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Diffstat (limited to 'Examples/GIFPlot/Lib/plot3d.c')
-rw-r--r-- | Examples/GIFPlot/Lib/plot3d.c | 2181 |
1 files changed, 0 insertions, 2181 deletions
diff --git a/Examples/GIFPlot/Lib/plot3d.c b/Examples/GIFPlot/Lib/plot3d.c deleted file mode 100644 index 387e420e2..000000000 --- a/Examples/GIFPlot/Lib/plot3d.c +++ /dev/null @@ -1,2181 +0,0 @@ -/* ----------------------------------------------------------------------------- - * plot3d.c - * - * Three-dimensional plotting. - * - * Author(s) : David Beazley (beazley@cs.uchicago.edu) - * Copyright (C) 1995-1996 - * - * See the file LICENSE for information on usage and redistribution. - * ----------------------------------------------------------------------------- */ - -#define PLOT3D -#include "gifplot.h" -#include <math.h> -#include <float.h> - -#define ORTHO 1 -#define PERSPECTIVE 2 -/* ------------------------------------------------------------------------ - Plot3D *new_Plot3D(FrameBuffer *f, double xmin, double ymin, double zmin, - double xmax, double ymax, double zmax) - - Creates a new 3D plot. Min and max coordinates are primarily used to - pick some default parameters. Returns NULL on failure - ------------------------------------------------------------------------- */ - -Plot3D *new_Plot3D(FrameBuffer *f, double xmin, double ymin, double zmin, - double xmax, double ymax, double zmax) { - - Plot3D *p3; - void Plot3D_maketransform(Plot3D *p3); - - /* Check to make sure the framebuffer and min/max parameters are valid */ - - if (!f) return (Plot3D *) 0; - if ((xmin > xmax) || (ymin > ymax) || (zmin > zmax)) return (Plot3D *) 0; - - p3 = (Plot3D *) malloc(sizeof(Plot3D)); - p3->frame = f; - p3->xmin = xmin; - p3->ymin = ymin; - p3->zmin = zmin; - p3->xmax = xmax; - p3->ymax = ymax; - p3->zmax = zmax; - - /* Set view region to the entire size of the framebuffer */ - - p3->view_xmin = 0; - p3->view_ymin = 0; - p3->view_xmax = f->width; - p3->view_ymax = f->height; - p3->width = f->width; - p3->height = f->height; - - /* Calculate a center point based off the min and max coordinates given */ - - p3->xcenter = (xmax - xmin)/2.0 + xmin; - p3->ycenter = (ymax - ymin)/2.0 + ymin; - p3->zcenter = (zmax - zmin)/2.0 + zmin; - - /* Calculate the aspect ratio of the viewing region */ - - p3->aspect = (double) f->width/(double) f->height; - - /* Set default view parameters */ - p3->xshift = 1.0; - p3->yshift = 1.0; - p3->zoom = 0.5; - p3->fovy = 40.0; /* 40 degree field of view */ - - /* Create matrices */ - - p3->model_mat = new_Matrix(); - p3->view_mat = new_Matrix(); - p3->center_mat = new_Matrix(); - p3->fullmodel_mat = new_Matrix(); - p3->trans_mat = new_Matrix(); - p3->pers_mode = ORTHO; - - FrameBuffer_zresize(p3->frame,p3->width, p3->height); - Matrix_identity(p3->view_mat); - Matrix_identity(p3->model_mat); - Matrix_translate(p3->center_mat, -p3->xcenter,-p3->ycenter,-p3->zcenter); - Plot3D_maketransform(p3); - return p3; -} - -/* --------------------------------------------------------------------- - delete_Plot3D(Plot3D *p3) - - Deletes a 3D plot - --------------------------------------------------------------------- */ - -void delete_Plot3D(Plot3D *p3) { - if (p3) { - delete_Matrix(p3->view_mat); - delete_Matrix(p3->model_mat); - delete_Matrix(p3->trans_mat); - free((char *) p3); - } -} - -/* --------------------------------------------------------------------- - Plot3D *Plot3D_copy(Plot3D *p3) - - This makes a copy of the 3D plot structure and returns a pointer to it. - --------------------------------------------------------------------- */ - -Plot3D *Plot3D_copy(Plot3D *p3) { - Plot3D *c3; - if (p3) { - c3 = (Plot3D *) malloc(sizeof(Plot3D)); - if (c3) { - c3->frame = p3->frame; - c3->view_xmin = p3->view_xmin; - c3->view_ymin = p3->view_ymin; - c3->view_xmax = p3->view_xmax; - c3->view_ymax = p3->view_ymax; - c3->xmin = p3->xmin; - c3->ymin = p3->ymin; - c3->zmin = p3->zmin; - c3->xmax = p3->xmax; - c3->ymax = p3->ymax; - c3->zmax = p3->zmax; - c3->xcenter = p3->xcenter; - c3->ycenter = p3->ycenter; - c3->zcenter = p3->zcenter; - c3->fovy = p3->fovy; - c3->aspect = p3->aspect; - c3->znear = p3->znear; - c3->zfar = p3->zfar; - c3->center_mat = Matrix_copy(p3->center_mat); - c3->model_mat = Matrix_copy(p3->model_mat); - c3->view_mat = Matrix_copy(p3->view_mat); - c3->fullmodel_mat = Matrix_copy(p3->fullmodel_mat); - c3->trans_mat = Matrix_copy(p3->trans_mat); - c3->lookatz = p3->lookatz; - c3->xshift = p3->xshift; - c3->yshift = p3->yshift; - c3->zoom = p3->zoom; - c3->width = p3->width; - c3->height = p3->height; - c3->pers_mode = p3->pers_mode; - } - return c3; - } else { - return (Plot3D *) 0; - } -} - -/* ---------------------------------------------------------------------- - Plot3D_clear(Plot3D *p3, Pixel bgcolor) - - Clear the pixel and zbuffer only for the view region of this image. - ---------------------------------------------------------------------- */ -void -Plot3D_clear(Plot3D *p3, Pixel bgcolor) { - int i,j; - - for (i = p3->view_xmin; i < p3->view_xmax; i++) - for (j = p3->view_ymin; j < p3->view_ymax; j++) { - p3->frame->pixels[j][i] = bgcolor; - p3->frame->zbuffer[j][i] = ZMIN; - } -} - -/* --------------------------------------------------------------------- - Plot3D_maketransform(Plot3D *p3) - - This function builds the total 3D transformation matrix from a - collection of components. - - Trans = View * Rotation * Center - - Where View is the viewing transformation matrix, Rotation is the - model rotation matrix, Center is the translation matrix used to - center the Model at the origin. - --------------------------------------------------------------------- */ - -void -Plot3D_maketransform(Plot3D *p3) { - - Matrix_multiply(p3->model_mat,p3->center_mat, p3->fullmodel_mat); - Matrix_multiply(p3->view_mat,p3->fullmodel_mat, p3->trans_mat); -} - -/* --------------------------------------------------------------------- - Plot3D_perspective(Plot3D *p3, double fovy, double znear, double zfar) - - Sets up the perspective viewing transformation. Assumes "lookat" - has already been called. - --------------------------------------------------------------------- */ - -void -Plot3D_perspective(Plot3D *p3, double fovy, double znear, double zfar) { - double theta; - double mat[16]; - - p3->fovy = fovy; - p3->znear = znear; - p3->zfar = zfar; - - theta = 3.1415926*fovy/180.0; - - Matrix_identity(mat); - mat[0] = cos(theta/2.0)/(sin(theta/2.0)*p3->aspect); - mat[5] = cos(theta/2.0)/(sin(theta/2.0)); - mat[10] = -(zfar + znear)/(zfar-znear); - mat[14] = -1.0; - mat[11] = -(2*zfar*znear)/(zfar - znear); - mat[15] = 0.0; - - /* Update the view transformation matrix */ - - Matrix_multiply(mat,p3->view_mat,p3->view_mat); - - /* Update the global transformation matrix */ - - Plot3D_maketransform(p3); - p3->pers_mode = PERSPECTIVE; - -} - -/* --------------------------------------------------------------------- - Plot3D_lookat(Plot3D *p3, double z) - - A greatly simplified version of (lookat). Specifies the position - of the viewpoint. (can be used for moving image in or out). - - Destroys the current viewing transformation matrix, so it will have - to be recalculated. - --------------------------------------------------------------------- */ - -void -Plot3D_lookat(Plot3D *p3, double z) { - if (p3) { - Matrix_translate(p3->view_mat, 0,0,-z); - p3->lookatz = z; - Plot3D_maketransform(p3); - } -} - -/* ------------------------------------------------------------------------- - Plot3D_autoperspective(Plot3D *p3, double fovy) - - Automatically figures out a semi-decent viewpoint given the - min,max parameters currently set for this image - ------------------------------------------------------------------------- */ - -void -Plot3D_autoperspective(Plot3D *p3, double fovy) { - - /* Make a perspective transformation matrix for this system */ - - double zfar; - double znear; - double d, dmax; - double cx,cy,cz; - double xmin,xmax,ymin,ymax,zmin,zmax; - - xmin = p3->xmin; - ymin = p3->ymin; - zmin = p3->zmin; - xmax = p3->xmax; - ymax = p3->ymax; - zmax = p3->zmax; - cx = p3->xcenter; - cy = p3->ycenter; - cz = p3->zcenter; - - /* Calculate longest point from center point */ - - dmax = (xmin-cx)*(xmin-cx) + (ymin-cy)*(ymin-cy) + (zmin-cz)*(zmin-cz); - d = (xmax-cx)*(xmax-cx) + (ymin-cy)*(ymin-cy) + (zmin-cz)*(zmin-cz); - if (d > dmax) dmax = d; - d = (xmin-cx)*(xmin-cx) + (ymax-cy)*(ymax-cy) + (zmin-cz)*(zmin-cz); - if (d > dmax) dmax = d; - d = (xmax-cx)*(xmax-cx) + (ymax-cy)*(ymax-cy) + (zmin-cz)*(zmin-cz); - if (d > dmax) dmax = d; - d = (xmin-cx)*(xmin-cx) + (ymin-cy)*(ymin-cy) + (zmax-cz)*(zmax-cz); - if (d > dmax) dmax = d; - d = (xmax-cx)*(xmax-cx) + (ymin-cy)*(ymin-cy) + (zmax-cz)*(zmax-cz); - if (d > dmax) dmax = d; - d = (xmin-cx)*(xmin-cx) + (ymax-cy)*(ymax-cy) + (zmax-cz)*(zmax-cz); - if (d > dmax) dmax = d; - d = (xmax-cx)*(xmax-cx) + (ymax-cy)*(ymax-cy) + (zmax-cz)*(zmax-cz); - if (d > dmax) dmax = d; - - dmax = sqrt(dmax); - d = p3->lookatz; - - znear = d - dmax; - zfar = znear+1.5*dmax; - Plot3D_perspective(p3, fovy,znear,zfar); - -} - - -/* --------------------------------------------------------------------- - Plot3D_ortho(Plot3D *p3, double left, double right, double bottom, double top) - - Sets up an orthographic viewing transformation. - --------------------------------------------------------------------- */ - -void -Plot3D_ortho(Plot3D *p3, double left, double right, double bottom, double top) { - - - Matrix_identity(p3->view_mat); - p3->view_mat[0] = (2.0/(right - left))/p3->aspect; - p3->view_mat[5] = 2.0/(top - bottom); - p3->view_mat[10] = -1; - p3->view_mat[15] = 1.0; - p3->view_mat[3] = -(right+left)/(right-left); - p3->view_mat[7] = -(top+bottom)/(top-bottom); - - /* Update the global transformation matrix */ - - Plot3D_maketransform(p3); - p3->pers_mode = ORTHO; - p3->ortho_left = left; - p3->ortho_right = right; - p3->ortho_bottom = bottom; - p3->ortho_top = top; - -} - -/* --------------------------------------------------------------------- - Plot3D_autoortho(Plot3D *p3) - - Automatically pick an orthographic projection that's probably - pretty good. - --------------------------------------------------------------------- */ - -void -Plot3D_autoortho(Plot3D *p3) { - - /* Make a perspective transformation matrix for this system */ - - double d, dmax; - double cx,cy,cz; - double xmin,xmax,ymin,ymax,zmin,zmax; - - xmin = p3->xmin; - ymin = p3->ymin; - zmin = p3->zmin; - xmax = p3->xmax; - ymax = p3->ymax; - zmax = p3->zmax; - cx = p3->xcenter; - cy = p3->ycenter; - cz = p3->zcenter; - - /* Calculate longest point from center point */ - - dmax = (xmin-cx)*(xmin-cx) + (ymin-cy)*(ymin-cy) + (zmin-cz)*(zmin-cz); - d = (xmax-cx)*(xmax-cx) + (ymin-cy)*(ymin-cy) + (zmin-cz)*(zmin-cz); - if (d > dmax) dmax = d; - d = (xmin-cx)*(xmin-cx) + (ymax-cy)*(ymax-cy) + (zmin-cz)*(zmin-cz); - if (d > dmax) dmax = d; - d = (xmax-cx)*(xmax-cx) + (ymax-cy)*(ymax-cy) + (zmin-cz)*(zmin-cz); - if (d > dmax) dmax = d; - d = (xmin-cx)*(xmin-cx) + (ymin-cy)*(ymin-cy) + (zmax-cz)*(zmax-cz); - if (d > dmax) dmax = d; - d = (xmax-cx)*(xmax-cx) + (ymin-cy)*(ymin-cy) + (zmax-cz)*(zmax-cz); - if (d > dmax) dmax = d; - d = (xmin-cx)*(xmin-cx) + (ymax-cy)*(ymax-cy) + (zmax-cz)*(zmax-cz); - if (d > dmax) dmax = d; - d = (xmax-cx)*(xmax-cx) + (ymax-cy)*(ymax-cy) + (zmax-cz)*(zmax-cz); - if (d > dmax) dmax = d; - - dmax = sqrt(dmax); - - Plot3D_ortho(p3,-dmax,dmax,-dmax,dmax); - -} - - - -/* ------------------------------------------------------------------------- - Plot3D_setview(Plot3D *p3, int vxmin, int vymin, int vxmax, int vymax) - - Sets the viewport for this 3D graph. Will recalculate all of the - local viewing transformation matrices accordingly. - ------------------------------------------------------------------------- */ -void -Plot3D_setview(Plot3D *p3, int vxmin, int vymin, int vxmax, int vymax) { - if (p3) { - if ((vxmin > vxmax) || (vymin >vymax)) return; - p3->view_xmin = vxmin; - p3->view_ymin = vymin; - p3->view_xmax = vxmax; - p3->view_ymax = vymax; - p3->width = (vxmax - vxmin); - p3->height = (vymax - vymin); - p3->aspect = (double) p3->width/(double) p3->height; - - /* Fix up the viewing transformation matrix */ - - if (p3->pers_mode == PERSPECTIVE) { - Plot3D_lookat(p3,p3->lookatz); - Plot3D_perspective(p3,p3->fovy,p3->znear,p3->zfar); - } else { - Plot3D_ortho(p3,p3->ortho_left,p3->ortho_right,p3->ortho_bottom, p3->ortho_top); - } - FrameBuffer_setclip(p3->frame,vxmin,vymin,vxmax,vymax); - } -} - -/* --------------------------------------------------------------------------- - Plot2D_start(Plot2D *p3) - - Set up viewing region and other parameters for this image. - --------------------------------------------------------------------------- */ - -void -Plot3D_start(Plot3D *p3) { - if (p3) - FrameBuffer_setclip(p3->frame, p3->view_xmin,p3->view_ymin,p3->view_xmax, p3->view_ymax); - -} - -/* ------------------------------------------------------------------------- - Plot3D_plot(Plot3D *p3, double x, double y, double z, Pixel Color) - - Plot a 3D point - ------------------------------------------------------------------------- */ - -void -Plot3D_plot(Plot3D *p3, double x, double y, double z, Pixel color) { - - GL_Vector t; - int ix, iy; - double invw; - FrameBuffer *f; - - /* Perform a transformation */ - - Matrix_transform4(p3->trans_mat,x,y,z,1,&t); - - /* Scale the coordinates into unit cube */ - - invw = 1.0/t.w; - t.x = t.x *invw; - t.y = t.y *invw; - t.z = t.z *invw; -#ifdef GL_DEBUG - fprintf(stdout,"t.x = %g, t.y = %g, t.z = %g\n", t.x,t.y,t.z); -#endif - /* Calculate the x and y coordinates */ - - ix = (int) ((t.x +p3->xshift)*p3->zoom*p3->width + 0.5); - iy = (int) ((t.y +p3->yshift)*p3->zoom*p3->height + 0.5); - - if ((ix >= 0) && (ix < p3->width) && - (iy >= 0) && (ix < p3->height)) { - ix += p3->view_xmin; - iy += p3->view_ymin; - f = p3->frame; - if (t.z <= f->zbuffer[iy][ix]) { - f->pixels[iy][ix] = color; - f->zbuffer[iy][ix] = t.z; - } - } -} - -/* ---------------------------------------------------------------------- - Plot3D_rotx(Plot3D *p3, double deg) - - Rotate the model around its x axis. - ---------------------------------------------------------------------- */ - -void -Plot3D_rotx(Plot3D *p3, double deg) { - double temp[16]; - - Matrix_rotatex(temp,deg); /* Construct a x rotation matrix */ - Matrix_multiply(p3->model_mat,temp,p3->model_mat); - Plot3D_maketransform(p3); - -} - -/* ---------------------------------------------------------------------- - Plot3D_roty(Plot3D *p3, double deg) - - Rotate the model around its y axis. - ---------------------------------------------------------------------- */ - -void -Plot3D_roty(Plot3D *p3, double deg) { - double temp[16]; - - Matrix_rotatey(temp,deg); /* Construct a y rotation matrix */ - Matrix_multiply(p3->model_mat,temp,p3->model_mat); - Plot3D_maketransform(p3); - -} - -/* ---------------------------------------------------------------------- - Plot3D_rotz(Plot3D *p3, double deg) - - Rotate the model around its z axis. - ---------------------------------------------------------------------- */ - -void -Plot3D_rotz(Plot3D *p3, double deg) { - double temp[16]; - - Matrix_rotatez(temp,deg); /* Construct a z rotation matrix */ - Matrix_multiply(p3->model_mat,temp,p3->model_mat); - Plot3D_maketransform(p3); - -} - - -/* ---------------------------------------------------------------------- - Plot3D_rotd(Plot3D *p3, double deg) - - Rotate the model down - ---------------------------------------------------------------------- */ - -void -Plot3D_rotd(Plot3D *p3, double deg) { - double temp[16]; - - Matrix_rotatex(temp,deg); /* Construct a x rotation matrix */ - Matrix_multiply(temp, p3->model_mat,p3->model_mat); - Plot3D_maketransform(p3); - -} - - -/* ---------------------------------------------------------------------- - Plot3D_rotu(Plot3D *p3, double deg) - - Rotate the model up - ---------------------------------------------------------------------- */ - -void -Plot3D_rotu(Plot3D *p3, double deg) { - double temp[16]; - - Matrix_rotatex(temp,-deg); /* Construct a x rotation matrix */ - Matrix_multiply(temp,p3->model_mat,p3->model_mat); - Plot3D_maketransform(p3); - -} - - -/* ---------------------------------------------------------------------- - Plot3D_rotr(Plot3D *p3, double deg) - - Rotate the model down - ---------------------------------------------------------------------- */ - -void -Plot3D_rotr(Plot3D *p3, double deg) { - double temp[16]; - - Matrix_rotatey(temp,deg); /* Construct a y rotation matrix */ - Matrix_multiply(temp, p3->model_mat,p3->model_mat); - Plot3D_maketransform(p3); - -} - - -/* ---------------------------------------------------------------------- - Plot3D_rotl(Plot3D *p3, double deg) - - Rotate the model left - ---------------------------------------------------------------------- */ - -void -Plot3D_rotl(Plot3D *p3, double deg) { - double temp[16]; - - Matrix_rotatey(temp,-deg); /* Construct a y rotation matrix */ - Matrix_multiply(temp,p3->model_mat,p3->model_mat); - Plot3D_maketransform(p3); - -} - - -/* ---------------------------------------------------------------------- - Plot3D_rotc(Plot3D *p3, double deg) - - Rotate the model around center point - ---------------------------------------------------------------------- */ - -void -Plot3D_rotc(Plot3D *p3, double deg) { - double temp[16]; - - Matrix_rotatez(temp,-deg); /* Construct a z rotation matrix */ - Matrix_multiply(temp,p3->model_mat,p3->model_mat); - Plot3D_maketransform(p3); -} - -/* ------------------------------------------------------------------------- - Plot3D_zoom(Plot3D *p3, double percent) - - Zooms in or out the current image. percent defines a percentage of - zoom. - - Zooming is actually done by adjusting the perspective field of view - instead of scaling the model or moving in the viewpoint. This - seems to work the best. - ------------------------------------------------------------------------- */ - -void -Plot3D_zoom(Plot3D *p3, double percent) { - - double scale; - double dx; - if (percent <= 0) return; - scale = percent/100.0; - - dx = (1.0/scale - 1.0)/(2*p3->zoom); /* Don't even ask where this came from */ - p3->xshift += dx; - p3->yshift += dx; - p3->zoom = p3->zoom*scale; - -#ifdef OLD - p3->fovy = p3->fovy*scale; - if (p3->fovy > 170.0) p3->fovy = 170.0; - if (p3->fovy == 0) p3->fovy = 0.0001; - Plot3D_lookat(p3,p3->lookatz); - Plot3D_perspective(p3,p3->fovy,p3->znear,p3->zfar); -#endif -} - -/* -------------------------------------------------------------------------- - Plot3D_left(Plot3D *p3, double s) - - Shifts the image to the left by s units. This is a little funky. - - s is scaled so that s = 100 equals one full screen. - -------------------------------------------------------------------------- */ -void -Plot3D_left(Plot3D *p3, double s) { - p3->xshift -= (s/100.0)/p3->zoom; -} - -/* -------------------------------------------------------------------------- - Plot3D_right(Plot3D *p3, double s) - - Shifts the image to the right by s units. - - s is scaled so that s = 100 equals one full screen. - -------------------------------------------------------------------------- */ -void -Plot3D_right(Plot3D *p3, double s) { - p3->xshift += (s/100.0)/p3->zoom; -} - -/* -------------------------------------------------------------------------- - Plot3D_up(Plot3D *p3, double s) - - Shifts the image up left by s units. - - s is scaled so that s = 100 equals one full screen. - -------------------------------------------------------------------------- */ -void -Plot3D_up(Plot3D *p3, double s) { - p3->yshift += (s/100.0)/p3->zoom; -} - -/* -------------------------------------------------------------------------- - Plot3D_down(Plot3D *p3, double s) - - Shifts the image down by s units. - - s is scaled so that s = 100 equals one full screen. - -------------------------------------------------------------------------- */ -void -Plot3D_down(Plot3D *p3, double s) { - p3->yshift -= (s/100.0)/p3->zoom; -} - -/* ------------------------------------------------------------------------- - Plot3D_center(Plot3D *p3, double cx, double cy) - - Centers the image on a point in the range (0,0) - (100,100) - ------------------------------------------------------------------------- */ -void -Plot3D_center(Plot3D *p3, double cx, double cy) { - Plot3D_left(p3,cx-50); - Plot3D_down(p3,cy-50); -} - - - -/*************************************************************************** - * 3d Primitives * - ***************************************************************************/ - -/* ------------------------------------------------------------------------- - Plot3D_horizontal(Plot3D *p3, int xmin, int xmax, int y, double z1, double z2, Pixel color) - - Draws a "Horizontal" line on the framebuffer between two screen coordinates, - but also supplies z-values and zbuffering. This function probably isn't - too useful by itself, but will be used by a number of other primitives. - -------------------------------------------------------------------------- */ - -void Plot3D_horizontal(Plot3D *p3, int xmin, int xmax, int y, Zvalue z1, Zvalue z2, Pixel color) { - Pixel *p; - FrameBuffer *f; - int i; - Zvalue *zbuf,z,mz; - int startx, endx; - - f = p3->frame; - if ((y < f->ymin) || (y >= f->ymax)) return; - if (xmin > f->xmax) return; - if (xmin < f->xmin) startx = f->xmin; - else startx = xmin; - if (xmax < f->xmin) return; - if (xmax >= f->xmax) endx = f->xmax - 1; - else endx = xmax; - - /* Calculate z slope */ - - if (xmax != xmin) { - mz = (Zvalue) ((double) (z2 - z1)/(double) (xmax - xmin)); - } else { - mz = 0; - } - - /* Draw it */ - - p = &f->pixels[y][startx]; - zbuf = &f->zbuffer[y][startx]; - z = (Zvalue) (mz*(startx-xmin) + z1); - for (i = startx; i <= endx; i++, p++, zbuf++,z+=mz) { - if (z <= *zbuf) { - *p = color; - *zbuf = z; - } - } -} - - -/* ------------------------------------------------------------------------- - Plot3D_vertical(Plot3D *p3, int ymin, int ymax, int x, double z1, double z2, Pixel color) - - Draws a "Vertical" line on the framebuffer between two screen coordinates, - but also supplies z-values and zbuffering. This function probably isn't - too useful by itself, but will be used by a number of other primitives. - -------------------------------------------------------------------------- */ - -void Plot3D_vertical(Plot3D *p3, int ymin, int ymax, int x, Zvalue z1, Zvalue z2, Pixel color) { - Pixel *p; - FrameBuffer *f; - int i; - Zvalue *zbuf,z,mz; - int starty, endy; - - f = p3->frame; - if ((x < f->xmin) || (x >= f->xmax)) return; - if (ymin >= f->ymax) return; - if (ymin < f->ymin) starty = f->ymin; - else starty = ymin; - if (ymax < f->ymin) return; - if (ymax >= f->ymax) endy = f->ymax - 1; - else endy = ymax; - - /* Calculate z slope */ - - mz = (double) (z2 - z1)/(double) (ymax - ymin); - - /* Draw it */ - - p = &f->pixels[starty][x]; - zbuf = &f->zbuffer[starty][x]; - for (i = starty; i <= endy; i++, p+=f->width, zbuf+=f->width) { - z = (Zvalue) (mz*(i-ymin) + z1); - if (z <= *zbuf) { - *p = color; - *zbuf = z; - } - } -} - -/* ------------------------------------------------------------------------------- - Plot3D_linetransform(Plot3D *p3, int x1, int y1, Zvalue z1, - int x2, int y2, Zvalue z2, Pixel c) - - Draw a 3D line between points that have already been transformed into - 3D space. - - Uses a Bresenham line algorithm, but with linear interpolation between - Zvalues. - ------------------------------------------------------------------------------- */ - -void -Plot3D_linetransform(Plot3D *p3, int x1, int y1, Zvalue z1, int x2, int y2, Zvalue z2, Pixel c) { - - int orig_x1, orig_y1, orig_x2,orig_y2; - Zvalue zt; - - /* Bresenham line drawing parameters */ - FrameBuffer *f; - int dx,dy,dxneg,dyneg, inc1,inc2,di; - int x, y, xpixels, ypixels, xt, yt; - Pixel *p; - double m; - int end1 = 0, end2 = 0; - Zvalue *zbuf,mz,z; - - f = p3->frame; - - /* Need to figure out where in the heck this line is */ - - dx = x2 - x1; - dy = y2 - y1; - - if ((dx == 0) && (dy == 0)) { - if ((x1 < f->xmin) || (x1 >= f->xmax) || - (y1 < f->ymin) || (y1 >= f->ymax)) return; - if (z1 <= f->zbuffer[y1][x1]) { - f->pixels[y1][x1] = c; - } - return; - } - if (dx == 0) { - /* Draw a Vertical Line */ - if (y1 < y2) - Plot3D_vertical(p3,y1,y2,x1,z1,z2,c); - else - Plot3D_vertical(p3,y2,y1,x1,z2,z1,c); - return; - } - if (dy == 0) { - /* Draw a Horizontal Line */ - if (x1 < x2) - Plot3D_horizontal(p3,x1,x2,y1,z1,z2,c); - else - Plot3D_horizontal(p3,x2,x1,y1,z2,z1,c); - return; - } - - /* Figure out where in the heck these lines are using the - Cohen-Sutherland Line Clipping Scheme. */ - - end1 = ((x1 - f->xmin) < 0) | - (((f->xmax- 1 - x1) < 0) << 1) | - (((y1 - f->ymin) < 0) << 2) | - (((f->ymax-1 - y1) < 0) << 3); - - end2 = ((x2 - f->xmin) < 0) | - (((f->xmax-1 - x2) < 0) << 1) | - (((y2 - f->ymin) < 0) << 2) | - (((f->ymax-1 - y2) < 0) << 3); - - if (end1 & end2) return; /* Nope : Not visible */ - - /* Make sure points have a favorable orientation */ - - if (x1 > x2) { - xt = x1; - x1 = x2; - x2 = xt; - yt = y1; - y1 = y2; - y2 = yt; - zt = z1; - z1 = z2; - z2 = zt; - } - - /* Save original points before we clip them off */ - orig_x1 = x1; - orig_y1 = y1; - orig_x2 = x2; - orig_y2 = y2; - - /* Clip against the boundaries */ - m = (y2 - y1)/(double) (x2-x1); - if (x1 < f->xmin) { - y1 = (f->xmin - x1)*m + y1; - x1 = f->xmin; - } - if (x2 >= f->xmax) { - y2 = (f->xmax -1 -x1)*m + y1; - x2 = f->xmax - 1; - } - - if (y1 > y2) { - xt = x1; - x1 = x2; - x2 = xt; - yt = y1; - y1 = y2; - y2 = yt; - zt = z1; - z1 = z2; - z2 = zt; - - /* Swap original points */ - - xt = orig_x1; - orig_x1 = orig_x2; - orig_x2 = xt; - yt = orig_y1; - orig_y1 = orig_y2; - orig_y2 = yt; - } - - m = 1/m; - if (y1 < f->ymin) { - x1 = (f->ymin - y1)*m + x1; - y1 = f->ymin; - } - if (y2 >= f->ymax) { - x2 = (f->ymax-1-y1)*m + x1; - y2 = f->ymax-1; - } - - if ((x1 < f->xmin) || (x1 >= f->xmax) || (y1 < f->ymin) || (y1 >= f->ymax) || - (x2 < f->xmin) || (x2 >= f->xmax) || (y2 < f->ymin) || (y2 >= f->ymax)) return; - - dx = x2 - x1; - dy = y2 - y1; - xpixels = f->width; - ypixels = f->height; - - dxneg = (dx < 0) ? 1 : 0; - dyneg = (dy < 0) ? 1 : 0; - - dx = abs(dx); - dy = abs(dy); - if (dx >= dy) { - /* Slope between -1 and 1. */ - mz = (z2 - z1)/(orig_x2 - orig_x1); /* Z interpolation slope */ - if (dxneg) { - x = x1; - y = y1; - x1 = x2; - y1 = y2; - x2 = x; - y2 = y; - dyneg = !dyneg; - } - inc1 = 2*dy; - inc2 = 2*(dy-dx); - di = 2*dy-dx; - - /* Draw a line using x as independent variable */ - - p = &f->pixels[y1][x1]; - zbuf = &f->zbuffer[y1][x1]; - x = x1; - while (x <= x2) { - /* Do a z-buffer check */ - z = mz*(x-orig_x1)+z1; - if (z <= *zbuf){ - *p = c; - *zbuf = z; - } - p++; - zbuf++; - if (di < 0) { - di = di + inc1; - } else { - if (dyneg) { - p = p - xpixels; - zbuf = zbuf - xpixels; - di = di + inc2; - } else { - p = p + xpixels; - zbuf = zbuf + xpixels; - di = di + inc2; - } - } - x++; - } - } else { - /* Slope < -1 or > 1 */ - mz = (z2 - z1)/(double) (orig_y2 - orig_y1); - if (dyneg) { - x = x1; - y = y1; - x1 = x2; - y1 = y2; - x2 = x; - y2 = y; - dxneg = !dxneg; - } - inc1 = 2*dx; - inc2 = 2*(dx-dy); - di = 2*dx-dy; - - /* Draw a line using y as independent variable */ - - p = &f->pixels[y1][x1]; - zbuf = &f->zbuffer[y1][x1]; - y = y1; - while (y <= y2) { - /* Do a z-buffer check */ - z = mz*(y-orig_y1)+z1; - if (z <= *zbuf) { - *p = c; - *zbuf = z; - } - p = p + xpixels; - zbuf = zbuf + xpixels; - if (di < 0) { - di = di + inc1; - } else { - if (dxneg) { - p = p - 1; - zbuf = zbuf - 1; - di = di + inc2; - } else { - p = p + 1; - zbuf = zbuf + 1; - di = di + inc2; - } - } - y++; - } - } -} - -/* --------------------------------------------------------------------------- - Plot3D_line(Plot3D *p3, double x1, double y1, double z1, double x2, double y2, double z2,int color) - - Draws a line in 3D space. This is done as follows (for lack of a better - method). - - 1. The points (x1,y1,z1) and (x2,y2,z2) are transformed into screen coordinates - 2. We draw the line using a modified Bresenham line algorithm. - 3. Zbuffer values are linearly interpolated between the two points. - ---------------------------------------------------------------------------- */ - -void -Plot3D_line(Plot3D *p3, double fx1, double fy1, double fz1, double fx2, double fy2, - double fz2, Pixel c) { - - /* 3D Transformation parameters */ - GL_Vector t; - double invw; - int x1,y1,x2,y2; - Zvalue z1,z2; - - /* Transform the two points into screen coordinates */ - - Matrix_transform4(p3->trans_mat,fx1,fy1,fz1,1,&t); /* Point 1 */ - invw = 1.0/t.w; - t.x = t.x *invw; - t.y = t.y *invw; - t.z = t.z *invw; - x1 = (int) ((t.x +p3->xshift)*p3->zoom*p3->width + 0.5) + p3->view_xmin; - y1 = (int) ((t.y +p3->yshift)*p3->zoom*p3->height + 0.5) + p3->view_ymin; - z1 = t.z; - - Matrix_transform4(p3->trans_mat,fx2,fy2,fz2,1,&t); /* Point 2 */ - invw = 1.0/t.w; - t.x = t.x *invw; - t.y = t.y *invw; - t.z = t.z *invw; - x2 = (int) ((t.x +p3->xshift)*p3->zoom*p3->width + 0.5) + p3->view_xmin; - y2 = (int) ((t.y +p3->yshift)*p3->zoom*p3->height + 0.5) + p3->view_ymin; - z2 = t.z; - Plot3D_linetransform(p3,x1,y1,z1,x2,y2,z2,c); -} - - -/* ------------------------------------------------------------------------- - Plot3D_triangle(Plot3D *p3, double x1, double y1, double z1, - double x2, double y2, double z2, - double x3, double y3, double z3, - Pixel fillcolor) - - This function draws a 3D z-buffered outline triangle. - -------------------------------------------------------------------------- */ - -void Plot3D_triangle(Plot3D *p3, double x1, double y1, double z1, - double x2, double y2, double z2, - double x3, double y3, double z3, Pixel color) { - - int tx1, tx2, tx3, ty1, ty2, ty3; - Zvalue tz1, tz2, tz3; - GL_Vector t; - double invw; - - /* Transform the three points into screen coordinates */ - - Matrix_transform4(p3->trans_mat,x1,y1,z1,1,&t); /* Point 1 */ - invw = 1.0/t.w; - t.x = t.x *invw; - t.y = t.y *invw; - t.z = t.z *invw; - tx1 = (int) ((t.x +p3->xshift)*p3->zoom*p3->width + 0.5) + p3->view_xmin; - ty1 = (int) ((t.y +p3->yshift)*p3->zoom*p3->height + 0.5) + p3->view_ymin; - tz1 = (Zvalue) t.z; - - Matrix_transform4(p3->trans_mat,x2,y2,z2,1,&t); /* Point 2 */ - invw = 1.0/t.w; - t.x = t.x *invw; - t.y = t.y *invw; - t.z = t.z *invw; - tx2 = (int) ((t.x +p3->xshift)*p3->zoom*p3->width + 0.5) + p3->view_xmin; - ty2 = (int) ((t.y +p3->yshift)*p3->zoom*p3->height + 0.5) + p3->view_ymin; - tz2 = (Zvalue) t.z; - - Matrix_transform4(p3->trans_mat,x3,y3,z3,1,&t); /* Point 3 */ - invw = 1.0/t.w; - t.x = t.x *invw; - t.y = t.y *invw; - t.z = t.z *invw; - tx3 = (int) ((t.x +p3->xshift)*p3->zoom*p3->width + 0.5) + p3->view_xmin; - ty3 = (int) ((t.y +p3->yshift)*p3->zoom*p3->height + 0.5) + p3->view_ymin; - tz3 = (Zvalue) t.z; - - - Plot3D_linetransform(p3,tx1,ty1,tz1,tx2,ty2,tz2,color); - Plot3D_linetransform(p3,tx1,ty1,tz1,tx3,ty3,tz3,color); - Plot3D_linetransform(p3,tx2,ty2,tz2,tx3,ty3,tz3,color); -} - - -/* ------------------------------------------------------------------------- - Plot3D_solidtriangletransform(Plot3D *p3, int tx1, int ty2, Zvalue tz1, - int tx2, int ty2, Zvalue tz2, - int tx3, int ty3, Zvalue tz3, Pixel color) - - This function draws a 3D z-buffered filled triangle. Assumes three - points have already been transformed into screen coordinates. - - General idea : - 1. Transform the three points into screen coordinates - 2. Order three points vertically on screen. - 3. Check for degenerate cases (where 3 points are colinear). - 4. Fill in the resulting triangle using horizontal lines. - -------------------------------------------------------------------------- */ - -void Plot3D_solidtriangletransform(Plot3D *p3, int tx1, int ty1, Zvalue tz1, - int tx2, int ty2, Zvalue tz2, - int tx3, int ty3, Zvalue tz3, Pixel color) { - int tempx, tempy; - Zvalue tempz; - double m1,m2,m3, mz1, mz2, mz3; - int y; - int ix1, ix2; - Zvalue zz1, zz2; - FrameBuffer *f; - register double fy1,fy2; - register Zvalue fz1,fz2; - - f = p3->frame; - - /* Check for degenerate cases here */ - - if ((ty1 == ty2) && (ty2 == ty3)) { - if (tx2 < tx1) { /* Swap points 1 and 2 if 2 is higher */ - tempx = tx1; - tempz = tz1; - tx1 = tx2; - tz1 = tz2; - tx2 = tempx; - tz2 = tempz; - } - if (tx3 < tx1) { /* Swap points 1 and 3 if 3 is higher */ - tempx = tx1; - tempz = tz1; - tx1 = tx3; - tz1 = tz3; - tx3 = tempx; - tz3 = tempz; - } - if (tx3 < tx2) { /* Swap points 2 and 3 if 3 is higher */ - tempx = tx2; - tempz = tz2; - tx2 = tx3; - tz2 = tz3; - tx3 = tempx; - tz3 = tempz; - } - - /* Points are aligned horizontally. Handle as a special case */ - /* Just draw three lines using the outline color */ - - Plot3D_horizontal(p3,tx1,tx2,ty1,tz1,tz3,color); - - /* Plot3D_linetransform(p3,tx1,ty1,tz1,tx2,ty2,tz2,color); - Plot3D_linetransform(p3,tx1,ty1,tz1,tx3,ty3,tz3,color); - Plot3D_linetransform(p3,tx2,ty2,tz2,tx3,ty3,tz3,color); - */ - - return; - } - - /* Figure out which point has the greatest "y" value */ - - if (ty2 > ty1) { /* Swap points 1 and 2 if 2 is higher */ - tempx = tx1; - tempy = ty1; - tempz = tz1; - tx1 = tx2; - ty1 = ty2; - tz1 = tz2; - tx2 = tempx; - ty2 = tempy; - tz2 = tempz; - } - if (ty3 > ty1) { /* Swap points 1 and 3 if 3 is higher */ - tempx = tx1; - tempy = ty1; - tempz = tz1; - tx1 = tx3; - ty1 = ty3; - tz1 = tz3; - tx3 = tempx; - ty3 = tempy; - tz3 = tempz; - } - if (ty3 > ty2) { /* Swap points 2 and 3 if 3 is higher */ - tempx = tx2; - tempy = ty2; - tempz = tz2; - tx2 = tx3; - ty2 = ty3; - tz2 = tz3; - tx3 = tempx; - ty3 = tempy; - tz3 = tempz; - } - - /* Points are now order so that t_1 is the highest point, t_2 is the - middle point, and t_3 is the lowest point */ - - if (ty2 < ty1) { - /* First process line segments between (x1,y1)-(x2,y2) - And between (x1,y1),(x3,y3) */ - - m1 = (double) (tx2 - tx1)/(double) (ty2 - ty1); - m2 = (double) (tx3 - tx1)/(double) (ty3 - ty1); - mz1 = (tz2 - tz1)/(double) (ty2 - ty1); - mz2 = (tz3 - tz1)/(double) (ty3 - ty1); - - y = ty1; - fy1 = m1*(y-ty1)+0.5 + tx1; - fy2 = m2*(y-ty1)+0.5 + tx1; - fz1 = mz1*(y-ty1) + tz1; - fz2 = mz2*(y-ty1) + tz1; - while (y >= ty2) { - /* Replace with bresenham scheme */ - /* Calculate x values from slope */ - ix1 = (int) fy1; - ix2 = (int) fy2; - zz1 = fz1; - zz2 = fz2; - fy1-= m1; - fy2-= m2; - fz1-= mz1; - fz2-= mz2; - if (ix1 > ix2) - Plot3D_horizontal(p3,ix2,ix1,y,zz2,zz1,color); - else - Plot3D_horizontal(p3,ix1,ix2,y,zz1,zz2,color); - y--; - } - } - if (ty3 < ty2) { - /* Draw lower half of the triangle */ - m2 = (double) (tx3 - tx1)/(double) (ty3 - ty1); - m3 = (double) (tx3 - tx2)/(double)(ty3 - ty2); - mz2 = (tz3 - tz1)/(double) (ty3 - ty1); - mz3 = (tz3 - tz2)/(double) (ty3 - ty2); - y = ty2; - while (y >= ty3) { - ix1 = (int) (m3*(y-ty2)+0.5)+tx2; - ix2 = (int) (m2*(y-ty1)+0.5)+tx1; - zz1 = mz3*(y-ty2)+tz2; - zz2 = mz2*(y-ty1)+tz1; - if (ix1 > ix2) - Plot3D_horizontal(p3,ix2,ix1,y,zz2,zz1,color); - else - Plot3D_horizontal(p3,ix1,ix2,y,zz1,zz2,color); - y--; - } - } -} - -/* ------------------------------------------------------------------------- - Plot3D_solidtriangle(Plot3D *p3, double x1, double y1, double z1, - double x2, double y2, double z2, - double x3, double y3, double z3, - Pixel color) - - This function draws a 3D z-buffered filled triangle. Can be used to - draw other primitives such as quadralaterals, etc... - - This function simply transforms the given points and calls - Plot3D_SolidTriangleTransform(). - -------------------------------------------------------------------------- */ - -void Plot3D_solidtriangle(Plot3D *p3, double x1, double y1, double z1, - double x2, double y2, double z2, - double x3, double y3, double z3, Pixel color) { - - int tx1, tx2, tx3, ty1, ty2, ty3; - Zvalue tz1, tz2, tz3; - GL_Vector t; - double invw; - Matrix a; - register double xshift, yshift, zoom, width, height, view_xmin, view_ymin; - - a = p3->trans_mat; - xshift = p3->xshift; - yshift = p3->yshift; - zoom = p3->zoom; - height = p3->height; - width = p3->width; - view_xmin = p3->view_xmin; - view_ymin = p3->view_ymin; - - /* Transform the three points into screen coordinates */ - - t.w = a[12]*x1 + a[13]*y1 + a[14]*z1 + a[15]; - invw = 1.0/t.w; - t.x = (a[0]*x1 + a[1]*y1 + a[2]*z1 + a[3])*invw; - t.y = (a[4]*x1 + a[5]*y1 + a[6]*z1 + a[7])*invw; - t.z = (a[8]*x1 + a[9]*y1 + a[10]*z1 + a[11])*invw; - - tx1 = (int) ((t.x +xshift)*zoom*width + 0.5) + view_xmin; - ty1 = (int) ((t.y +yshift)*zoom*height + 0.5) + view_ymin; - tz1 = (Zvalue) t.z; - - - t.w = a[12]*x2 + a[13]*y2 + a[14]*z2 + a[15]; - invw = 1.0/t.w; - t.x = (a[0]*x2 + a[1]*y2 + a[2]*z2 + a[3])*invw; - t.y = (a[4]*x2 + a[5]*y2 + a[6]*z2 + a[7])*invw; - t.z = (a[8]*x2 + a[9]*y2 + a[10]*z2 + a[11])*invw; - tx2 = (int) ((t.x +xshift)*zoom*width + 0.5) + view_xmin; - ty2 = (int) ((t.y +yshift)*zoom*height + 0.5) + view_ymin; - tz2 = (Zvalue) t.z; - - t.w = a[12]*x3 + a[13]*y3 + a[14]*z3 + a[15]; - invw = 1.0/t.w; - t.x = (a[0]*x3 + a[1]*y3 + a[2]*z3 + a[3])*invw; - t.y = (a[4]*x3 + a[5]*y3 + a[6]*z3 + a[7])*invw; - t.z = (a[8]*x3 + a[9]*y3 + a[10]*z3 + a[11])*invw; - tx3 = (int) ((t.x +xshift)*zoom*width + 0.5) + view_xmin; - ty3 = (int) ((t.y +yshift)*zoom*height + 0.5) + view_ymin; - tz3 = (Zvalue) t.z; - - Plot3D_solidtriangletransform(p3,tx1,ty1,tz1,tx2,ty2,tz2,tx3,ty3,tz3,color); - -} - - -/* ------------------------------------------------------------------------- - Plot3D_horizontalinterp(Plot3D *p3, int xmin, int xmax, int y, - double z1, double z2, Pixel c1, Pixel c2) - - Draws a "Horizontal" line on the framebuffer between two screen coordinates, - but also supplies z-values and zbuffering. Performs a color interpolation - between c1 and c2. This is primarily used by the SolidTriangleInterp() - function to give the illusion of smooth surfaces. - -------------------------------------------------------------------------- */ - -void Plot3D_horizontalinterp(Plot3D *p3, int xmin, int xmax, int y, - Zvalue z1, Zvalue z2, Pixel c1, Pixel c2) { - Pixel *p; - FrameBuffer *f; - int i; - Zvalue *zbuf,z,mz; - double mc; - int startx, endx; - double invdx; - - f = p3->frame; - if ((y < f->ymin) || (y >= f->ymax)) return; - if (xmin >= f->xmax) return; - if (xmin < f->xmin) startx = f->xmin; - else startx = xmin; - if (xmax < f->xmin) return; - if (xmax >= f->xmax) endx = f->xmax - 1; - else endx = xmax; - - /* Calculate z slope */ - if (xmax != xmin) { - invdx = 1.0/(double) (xmax-xmin); - } else { - invdx = 0; - } - - mz = (Zvalue) (z2 - z1)*invdx; - - /* Calculate c slope */ - - mc = (double) (c2 - c1)*invdx; - - /* Draw it */ - - p = &f->pixels[y][startx]; - zbuf = &f->zbuffer[y][startx]; - for (i = startx; i <= endx; i++, p++, zbuf++) { - z = (Zvalue) (mz*(i-xmin) + z1); - if (z <= *zbuf) { - *p = (Pixel) (mc*(i-xmin)+c1); - *zbuf = z; - } - } -} - -/* ------------------------------------------------------------------------- - Plot3D_interptriangletransform(Plot3D *p3, - int tx1, int ty2, Zvalue tz1, Pixel c1, - int tx2, int ty2, Zvalue tz2, Pixel c2, - int tx3, int ty3, Zvalue tz3, Pixel c3) - - This function draws a 3D z-buffered filled triangle with color - interpolation. Assumes three points have already been transformed - into screen coordinates. - - General idea : - 1. Transform the three points into screen coordinates - 2. Order three points vertically on screen. - 3. Check for degenerate cases (where 3 points are colinear). - 4. Fill in the resulting triangle using horizontal lines. - 5. Colors are interpolated between end points - -------------------------------------------------------------------------- */ - -void Plot3D_interptriangletransform(Plot3D *p3, - int tx1, int ty1, Zvalue tz1, Pixel c1, - int tx2, int ty2, Zvalue tz2, Pixel c2, - int tx3, int ty3, Zvalue tz3, Pixel c3) { - int tempx, tempy; - Zvalue tempz; - double m1,m2,m3, mz1, mz2, mz3; - double mc1,mc2,mc3; - Pixel ic1,ic2,tempc; - int y; - int ix1, ix2; - Zvalue zz1, zz2; - FrameBuffer *f; - - f = p3->frame; - - /* Figure out which point has the greatest "y" value */ - - if (ty2 > ty1) { /* Swap points 1 and 2 if 2 is higher */ - tempx = tx1; - tempy = ty1; - tempz = tz1; - tempc = c1; - tx1 = tx2; - ty1 = ty2; - tz1 = tz2; - c1 = c2; - tx2 = tempx; - ty2 = tempy; - tz2 = tempz; - c2 = tempc; - } - if (ty3 > ty1) { /* Swap points 1 and 3 if 3 is higher */ - tempx = tx1; - tempy = ty1; - tempz = tz1; - tempc = c1; - tx1 = tx3; - ty1 = ty3; - tz1 = tz3; - c1 = c3; - tx3 = tempx; - ty3 = tempy; - tz3 = tempz; - c3 = tempc; - } - if (ty3 > ty2) { /* Swap points 2 and 3 if 3 is higher */ - tempx = tx2; - tempy = ty2; - tempz = tz2; - tempc = c2; - tx2 = tx3; - ty2 = ty3; - tz2 = tz3; - c2 = c3; - tx3 = tempx; - ty3 = tempy; - tz3 = tempz; - c3 = tempc; - } - - /* Points are now order so that t_1 is the highest point, t_2 is the - middle point, and t_3 is the lowest point */ - - /* Check for degenerate cases here */ - - if ((ty1 == ty2) && (ty2 == ty3)) { - - /* Points are aligned horizontally. Handle as a special case */ - /* Just draw three lines using the outline color */ - - if (tx2 > tx1) - Plot3D_horizontalinterp(p3,tx1,tx2,ty1,tz1,tz2,c1,c2); - else - Plot3D_horizontalinterp(p3,tx2,tx1,ty1,tz2,tz1,c2,c1); - if (tx3 > tx1) - Plot3D_horizontalinterp(p3,tx1,tx3,ty1,tz1,tz3,c1,c3); - else - Plot3D_horizontalinterp(p3,tx3,tx1,ty1,tz3,tz1,c3,c1); - if (tx3 > tx2) - Plot3D_horizontalinterp(p3,tx2,tx3,ty2,tz2,tz3,c2,c3); - else - Plot3D_horizontalinterp(p3,tx3,tx2,ty2,tz3,tz2,c3,c2); - - } else { - - /* First process line segments between (x1,y1)-(x2,y2) - And between (x1,y1),(x3,y3) */ - - if (ty2 < ty1) { - m1 = (double) (tx2 - tx1)/(double) (ty2 - ty1); - m2 = (double) (tx3 - tx1)/(double) (ty3 - ty1); - mz1 = (tz2 - tz1)/(double) (ty2 - ty1); - mz2 = (tz3 - tz1)/(double) (ty3 - ty1); - mc1 = (c2 - c1)/(double) (ty2 - ty1); - mc2 = (c3 - c1)/(double) (ty3 - ty1); - - y = ty1; - while (y >= ty2) { - /* Calculate x values from slope */ - ix1 = (int) (m1*(y-ty1)+0.5) + tx1; - ix2 = (int) (m2*(y-ty1)+0.5) + tx1; - zz1 = mz1*(y-ty1) + tz1; - zz2 = mz2*(y-ty1) + tz1; - ic1 = mc1*(y-ty1) + c1; - ic2 = mc2*(y-ty1) + c1; - if (ix1 > ix2) - Plot3D_horizontalinterp(p3,ix2,ix1,y,zz2,zz1,ic2,ic1); - else - Plot3D_horizontalinterp(p3,ix1,ix2,y,zz1,zz2,ic1,ic2); - y--; - } - } - if (ty3 < ty2) { - /* Draw lower half of the triangle */ - m2 = (double) (tx3 - tx1)/(double) (ty3 - ty1); - mz2 = (tz3 - tz1)/(double) (ty3 - ty1); - mc2 = (c3 - c1)/(double) (ty3 - ty1); - m3 = (double) (tx3 - tx2)/(double)(ty3 - ty2); - mz3 = (tz3 - tz2)/(double) (ty3 - ty2); - mc3 = (c3 - c2)/(double) (ty3 - ty2); - y = ty2; - while (y >= ty3) { - ix1 = (int) (m3*(y-ty2)+0.5)+tx2; - ix2 = (int) (m2*(y-ty1)+0.5)+tx1; - zz1 = mz3*(y-ty2)+tz2; - zz2 = mz2*(y-ty1)+tz1; - ic1 = mc3*(y-ty2)+c2; - ic2 = mc2*(y-ty1)+c1; - if (ix1 > ix2) - Plot3D_horizontalinterp(p3,ix2,ix1,y,zz2,zz1,ic2,ic1); - else - Plot3D_horizontalinterp(p3,ix1,ix2,y,zz1,zz2,ic1,ic2); - y--; - } - } - } -} - -/* ------------------------------------------------------------------------- - Plot3D_interptriangle(Plot3D *p3, - double x1, double y1, double z1, Pixel c1, - double x2, double y2, double z2, Pixel c2, - double x3, double y3, double z3, Pixel c3) - - This function draws a 3D z-buffered filled triangle with color - interpolation. - - This function simply transforms the given points and calls - Plot3D_InterpTriangleTransform(). - -------------------------------------------------------------------------- */ - -void Plot3D_interptriangle(Plot3D *p3, - double x1, double y1, double z1, Pixel c1, - double x2, double y2, double z2, Pixel c2, - double x3, double y3, double z3, Pixel c3) { - - int tx1, tx2, tx3, ty1, ty2, ty3; - Zvalue tz1, tz2, tz3; - GL_Vector t; - double invw; - - /* Transform the three points into screen coordinates */ - - Matrix_transform4(p3->trans_mat,x1,y1,z1,1,&t); /* Point 1 */ - invw = 1.0/t.w; - t.x = t.x *invw; - t.y = t.y *invw; - t.z = t.z *invw; - tx1 = (int) ((t.x +p3->xshift)*p3->zoom*p3->width + 0.5) + p3->view_xmin; - ty1 = (int) ((t.y +p3->yshift)*p3->zoom*p3->height + 0.5) + p3->view_ymin; - tz1 = (Zvalue) t.z; - - Matrix_transform4(p3->trans_mat,x2,y2,z2,1,&t); /* Point 2 */ - invw = 1.0/t.w; - t.x = t.x *invw; - t.y = t.y *invw; - t.z = t.z *invw; - tx2 = (int) ((t.x +p3->xshift)*p3->zoom*p3->width + 0.5) + p3->view_xmin; - ty2 = (int) ((t.y +p3->yshift)*p3->zoom*p3->height + 0.5) + p3->view_ymin; - tz2 = (Zvalue) t.z; - - Matrix_transform4(p3->trans_mat,x3,y3,z3,1,&t); /* Point 3 */ - invw = 1.0/t.w; - t.x = t.x *invw; - t.y = t.y *invw; - t.z = t.z *invw; - tx3 = (int) ((t.x +p3->xshift)*p3->zoom*p3->width + 0.5) + p3->view_xmin; - ty3 = (int) ((t.y +p3->yshift)*p3->zoom*p3->height + 0.5) + p3->view_ymin; - tz3 = (Zvalue) t.z; - - Plot3D_interptriangletransform(p3,tx1,ty1,tz1,c1,tx2,ty2,tz2,c2,tx3,ty3,tz3,c3); -} - -/* ------------------------------------------------------------------------- - Plot3D_quad(Plot3D *p3, double x1, double y1, double z1, - double x2, double y2, double z2, - double x3, double y3, double z3, - double x4, double y4, double z4, - Pixel fillcolor) - - This function draws a 3D outlined Quadralateral. Used primarily for - drawing meshes and other things. - - Plotting is done in the following order : - (x1,y1,z1) --> (x2,y2,z2) - (x2,y2,z2) --> (x3,y3,z3) - (x3,y3,z3) --> (x4,y4,z4) - (x4,y4,z4) --> (x1,y1,z1) - -------------------------------------------------------------------------- */ - -void Plot3D_quad(Plot3D *p3, double x1, double y1, double z1, - double x2, double y2, double z2, - double x3, double y3, double z3, - double x4, double y4, double z4, - Pixel color) { - - int tx1, tx2, tx3, tx4, ty1, ty2, ty3, ty4; - Zvalue tz1, tz2, tz3, tz4; - GL_Vector t; - double invw; - - /* Transform the three points into screen coordinates */ - - Matrix_transform4(p3->trans_mat,x1,y1,z1,1,&t); /* Point 1 */ - invw = 1.0/t.w; - t.x = t.x *invw; - t.y = t.y *invw; - t.z = t.z *invw; - tx1 = (int) ((t.x +p3->xshift)*p3->zoom*p3->width + 0.5) + p3->view_xmin; - ty1 = (int) ((t.y +p3->yshift)*p3->zoom*p3->height + 0.5) + p3->view_ymin; - tz1 = (Zvalue) t.z; - - Matrix_transform4(p3->trans_mat,x2,y2,z2,1,&t); /* Point 2 */ - invw = 1.0/t.w; - t.x = t.x *invw; - t.y = t.y *invw; - t.z = t.z *invw; - tx2 = (int) ((t.x +p3->xshift)*p3->zoom*p3->width + 0.5) + p3->view_xmin; - ty2 = (int) ((t.y +p3->yshift)*p3->zoom*p3->height + 0.5) + p3->view_ymin; - tz2 = (Zvalue) t.z; - - Matrix_transform4(p3->trans_mat,x3,y3,z3,1,&t); /* Point 3 */ - invw = 1.0/t.w; - t.x = t.x *invw; - t.y = t.y *invw; - t.z = t.z *invw; - tx3 = (int) ((t.x +p3->xshift)*p3->zoom*p3->width + 0.5) + p3->view_xmin; - ty3 = (int) ((t.y +p3->yshift)*p3->zoom*p3->height + 0.5) + p3->view_ymin; - tz3 = (Zvalue) t.z; - - Matrix_transform4(p3->trans_mat,x4,y4,z4,1,&t); /* Point 3 */ - invw = 1.0/t.w; - t.x = t.x *invw; - t.y = t.y *invw; - t.z = t.z *invw; - tx4 = (int) ((t.x +p3->xshift)*p3->zoom*p3->width + 0.5) + p3->view_xmin; - ty4 = (int) ((t.y +p3->yshift)*p3->zoom*p3->height + 0.5) + p3->view_ymin; - tz4 = (Zvalue) t.z; - - Plot3D_linetransform(p3,tx1,ty1,tz1,tx2,ty2,tz2,color); - Plot3D_linetransform(p3,tx2,ty2,tz2,tx3,ty3,tz3,color); - Plot3D_linetransform(p3,tx3,ty3,tz3,tx4,ty4,tz4,color); - Plot3D_linetransform(p3,tx4,ty4,tz4,tx1,ty1,tz1,color); - -} - - -/* ------------------------------------------------------------------------- - Plot3D_solidquad(Plot3D *p3, double x1, double y1, double z1, - double x2, double y2, double z2, - double x3, double y3, double z3, - double x4, double y4, double z4, - Pixel fillcolor) - - This function draws a 3D solid Quadralateral. Uses the function - Plot3D_SolidTriangleTransform() to fill in the region. - - Plotting is done in the following order : - (x1,y1,z1) --> (x2,y2,z2) - (x2,y2,z2) --> (x3,y3,z3) - (x3,y3,z3) --> (x4,y4,z4) - (x4,y4,z4) --> (x1,y1,z1) - -------------------------------------------------------------------------- */ - -void Plot3D_solidquad(Plot3D *p3, double x1, double y1, double z1, - double x2, double y2, double z2, - double x3, double y3, double z3, - double x4, double y4, double z4, - Pixel color) { - - int tx1, tx2, tx3, tx4, ty1, ty2, ty3, ty4; - Zvalue tz1, tz2, tz3, tz4; - GL_Vector t; - double invw; - - /* Transform the three points into screen coordinates */ - - Matrix_transform4(p3->trans_mat,x1,y1,z1,1,&t); /* Point 1 */ - invw = 1.0/t.w; - t.x = t.x *invw; - t.y = t.y *invw; - t.z = t.z *invw; - tx1 = (int) ((t.x +p3->xshift)*p3->zoom*p3->width + 0.5) + p3->view_xmin; - ty1 = (int) ((t.y +p3->yshift)*p3->zoom*p3->height + 0.5) + p3->view_ymin; - tz1 = (Zvalue) t.z; - - Matrix_transform4(p3->trans_mat,x2,y2,z2,1,&t); /* Point 2 */ - invw = 1.0/t.w; - t.x = t.x *invw; - t.y = t.y *invw; - t.z = t.z *invw; - tx2 = (int) ((t.x +p3->xshift)*p3->zoom*p3->width + 0.5) + p3->view_xmin; - ty2 = (int) ((t.y +p3->yshift)*p3->zoom*p3->height + 0.5) + p3->view_ymin; - tz2 = (Zvalue) t.z; - - Matrix_transform4(p3->trans_mat,x3,y3,z3,1,&t); /* Point 3 */ - invw = 1.0/t.w; - t.x = t.x *invw; - t.y = t.y *invw; - t.z = t.z *invw; - tx3 = (int) ((t.x +p3->xshift)*p3->zoom*p3->width + 0.5) + p3->view_xmin; - ty3 = (int) ((t.y +p3->yshift)*p3->zoom*p3->height + 0.5) + p3->view_ymin; - tz3 = (Zvalue) t.z; - - Matrix_transform4(p3->trans_mat,x4,y4,z4,1,&t); /* Point 3 */ - invw = 1.0/t.w; - t.x = t.x *invw; - t.y = t.y *invw; - t.z = t.z *invw; - tx4 = (int) ((t.x +p3->xshift)*p3->zoom*p3->width + 0.5) + p3->view_xmin; - ty4 = (int) ((t.y +p3->yshift)*p3->zoom*p3->height + 0.5) + p3->view_ymin; - tz4 = (Zvalue) t.z; - - Plot3D_solidtriangletransform(p3,tx1,ty1,tz1,tx2,ty2,tz2,tx3,ty3,tz3,color); - Plot3D_solidtriangletransform(p3,tx1,ty1,tz1,tx4,ty4,tz4,tx3,ty3,tz3,color); -} - -/* ------------------------------------------------------------------------- - Plot3D_interpquad(Plot3D *p3, double x1, double y1, double z1, Pixel c1, - double x2, double y2, double z2, Pixel c2, - double x3, double y3, double z3, Pixel c3, - double x4, double y4, double z4, Pixel c4) - - This function draws a 3D color-interpolated Quadralateral. Uses the function - Plot3D_InterpTriangleTransform() to fill in the region. - - Plotting is done in the following order : - (x1,y1,z1) --> (x2,y2,z2) - (x2,y2,z2) --> (x3,y3,z3) - (x3,y3,z3) --> (x4,y4,z4) - (x4,y4,z4) --> (x1,y1,z1) - -------------------------------------------------------------------------- */ - -void Plot3D_interpquad(Plot3D *p3, double x1, double y1, double z1, Pixel c1, - double x2, double y2, double z2, Pixel c2, - double x3, double y3, double z3, Pixel c3, - double x4, double y4, double z4, Pixel c4) { - - - int tx1, tx2, tx3, tx4, ty1, ty2, ty3, ty4; - Zvalue tz1, tz2, tz3, tz4; - GL_Vector t; - double invw; - - /* Transform the three points into screen coordinates */ - - Matrix_transform4(p3->trans_mat,x1,y1,z1,1,&t); /* Point 1 */ - invw = 1.0/t.w; - t.x = t.x *invw; - t.y = t.y *invw; - t.z = t.z *invw; - tx1 = (int) ((t.x +p3->xshift)*p3->zoom*p3->width + 0.5) + p3->view_xmin; - ty1 = (int) ((t.y +p3->yshift)*p3->zoom*p3->height + 0.5) + p3->view_ymin; - tz1 = (Zvalue) t.z; - - Matrix_transform4(p3->trans_mat,x2,y2,z2,1,&t); /* Point 2 */ - invw = 1.0/t.w; - t.x = t.x *invw; - t.y = t.y *invw; - t.z = t.z *invw; - tx2 = (int) ((t.x +p3->xshift)*p3->zoom*p3->width + 0.5) + p3->view_xmin; - ty2 = (int) ((t.y +p3->yshift)*p3->zoom*p3->height + 0.5) + p3->view_ymin; - tz2 = (Zvalue) t.z; - - Matrix_transform4(p3->trans_mat,x3,y3,z3,1,&t); /* Point 3 */ - invw = 1.0/t.w; - t.x = t.x *invw; - t.y = t.y *invw; - t.z = t.z *invw; - tx3 = (int) ((t.x +p3->xshift)*p3->zoom*p3->width + 0.5) + p3->view_xmin; - ty3 = (int) ((t.y +p3->yshift)*p3->zoom*p3->height + 0.5) + p3->view_ymin; - tz3 = (Zvalue) t.z; - - Matrix_transform4(p3->trans_mat,x4,y4,z4,1,&t); /* Point 3 */ - invw = 1.0/t.w; - t.x = t.x *invw; - t.y = t.y *invw; - t.z = t.z *invw; - tx4 = (int) ((t.x +p3->xshift)*p3->zoom*p3->width + 0.5) + p3->view_xmin; - ty4 = (int) ((t.y +p3->yshift)*p3->zoom*p3->height + 0.5) + p3->view_ymin; - tz4 = (Zvalue) t.z; - - Plot3D_interptriangletransform(p3,tx1,ty1,tz1,c1,tx2,ty2,tz2,c2,tx3,ty3,tz3,c3); - Plot3D_interptriangletransform(p3,tx1,ty1,tz1,c1,tx4,ty4,tz4,c4,tx3,ty3,tz3,c3); - -} - -/* -------------------------------------------------------------------------- - Plot3D_solidsphere(Plot3 *p3, double x, double y, double z, double radius, - Pixel c) - - Makes a 3D sphere at x,y,z with given radius and color. - - Basic strategy : - 1. Transform point to screen coordinates - 2. Figure out what the radius is in screen coordinates - 3. Use bresenham algorithm for large spheres - 4. Use bitmaps for small spheres - -------------------------------------------------------------------------- */ - -/* This is used to fill in spheres */ -static int s_xmin; -static int s_ymin; -static int s_xmax; -static int s_ymax; -static Pixel **s_pixels; -static Zvalue **s_zbuffer; - -void Plot3D_spherehorizontal(int xmin, int xmax, int y, Zvalue z, Pixel color) { - int i; - int startx, endx; - Pixel *p; - Zvalue *zbuf; - - if ((y < s_ymin) || (y >= s_ymax)) return; - if (xmin < s_xmin) startx = s_xmin; - else startx = xmin; - if (xmax >= s_xmax) endx = s_xmax - 1; - else endx = xmax; - - /* Draw it */ - - p = &s_pixels[y][xmin]; - zbuf = &s_zbuffer[y][xmin]; - for (i = startx; i <= endx; i++, p++, zbuf++) { - if (z <= *zbuf) { - *p = color; - *zbuf = z; - } - } -} - -void Plot3D_solidsphere(Plot3D *p3, double x, double y, double z, double radius, - Pixel c) { - - GL_Vector t,r; - double rad; - int tx,ty, irad; - Zvalue tz; - double invw; - int ix, iy, ix1,ix2,p; - FrameBuffer *f; - - /* First transform the point into model coordinates */ - - Matrix_transform4(p3->fullmodel_mat,x,y,z,1,&t); - - /* Now transform two points in order to find proper sphere radius */ - - Matrix_transform4(p3->view_mat,t.x+radius,t.y,t.z,t.w,&r); /* transform radius */ - Matrix_transform4(p3->view_mat,t.x,t.y,t.z,t.w,&t); - - invw = 1.0/t.w; - t.x = t.x*invw; - t.y = t.y*invw; - t.z = t.z*invw; - invw = 1.0/r.w; - r.x = r.x*invw; - r.y = r.y*invw; - r.z = r.z*invw; - invw = 1.0/r.w; - - rad = fabs(t.x - r.x); - - /* Transform everything into screen coordinates */ - - tx = (int) ((t.x +p3->xshift)*p3->zoom*p3->width + 0.5) + p3->view_xmin; - ty = (int) ((t.y +p3->yshift)*p3->zoom*p3->height + 0.5) + p3->view_ymin; - tz = (Zvalue) t.z; - irad = (int) (p3->zoom*(rad*p3->width + 0.5)); - - /* This is only a temporary solution (maybe). */ - -#define fill_zcircle(x,y,c) \ - ix1 = tx - x; \ - ix2 = tx + x; \ - if (ix1 < s_xmin) ix1 = s_xmin; \ - if (ix2 >= s_xmax) ix2 = s_xmax; \ - Plot3D_spherehorizontal(ix1,ix2,y,tz,c); - - f = p3->frame; - s_xmin = f->xmin; - s_ymin = f->ymin; - s_xmax = f->xmax; - s_ymax = f->ymax; - s_pixels = f->pixels; - s_zbuffer = f->zbuffer; - if (irad <= 1) { - /* Plot a single pixel */ - if ((tx >= f->xmin) && (tx < f->xmax)) { - if ((ty >= f->ymin) && (ty <f->ymax)) { - if (tz <= f->zbuffer[ty][tx]) { - f->pixels[ty][tx] = c; - f->zbuffer[ty][tx] = tz; - } - } - } - return; - } - ix = 0; - iy = irad; - p = 3-2*irad; - while (ix <= iy) { - fill_zcircle(ix,ty+iy,c); - fill_zcircle(ix,ty-iy,c); - fill_zcircle(iy,ty+ix,c); - fill_zcircle(iy,ty-ix,c); - if (p < 0) p = p + 4*ix + 6; - else { - p = p + 4*(ix-iy) + 10; - iy = iy -1; - } - ix++; - } -} - - -/* -------------------------------------------------------------------- - Plot3D_outlinesphere(Plot3D *p3, double x, double y, double z, - double radius, Pixel color, Pixel bc) - - Draws an outlined sphere. - -------------------------------------------------------------------- */ - -void Plot3D_outlinesphere(Plot3D *p3, double x, double y, double z, - double radius, Pixel c, Pixel bc) -{ - GL_Vector t,r; - double rad; - int tx,ty, irad; - Zvalue tz; - double invw; - int ix, iy, ix1,ix2,p; - - FrameBuffer *f; - - /* First transform the point into model coordinates */ - - Matrix_transform4(p3->fullmodel_mat,x,y,z,1,&t); - - /* Now transform two points in order to find proper sphere radius */ - - Matrix_transform4(p3->view_mat,t.x+radius,t.y,t.z,t.w,&r); /* transform radius */ - Matrix_transform4(p3->view_mat,t.x,t.y,t.z,t.w,&t); - - invw = 1.0/t.w; - t.x = t.x*invw; - t.y = t.y*invw; - t.z = t.z*invw; - invw = 1.0/r.w; - r.x = r.x*invw; - r.y = r.y*invw; - r.z = r.z*invw; - invw = 1.0/r.w; - - rad = fabs(t.x - r.x); - - /* Transform everything into screen coordinates */ - - tx = (int) ((t.x +p3->xshift)*p3->zoom*p3->width + 0.5) + p3->view_xmin; - ty = (int) ((t.y +p3->yshift)*p3->zoom*p3->height + 0.5) + p3->view_ymin; - tz = (Zvalue) t.z; - irad = (int) (p3->zoom*(rad*p3->width + 0.5)); - - /* This is only a temporary solution (maybe). */ -#define plot_zcircle(x,y,c) \ - if ((x >= s_xmin) && (x < s_xmax) && \ - (y >= s_ymin) && (y < s_ymax)) {\ - if (tz <= s_zbuffer[y][x]) { \ - s_pixels[y][x] = c; \ - s_zbuffer[y][x] = tz; } \ - } - - f = p3->frame; - s_xmin = f->xmin; - s_ymin = f->ymin; - s_xmax = f->xmax; - s_ymax = f->ymax; - s_pixels = f->pixels; - s_zbuffer = f->zbuffer; - - if (irad <= 1) { - /* Plot a single pixel */ - if ((tx >= f->xmin) && (tx < f->xmax)) { - if ((ty >= f->ymin) && (ty <f->ymax)) { - if (tz <= f->zbuffer[ty][tx]) { - f->pixels[ty][tx] = c; - f->zbuffer[ty][tx] = tz; - } - } - } - return; - } - ix = 0; - iy = irad; - p = 3-2*irad; - while (ix <= iy) { - fill_zcircle(ix,ty+iy,c); - fill_zcircle(ix,ty-iy,c); - fill_zcircle(iy,ty+ix,c); - fill_zcircle(iy,ty-ix,c); - - plot_zcircle(tx+ix,ty+iy,bc); - plot_zcircle(tx-ix,ty+iy,bc); - plot_zcircle(tx+ix,ty-iy,bc); - plot_zcircle(tx-ix,ty-iy,bc); - plot_zcircle(tx+iy,ty+ix,bc); - plot_zcircle(tx-iy,ty+ix,bc); - plot_zcircle(tx+iy,ty-ix,bc); - plot_zcircle(tx-iy,ty-ix,bc); - if (p < 0) p = p + 4*ix + 6; - else { - p = p + 4*(ix-iy) + 10; - iy = iy -1; - } - ix++; - } -} - -/* QUAD Test - Test out quad functions for graphing */ - -double zf(double x, double y) { - return cos(sqrt(x*x + y*y)*10.0)/(sqrt(x*x+y*y)+1); -} - -void Quad_Test(Plot3D *p3, int npoints) { - int i,j; - double dx; - double x1,y1,z1,x2,y2,z2,x3,y3,z3,x4,y4,z4,za; - int c; - dx = 2.0/npoints; - - - for (i = 0; i < npoints; i++) - for (j = 0; j < npoints; j++) { - x1 = i*dx + -1.0; - y1 = j*dx + -1.0; - x2 = x1 + dx; - x3 = x1 + dx; - x4 = x1; - y2 = y1; - y3 = y1 + dx; - y4 = y1 + dx; - z1 = zf(x1,y1); - z2 = zf(x2,y2); - z3 = zf(x3,y3); - z4 = zf(x4,y4); - za = 0.25*(z1+z2+z3+z4); - c = 16+((za + 1)*120); - if (c > 254) c = 254; - Plot3D_quad(p3,x1,y1,z1,x2,y2,z2,x3,y3,z3,x4,y4,z4,(Pixel) c); - } -} - - -void Quad_SolidTest(Plot3D *p3, int npoints) { - int i,j; - double dx; - double x1,y1,z1,x2,y2,z2,x3,y3,z3,x4,y4,z4,za; - int c; - dx = 2.0/npoints; - - - for (i = 0; i < npoints; i++) - for (j = 0; j < npoints; j++) { - x1 = i*dx + -1.0; - y1 = j*dx + -1.0; - x2 = x1 + dx; - x3 = x1 + dx; - x4 = x1; - y2 = y1; - y3 = y1 + dx; - y4 = y1 + dx; - z1 = zf(x1,y1); - z2 = zf(x2,y2); - z3 = zf(x3,y3); - z4 = zf(x4,y4); - za = 0.25*(z1+z2+z3+z4); - c = 16+((za + 1)*120); - if (c > 254) c = 254; - Plot3D_solidquad(p3,x1,y1,z1,x2,y2,z2,x3,y3,z3,x4,y4,z4,(Pixel) c); - } -} - - - -void Quad_InterpTest(Plot3D *p3, int npoints) { - int i,j; - double dx; - double x1,y1,z1,x2,y2,z2,x3,y3,z3,x4,y4,z4; - int c1,c2,c3,c4; - dx = 2.0/npoints; - - - for (i = 0; i < npoints; i++) - for (j = 0; j < npoints; j++) { - x1 = i*dx + -1.0; - y1 = j*dx + -1.0; - x2 = x1 + dx; - x3 = x1 + dx; - x4 = x1; - y2 = y1; - y3 = y1 + dx; - y4 = y1 + dx; - z1 = zf(x1,y1); - z2 = zf(x2,y2); - z3 = zf(x3,y3); - z4 = zf(x4,y4); - c1 = 16+((z1 + 1)*120); - c2 = 16+((z2 + 1)*120); - c3 = 16+((z3 + 1)*120); - c4 = 16+((z4 + 1)*120); - if (c1 > 254) c1 = 254; - if (c2 > 254) c2 = 254; - if (c3 > 254) c3 = 254; - if (c4 > 254) c4 = 254; - Plot3D_interpquad(p3,x1,y1,z1,(Pixel) c1,x2,y2,z2,(Pixel) c2,x3,y3,z3,(Pixel) c3,x4,y4,z4,(Pixel) c4); - } -} - - - - - - - - - - - - |