整理文件结构目录,Gfx 里放底层图形库相关函数,Apps 放上层的应用(启动器、游戏)
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#pragma once
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class Cube
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{
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private:
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public:
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Cube() = default;
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};
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#include <iostream>
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#include <array>
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#include <cstdint>
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#include "Vector2.h"
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#include "Vector3.h"
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#include "Vector4.h"
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#include "Matrix4x4.h"
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#include "MathUtil.h"
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#include "Color.h"
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#include "FrameBuffer.h"
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#include "Rasterizer.h"
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#include "TriangleRasterizer.h"
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#include "Triangle.h"
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#include "Camera.h"
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#include <cstdlib>
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#include "Vertex.h"
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#include "DepthBuffer.h"
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#include "Display.h"
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#ifdef USE_FRAMEBUFFER
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#include "FBDisplay.h"
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#else
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#include "SDLDisplay.h"
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#endif
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const int32_t width = 800;
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const int32_t height = 600;
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struct ProjectedVertex
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{
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Math::Vector3 screen;
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bool visible = false;
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};
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struct CubeFace
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{
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std::array<int, 4> vertices;
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};
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struct CubeTriangle
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{
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std::array<int, 3> vertices;
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};
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static ProjectedVertex ProjectToScreen(
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const Math::Vector3 &vertex,
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const Math::Matrix4x4 &mvp,
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const Math::Matrix4x4 &viewport)
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{
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using namespace Math;
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const Vector4 clip = mvp * Vector4::Point(vertex);
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if (std::abs(clip.w) < 1e-5f)
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{
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return {};
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}
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const float invW = 1.0f / clip.w;
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const float ndcX = clip.x * invW;
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const float ndcY = clip.y * invW;
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const float ndcZ = clip.z * invW;
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if (ndcX < -1.0f || ndcX > 1.0f || ndcY < -1.0f || ndcY > 1.0f || ndcZ < -1.0f || ndcZ > 1.0f)
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{
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return {};
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}
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const Vector4 screen = viewport * Vector4(ndcX, ndcY, ndcZ, 1.0f);
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ProjectedVertex result;
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result.screen = Vector3(screen.x, screen.y, screen.z);
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result.visible = true;
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return result;
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}
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static bool IsFaceVisible(const CubeFace &face, const std::array<Math::Vector3, 8> &viewSpaceVertices)
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{
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using namespace Math;
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const Vector3 &v0 = viewSpaceVertices[face.vertices[0]];
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const Vector3 &v1 = viewSpaceVertices[face.vertices[1]];
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const Vector3 &v2 = viewSpaceVertices[face.vertices[2]];
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const Vector3 faceNormal = (v1 - v0).cross(v2 - v0);
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const Vector3 faceCenter =
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(viewSpaceVertices[face.vertices[0]] +
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viewSpaceVertices[face.vertices[1]] +
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viewSpaceVertices[face.vertices[2]] +
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viewSpaceVertices[face.vertices[3]]) /
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4.0f;
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return faceNormal.dot(faceCenter) > 0.0f;
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}
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static bool IsTriangleVisible(const CubeTriangle &triangle, const std::array<Math::Vector3, 8> &viewSpaceVertices)
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{
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using namespace Math;
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const Vector3 &v0 = viewSpaceVertices[triangle.vertices[0]];
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const Vector3 &v1 = viewSpaceVertices[triangle.vertices[1]];
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const Vector3 &v2 = viewSpaceVertices[triangle.vertices[2]];
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const Vector3 faceNormal = (v1 - v0).cross(v2 - v0);
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const Vector3 faceCenter = (v0 + v1 + v2) / 3.0f;
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return faceNormal.dot(faceCenter) > 0.0f;
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}
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int main(int argc, char *argv[])
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{
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#ifdef USE_FRAMEBUFFER
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Platform::IDisplay *display = new Platform::FBDisplay();
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#else
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Platform::IDisplay *display = new Platform::SDLDisplay();
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#endif
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if (!display->init(width, height))
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{
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delete display;
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return -1;
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}
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Core::FrameBuffer *frameBuffer = new Core::FrameBuffer(width, height);
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Core::DepthBuffer *depthBuffer = new Core::DepthBuffer(width, height);
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Rasterizer::Rasterizer rasterizer(frameBuffer, depthBuffer);
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Rasterizer::TriangleRasterizer triangleRasterizer(frameBuffer, depthBuffer);
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Scene::Camera camera;
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camera.transform.position = Math::Vector3(0.0f, 0.0f, 3.0f);
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camera.transform.rotation = Math::Vector3(0.0f, 3.1415926535f, 0.0f);
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const std::array<Math::Vector3, 8> cubeVertices = {
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Math::Vector3(-0.5f, -0.5f, -0.5f),
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Math::Vector3(0.5f, -0.5f, -0.5f),
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Math::Vector3(0.5f, 0.5f, -0.5f),
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Math::Vector3(-0.5f, 0.5f, -0.5f),
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Math::Vector3(-0.5f, -0.5f, 0.5f),
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Math::Vector3(0.5f, -0.5f, 0.5f),
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Math::Vector3(0.5f, 0.5f, 0.5f),
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Math::Vector3(-0.5f, 0.5f, 0.5f)};
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const std::array<CubeFace, 6> cubeFaces = {
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CubeFace{{0, 3, 2, 1}},
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CubeFace{{4, 5, 6, 7}},
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CubeFace{{0, 4, 7, 3}},
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CubeFace{{1, 2, 6, 5}},
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CubeFace{{0, 1, 5, 4}},
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CubeFace{{3, 7, 6, 2}}};
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const std::array<CubeTriangle, 12> cubeTriangles = {
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CubeTriangle{{0, 3, 2}}, CubeTriangle{{0, 2, 1}},
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CubeTriangle{{4, 5, 6}}, CubeTriangle{{4, 6, 7}},
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CubeTriangle{{0, 4, 7}}, CubeTriangle{{0, 7, 3}},
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CubeTriangle{{1, 2, 6}}, CubeTriangle{{1, 6, 5}},
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CubeTriangle{{0, 1, 5}}, CubeTriangle{{0, 5, 4}},
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CubeTriangle{{3, 7, 6}}, CubeTriangle{{3, 6, 2}}};
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const RenderData::Color clearColor(18, 18, 24, 255);
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const RenderData::Color cubeColor(240, 240, 240, 255);
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const float aspectRatio = static_cast<float>(width) / static_cast<float>(height);
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bool isRuning = true;
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while (isRuning)
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{
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display->poll_events(isRuning);
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frameBuffer->clear(clearColor);
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depthBuffer->clear();
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const float timeSeconds = static_cast<float>(display->get_time_ms()) * 0.001f;
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const Math::Matrix4x4 model =
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Math::MathUtil::get_rotation_matrix_y(timeSeconds) *
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Math::MathUtil::get_rotation_matrix_x(timeSeconds * 0.6f);
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const Math::Matrix4x4 view = camera.get_view_matrix();
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const Math::Matrix4x4 modelView = view * model;
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const Math::Matrix4x4 projection = camera.get_perspective_projection_matrix(aspectRatio);
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const Math::Matrix4x4 viewport = camera.get_viewport_matrix(static_cast<float>(width), static_cast<float>(height));
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const Math::Matrix4x4 mvp = projection * modelView;
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std::array<Math::Vector3, 8> viewSpaceVertices;
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std::array<ProjectedVertex, 8> projectedVertices;
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for (size_t i = 0; i < cubeVertices.size(); ++i)
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{
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viewSpaceVertices[i] = (modelView * Math::Vector4::Point(cubeVertices[i])).to_vector3();
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projectedVertices[i] = ProjectToScreen(cubeVertices[i], mvp, viewport);
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}
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std::array<bool, 6> visibleFaces = {};
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for (size_t faceIndex = 0; faceIndex < cubeFaces.size(); ++faceIndex)
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{
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visibleFaces[faceIndex] = IsFaceVisible(cubeFaces[faceIndex], viewSpaceVertices);
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}
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std::array<RenderData::Triangle, 12> drawTriangles;
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size_t drawCommandCount = 0;
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for (const CubeTriangle &cubeTriangle : cubeTriangles)
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{
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if (!IsTriangleVisible(cubeTriangle, viewSpaceVertices))
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{
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continue;
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}
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const ProjectedVertex &v0 = projectedVertices[cubeTriangle.vertices[0]];
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const ProjectedVertex &v1 = projectedVertices[cubeTriangle.vertices[1]];
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const ProjectedVertex &v2 = projectedVertices[cubeTriangle.vertices[2]];
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if (!v0.visible || !v1.visible || !v2.visible)
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{
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continue;
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}
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const Math::Vector3 &viewV0 = viewSpaceVertices[cubeTriangle.vertices[0]];
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const Math::Vector3 &viewV1 = viewSpaceVertices[cubeTriangle.vertices[1]];
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const Math::Vector3 &viewV2 = viewSpaceVertices[cubeTriangle.vertices[2]];
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drawTriangles[drawCommandCount++] =
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RenderData::Triangle(
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Scene::Vertex(v0.screen),
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Scene::Vertex(v1.screen),
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Scene::Vertex(v2.screen));
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}
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for (size_t i = 0; i < drawCommandCount; ++i)
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{
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triangleRasterizer.DrawTriangle2D(drawTriangles[i], cubeColor);
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}
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for (size_t faceIndex = 0; faceIndex < cubeFaces.size(); ++faceIndex)
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{
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if (!visibleFaces[faceIndex])
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{
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continue;
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}
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const CubeFace &face = cubeFaces[faceIndex];
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for (size_t edgeOffset = 0; edgeOffset < face.vertices.size(); ++edgeOffset)
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{
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const int startIndex = face.vertices[edgeOffset];
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const int endIndex = face.vertices[(edgeOffset + 1) % face.vertices.size()];
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const ProjectedVertex &start = projectedVertices[startIndex];
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const ProjectedVertex &end = projectedVertices[endIndex];
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if (!start.visible || !end.visible)
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{
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continue;
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}
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rasterizer.DrawLine(
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Math::Vector2(start.screen.x, start.screen.y).to_vector2Int(),
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Math::Vector2(end.screen.x, end.screen.y).to_vector2Int(),
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clearColor);
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}
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}
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display->present(frameBuffer);
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}
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display->shutdown();
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delete display;
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delete frameBuffer;
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delete depthBuffer;
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return 0;
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}
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