_H #include "defines.h"
#define MODE_WIRE 0 // Transparent total
#define MODE_HIDDEN 1 // Fil de fer avec surfaces cachées
#define MODE_SOLID 2  // Plein (Gouraud)
Point2D v_cache[5000];
void add_face(Mesh *m, int a, int b, int c, uint8_t col, uint8_t wire) { void add_face(Mesh *m, int a, int b, int c, uint8_t col, uint8_t wire) {
m->faces[m->num_faces++] = (Face){a, b, c, col, wire}; Face *f = &m->faces[m->num_faces++];
f->a = a;
f->b = b;
f->c = c;
f->color = col;
f->force_wire = wire;
} }
void add_sphere(Mesh *m, fixed x, fixed y, fixed z, fixed r, int det, uint8_t col, uint8_t wire) { void add_sphere(Mesh *m, fixed x, fixed y, fixed z, fixed r, int det, uint8_t col, uint8_t wire) {
int v_base = m->num_verts; int i, j, v_base;
for (int j = 0; j <= det; j++) { v_base = m->num_verts;
for (j = 0; j <= det; j++) {
fixed sin_phi = sintab[(j * 180 / det) % 360]; fixed sin_phi = sintab[(j * 180 / det) % 360];
fixed cos_phi = costab[(j * 180 / det) % 360]; fixed cos_phi = costab[(j * 180 / det) % 360];
for (int i = 0; i < det; i++) { for (i = 0; i < det; i++) {
Vector3 *v = &m->verts[m->num_verts];
Vector3 *n = &m->v_normals[m->num_verts];
fixed sin_th = sintab[(i * 360 / det) % 360]; fixed sin_th = sintab[(i * 360 / det) % 360];
fixed cos_th = costab[(i * 360 / det) % 360]; fixed cos_th = costab[(i * 360 / det) % 360];
m->verts[m->num_verts] = (Vector3){x + f_mul(r, f_mul(sin_phi, cos_th)), y + f_mul(r, cos_phi), z + f_mul(r, f_mul(sin_phi, sin_th))};
m->v_normals[m->num_verts] = (Vector3){f_mul(sin_phi, cos_th), cos_phi, f_mul(sin_phi, sin_th)}; v->x = x + f_mul(r, f_mul(sin_phi, cos_th));
v->y = y + f_mul(r, cos_phi);
v->z = z + f_mul(r, f_mul(sin_phi, sin_th));
n->x = f_mul(sin_phi, cos_th);
n->y = cos_phi;
n->z = f_mul(sin_phi, sin_th);
m->num_verts++; m->num_verts++;
} }
} }
for (int j = 0; j < det; j++) { for (j = 0; j < det; j++) {
for (int i = 0; i < det; i++) { for (i = 0; i < det; i++) {
int a = v_base + j * det + i, b = v_base + j * det + (i + 1) % det; int a = v_base + j * det + i;
int c = v_base + (j + 1) * det + i, d = v_base + (j + 1) * det + (i + 1) % det; int b = v_base + j * det + (i + 1) % det;
add_face(m, a, b, c, col, wire); add_face(m, b, d, c, col, wire); int c = v_base + (j + 1) * det + i;
int d = v_base + (j + 1) * det + (i + 1) % det;
add_face(m, a, b, c, col, wire);
add_face(m, b, d, c, col, wire);
} }
} }
} }
void add_cylinder(Mesh *m, fixed x, fixed y, fixed z, fixed r, fixed h, int det, uint8_t col, uint8_t wire) { void add_cylinder(Mesh *m, fixed x, fixed y, fixed z, fixed r, fixed h, int det, uint8_t col, uint8_t wire) {
int v_base = m->num_verts; int i, v_base;
for (int i = 0; i < det; i++) { v_base = m->num_verts;
fixed s = sintab[(i * 360 / det) % 360], c = costab[(i * 360 / det) % 360];
m->verts[m->num_verts] = (Vector3){x + f_mul(r, c), y - h / 2, z + f_mul(r, s)}; for (i = 0; i < det; i++) {
m->v_normals[m->num_verts] = (Vector3){c, 0, s}; m->num_verts++; Vector3 *v1 = &m->verts[m->num_verts];
m->verts[m->num_verts] = (Vector3){x + f_mul(r, c), y + h / 2, z + f_mul(r, s)}; Vector3 *n1 = &m->v_normals[m->num_verts];
m->v_normals[m->num_verts] = (Vector3){c, 0, s}; m->num_verts++; fixed s = sintab[(i * 360 / det) % 360];
fixed c = costab[(i * 360 / det) % 360];
v1->x = x + f_mul(r, c); v1->y = y - h / 2; v1->z = z + f_mul(r, s);
n1->x = c; n1->y = 0; n1->z = s;
m->num_verts++;
{ // Bloc pour v2/n2
Vector3 *v2 = &m->verts[m->num_verts];
Vector3 *n2 = &m->v_normals[m->num_verts];
v2->x = x + f_mul(r, c); v2->y = y + h / 2; v2->z = z + f_mul(r, s);
n2->x = c; n2->y = 0; n2->z = s;
m->num_verts++;
}
} }
for (int i = 0; i < det; i++) { for (i = 0; i < det; i++) {
int a = v_base + i * 2, b = v_base + ((i * 2 + 2) % (det * 2)), c = a + 1, d = b + 1; int a = v_base + i * 2;
add_face(m, a, b, c, col, wire); add_face(m, b, d, c, col, wire); int b = v_base + ((i * 2 + 2) % (det * 2));
int c = a + 1;
int d = b + 1;
add_face(m, a, b, c, col, wire);
add_face(m, b, d, c, col, wire);
} }
} }
void save_mesh(Mesh *m, const char *fn) { void save_mesh(Mesh *m, const char *fn) {
FILE *f = fopen(fn, "wb");  FILE *f = fopen(fn, "wb");
fwrite(&m->num_verts, 4, 1, f);  if (!f) return;
fwrite(&m->num_faces, 4, 1, f); fwrite(&m->num_verts, sizeof(int), 1, f);
fwrite(m->verts, sizeof(Vector3), m->num_verts, f);  fwrite(&m->num_faces, sizeof(int), 1, f);
fwrite(m->v_normals, sizeof(Vector3), m->num_verts, f); fwrite(m->verts, sizeof(Vector3), m->num_verts, f);
fwrite(m->faces, sizeof(Face), m->num_faces, f);  fwrite(m->v_normals, sizeof(Vector3), m->num_verts, f);
fclose(f); fwrite(m->faces, sizeof(Face), m->num_faces, f);
fclose(f);
} }
Mesh* load_mesh(const char *fname) { Mesh* load_mesh(const char *fname) {
FILE *f = fopen(fname, "rb"); Mesh *m;
if (!f) return NULL; FILE *f = fopen(fname, "rb");
Mesh *m = (Mesh*)malloc(sizeof(Mesh)); if (!f) return NULL;
fread(&m->num_verts, 4, 1, f);
fread(&m->num_faces, 4, 1, f); m = (Mesh*)malloc(sizeof(Mesh));
fread(&m->is_wire_only, 1, 1, f); fread(&m->num_verts, sizeof(int), 1, f);
m->verts = (Vector3*)malloc(sizeof(Vector3) * m->num_verts); fread(&m->num_faces, sizeof(int), 1, f);
m->v_normals = (Vector3*)malloc(sizeof(Vector3) * m->num_verts); // Suppression de is_wire_only car absent du .h
m->faces = (Face*)malloc(sizeof(Face) * m->num_faces);
fread(m->verts, sizeof(Vector3), m->num_verts, f); m->verts = (Vector3*)malloc(sizeof(Vector3) * m->num_verts);
fread(m->v_normals, sizeof(Vector3), m->num_verts, f); m->v_normals = (Vector3*)malloc(sizeof(Vector3) * m->num_verts);
fread(m->faces, sizeof(Face), m->num_faces, f); m->faces = (Face*)malloc(sizeof(Face) * m->num_faces);
fclose(f);
return m; fread(m->verts, sizeof(Vector3), m->num_verts, f);
fread(m->v_normals, sizeof(Vector3), m->num_verts, f);
fread(m->faces, sizeof(Face), m->num_faces, f);
fclose(f);
return m;
} }
void free_mesh(Mesh *m) { void free_mesh(Mesh *m) {
if (!m) return; if (!m) return;
if (m->verts) free(m->verts); if (m->verts) free(m->verts);
if (m->faces) free(m->faces); if (m->faces) free(m->faces);
if (m->v_normals) free(m->v_normals); if (m->v_normals) free(m->v_normals);
free(m); free(m);
}
void render_scene(Mesh *m, Matrix3 *rot, int global_mode) {
for (int i = 0; i < m->num_verts; i++) {
Vector3 *v = &m->verts[i]; Vector3 *n = &m->v_normals[i];
fixed nz = f_mul(n->x, rot->m[0][2]) + f_mul(n->y, rot->m[1][2]) + f_mul(n->z, rot->m[2][2]);
int intensity = f_to_int(nz * 15); if (intensity < 0) intensity = 0;
v_cache[i].z = v->z; v_cache[i].intensity = intensity;
v_cache[i].x = 160 + f_to_int(f_div(v->x << 8, v->z));
v_cache[i].y = 100 - f_to_int(f_div(v->y << 8, v->z));
}
for (int i = 0; i < m->num_faces; i++) {
Face *f = &m->faces[i]; Point2D *p1 = &v_cache[f->a], *p2 = &v_cache[f->b], *p3 = &v_cache[f->c];
int back = (p2->x - p1->x) * (p3->y - p1->y) - (p2->y - p1->y) * (p3->x - p1->x);
  
if (global_mode == MODE_WIRE) {
draw_line_z(p1, p2, f->color, 0); draw_line_z(p2, p3, f->color, 0); draw_line_z(p3, p1, f->color, 0);
} else {
if (back < 0) {
if (f->force_wire || global_mode == MODE_HIDDEN) {
fill_triangle_zonly(p1, p2, p3); // Pas de couleur, juste Z
draw_line_z(p1, p2, f->color, 1); draw_line_z(p2, p3, f->color, 1);
} else {
fill_triangle_gouraud(p1, p2, p3, f->color);
}
}
}
}
} }

View file

@ -1,57 +1,80 @@
#define GRAPH_H #include "defines.h"
RGB my_palette[16] = { RGB my_palette[16] = {
{0, 0, 0},  // 0: Noir {0, 0, 0}, // 0: Noir
{63, 0, 0}, // 1: Rouge vif {63, 0, 0}, // 1: Rouge vif
{0, 63, 0}, // 2: Vert vif {0, 63, 0}, // 2: Vert vif
{0, 0, 63}, // 3: Bleu vif {0, 0, 63}, // 3: Bleu vif
{63, 63, 0}, // 4: Jaune {63, 63, 0}, // 4: Jaune
{63, 0, 63}, // 5: Magenta {63, 0, 63}, // 5: Magenta
{0, 63, 63}, // 6: Cyan {0, 63, 63}, // 6: Cyan
{63, 63, 63},// 7: Blanc {63, 63, 63}, // 7: Blanc
{31, 0, 0}, // 8: Rouge sombre {31, 0, 0}, // 8: Rouge sombre
{0, 31, 0}, // 9: Vert sombre {0, 31, 0}, // 9: Vert sombre
{0, 0, 31}, // 10: Bleu sombre {0, 0, 31}, // 10: Bleu sombre
{31, 31, 31},// 11: Gris {31, 31, 31}, // 11: Gris
{63, 31, 0}, // 12: Orange {63, 31, 0}, // 12: Orange
{31, 63, 0}, // 13: Citron vert {31, 63, 0}, // 13: Citron vert
{40, 20, 0}, // 14: Marron {40, 20, 0}, // 14: Marron
{20, 20, 40} // 15: Bleu nuit {20, 20, 40} // 15: Bleu nuit
};  };
typedef struct { uint8_t *backbuffer = NULL;
uint8_t *screen; uint16_t *zbuffer = NULL;
uint8_t *backbuffer; uint8_t *vga = (uint8_t *)0xA0000;
uint16_t *zbuffer;
} VideoSystem;
VideoSystem vid; void set_mode(int mode);
#pragma aux set_mode = "int 0x10" parm [ax];
void init_vga() { void reset_mode(int mode);
// Mode 13h via interruption BIOS #pragma aux reset_mode = "int 0x10" parm [ax];
union { struct { uint8_t al, ah; } b; uint16_t w; } r;
r.b.al = 0x13; r.b.ah = 0x00;
// Utilisation de l'inline assembly Watcom
#pragma aux set_mode = "int 0x10" parm [ax];
set_mode(0x0013);
vid.screen = (uint8_t *)0xA0000;
vid.backbuffer = (uint8_t *)malloc(64000);
vid.zbuffer = (uint16_t *)malloc(64000 * sizeof(uint16_t));
}
void clear_buffers(uint8_t color) { void clear_buffers(uint8_t color) {
memset(vid.backbuffer, color, 64000); memset(backbuffer, color, 64000);
memset(vid.zbuffer, 0xFF, 64000 * sizeof(uint16_t)); // Z-buffer à l'infini memset(zbuffer, 0xFF, 64000 * sizeof(uint16_t));
} }
void flip() { void flip() {
memcpy(vid.screen, vid.backbuffer, 64000); memcpy(vga, backbuffer, 64000);
} }
void close_vga() { void close_vga() {
#pragma aux reset_mode = "int 0x10" parm [ax]; reset_mode(0x0003); // Retour au mode texte
reset_mode(0x0003); if (backbuffer) free(backbuffer);
free(vid.backbuffer); if (zbuffer) free(zbuffer);
free(vid.zbuffer);
} }
// Prend 16 couleurs RGB (0-63) et remplit les 256 entrées du DAC
void setup_vga_palette(RGB *base_colors) {
int i, c;
// Port 0x3C8 : Index de départ (0)
outp(0x3C8, 0);
for (c = 0; c < 16; c++) {
for (i = 0; i < 16; i++) {
// Interpolation linéaire vers le noir (0,0,0)
// On utilise l'arithmétique entière : (color * intensity) / 15
uint8_t r = (uint8_t)((base_colors[c].r * i) / 15);
uint8_t g = (uint8_t)((base_colors[c].g * i) / 15);
uint8_t b = (uint8_t)((base_colors[c].b * i) / 15);
// Port 0x3C9 : Envoi des composantes R, G, B
outp(0x3C9, r);
outp(0x3C9, g);
outp(0x3C9, b);
}
}
}
void init_vga() {
// On passe en mode 13h (320x200x256)
set_mode(0x0013);
// Allocations
backbuffer = (uint8_t *)malloc(64000);
zbuffer = (uint16_t *)malloc(64000 * sizeof(uint16_t));
// Note : Pense à ajouter ici une boucle pour envoyer my_palette
// aux ports 0x3C8/0x3C9 si tu veux tes couleurs personnalisées.
// setup_vga_palette(my_palette);
}

View file

@ -1,42 +1,101 @@
#define RASTER_H #include "defines.h"
uint8_t *backbuffer, *vga = (uint8_t*)0xA0000;
uint16_t *zbuffer;
// Prototypes pour le compilateur C // Prototypes pour le compilateur C
extern void scanline_gouraud_asm(int width, uint8_t *dest, uint16_t *zbuf, int z, int dz_step, int intensity, int di_step); // extern void scanline_gouraud_asm(int width, uint8_t *dest, uint16_t *zbuf, int z, int dz_step, int intensity, int di_step);
extern void scanline_zonly_asm(int width, uint16_t *zbuf, int z, int dz_step);
extern void scanline_zonly_asm(int width, uint16_t *zbuf, int z, int dz_step);
/*
#pragma aux scanline_gouraud_asm = \ #pragma aux scanline_gouraud_asm = \
"test ecx, ecx" "jz d" \ "test ecx, ecx" \
"l:" "mov ax, dx" "cmp ax, [esi]" "jae s" "mov [esi], ax" "mov [edi], bh" \ "jz done" \
"s:" "add edx, ebp" "add ebx, eax" "inc edi" "add esi, 2" "dec ecx" "jnz l" "d:" \ "loop_l:" \
parm [ecx] [edi] [esi] [edx] [ebp] [ebx] [eax] modify [ax ecx edi esi edx ebx]; "mov eax, edx" \
"shr eax, 16" /* EAX = Z entier * / \
"cmp ax, [esi]" \
"jae skip_p" \
"mov [esi], ax" /* Z-Write * / \
"mov eax, ebx" \
"shr eax, 8" \
"mov [edi], al" /* Color-Write * / \
"skip_p:" \
"add edx, ebp" /* + dz_step (EBP) * / \
"add ebx, [esp+4]" /* + di_step (LU SUR LA PILE) * / \
"inc edi" \
"add esi, 2" \
"dec ecx" \
"jnz loop_l" \
"done:" \
parm [ecx] [edi] [esi] [edx] [ebp] [ebx] \
modify [eax ecx edi esi edx ebx];
*/
#pragma aux scanline_zonly_asm = \ #pragma aux scanline_zonly_asm = \
"test ecx, ecx" "jz d" \ "test ecx, ecx" \
"l:" "mov ax, dx" "cmp ax, [esi]" "jae s" "mov [esi], ax" \ "jz done_z" \
"s:" "add edx, ebx" "add esi, 2" "dec ecx" "jnz l" "d:" \ "loop_z:" \
parm [ecx] [esi] [edx] [ebx] modify [ax ecx esi edx]; "mov eax, edx" \
"shr eax, 16" \
"cmp ax, [esi]" \
"jae skip_z" \
"mov [esi], ax" \
"skip_z:" \
"add edx, ebx" \
"add esi, 2" \
"dec ecx" \
"jnz loop_z" \
"done_z:" \
parm [ecx] [esi] [edx] [ebx] \
modify [eax ecx esi edx];
#include "defines.h"
// Ajout de base_color en paramètre
void scanline_gouraud_c(int width, uint8_t *dest, uint16_t *zbuf, int z, int dz_step, int intensity, int di_step, uint8_t base_color) {
int i;
uint8_t shade;
// On calcule le décalage de bloc (ex: couleur 1 commence à l'index 16)
uint8_t color_offset = (uint8_t)(base_color << 4);
for (i = 0; i < width; i++) {
uint16_t zv = (uint16_t)(z >> 16);
if (zv < zbuf[i]) {
zbuf[i] = zv;
// On extrait l'intensité (on travaille en 16.16 pour la précision)
shade = (uint8_t)(intensity >> 16);
if (shade > 15) shade = 15; // Sécurité pour ne pas déborder sur la couleur suivante
dest[i] = color_offset + shade;
}
z += dz_step;
intensity += di_step;
}
}
void draw_line_z(Point2D *p1, Point2D *p2, uint8_t col, int z_test) { void draw_line_z(Point2D *p1, Point2D *p2, uint8_t col, int z_test) {
int dx = abs(p2->x - p1->x), dy = abs(p2->y - p1->y); int dx, dy, sx, sy, err, steps, x, y, e2;
int sx = (p1->x < p2->x) ? 1 : -1, sy = (p1->y < p2->y) ? 1 : -1; fixed z_step, cz;
int err = dx - dy, steps = (dx > dy) ? dx : dy; uint16_t zv;
fixed z_step = (steps > 0) ? (p2->z - p1->z) / steps : 0, cz = p1->z;
int x = p1->x, y = p1->y; dx = abs(p2->x - p1->x); dy = abs(p2->y - p1->y);
sx = (p1->x < p2->x) ? 1 : -1; sy = (p1->y < p2->y) ? 1 : -1;
err = dx - dy;
steps = (dx > dy) ? dx : dy;
z_step = (steps > 0) ? (p2->z - p1->z) / steps : 0;
cz = p1->z;
x = p1->x; y = p1->y;
while (1) { while (1) {
if (x >= 0 && x < 320 && y >= 0 && y < 200) { if (x >= 0 && x < 320 && y >= 0 && y < 200) {
uint16_t zv = (uint16_t)f_to_int(cz); zv = (uint16_t)f_to_int(cz);
if (!z_test || zv <= zbuffer[y * 320 + x]) { if (!z_test || zv <= zbuffer[y * 320 + x]) {
backbuffer[y * 320 + x] = col; backbuffer[y * 320 + x] = col;
if (z_test) zbuffer[y * 320 + x] = zv; if (z_test) zbuffer[y * 320 + x] = zv;
} }
} }
if (x == p2->x && y == p2->y) break; if (x == p2->x && y == p2->y) break;
int e2 = 2 * err; e2 = 2 * err;
if (e2 > -dy) { err -= dy; x += sx; } if (e2 > -dy) { err -= dy; x += sx; }
if (e2 < dx) { err += dx; y += sy; } if (e2 < dx) { err += dx; y += sy; }
cz += z_step; cz += z_step;
@ -48,23 +107,27 @@ void swap_pt(Point2D **a, Point2D **b) {
} }
void fill_triangle_gouraud(Point2D *p1, Point2D *p2, Point2D *p3, uint8_t base_color) { void fill_triangle_gouraud(Point2D *p1, Point2D *p2, Point2D *p3, uint8_t base_color) {
int y, total_height, width, start_x, end_x, dz_step, intensity_1, intensity_2, di_step, clip_x, w, start_z, start_i, second_half;
fixed dx13, dz13, di13, xA, zA, iA, xB, zB, iB, dx12, dz12, di12, dx23, dz23, di23, cx1, cz1, ci1, cx2, cz2, ci2, tx, tz, ti;
uint8_t *dest;
uint16_t *zbuf;
if (p1->y > p2->y) swap_pt(&p1, &p2); if (p1->y > p2->y) swap_pt(&p1, &p2);
if (p1->y > p3->y) swap_pt(&p1, &p3); if (p1->y > p3->y) swap_pt(&p1, &p3);
if (p2->y > p3->y) swap_pt(&p2, &p3); if (p2->y > p3->y) swap_pt(&p2, &p3);
int total_height = p3->y - p1->y; total_height = p3->y - p1->y;
if (total_height == 0) return; if (total_height == 0) return;
// Incréments pour l'arête principale (p1 -> p3) dx13 = ((p3->x - p1->x) << 16) / total_height;
fixed dx13 = ((p3->x - p1->x) << 16) / total_height; dz13 = (p3->z - p1->z) / total_height;
fixed dz13 = (p3->z - p1->z) / total_height; di13 = ((p3->intensity - p1->intensity) << 16) / total_height;
fixed di13 = ((p3->intensity - p1->intensity) << 16) / total_height;
fixed xA = int_to_f(p1->x), zA = p1->z, iA = int_to_f(p1->intensity); xA = int_to_f(p1->x); zA = p1->z; iA = int_to_f(p1->intensity);
fixed xB = xA, zB = zA, iB = iA; xB = xA; zB = zA; iB = iA;
fixed dx12 = 0, dz12 = 0, di12 = 0; dx12 = 0; dz12 = 0; di12 = 0;
fixed dx23 = 0, dz23 = 0, di23 = 0; dx23 = 0; dz23 = 0; di23 = 0;
if (p2->y > p1->y) { if (p2->y > p1->y) {
dx12 = ((p2->x - p1->x) << 16) / (p2->y - p1->y); dx12 = ((p2->x - p1->x) << 16) / (p2->y - p1->y);
@ -77,37 +140,50 @@ void fill_triangle_gouraud(Point2D *p1, Point2D *p2, Point2D *p3, uint8_t base_c
di23 = ((p3->intensity - p2->intensity) << 16) / (p3->y - p2->y); di23 = ((p3->intensity - p2->intensity) << 16) / (p3->y - p2->y);
} }
for (int y = p1->y; y < p3->y; y++) { for (y = p1->y; y < p3->y; y++) {
int second_half = (y >= p2->y); second_half = (y >= p2->y);
fixed cx1 = xA, cz1 = zA, ci1 = iA; cx1 = xA; cz1 = zA; ci1 = iA;
fixed cx2 = xB, cz2 = zB, ci2 = iB; cx2 = xB; cz2 = zB; ci2 = iB;
if (cx1 > cx2) { // Tri horizontal pour tracer de gauche à droite if (cx1 > cx2) {
fixed tx = cx1; cx1 = cx2; cx2 = tx; tx = cx1; cx1 = cx2; cx2 = tx;
fixed tz = cz1; cz1 = cz2; cz2 = tz; tz = cz1; cz1 = cz2; cz2 = tz;
fixed ti = ci1; ci1 = ci2; ci2 = ti; ti = ci1; ci1 = ci2; ci2 = ti;
} }
int start_x = f_to_int(cx1), end_x = f_to_int(cx2); start_x = f_to_int(cx1); end_x = f_to_int(cx2);
int width = end_x - start_x; width = end_x - start_x;
if (y >= 0 && y < 200 && width > 0) { if (y >= 0 && y < 200 && width > 0) {
int dz_step = (cz2 - cz1) / width; dz_step = (cz2 - cz1) / width;
int intensity_1 = f_to_int(ci1), intensity_2 = f_to_int(ci2); // intensity_1 = f_to_int(ci1);
int di_step = ((intensity_2 - intensity_1) << 8) / width; // intensity_2 = f_to_int(ci2);
intensity_1 = p1->intensity;
intensity_2 = p2->intensity;
// di_step = ((intensity_2 - intensity_1) << 8) / width;
di_step = (ci2 - ci1) / width;
clip_x = start_x < 0 ? 0 : start_x;
int clip_x = start_x < 0 ? 0 : start_x;
if (clip_x < 320) { if (clip_x < 320) {
int w = width - (clip_x - start_x); w = width - (clip_x - start_x);
if (clip_x + w > 320) w = 320 - clip_x; if (clip_x + w > 320) w = 320 - clip_x;
if (w > 0) { if (w > 0) {
int start_z = cz1 + (clip_x - start_x) * dz_step; start_z = cz1 + (clip_x - start_x) * dz_step;
int start_i = ((base_color + intensity_1) << 8) + (clip_x - start_x) * di_step; /*start_i = ((base_color + intensity_1) << 8) + (clip_x - start_x) * di_step;
dest = backbuffer + (y * 320) + clip_x;
zbuf = zbuffer + (y * 320) + clip_x;
//scanline_gouraud_asm(w, dest, zbuf, start_z, dz_step, start_i, di_step);
scanline_gouraud_c(w, dest, zbuf, start_z, dz_step, start_i, di_step);*/
uint8_t *dest = vid.backbuffer + (y * 320) + clip_x; start_i = ci1 + (clip_x - start_x) * di_step;
uint16_t *zbuf = vid.zbuffer + (y * 320) + clip_x;
scanline_gouraud_asm(w, dest, zbuf, start_z, dz_step, start_i, di_step); dest = backbuffer + (y * 320) + clip_x;
zbuf = zbuffer + (y * 320) + clip_x;
scanline_gouraud_c(w, dest, zbuf, start_z, dz_step, start_i, di_step, base_color);
} }
} }
} }
@ -123,20 +199,24 @@ void fill_triangle_gouraud(Point2D *p1, Point2D *p2, Point2D *p3, uint8_t base_c
} }
void fill_triangle_zonly(Point2D *p1, Point2D *p2, Point2D *p3) { void fill_triangle_zonly(Point2D *p1, Point2D *p2, Point2D *p3) {
int y, total_height, width, start_x, end_x, dz_step, clip_x, w, start_z, second_half;
fixed dx13, dz13, xA, zA, xB, zB, dx12, dz12, dx23, dz23, cx1, cz1, cx2, cz2, tx, tz;
uint16_t *zbuf;
if (p1->y > p2->y) swap_pt(&p1, &p2); if (p1->y > p2->y) swap_pt(&p1, &p2);
if (p1->y > p3->y) swap_pt(&p1, &p3); if (p1->y > p3->y) swap_pt(&p1, &p3);
if (p2->y > p3->y) swap_pt(&p2, &p3); if (p2->y > p3->y) swap_pt(&p2, &p3);
int total_height = p3->y - p1->y; total_height = p3->y - p1->y;
if (total_height == 0) return; if (total_height == 0) return;
fixed dx13 = ((p3->x - p1->x) << 16) / total_height; dx13 = ((p3->x - p1->x) << 16) / total_height;
fixed dz13 = (p3->z - p1->z) / total_height; dz13 = (p3->z - p1->z) / total_height;
fixed xA = int_to_f(p1->x), zA = p1->z; xA = int_to_f(p1->x); zA = p1->z;
fixed xB = xA, zB = zA; xB = xA; zB = zA;
fixed dx12 = 0, dz12 = 0, dx23 = 0, dz23 = 0; dx12 = 0; dz12 = 0; dx23 = 0; dz23 = 0;
if (p2->y > p1->y) { if (p2->y > p1->y) {
dx12 = ((p2->x - p1->x) << 16) / (p2->y - p1->y); dx12 = ((p2->x - p1->x) << 16) / (p2->y - p1->y);
@ -147,29 +227,29 @@ void fill_triangle_zonly(Point2D *p1, Point2D *p2, Point2D *p3) {
dz23 = (p3->z - p2->z) / (p3->y - p2->y); dz23 = (p3->z - p2->z) / (p3->y - p2->y);
} }
for (int y = p1->y; y < p3->y; y++) { for (y = p1->y; y < p3->y; y++) {
int second_half = (y >= p2->y); second_half = (y >= p2->y);
fixed cx1 = xA, cz1 = zA, cx2 = xB, cz2 = zB; cx1 = xA; cz1 = zA; cx2 = xB; cz2 = zB;
if (cx1 > cx2) { if (cx1 > cx2) {
fixed tx = cx1; cx1 = cx2; cx2 = tx; tx = cx1; cx1 = cx2; cx2 = tx;
fixed tz = cz1; cz1 = cz2; cz2 = tz; tz = cz1; cz1 = cz2; cz2 = tz;
} }
int start_x = f_to_int(cx1), end_x = f_to_int(cx2); start_x = f_to_int(cx1); end_x = f_to_int(cx2);
int width = end_x - start_x; width = end_x - start_x;
if (y >= 0 && y < 200 && width > 0) { if (y >= 0 && y < 200 && width > 0) {
int dz_step = (cz2 - cz1) / width; dz_step = (cz2 - cz1) / width;
int clip_x = start_x < 0 ? 0 : start_x; clip_x = start_x < 0 ? 0 : start_x;
if (clip_x < 320) { if (clip_x < 320) {
int w = width - (clip_x - start_x); w = width - (clip_x - start_x);
if (clip_x + w > 320) w = 320 - clip_x; if (clip_x + w > 320) w = 320 - clip_x;
if (w > 0) { if (w > 0) {
int start_z = cz1 + (clip_x - start_x) * dz_step; start_z = cz1 + (clip_x - start_x) * dz_step;
uint16_t *zbuf = vid.zbuffer + (y * 320) + clip_x; zbuf = zbuffer + (y * 320) + clip_x;
scanline_zonly_asm(w, zbuf, start_z, dz_step); scanline_zonly_asm(w, zbuf, start_z, dz_step);
} }
} }
@ -183,4 +263,4 @@ void fill_triangle_zonly(Point2D *p1, Point2D *p2, Point2D *p3) {
xB += dx23; zB += dz23; xB += dx23; zB += dz23;
} }
} }
} }