#include "system/lt.h"
int draw_triangle(SDL_Renderer *render,
- triangle_t t)
+ Triangle t)
{
assert(render);
}
static int fill_bottom_flat_triangle(SDL_Renderer *render,
- triangle_t t)
+ Triangle t)
{
assert(render);
}
static int fill_top_flat_triangle(SDL_Renderer *render,
- triangle_t t)
+ Triangle t)
{
assert(render);
}
int fill_triangle(SDL_Renderer *render,
- triangle_t t)
+ Triangle t)
{
t = triangle_sorted_by_y(t);
return -1;
}
} else {
- const point_t p4 = vec(t.p1.x + ((t.p2.y - t.p1.y) / (t.p3.y - t.p1.y)) * (t.p3.x - t.p1.x), t.p2.y);
+ const Point p4 = vec(t.p1.x + ((t.p2.y - t.p1.y) / (t.p3.y - t.p1.y)) * (t.p3.x - t.p1.x), t.p2.y);
if (fill_bottom_flat_triangle(render, triangle(t.p1, t.p2, p4)) < 0) {
return -1;
return 0;
}
+int fill_rect(SDL_Renderer *render, Rect r, Color c)
+{
+ const SDL_Rect sdl_rect = rect_for_sdl(r);
+ const SDL_Color sdl_color = color_for_sdl(c);
+
+ if (SDL_SetRenderDrawColor(
+ render,
+ sdl_color.r, sdl_color.g,
+ sdl_color.b, sdl_color.a) < 0) {
+ throw_error(ERROR_TYPE_SDL2);
+ return -1;
+ }
+
+ if (SDL_RenderFillRect(render, &sdl_rect) < 0) {
+ throw_error(ERROR_TYPE_SDL2);
+ return -1;
+ }
+
+ return 0;
+}
+
/*
* Return the pixel value at (x, y)
* NOTE: The surface must be locked before calling this!