diff options
| author | Lorry Tar Creator <lorry-tar-importer@baserock.org> | 2009-08-18 20:56:02 +0000 |
|---|---|---|
| committer | Lorry <lorry@roadtrain.codethink.co.uk> | 2012-09-25 16:59:08 +0000 |
| commit | 9f8a09ed743cedd9547bf0661d518647966ab114 (patch) | |
| tree | 9c7803d3b27a8ec22e91792ac7f7932efa128b20 /Examples/GIFPlot/Lib | |
| download | swig-tarball-master.tar.gz | |
Imported from /srv/lorry/lorry-area/swig-tarball/swig-1.3.40.tar.gz.HEADswig-1.3.40master
Diffstat (limited to 'Examples/GIFPlot/Lib')
| -rw-r--r-- | Examples/GIFPlot/Lib/Makefile.in | 22 | ||||
| -rw-r--r-- | Examples/GIFPlot/Lib/color.c | 143 | ||||
| -rw-r--r-- | Examples/GIFPlot/Lib/font.c | 705 | ||||
| -rw-r--r-- | Examples/GIFPlot/Lib/frame.c | 924 | ||||
| -rw-r--r-- | Examples/GIFPlot/Lib/gif.c | 672 | ||||
| -rw-r--r-- | Examples/GIFPlot/Lib/matrix.c | 343 | ||||
| -rw-r--r-- | Examples/GIFPlot/Lib/pixmap.c | 159 | ||||
| -rw-r--r-- | Examples/GIFPlot/Lib/plot2d.c | 445 | ||||
| -rw-r--r-- | Examples/GIFPlot/Lib/plot3d.c | 2181 |
9 files changed, 5594 insertions, 0 deletions
diff --git a/Examples/GIFPlot/Lib/Makefile.in b/Examples/GIFPlot/Lib/Makefile.in new file mode 100644 index 0000000..9db828e --- /dev/null +++ b/Examples/GIFPlot/Lib/Makefile.in @@ -0,0 +1,22 @@ +CC = @CC@ +CCSHARED= @CCSHARED@ +INCLUDES= -I../Include +CFLAGS = -O +SRCS = frame.c color.c plot2d.c plot3d.c font.c pixmap.c matrix.c gif.c +OBJS = $(SRCS:.c=.@OBJEXT@) +AR = @AR@ +RANLIB = @RANLIB@ +TARGET = ../libgifplot.a + +.c.@OBJEXT@: + $(CC) $(CCSHARED) $(INCLUDES) $(CFLAGS) -c -o $*.@OBJEXT@ $< + +all: $(OBJS) + @rm -f ../libgifplot.a + $(AR) cr $(TARGET) $(OBJS) + $(RANLIB) $(TARGET) + +clean: + rm -f *.@OBJEXT@ *~ $(TARGET) + +check: all diff --git a/Examples/GIFPlot/Lib/color.c b/Examples/GIFPlot/Lib/color.c new file mode 100644 index 0000000..7d79bac --- /dev/null +++ b/Examples/GIFPlot/Lib/color.c @@ -0,0 +1,143 @@ +/* ----------------------------------------------------------------------------- + * color.c + * + * Colormaps + * + * Author(s) : David Beazley (beazley@cs.uchicago.edu) + * Copyright (C) 1995-1996 + * + * See the file LICENSE for information on usage and redistribution. + * ----------------------------------------------------------------------------- */ + +#define COLORMAP +#include "gifplot.h" +#include <string.h> + +/* ------------------------------------------------------------------------ + ColorMap *new_ColorMap(char *filename) + + Read a colormap from a file. + ------------------------------------------------------------------------ */ + +ColorMap *new_ColorMap(char *filename) { + ColorMap *c; + FILE *cm; + void ColorMap_default(ColorMap *); + + if (!filename) { + c = (ColorMap *) malloc(sizeof(ColorMap)); + c->cmap = (unsigned char *) malloc(768*sizeof(char)); + c->name = 0; + ColorMap_default(c); + return c; + } + if (strlen(filename) == 0) { + c = (ColorMap *) malloc(sizeof(ColorMap)); + c->cmap = (unsigned char *) malloc(768*sizeof(char)); + ColorMap_default(c); + return c; + } + if ((cm = fopen(filename,"rb")) == NULL) { + return (ColorMap *) 0; + } + c = (ColorMap *) malloc(sizeof(ColorMap)); + c->cmap = (unsigned char *) malloc(768*sizeof(char)); + if (fread(c->cmap, 768, 1, cm) != 1) { + free((char *)c->cmap); + free((char *)c); + fclose(cm); + return (ColorMap *) 0; + } + fclose(cm); + c->name = (char *) malloc(strlen(filename)+1); + strcpy(c->name, filename); + ColorMap_default(c); + return c; +} + +/* -------------------------------------------------------------------------- + delete_ColorMap(ColorMap *cm) + + Destroy a ColorMap + -------------------------------------------------------------------------- */ + +void delete_ColorMap(ColorMap *cm) { + if (cm) { + free((char *)cm->cmap); + if (cm->name) + free((char *)cm->name); + free((char *)cm); + } +} + +/* -------------------------------------------------------------------------- + ColorMap_default(ColorMap *cm) + + This function fills in default values for the first 8 entries of the + colormap. These are *fixed* values---used internally. + -------------------------------------------------------------------------- */ + +void ColorMap_default(ColorMap *cm) { + unsigned char *r,*g,*b; + if (cm) { + r = cm->cmap; + g = cm->cmap+256; + b = cm->cmap+512; + + r[0] = 0; g[0] = 0; b[0] = 0; /* BLACK */ + r[1] = 255; g[1] = 255; b[1] = 255; /* WHITE */ + r[2] = 255; g[2] = 0; b[2] = 0; /* RED */ + r[3] = 0; g[3] = 255; b[3] = 0; /* GREEN */ + r[4] = 0; g[4] = 0; b[4] = 255; /* BLUE */ + r[5] = 255; g[5] = 255; b[5] = 0; /* YELLOW */ + r[6] = 0; g[6] = 255; b[6] = 255; /* CYAN */ + r[7] = 255; g[7] = 0; b[7] = 255; /* MAGENTA */ + } +} + +void ColorMap_assign(ColorMap *cm, int index, int r, int g, int b) { + unsigned char *rb,*gb,*bb; + + rb = cm->cmap; + gb = cm->cmap+256; + bb = cm->cmap+512; + + rb[index] = r; + gb[index] = g; + bb[index] = b; +} + +int ColorMap_getitem(ColorMap *cm, int index) { + if ((index < 0) && (index >= 768)) return -1; + return cm->cmap[index]; +} + +void ColorMap_setitem(ColorMap *cm, int index, int value) { + if ((index < 0) && (index >= 768)) return; + cm->cmap[index]=value; +} + +/* -------------------------------------------------------------------- + ColorMap_write(ColorMap *cm, char *filename) + + Write out a colormap to disk. + -------------------------------------------------------------------- */ + +int ColorMap_write(ColorMap *cm, char *filename) { + + FILE *f; + if (!cm) return -1; + if (!filename) return -1; + if (strlen(filename) == 0) return -1; + + f = fopen(filename,"w"); + + if (fwrite(cm->cmap,768,1,f) != 1) { + fclose(f); + return -1; + } + fclose(f); + return 0; +} + +#undef COLORMAP diff --git a/Examples/GIFPlot/Lib/font.c b/Examples/GIFPlot/Lib/font.c new file mode 100644 index 0000000..b30ee9b --- /dev/null +++ b/Examples/GIFPlot/Lib/font.c @@ -0,0 +1,705 @@ +/* ----------------------------------------------------------------------------- + * font.c + * + * Some basic fonts. + * + * Author(s) : David Beazley (beazley@cs.uchicago.edu) + * Copyright (C) 1995-1996 + * + * See the file LICENSE for information on usage and redistribution. + * ----------------------------------------------------------------------------- */ + +#define FONT +#include "gifplot.h" + +static char Char_A[80] = "\ +...x....\ +...x....\ +..x.x...\ +..x.x...\ +.x...x..\ +.xxxxx..\ +x.....x.\ +x.....x.\ +x.....x.\ +........"; + +static char Char_B[80] = "\ +xxxxxx..\ +x.....x.\ +x.....x.\ +x.....x.\ +xxxxxx..\ +x.....x.\ +x.....x.\ +x.....x.\ +xxxxxx..\ +........"; + +static char Char_C[80] = "\ +..xxxx..\ +.x....x.\ +x.......\ +x.......\ +x.......\ +x.......\ +x.......\ +.x....x.\ +..xxxx..\ +........"; + +static char Char_D[80] = "\ +xxxxx...\ +x....x..\ +x.....x.\ +x.....x.\ +x.....x.\ +x.....x.\ +x.....x.\ +x....x..\ +xxxxx...\ +........"; +static char Char_E[80] = "\ +xxxxxxx.\ +x.......\ +x.......\ +x.......\ +xxxxx...\ +x.......\ +x.......\ +x.......\ +xxxxxxx.\ +........"; +static char Char_F[80] = "\ +xxxxxxx.\ +x.......\ +x.......\ +x.......\ +xxxxx...\ +x.......\ +x.......\ +x.......\ +x.......\ +........"; +static char Char_G[80] = "\ +.xxxxx..\ +x.....x.\ +x.......\ +x.......\ +x...xxx.\ +x.....x.\ +x.....x.\ +x.....x.\ +.xxxxx..\ +........"; +static char Char_H[80] = "\ +x.....x.\ +x.....x.\ +x.....x.\ +x.....x.\ +xxxxxxx.\ +x.....x.\ +x.....x.\ +x.....x.\ +x.....x.\ +........"; +static char Char_I[80] = "\ +xxxxxxx.\ +...x....\ +...x....\ +...x....\ +...x....\ +...x....\ +...x....\ +...x....\ +xxxxxxx.\ +........"; +static char Char_J[80] = "\ +......x.\ +......x.\ +......x.\ +......x.\ +......x.\ +......x.\ +x.....x.\ +.x...x..\ +..xxx...\ +........"; +static char Char_K[80] = "\ +x.....x.\ +x....x..\ +x...x...\ +x..x....\ +xxx.....\ +x..x....\ +x...x...\ +x....x..\ +x.....x.\ +........"; +static char Char_L[80] = "\ +x.......\ +x.......\ +x.......\ +x.......\ +x.......\ +x.......\ +x.......\ +x.......\ +xxxxxxx.\ +........"; +static char Char_M[80] = "\ +x.....x.\ +xx...xx.\ +xx...xx.\ +x.x.x.x.\ +x.x.x.x.\ +x..x..x.\ +x..x..x.\ +x.....x.\ +x.....x.\ +........"; +static char Char_N[80] = "\ +x.....x.\ +xx....x.\ +x.x...x.\ +x.x...x.\ +x..x..x.\ +x...x.x.\ +x...x.x.\ +x....xx.\ +x.....x.\ +........"; +static char Char_O[80] = "\ +.xxxxx..\ +x.....x.\ +x.....x.\ +x.....x.\ +x.....x.\ +x.....x.\ +x.....x.\ +x.....x.\ +.xxxxx..\ +........"; +static char Char_P[80] = "\ +xxxxxx..\ +x.....x.\ +x.....x.\ +x.....x.\ +xxxxxx..\ +x.......\ +x.......\ +x.......\ +x.......\ +........"; +static char Char_Q[80] = "\ +.xxxxx..\ +x.....x.\ +x.....x.\ +x.....x.\ +x.....x.\ +x.....x.\ +x...x.x.\ +x....x..\ +.xxxx.x.\ +........"; +static char Char_R[80] = "\ +xxxxxx..\ +x.....x.\ +x.....x.\ +x.....x.\ +xxxxxx..\ +x..x....\ +x...x...\ +x....x..\ +x.....x.\ +........"; +static char Char_S[80] = "\ +.xxxxx..\ +x.....x.\ +x.......\ +x.......\ +.xxxxx..\ +......x.\ +......x.\ +x.....x.\ +.xxxxx..\ +........"; +static char Char_T[80] = "\ +xxxxxxx.\ +...x....\ +...x....\ +...x....\ +...x....\ +...x....\ +...x....\ +...x....\ +...x....\ +........"; +static char Char_U[80] = "\ +x.....x.\ +x.....x.\ +x.....x.\ +x.....x.\ +x.....x.\ +x.....x.\ +x.....x.\ +x.....x.\ +.xxxxx..\ +........"; +static char Char_V[80] = "\ +x.....x.\ +x.....x.\ +.x...x..\ +.x...x..\ +..x.x...\ +..x.x...\ +...x....\ +...x....\ +...x....\ +........"; +static char Char_W[80] = "\ +x.....x.\ +x.....x.\ +x.....x.\ +x.....x.\ +x.....x.\ +x..x..x.\ +x..x..x.\ +x.x.x.x.\ +.x...x..\ +........"; +static char Char_X[80] = "\ +x.....x.\ +x.....x.\ +.x...x..\ +..x.x...\ +...x....\ +..x.x...\ +.x...x..\ +x.....x.\ +x.....x.\ +........"; +static char Char_Y[80] = "\ +x.....x.\ +x.....x.\ +.x...x..\ +..x.x...\ +...x....\ +...x....\ +...x....\ +...x....\ +...x....\ +........"; +static char Char_Z[80] = "\ +xxxxxxx.\ +......x.\ +.....x..\ +....x...\ +...x....\ +..x.....\ +.x......\ +x.......\ +xxxxxxx.\ +........"; +static char Char_0[80] = "\ +.xxxxx..\ +x....xx.\ +x...x.x.\ +x..x..x.\ +x..x..x.\ +x.x...x.\ +x.x...x.\ +xx....x.\ +.xxxxx..\ +........"; +static char Char_1[80] = "\ +...x....\ +..xx....\ +...x....\ +...x....\ +...x....\ +...x....\ +...x....\ +...x....\ +..xxx...\ +........"; +static char Char_2[80] = "\ +..xxxx..\ +.x....x.\ +x.....x.\ +.....x..\ +....x...\ +...x....\ +..x.....\ +.x......\ +xxxxxxx.\ +........"; +static char Char_3[80] = "\ +.xxxxx..\ +x.....x.\ +......x.\ +......x.\ +...xxx..\ +......x.\ +......x.\ +x.....x.\ +.xxxxx..\ +........"; +static char Char_4[80] = "\ +....xx..\ +...x.x..\ +..x..x..\ +.x...x..\ +xxxxxxx.\ +.....x..\ +.....x..\ +.....x..\ +.....x..\ +........"; +static char Char_5[80] = "\ +xxxxxxx.\ +x.......\ +x.......\ +x.......\ +xxxxxx..\ +......x.\ +......x.\ +x.....x.\ +.xxxxx..\ +........"; +static char Char_6[80] = "\ +....xxx.\ +..xx....\ +.x......\ +x.......\ +x.xxx...\ +xx...x..\ +x.....x.\ +.x...x..\ +..xxx...\ +........"; +static char Char_7[80] = "\ +xxxxxxx.\ +x.....x.\ +.....x..\ +....x...\ +...x....\ +..x.....\ +.x......\ +x.......\ +x.......\ +........"; +static char Char_8[80] = "\ +.xxxxx..\ +x.....x.\ +x.....x.\ +x.....x.\ +.xxxxx..\ +x.....x.\ +x.....x.\ +x.....x.\ +.xxxxx..\ +........"; +static char Char_9[80] = "\ +..xxxx..\ +.x....x.\ +x.....x.\ +x....xx.\ +.xxxx.x.\ +......x.\ +......x.\ +....xx..\ +.xxx....\ +........"; +static char Char_MINUS[80] = "\ +........\ +........\ +........\ +........\ +.xxxxxx.\ +........\ +........\ +........\ +........\ +........"; +static char Char_PLUS[80] = "\ +........\ +........\ +...x....\ +...x....\ +.xxxxx..\ +...x....\ +...x....\ +........\ +........\ +........"; +static char Char_EQUAL[80] = "\ +........\ +........\ +........\ +.xxxxx..\ +........\ +.xxxxx..\ +........\ +........\ +........\ +........"; +static char Char_LPAREN[80] = "\ +....x...\ +...x....\ +..x.....\ +.x......\ +.x......\ +.x......\ +..x.....\ +...x....\ +....x...\ +........"; +static char Char_RPAREN[80] = "\ +...x....\ +....x...\ +.....x..\ +......x.\ +......x.\ +......x.\ +.....x..\ +....x...\ +...x....\ +........"; +static char Char_QUOTE[80] = "\ +..x.x...\ +..x.x...\ +........\ +........\ +........\ +........\ +........\ +........\ +........\ +........"; +static char Char_COLON[80] = "\ +........\ +........\ +...xx...\ +...xx...\ +........\ +...xx...\ +...xx...\ +........\ +........\ +........"; +static char Char_PERIOD[80] = "\ +........\ +........\ +........\ +........\ +........\ +........\ +........\ +...xx...\ +...xx...\ +........"; +static char Char_COMMA[80] = "\ +........\ +........\ +........\ +........\ +........\ +........\ +...xx...\ +...xx...\ +....x...\ +...x...."; + +static char Char_SLASH[80] = "\ +........\ +......x.\ +.....x..\ +....x...\ +...x....\ +..x.....\ +.x......\ +x.......\ +........\ +........"; + +static char Char_SPACE[80] = "\ +........\ +........\ +........\ +........\ +........\ +........\ +........\ +........\ +........\ +........"; + +static char *GP_Font[128]; +static int InitGP_Font = 0; + +static void initGP_Fonts(void) { + + int i; + for (i = 0; i < 128; i++) + GP_Font[i] = (char *) 0; + + GP_Font['A'] = GP_Font['a'] = Char_A; + GP_Font['B'] = GP_Font['b'] = Char_B; + GP_Font['C'] = GP_Font['c'] = Char_C; + GP_Font['D'] = GP_Font['d'] = Char_D; + GP_Font['E'] = GP_Font['e'] = Char_E; + GP_Font['F'] = GP_Font['f'] = Char_F; + GP_Font['G'] = GP_Font['g'] = Char_G; + GP_Font['H'] = GP_Font['h'] = Char_H; + GP_Font['I'] = GP_Font['i'] = Char_I; + GP_Font['J'] = GP_Font['j'] = Char_J; + GP_Font['K'] = GP_Font['k'] = Char_K; + GP_Font['L'] = GP_Font['l'] = Char_L; + GP_Font['M'] = GP_Font['m'] = Char_M; + GP_Font['N'] = GP_Font['n'] = Char_N; + GP_Font['O'] = GP_Font['o'] = Char_O; + GP_Font['P'] = GP_Font['p'] = Char_P; + GP_Font['Q'] = GP_Font['q'] = Char_Q; + GP_Font['R'] = GP_Font['r'] = Char_R; + GP_Font['S'] = GP_Font['s'] = Char_S; + GP_Font['T'] = GP_Font['t'] = Char_T; + GP_Font['U'] = GP_Font['u'] = Char_U; + GP_Font['V'] = GP_Font['v'] = Char_V; + GP_Font['W'] = GP_Font['w'] = Char_W; + GP_Font['X'] = GP_Font['x'] = Char_X; + GP_Font['Y'] = GP_Font['y'] = Char_Y; + GP_Font['Z'] = GP_Font['z'] = Char_Z; + GP_Font['0'] = Char_0; + GP_Font['1'] = Char_1; + GP_Font['2'] = Char_2; + GP_Font['3'] = Char_3; + GP_Font['4'] = Char_4; + GP_Font['5'] = Char_5; + GP_Font['6'] = Char_6; + GP_Font['7'] = Char_7; + GP_Font['8'] = Char_8; + GP_Font['9'] = Char_9; + GP_Font['.'] = Char_PERIOD; + GP_Font[','] = Char_COMMA; + GP_Font['='] = Char_EQUAL; + GP_Font['-'] = Char_MINUS; + GP_Font['+'] = Char_PLUS; + GP_Font['\"'] = Char_QUOTE; + GP_Font['('] = Char_LPAREN; + GP_Font[')'] = Char_RPAREN; + GP_Font[':'] = Char_COLON; + GP_Font['/'] = Char_SLASH; + GP_Font[' '] = Char_SPACE; + InitGP_Font = 1; +} + +/* ----------------------------------------------------------------------- + void FrameBuffer_drawchar(FrameBuffer *f, int x, int y, Pixel fgcolor, Pixel bgcolor, char chr, int orientation) + + Draws a character at location x, y with given color and orientation parameters. + Orientation can either be HORIZONTAL or VERTICAL + ----------------------------------------------------------------------- */ +void FrameBuffer_drawchar(FrameBuffer *f, int x, int y, int fgcolor, + int bgcolor, char chr, int orientation) { + + Pixel c, bc,*p,*p1; + char *ch; + int i,j; + int xpixels,ypixels; + + if (!InitGP_Font) initGP_Fonts(); + + c = (Pixel) fgcolor; + bc = (Pixel) bgcolor; + xpixels = f->width; + ypixels = f->height; + + if (orientation == HORIZONTAL) { + if ((x < f->xmin) || (x > f->xmax-8) || + (y < f->ymin) || (y > f->ymax-10)) return; + + ch = GP_Font[(int) chr]; + if (!ch) return; + p = &f->pixels[y+9][x]; + for (i = 0; i < 10; i++) { + p1 = p; + for (j = 0; j< 8; j++) { + if (*(ch++) == 'x') *p= c; + else if (bgcolor >= 0) + *p = bc; + p++; + } + p = (p1 - xpixels); + } + } else { + if ((x < f->xmin+10) || (x >= f->xmax) || + (y < f->ymin) || (y > f->ymax-8)) return; + + ch = GP_Font[(int) chr]; + if (!ch) return; + p = &f->pixels[y][x-9]; + for (i = 0; i < 10; i++) { + p1 = p; + for (j = 0; j< 8; j++) { + if (*(ch++) == 'x') *p= c; + else if (bgcolor >= 0) + *p = bc; + p+=xpixels; + } + p = p1 + 1; + } + } +} + +/* ---------------------------------------------------------------------- + void FrameBuffer_drawstring(FrameBuffer *f, int x, int y, int fgcolor, + int bgcolor, char *text, int orientation) + + Draws an ASCII string on the framebuffer. Can be oriented either horizontally + or vertically. + ---------------------------------------------------------------------- */ + +void FrameBuffer_drawstring(FrameBuffer *f, int x, int y, int fgcolor, int bgcolor, char *text, int orientation) { + + char *c; + int x1, y1; + int xpixels, ypixels; + + x1 = x; + y1 = y; + xpixels = f->width; + ypixels = f->height; + c = text; + while (*c) { + if (*c == '\n') { + if (orientation == HORIZONTAL) { + x1 = x; y1= y1- 10*xpixels; + } else { + y1 = y; x1= x1 + 10*ypixels; + } + } else { + FrameBuffer_drawchar(f, x1,y1,fgcolor, bgcolor,*c, orientation); + if (orientation == HORIZONTAL) { + x1+=8; + if (x1 >= (xpixels-8)) { + x1 = x; y1= y1- 10;} + if (y1 < 0) return; + } else { + y1 += 8; + if (y1 >= (ypixels-8)) { + y1 = y; x1 = x1 + 10;} + if (x1 > (xpixels-10)) return; + } + } + c++; + } +} + + + + + + + + diff --git a/Examples/GIFPlot/Lib/frame.c b/Examples/GIFPlot/Lib/frame.c new file mode 100644 index 0000000..e006f0d --- /dev/null +++ b/Examples/GIFPlot/Lib/frame.c @@ -0,0 +1,924 @@ +/* ----------------------------------------------------------------------------- + * frame.c + * + * Frame buffer management + * + * Author(s) : David Beazley (beazley@cs.uchicago.edu) + * Copyright (C) 1995-1996 + * + * See the file LICENSE for information on usage and redistribution. + * ----------------------------------------------------------------------------- */ + +#define FRAME +#include "gifplot.h" +#include <float.h> + +/* ------------------------------------------------------------------------ + FrameBuffer *new_FrameBuffer(int width, int height) + + Creates a new framebuffer for storing data. + ------------------------------------------------------------------------ */ + +FrameBuffer *new_FrameBuffer(unsigned int width, unsigned int height) { + + FrameBuffer *f; + int FrameBuffer_resize(FrameBuffer *f, int width, int height); + + /* Create a new frame buffer */ + + f = (FrameBuffer *) malloc(sizeof(FrameBuffer)); + f->pixels = (Pixel **) 0; + f->zbuffer = (Zvalue **) 0; + /* Set its size */ + + if (FrameBuffer_resize(f, width, height) == -1) { + free((char *) f); + return (FrameBuffer *) 0; + } + + f->xmin = 0; + f->ymin = 0; + f->xmax = width; + f->ymax = height; + return f; +} + +/* ------------------------------------------------------------------------ + void delete_FrameBuffer(FrameBuffer *f) + + Destroys the given framebuffer + ------------------------------------------------------------------------ */ + +void delete_FrameBuffer(FrameBuffer *f) { + + if (f) { + if (f->pixels) { + free((char *) f->pixels[0]); + free((char *) f->pixels); + } + if (f->zbuffer) { + free((char *) f->zbuffer[0]); + free((char *) f->zbuffer); + } + free((char *)f); + } +} + +/* ------------------------------------------------------------------------ + int *FrameBuffer_resize(FrameBuffer *f, int width, int height) + + Resize the given framebuffer. Returns 0 on success, -1 on failure. + ------------------------------------------------------------------------ */ + +int FrameBuffer_resize(FrameBuffer *f, int width, int height) { + int i; + if ((f) && (width > 0) && (height > 0)) { + if (f->pixels) { + free((char *)f->pixels[0]); + free((char *)f->pixels); + } + f->pixels = (Pixel **) malloc (height*sizeof(Pixel *)); + if (!f->pixels) return -1; + f->pixels[0] = (Pixel *) malloc(height*width*sizeof(Pixel)); + if (!f->pixels[0]) { + free((char *)f->pixels); + return -1; + } + for (i = 0; i < height; i++) + f->pixels[i] = f->pixels[0] + i*width; + f->width = width; + f->height = height; + if (f->zbuffer) { + FrameBuffer_zresize(f,width,height); + } + return 0; + } else { + return -1; + } +} + +/* ------------------------------------------------------------------------ + void FrameBuffer_clear(FrameBuffer *f, Pixel color) + + Clears the current FrameBuffer + ------------------------------------------------------------------------ */ + +void FrameBuffer_clear(FrameBuffer *f, Pixel color) { + Pixel *p; + unsigned int i; + p = &f->pixels[0][0]; + + for (i = 0; i < f->width*f->height; i++, p++) + *p = color; +} + +/* ------------------------------------------------------------------------ + void FrameBuffer_plot(FrameBuffer *f, int x1, int y1, Pixel color) + + Plots a point and does a bounds check. + ------------------------------------------------------------------------ */ + +void FrameBuffer_plot(FrameBuffer *f, int x1, int y1, Pixel color) { + + if ((x1 < f->xmin) || (x1 >= f->xmax) || (y1 < f->ymin) || (y1 >= f->ymax)) + return; + f->pixels[y1][x1] = color; + +} + +/* ------------------------------------------------------------------------ + FrameBuffer_horizontal(Framebuffer *f, int xmin, int xmax, int y, Pixel color) + + Draw a horizontal line (clipped) + ------------------------------------------------------------------------ */ + +void FrameBuffer_horizontal(FrameBuffer *f, int xmin, int xmax, int y, Pixel color) { + + Pixel *p; + int i; + + if ((y < f->ymin) || (y >= f->ymax)) return; + if (xmin < f->xmin) xmin = f->xmin; + if (xmax >= f->xmax) xmax = f->xmax - 1; + + p = &f->pixels[y][xmin]; + for (i = xmin; i <= xmax; i++, p++) + *p = color; + +} + +/* ------------------------------------------------------------------------ + FrameBuffer_horizontalinterp(Framebuffer *f, int xmin, int xmax, int y, + Pixel c1, Pixel c2) + + Draw a horizontal line (clipped) with color interpolation. + ------------------------------------------------------------------------ */ + +void FrameBuffer_horizontalinterp(FrameBuffer *f, int xmin, int xmax, int y, + Pixel c1, Pixel c2) { + + Pixel *p; + int i; + double mc; + int x1; + if ((y < f->ymin) || (y >= f->ymax)) return; + + x1 = xmin; + if (xmin < f->xmin) xmin = f->xmin; + if (xmax >= f->xmax) xmax = f->xmax - 1; + if (xmax < f->xmin) return; + if (xmin >= f->xmax) return; + + if (xmin != xmax) + mc = (double)(c2 - c1)/(double) (xmax - xmin); + else + mc = 0.0; + + p = &f->pixels[y][xmin]; + for (i = xmin; i <= xmax; i++, p++) + *p = (Pixel) (mc*(i-x1) + c1); + +} + + +/* ------------------------------------------------------------------------ + FrameBuffer_vertical(Framebuffer *f, int xmin, int xmax, int y, Pixel color) + + Draw a Vertical line (clipped) + ------------------------------------------------------------------------ */ + +void FrameBuffer_vertical(FrameBuffer *f, int ymin, int ymax, int x, Pixel color) { + + Pixel *p; + int i; + + if ((x < f->xmin) || (x >= f->xmax)) return; + if (ymax < f->ymin) return; + if (ymin > f->ymax) return; + if (ymin < f->ymin) ymin = f->ymin; + if (ymax >= f->ymax) ymax = f->ymax - 1; + + p = &f->pixels[ymin][x]; + for (i = 0; i <= (ymax - ymin); i++, p+=f->width) + *p = color; + +} + +/* ------------------------------------------------------------------------ + void FrameBuffer_box(FrameBuffer *f, int x1, int y1, int x2, int y2, Pixel color) + + Makes an outline box. + ------------------------------------------------------------------------ */ + +void FrameBuffer_box(FrameBuffer *f, int x1, int y1, int x2, int y2, Pixel color) { + + int xt, yt; + + /* Make sure points are in correct order */ + + if (x2 < x1) { + xt = x2; + x2 = x1; + x1 = xt; + } + if (y2 < y1) { + yt = y2; + y2 = y1; + y1 = yt; + } + + /* Draw lower edge */ + + FrameBuffer_horizontal(f,x1,x2,y1,color); + + /* Draw upper edge */ + + FrameBuffer_horizontal(f,x1,x2,y2,color); + + /* Draw left side */ + + FrameBuffer_vertical(f,y1,y2,x1,color); + + /* Draw right side */ + + FrameBuffer_vertical(f,y1,y2,x2,color); + +} + +/* ------------------------------------------------------------------------ + void FrameBuffer_solidbox(FrameBuffer *f, int x1, int y1, int x2, int y2, Pixel color) + + Makes an solid box. + ------------------------------------------------------------------------ */ + +void FrameBuffer_solidbox(FrameBuffer *f, int x1, int y1, int x2, int y2, Pixel color) { + + int xt, yt; + + /* Make sure points are in correct order */ + + if (x2 < x1) { + xt = x2; + x2 = x1; + x1 = xt; + } + if (y2 < y1) { + yt = y2; + y2 = y1; + y1 = yt; + } + + /* Now perform some clipping */ + + if (y1 < f->ymin) y1 = f->ymin; + if (y2 >= f->ymax) y2 = f->ymax - 1; + + /* Fill it in using horizontal lines */ + + for (yt = y1; yt <= y2; yt++) + FrameBuffer_horizontal(f,x1,x2,yt,color); + +} + +/* ------------------------------------------------------------------------ + void FrameBuffer_interpbox(FrameBuffer *f, int x1, int y1, int x2, int y2 + Pixel c1, Pixel c2, Pixel c3, Pixel c4) + + Makes a box with interpolated color. Colors are assigned as follows : + (x1,y1) = c1 + (x1,y2) = c2 + (x2,y1) = c3 + (x2,y2) = c4 + ------------------------------------------------------------------------ */ + +void FrameBuffer_interpbox(FrameBuffer *f, int x1, int y1, int x2, int y2, + Pixel c1, Pixel c2, Pixel c3, Pixel c4) { + + int xt, yt; + Pixel ct; + double mc1,mc2; + int ystart; + /* Make sure points are in correct order */ + + if (x2 < x1) { + xt = x2; + x2 = x1; + x1 = xt; + ct = c1; + c1 = c3; + c3 = ct; + ct = c2; + c2 = c4; + c4 = ct; + } + if (y2 < y1) { + yt = y2; + y2 = y1; + y1 = yt; + ct = c1; + c1 = c2; + c2 = ct; + ct = c3; + c3 = c4; + c4 = ct; + } + + /* Now perform some clipping */ + + ystart = y1; + mc1 = (double) (c2 - c1)/(double) (y2 - y1); + mc2 = (double) (c4 - c3)/(double) (y2 - y1); + if (y1 < f->ymin) y1 = f->ymin; + if (y2 >= f->ymax) y2 = f->ymax - 1; + + /* Fill it in using horizontal lines */ + + for (yt = y1; yt <= y2; yt++) + FrameBuffer_horizontalinterp(f,x1,x2,yt,(Pixel) ((mc1*(yt - ystart)) + c1), + (Pixel) ((mc2*(yt-ystart))+c3)); + +} + +/* --------------------------------------------------------------------------- + FrameBuffer_line(FrameBuffer *f, int x1, int y1, int x2, int y2, color) + + Draws a line on the framebuffer using the Bresenham line algorithm. The + line is clipped to fit within the current view window. + ---------------------------------------------------------------------------- */ + +void FrameBuffer_line(FrameBuffer *f, int x1, int y1, int x2, int y2, Pixel c) { + + int dx,dy,dxneg,dyneg, inc1,inc2,di; + int x, y, xpixels, ypixels, xt, yt; + Pixel *p; + double m; + int end1 = 0, end2 = 0; + + /* Need to figure out where in the heck this line is */ + + dx = x2 - x1; + dy = y2 - y1; + + if (dx == 0) { + /* Draw a Vertical Line */ + if (y1 < y2) + FrameBuffer_vertical(f,y1,y2,x1,c); + else + FrameBuffer_vertical(f,y2,y1,x1,c); + return; + } + if (dy == 0) { + /* Draw a Horizontal Line */ + if (x1 < x2) + FrameBuffer_horizontal(f,x1,x2,y1,c); + else + FrameBuffer_horizontal(f,x2,x1,y1,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; + } + + /* Clip against the boundaries */ + m = (y2 - y1)/(double) (x2-x1); + if (x1 < f->xmin) { + y1 = (int) ((f->xmin - x1)*m + y1); + x1 = (int) f->xmin; + } + if (x2 >= f->xmax) { + y2 = (int) ((f->xmax -1 -x1)*m + y1); + x2 = (int) (f->xmax - 1); + } + + if (y1 > y2) { + xt = x1; + x1 = x2; + x2 = xt; + yt = y1; + y1 = y2; + y2 = yt; + } + + m = 1/m; + if (y1 < f->ymin) { + x1 = (int) ((f->ymin - y1)*m + x1); + y1 = (int) f->ymin; + } + if (y2 >= f->ymax) { + x2 = (int) ((f->ymax-1-y1)*m + x1); + y2 = (int) (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. */ + 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]; + x = x1; + while (x <= x2) { + *(p++) = c; + if (di < 0) { + di = di + inc1; + } else { + if (dyneg) { + p = p - xpixels; + di = di + inc2; + } else { + p = p + xpixels; + di = di + inc2; + } + } + x++; + } + } else { + /* Slope < -1 or > 1 */ + 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]; + y = y1; + while (y <= y2) { + *p = c; + p = p + xpixels; + if (di < 0) { + di = di + inc1; + } else { + if (dxneg) { + p = p - 1; + di = di + inc2; + } else { + p = p + 1; + di = di + inc2; + } + } + y++; + } + } +} + + +/* ------------------------------------------------------------------------- + FrameBuffer_circle(FrameBuffer f, int xc, int yc, int radius, Pixel c) + + Create an outline circle + ------------------------------------------------------------------------- */ + +#define plot_circle(x,y,c) \ + if ((x >= xmin) && (x < xmax) && \ + (y >= ymin) && (y < ymax)) \ + pixels[y][x] = c; + +void FrameBuffer_circle(FrameBuffer *f, int xc, int yc, int radius, Pixel c) { + + int xpixels, ypixels, x, y, p; + int xmin, ymin, xmax, ymax; + Pixel **pixels; + + if (radius <= 0) return; + xpixels = f->width; + ypixels = f->height; + pixels = f->pixels; + xmin = f->xmin; + ymin = f->ymin; + xmax = f->xmax; + ymax = f->ymax; + x = 0; + y = radius; + p = 3-2*radius; + while (x <= y) { + plot_circle(xc+x,yc+y,c); + plot_circle(xc-x,yc+y,c); + plot_circle(xc+x,yc-y,c); + plot_circle(xc-x,yc-y,c); + plot_circle(xc+y,yc+x,c); + plot_circle(xc-y,yc+x,c); + plot_circle(xc+y,yc-x,c); + plot_circle(xc-y,yc-x,c); + if (p < 0) p = p + 4*x + 6; + else { + p = p + 4*(x-y) + 10; + y = y -1; + } + x++; + } +} + + +/* ------------------------------------------------------------------------- + FrameBuffer_solidcircle(FrameBuffer f, int xc, int yc, int radius, Pixel c) + + Create an filled circle + ------------------------------------------------------------------------- */ + + +#define fill_circle(x,y,c) \ + x1 = xc - x; \ + x2 = xc + x; \ + FrameBuffer_horizontal(f,x1,x2,y,c); + +void FrameBuffer_solidcircle(FrameBuffer *f, int xc, int yc, int radius, Pixel c) { + + int xpixels, ypixels, x, y, p; + int x1,x2; + int xmin, ymin, xmax, ymax; + Pixel **pixels; + + if (radius <= 0) return; + xpixels = f->width; + ypixels = f->height; + pixels = f->pixels; + xmin = f->xmin; + ymin = f->ymin; + xmax = f->xmax; + ymax = f->ymax; + x = 0; + y = radius; + p = 3-2*radius; + while (x <= y) { + fill_circle(x,yc+y,c); + fill_circle(x,yc-y,c); + fill_circle(y,yc+x,c); + fill_circle(y,yc-x,c); + if (p < 0) p = p + 4*x + 6; + else { + p = p + 4*(x-y) + 10; + y = y -1; + } + x++; + } +} + +/* ------------------------------------------------------------------------ + void FrameBuffer_setclip(f,xmin,ymin,xmax,ymax) + + Set clipping region for plotting + ------------------------------------------------------------------------ */ + +void FrameBuffer_setclip(FrameBuffer *f, int xmin, int ymin, int xmax, int ymax) { + + if (xmin >= xmax) return; + if (ymin >= ymax) return; + + if (xmin < 0) xmin = 0; + if (ymin < 0) ymin = 0; + if (xmax > (int) f->width) xmax = f->width; + if (ymax > (int) f->height) ymax = f->height; + + f->xmin = xmin; + f->ymin = ymin; + f->xmax = xmax; + f->ymax = ymax; +} + +/* ------------------------------------------------------------------------ + void FrameBuffer_noclip(f) + + Disable clipping region + ------------------------------------------------------------------------ */ + +void FrameBuffer_noclip(FrameBuffer *f) { + f->xmin = 0; + f->ymin = 0; + f->xmax = f->width; + f->ymax = f->height; +} + + +/* ------------------------------------------------------------------------ + FrameBuffer_zresize(FrameBuffer *f, int width, int height) + + This function resizes the framebuffer's zbuffer. If none exist, it + creates a new one. + ------------------------------------------------------------------------ */ + +void FrameBuffer_zresize(FrameBuffer *f, int width, int height) { + int i; + + if (f->zbuffer) { + free((char *)f->zbuffer[0]); + free((char *)f->zbuffer); + } + f->zbuffer = (Zvalue **) malloc(height*sizeof(Zvalue *)); + f->zbuffer[0] = (Zvalue *) malloc(height*width*sizeof(Zvalue)); + for (i = 0; i < height; i++) + f->zbuffer[i] = f->zbuffer[0]+i*width; +} + +/* ------------------------------------------------------------------------ + FrameBuffer_zclear(FrameBuffer *f) + + Clears the z-buffer for a particular frame. Sets all of the z-values to + ZMIN. + ------------------------------------------------------------------------- */ + +void FrameBuffer_zclear(FrameBuffer *f) { + unsigned int i,j; + if (f) { + if (f->zbuffer) { + for (i = 0; i < f->width; i++) + for (j = 0; j < f->height; j++) + f->zbuffer[j][i] = ZMIN; + } + } +} + + + +/* ------------------------------------------------------------------------- + FrameBuffer_solidtriangle(FrameBuffer *f, int tx1, int ty2, + int tx2, int ty2, + int tx3, int ty3, Pixel color) + + This function draws a 2D filled triangle. + + 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 FrameBuffer_solidtriangle(FrameBuffer *f, int tx1, int ty1, + int tx2, int ty2, + int tx3, int ty3, Pixel color) { + int tempx, tempy; + double m1,m2,m3; + int y; + int ix1, ix2; + + /* 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; + tx1 = tx2; + ty1 = ty2; + tx2 = tempx; + ty2 = tempy; + } + if (ty3 > ty1) { /* Swap points 1 and 3 if 3 is higher */ + tempx = tx1; + tempy = ty1; + tx1 = tx3; + ty1 = ty3; + tx3 = tempx; + ty3 = tempy; + } + if (ty3 > ty2) { /* Swap points 2 and 3 if 3 is higher */ + tempx = tx2; + tempy = ty2; + tx2 = tx3; + ty2 = ty3; + tx3 = tempx; + ty3 = tempy; + } + + /* 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 */ + + FrameBuffer_line(f,tx1,ty1,tx2,ty2,color); + FrameBuffer_line(f,tx1,ty1,tx3,ty3,color); + FrameBuffer_line(f,tx2,ty2,tx3,ty3,color); + + } else { + + 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); + + 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; + if (ix1 > ix2) + FrameBuffer_horizontal(f,ix2,ix1,y,color); + else + FrameBuffer_horizontal(f,ix1,ix2,y,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); + y = ty2; + while (y >= ty3) { + ix1 = (int) (m3*(y-ty2)+0.5)+tx2; + ix2 = (int) (m2*(y-ty1)+0.5)+tx1; + if (ix1 > ix2) + FrameBuffer_horizontal(f,ix2,ix1,y,color); + else + FrameBuffer_horizontal(f,ix1,ix2,y,color); + y--; + } + } + } +} + +/* ------------------------------------------------------------------------- + FrameBuffer_interptriangle(FrameBuffer *f, + int tx1, int ty2, Pixel c1, + int tx2, int ty2, Pixel c2, + int tx3, int ty3, Pixel c3) + + This function draws a filled triangle with color + interpolation. + + 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 FrameBuffer_interptriangle(FrameBuffer *f, + int tx1, int ty1, Pixel c1, + int tx2, int ty2, Pixel c2, + int tx3, int ty3, Pixel c3) { + int tempx, tempy; + double m1,m2,m3; + double mc1,mc2,mc3; + Pixel ic1,ic2,tempc; + int y; + int ix1, ix2; + + /* 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; + tempc = c1; + tx1 = tx2; + ty1 = ty2; + c1 = c2; + tx2 = tempx; + ty2 = tempy; + c2 = tempc; + } + if (ty3 > ty1) { /* Swap points 1 and 3 if 3 is higher */ + tempx = tx1; + tempy = ty1; + tempc = c1; + tx1 = tx3; + ty1 = ty3; + c1 = c3; + tx3 = tempx; + ty3 = tempy; + c3 = tempc; + } + if (ty3 > ty2) { /* Swap points 2 and 3 if 3 is higher */ + tempx = tx2; + tempy = ty2; + tempc = c2; + tx2 = tx3; + ty2 = ty3; + c2 = c3; + tx3 = tempx; + ty3 = tempy; + 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) + FrameBuffer_horizontalinterp(f,tx1,tx2,ty1,c1,c2); + else + FrameBuffer_horizontalinterp(f,tx2,tx1,ty1,c2,c1); + if (tx3 > tx1) + FrameBuffer_horizontalinterp(f,tx1,tx3,ty1,c1,c3); + else + FrameBuffer_horizontalinterp(f,tx3,tx1,ty1,c3,c1); + if (tx3 > tx2) + FrameBuffer_horizontalinterp(f,tx2,tx3,ty2,c2,c3); + else + FrameBuffer_horizontalinterp(f,tx3,tx2,ty2,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); + 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; + ic1 = (int) (mc1*(y-ty1) + c1); + ic2 = (int) (mc2*(y-ty1) + c1); + if (ix1 > ix2) + FrameBuffer_horizontalinterp(f,ix2,ix1,y,ic2,ic1); + else + FrameBuffer_horizontalinterp(f,ix1,ix2,y,ic1,ic2); + y--; + } + } + if (ty3 < ty2) { + /* Draw lower half of the triangle */ + m2 = (double) (tx3 - tx1)/(double) (ty3 - ty1); + mc2 = (c3 - c1)/(double) (ty3 - ty1); + m3 = (double) (tx3 - tx2)/(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; + ic1 = (int) (mc3*(y-ty2)+c2); + ic2 = (int) (mc2*(y-ty1)+c1); + if (ix1 > ix2) + FrameBuffer_horizontalinterp(f,ix2,ix1,y,ic2,ic1); + else + FrameBuffer_horizontalinterp(f,ix1,ix2,y,ic1,ic2); + y--; + } + } + } +} + + diff --git a/Examples/GIFPlot/Lib/gif.c b/Examples/GIFPlot/Lib/gif.c new file mode 100644 index 0000000..7953e5c --- /dev/null +++ b/Examples/GIFPlot/Lib/gif.c @@ -0,0 +1,672 @@ + +/********************************************************************** + * GIFPlot 0.0 + * + * Dave Beazley + * + * Department of Computer Science Theoretical Division (T-11) + * University of Utah Los Alamos National Laboratory + * Salt Lake City, Utah 84112 Los Alamos, New Mexico 87545 + * beazley@cs.utah.edu beazley@lanl.gov + * + * Copyright (c) 1996 + * The Regents of the University of California and the University of Utah + * All Rights Reserved + * + * Permission is hereby granted, without written agreement and without + * license or royalty fees, to use, copy, modify, and distribute this + * software and its documentation for any purpose, provided that + * (1) The above copyright notice and the following two paragraphs + * appear in all copies of the source code and (2) redistributions + * including binaries reproduces these notices in the supporting + * documentation. Substantial modifications to this software may be + * copyrighted by their authors and need not follow the licensing terms + * described here, provided that the new terms are clearly indicated in + * all files where they apply. + * + * IN NO EVENT SHALL THE AUTHOR, THE UNIVERSITY OF CALIFORNIA, THE + * UNIVERSITY OF UTAH OR DISTRIBUTORS OF THIS SOFTWARE BE LIABLE TO ANY + * PARTY FOR DIRECT, INDIRECT, SPECIAL, INCIDENTAL, OR CONSEQUENTIAL + * DAMAGES ARISING OUT OF THE USE OF THIS SOFTWARE AND ITS DOCUMENTATION, + * EVEN IF THE AUTHORS OR ANY OF THE ABOVE PARTIES HAVE BEEN ADVISED OF + * THE POSSIBILITY OF SUCH DAMAGE. + * + * THE AUTHOR, THE UNIVERSITY OF CALIFORNIA, AND THE UNIVERSITY OF UTAH + * SPECIFICALLY DISCLAIM ANY WARRANTIES,INCLUDING, BUT NOT LIMITED TO, + * THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR + * PURPOSE. THE SOFTWARE PROVIDED HEREUNDER IS ON AN "AS IS" BASIS, AND + * THE AUTHORS AND DISTRIBUTORS HAVE NO OBLIGATION TO PROVIDE MAINTENANCE, + * SUPPORT, UPDATES, ENHANCEMENTS, OR MODIFICATIONS. + * + **************************************************************************/ + +/******************************************************************* + * Creates a GIF format file. + * + * Dave Beazley (T-11) + * August 11, 1995 + * + * Rather than writing directly to files, this module fills out + * output buffer. + * + * Note : To save memory, this routine uses approximately 50K of the + * output buffer as temporary storage (for hash tables and compression codes). + * The remainder of the output buffer is used to store the final image. + * This feature allows GIF images to be created with no additional + * memory overhead. + * + * -- Revision History + * $Log$ + * Revision 1.2 2003/09/01 16:23:31 beazley + * Restored the 'mojo'. + * + * Revision 1.2 1996/09/25 22:39:30 dmb + * Fixed prototypes and use of void pointers for compatibility with the Cray T3D + * + * Revision 1.1 1996/09/10 17:44:00 dmb + * Initial revision + * + * Revision 1.2 1995/08/31 14:46:07 beazley + * Minor changes to support comments and a few bug fixes. + * + * + ******************************************************************/ + + +/* + * xvgifwr.c - handles writing of GIF files. based on flgife.c and + * flgifc.c from the FBM Library, by Michael Maudlin + * + * Contains: + * WriteGIF(fp, pic, ptype, w, h, rmap, gmap, bmap, numcols, colorstyle, + * comment) + * + * Note: slightly brain-damaged, in that it'll only write non-interlaced + * GIF files (in the interests of speed, or something) + * + */ + + + +/***************************************************************** + * Portions of this code Copyright (C) 1989 by Michael Mauldin. + * Permission is granted to use this file in whole or in + * part for any purpose, educational, recreational or commercial, + * provided that this copyright notice is retained unchanged. + * This software is available to all free of charge by anonymous + * FTP and in the UUNET archives. + * + * + * Authors: Michael Mauldin (mlm@cs.cmu.edu) + * David Rowley (mgardi@watdcsu.waterloo.edu) + * + * Based on: compress.c - File compression ala IEEE Computer, June 1984. + * + * Spencer W. Thomas (decvax!harpo!utah-cs!utah-gr!thomas) + * Jim McKie (decvax!mcvax!jim) + * Steve Davies (decvax!vax135!petsd!peora!srd) + * Ken Turkowski (decvax!decwrl!turtlevax!ken) + * James A. Woods (decvax!ihnp4!ames!jaw) + * Joe Orost (decvax!vax135!petsd!joe) + *****************************************************************/ + +#include "gifplot.h" +#include <string.h> +typedef long int count_int; +typedef unsigned char byte; + +static int gif_error; +static unsigned char *op; +static int Width, Height; +static int curx, cury; +static int Interlace; + +static void putgifword(int); +static void compress(int, byte **, int); +static void output_GIF(int); +static void cl_block(void); +static void cl_hash(count_int); +static void char_init(void); +static void char_out(int); +static void flush_char(void); +static void *OutBuffer; +static int OutBufSize; +static FrameBuffer *GIF_frame; + +static unsigned char pc2nc[256],r1[256],g1[256],b1[256]; + +/*************************************************************/ +int FrameBuffer_makeGIF(FrameBuffer *f, ColorMap *c, void *outbuffer, unsigned int outbufsize) +{ + int RWidth, RHeight; + int LeftOfs, TopOfs; + int ColorMapSize, InitCodeSize, Background, BitsPerPixel; + int i,j,nc; + char *rmap, *gmap, *bmap; + char *cmap; + int count; + + Interlace = 0; + Background = 0; + OutBuffer = outbuffer; + OutBufSize = outbufsize; + GIF_frame = f; + cmap = (char *) c->cmap; + + op = (unsigned char *) outbuffer; + gif_error = 0; + for (i=0; i<256; i++) { pc2nc[i] = r1[i] = g1[i] = b1[i] = 0; } + + /* compute number of unique colors */ + nc = 0; + rmap = &cmap[0]; + gmap = &cmap[256]; + bmap = &cmap[512]; + + for (i=0; i<256; i++) { + /* see if color #i is already used */ + for (j=0; j<i; j++) { + if (rmap[i] == rmap[j] && gmap[i] == gmap[j] && + bmap[i] == bmap[j]) break; + } + + if (j==i) { /* wasn't found */ + pc2nc[i] = nc; + r1[nc] = rmap[i]; + g1[nc] = gmap[i]; + b1[nc] = bmap[i]; + nc++; + } + else pc2nc[i] = pc2nc[j]; + } + + /* figure out 'BitsPerPixel' */ + for (i=1; i<8; i++) + if ( (1<<i) >= nc) break; + + BitsPerPixel = i; + + ColorMapSize = 1 << BitsPerPixel; + + RWidth = Width = f->width; + RHeight = Height = f->height; + LeftOfs = TopOfs = 0; + + if (BitsPerPixel <= 1) InitCodeSize = 2; + else InitCodeSize = BitsPerPixel; + + curx = 0; + cury = f->height - 1; + + strcpy((char *) op,"GIF89a"); /* Put in GIF magic number */ + op+=6; + putgifword(RWidth); /* screen descriptor */ + putgifword(RHeight); + + i = 0x80; /* Yes, there is a color map */ + i |= (8-1)<<4; /* OR in the color resolution (hardwired 8) */ + i |= (BitsPerPixel - 1); /* OR in the # of bits per pixel */ + *(op++) = i; + *(op++) = Background; /* background color */ + *(op++) = 0; + for (i=0; i<ColorMapSize; i++) { /* write out Global colormap */ + *(op++) = r1[i]; + *(op++) = g1[i]; + *(op++) = b1[i]; + } + + *(op++) = ','; /* image separator */ + + /* Write the Image header */ + putgifword(LeftOfs); + putgifword(TopOfs); + putgifword(Width); + putgifword(Height); + *(op++) = 0; + *(op++) = InitCodeSize; + + compress(InitCodeSize+1, f->pixels, f->width*f->height); + + *(op++) = 0; + *(op++) = ';'; + + count = (op - (unsigned char *) OutBuffer); + if (gif_error) return -1; + else return count; +} + +/******************************/ +static void putgifword(w) +int w; +{ + /* writes a 16-bit integer in GIF order (LSB first) */ + *(op++) = w & 0xff; + *(op++) = (w>>8)&0xff; +} + +/***********************************************************************/ + + +static unsigned long cur_accum = 0; +static int cur_bits = 0; + + + + +#define GP_BITS 12 /* BITS was already defined on some systems */ + +#define HSIZE 5003 /* 80% occupancy */ + +typedef unsigned char char_type; + +static int n_bits; /* number of bits/code */ +static int maxbits = GP_BITS; /* user settable max # bits/code */ +static int maxcode; /* maximum code, given n_bits */ +static int maxmaxcode = 1 << GP_BITS; /* NEVER generate this */ + +#define MAXCODE(n_bits) ( (1 << (n_bits)) - 1) + +static count_int *htab; +static unsigned short *codetab; +static int GIFOutBufSize; + +/* static count_int htab [HSIZE]; +static unsigned short codetab [HSIZE]; */ + +#define HashTabOf(i) htab[i] +#define CodeTabOf(i) codetab[i] + +static int hsize = HSIZE; /* for dynamic table sizing */ + +/* + * To save much memory, we overlay the table used by compress() with those + * used by decompress(). The tab_prefix table is the same size and type + * as the codetab. The tab_suffix table needs 2**BITS characters. We + * get this from the beginning of htab. The output stack uses the rest + * of htab, and contains characters. There is plenty of room for any + * possible stack (stack used to be 8000 characters). + */ + +#define tab_prefixof(i) CodeTabOf(i) +#define tab_suffixof(i) ((char_type *)(htab))[i] +#define de_stack ((char_type *)&tab_suffixof(1<<GP_BITS)) + +static int free_ent = 0; /* first unused entry */ + +/* + * block compression parameters -- after all codes are used up, + * and compression rate changes, start over. + */ +static int clear_flg = 0; + +static long int out_count = 0; /* # of codes output (for debugging) */ + +/* + * compress stdin to stdout + * + * Algorithm: use open addressing double hashing (no chaining) on the + * prefix code / next character combination. We do a variant of Knuth's + * algorithm D (vol. 3, sec. 6.4) along with G. Knott's relatively-prime + * secondary probe. Here, the modular division first probe is gives way + * to a faster exclusive-or manipulation. Also do block compression with + * an adaptive reset, whereby the code table is cleared when the compression + * ratio decreases, but after the table fills. The variable-length output + * codes are re-sized at this point, and a special CLEAR code is generated + * for the decompressor. Late addition: construct the table according to + * file size for noticeable speed improvement on small files. Please direct + * questions about this implementation to ames!jaw. + */ + +static int g_init_bits; + +static int ClearCode; +static int EOFCode; + + +/********************************************************/ +static void compress(init_bits, data, len) + int init_bits; + unsigned char **data; + int len; +{ + register long fcode; + register int i = 0; + register int c; + register int ent; + register int disp; + register int hsize_reg; + register int hshift; + int code_count = 0; + + /* Use the output buffer as temporary storage for GIF data */ + + if (OutBufSize < HSIZE*(sizeof(count_int) + sizeof(unsigned short))) { + gif_error =1; + return; + } + + /* Put htab and codetab arrays into the output buffer */ + + GIFOutBufSize = OutBufSize - HSIZE*(sizeof(count_int) + sizeof(unsigned short)) - 16; + GIFOutBufSize = GIFOutBufSize & (~0x3); /* Make sure it's double word alligned */ + + htab = (count_int *) ((char *) OutBuffer + GIFOutBufSize); + codetab = (unsigned short *) ((char *) OutBuffer + GIFOutBufSize + HSIZE*sizeof(count_int)); + + /* + * Set up the globals: g_init_bits - initial number of bits + * g_outfile - pointer to output file + */ + g_init_bits = init_bits; + + + /* initialize 'compress' globals */ + maxbits = GP_BITS; + maxmaxcode = 1<<GP_BITS; + memset(htab,0,sizeof(htab)); + memset(codetab,0,sizeof(codetab)); + hsize = HSIZE; + free_ent = 0; + clear_flg = 0; + out_count = 0; + cur_accum = 0; + cur_bits = 0; + + /* + * Set up the necessary values + */ + out_count = 0; + clear_flg = 0; + maxcode = MAXCODE(n_bits = g_init_bits); + + ClearCode = (1 << (init_bits - 1)); + EOFCode = ClearCode + 1; + free_ent = ClearCode + 2; + + char_init(); + ent = pc2nc[data[cury][curx]]; + curx++; + if (curx >= GIF_frame->width) { + curx = 0; + cury--; + } + len--; + + hshift = 0; + for ( fcode = (long) hsize; fcode < 65536L; fcode *= 2L ) + hshift++; + hshift = 8 - hshift; /* set hash code range bound */ + + hsize_reg = hsize; + cl_hash( (count_int) hsize_reg); /* clear hash table */ + + output_GIF(ClearCode); + while (len) { + c = pc2nc[data[cury][curx]]; + curx++; + if (curx >= GIF_frame->width) { + curx = 0; + cury--; + } + len--; + + fcode = (long) ( ( (long) c << maxbits) + ent); + i = (((int) c << hshift) ^ ent); /* xor hashing */ + + if ( HashTabOf (i) == fcode ) { + ent = CodeTabOf (i); + continue; + } + + if ( (long)HashTabOf (i) < 0 ) /* empty slot */ + goto nomatch; + + disp = hsize_reg - i; /* secondary hash (after G. Knott) */ + if ( i == 0 ) + disp = 1; + +probe: + if ( (i -= disp) < 0 ) + i += hsize_reg; + + if ( HashTabOf (i) == fcode ) { + ent = CodeTabOf (i); + continue; + } + + if ( (long)HashTabOf (i) >= 0 ) + goto probe; + +nomatch: + output_GIF(ent); + out_count++; + ent = c; + + if ( free_ent < maxmaxcode ) { + CodeTabOf (i) = free_ent++; /* code -> hashtable */ + HashTabOf (i) = fcode; + } + else + cl_block(); + + } + /* Put out the final code */ + output_GIF(ent); + output_GIF(EOFCode); +} + + +/***************************************************************** + * TAG( output_GIF ) + * + * Output the given code. + * Inputs: + * code: A n_bits-bit integer. If == -1, then EOF. This assumes + * that n_bits =< (long)wordsize - 1. + * Outputs: + * Outputs code to the file. + * Assumptions: + * Chars are 8 bits long. + * Algorithm: + * Maintain a BITS character long buffer (so that 8 codes will + * fit in it exactly). Use the VAX insv instruction to insert each + * code in turn. When the buffer fills up empty it and start over. + */ + +static +unsigned long masks[] = { 0x0000, 0x0001, 0x0003, 0x0007, 0x000F, + 0x001F, 0x003F, 0x007F, 0x00FF, + 0x01FF, 0x03FF, 0x07FF, 0x0FFF, + 0x1FFF, 0x3FFF, 0x7FFF, 0xFFFF }; + +static void output_GIF(code) +int code; +{ + cur_accum &= masks[cur_bits]; + + if (cur_bits > 0) + cur_accum |= ((long)code << cur_bits); + else + cur_accum = code; + + cur_bits += n_bits; + + while( cur_bits >= 8 ) { + char_out( (int) (cur_accum & 0xff) ); + cur_accum >>= 8; + cur_bits -= 8; + } + + /* + * If the next entry is going to be too big for the code size, + * then increase it, if possible. + */ + + if (free_ent > maxcode || clear_flg) { + + if( clear_flg ) { + maxcode = MAXCODE (n_bits = g_init_bits); + clear_flg = 0; + } + else { + n_bits++; + if ( n_bits == maxbits ) + maxcode = maxmaxcode; + else + maxcode = MAXCODE(n_bits); + } + } + + if( code == EOFCode ) { + /* At EOF, write the rest of the buffer */ + while( cur_bits > 0 ) { + char_out( (int)(cur_accum & 0xff) ); + cur_accum >>= 8; + cur_bits -= 8; + } + + flush_char(); + } +} + + +/********************************/ +static void cl_block () /* table clear for block compress */ +{ + /* Clear out the hash table */ + + cl_hash ( (count_int) hsize ); + free_ent = ClearCode + 2; + clear_flg = 1; + + output_GIF(ClearCode); +} + + +/********************************/ +static void cl_hash(hsize) /* reset code table */ +register count_int hsize; +{ + register count_int *htab_p = htab+hsize; + register long i; + register long m1 = -1; + + i = hsize - 16; + do { /* might use Sys V memset(3) here */ + *(htab_p-16) = m1; + *(htab_p-15) = m1; + *(htab_p-14) = m1; + *(htab_p-13) = m1; + *(htab_p-12) = m1; + *(htab_p-11) = m1; + *(htab_p-10) = m1; + *(htab_p-9) = m1; + *(htab_p-8) = m1; + *(htab_p-7) = m1; + *(htab_p-6) = m1; + *(htab_p-5) = m1; + *(htab_p-4) = m1; + *(htab_p-3) = m1; + *(htab_p-2) = m1; + *(htab_p-1) = m1; + htab_p -= 16; + } while ((i -= 16) >= 0); + + for ( i += 16; i > 0; i-- ) + *--htab_p = m1; +} + + +/****************************************************************************** + * + * GIF Specific routines + * + ******************************************************************************/ + +/* + * Number of characters so far in this 'packet' + */ +static int a_count; + +/* + * Set up the 'byte output' routine + */ +static void char_init() +{ + a_count = 0; +} + +/* + * Define the storage for the packet accumulator + */ +static char accum[ 256 ]; + +/* + * Add a character to the end of the current packet, and if it is 254 + * characters, flush the packet to disk. + */ +static void char_out(c) +int c; +{ + accum[ a_count++ ] = c; + if( a_count >= 254 ) + flush_char(); +} + +/* + * Flush the packet to disk, and reset the accumulator + */ +static void flush_char() +{ + if (gif_error) return; + if( a_count > 0 ) { + *(op++) = a_count; + memcpy(op,accum,a_count); + op+=a_count; + a_count = 0; + + if (op > (unsigned char *) ((char *) OutBuffer + (GIFOutBufSize - 2048))) { + gif_error = 1; + } + } +} + + +/* ---------------------------------------------------------------------- + int FrameBuffer_writeGIF(char *filename) + + Write a GIF file to filename + ----------------------------------------------------------------------- */ + +int FrameBuffer_writeGIF(FrameBuffer *f, ColorMap *c, char *filename) { + + FILE *file; + void *buffer; + int nbytes; + int bufsize; + + file = fopen(filename,"wb"); + if (file == NULL) return -1; + + bufsize = (f->width*f->height*3)/2; + buffer = (void *) malloc(bufsize); + nbytes = FrameBuffer_makeGIF(f,c,buffer,bufsize); + if (nbytes == -1) { + free(buffer); + fclose(file); + return -1; + } + if (fwrite(buffer,nbytes,1,file) != 1) { + free(buffer); + fclose(file); + return -1; + } + fclose(file); + free(buffer); + return 0; +} + + + + + diff --git a/Examples/GIFPlot/Lib/matrix.c b/Examples/GIFPlot/Lib/matrix.c new file mode 100644 index 0000000..ef0cf3a --- /dev/null +++ b/Examples/GIFPlot/Lib/matrix.c @@ -0,0 +1,343 @@ +/* ----------------------------------------------------------------------------- + * matrix.c + * + * Some 4x4 matrix operations + * + * Author(s) : David Beazley (beazley@cs.uchicago.edu) + * Copyright (C) 1995-1996 + * + * See the file LICENSE for information on usage and redistribution. + * ----------------------------------------------------------------------------- */ + +#define MATRIX +#include "gifplot.h" +#include <math.h> + +/* ------------------------------------------------------------------------ + Matrix new_Matrix() + + Create a new 4x4 matrix. + ------------------------------------------------------------------------ */ +Matrix +new_Matrix() { + Matrix m; + m = (Matrix) malloc(16*sizeof(double)); + return m; +} + +/* ------------------------------------------------------------------------ + delete_Matrix(Matrix *m); + + Destroy a matrix + ------------------------------------------------------------------------ */ + +void +delete_Matrix(Matrix m) { + if (m) + free((char *) m); +} + +/* ------------------------------------------------------------------------ + Matrix Matrix_copy(Matrix a) + + Makes a copy of matrix a and returns it. + ------------------------------------------------------------------------ */ + +Matrix Matrix_copy(Matrix a) { + int i; + Matrix r = 0; + if (a) { + r = new_Matrix(); + if (r) { + for (i = 0; i < 16; i++) + r[i] = a[i]; + } + } + return r; +} + +/* ------------------------------------------------------------------------ + Matrix_multiply(Matrix a, Matrix b, Matrix c) + + Multiplies a*b = c + c may be one of the source matrices + ------------------------------------------------------------------------ */ +void +Matrix_multiply(Matrix a, Matrix b, Matrix c) { + double temp[16]; + int i,j,k; + + for (i =0; i < 4; i++) + for (j = 0; j < 4; j++) { + temp[i*4+j] = 0.0; + for (k = 0; k < 4; k++) + temp[i*4+j] += a[i*4+k]*b[k*4+j]; + } + for (i = 0; i < 16; i++) + c[i] = temp[i]; +} + +/* ------------------------------------------------------------------------ + Matrix_identity(Matrix a) + + Puts an identity matrix in matrix a + ------------------------------------------------------------------------ */ + +void +Matrix_identity(Matrix a) { + int i; + for (i = 0; i < 16; i++) a[i] = 0; + a[0] = 1; + a[5] = 1; + a[10] = 1; + a[15] = 1; +} + +/* ------------------------------------------------------------------------ + Matrix_zero(Matrix a) + + Puts a zero matrix in matrix a + ------------------------------------------------------------------------ */ +void +Matrix_zero(Matrix a) { + int i; + for (i = 0; i < 16; i++) a[i] = 0; +} + +/* ------------------------------------------------------------------------ + Matrix_transpose(Matrix a, Matrix result) + + Transposes matrix a and puts it in result. + ------------------------------------------------------------------------ */ +void +Matrix_transpose(Matrix a, Matrix result) { + double temp[16]; + int i,j; + + for (i = 0; i < 4; i++) + for (j = 0; j < 4; j++) + temp[4*i+j] = a[4*j+i]; + + for (i = 0; i < 16; i++) + result[i] = temp[i]; +} + + +/* ------------------------------------------------------------------------ + Matrix_gauss(Matrix a, Matrix b) + + Solves ax=b for x, using Gaussian elimination. Destroys a. + Really only used for calculating inverses of 4x4 transformation + matrices. + ------------------------------------------------------------------------ */ + +void Matrix_gauss(Matrix a, Matrix b) { + int ipiv[4], indxr[4], indxc[4]; + int i,j,k,l,ll; + int irow=0, icol=0; + double big, pivinv; + double dum; + for (j = 0; j < 4; j++) + ipiv[j] = 0; + for (i = 0; i < 4; i++) { + big = 0; + for (j = 0; j < 4; j++) { + if (ipiv[j] != 1) { + for (k = 0; k < 4; k++) { + if (ipiv[k] == 0) { + if (fabs(a[4*j+k]) >= big) { + big = fabs(a[4*j+k]); + irow = j; + icol = k; + } + } else if (ipiv[k] > 1) + return; /* Singular matrix */ + } + } + } + ipiv[icol] = ipiv[icol]+1; + if (irow != icol) { + for (l = 0; l < 4; l++) { + dum = a[4*irow+l]; + a[4*irow+l] = a[4*icol+l]; + a[4*icol+l] = dum; + } + for (l = 0; l < 4; l++) { + dum = b[4*irow+l]; + b[4*irow+l] = b[4*icol+l]; + b[4*icol+l] = dum; + } + } + indxr[i] = irow; + indxc[i] = icol; + if (a[4*icol+icol] == 0) return; + pivinv = 1.0/a[4*icol+icol]; + a[4*icol+icol] = 1.0; + for (l = 0; l < 4; l++) + a[4*icol+l] = a[4*icol+l]*pivinv; + for (l = 0; l < 4; l++) + b[4*icol+l] = b[4*icol+l]*pivinv; + for (ll = 0; ll < 4; ll++) { + if (ll != icol) { + dum = a[4*ll+icol]; + a[4*ll+icol] = 0; + for (l = 0; l < 4; l++) + a[4*ll+l] = a[4*ll+l] - a[4*icol+l]*dum; + for (l = 0; l < 4; l++) + b[4*ll+l] = b[4*ll+l] - b[4*icol+l]*dum; + } + } + } + for (l = 3; l >= 0; l--) { + if (indxr[l] != indxc[l]) { + for (k = 0; k < 4; k++) { + dum = a[4*k+indxr[l]]; + a[4*k+indxr[l]] = a[4*k+indxc[l]]; + a[4*k+indxc[l]] = dum; + } + } + } +} + +/* ------------------------------------------------------------------------ + Matrix_invert(Matrix a, Matrix inva) + + Inverts Matrix a and places the result in inva. + Relies on the Gaussian Elimination code above. (See Numerical recipes). + ------------------------------------------------------------------------ */ +void +Matrix_invert(Matrix a, Matrix inva) { + + double temp[16]; + int i; + + for (i = 0; i < 16; i++) + temp[i] = a[i]; + Matrix_identity(inva); + Matrix_gauss(temp,inva); +} + +/* ------------------------------------------------------------------------ + Matrix_transform(Matrix a, GL_Vector *r, GL_Vector *t) + + Transform a vector. a*r ----> t + ------------------------------------------------------------------------ */ + +void Matrix_transform(Matrix a, GL_Vector *r, GL_Vector *t) { + + double rx, ry, rz, rw; + + rx = r->x; + ry = r->y; + rz = r->z; + rw = r->w; + t->x = a[0]*rx + a[1]*ry + a[2]*rz + a[3]*rw; + t->y = a[4]*rx + a[5]*ry + a[6]*rz + a[7]*rw; + t->z = a[8]*rx + a[9]*ry + a[10]*rz + a[11]*rw; + t->w = a[12]*rx + a[13]*ry + a[14]*rz + a[15]*rw; +} + +/* ------------------------------------------------------------------------ + Matrix_transform4(Matrix a, double x, double y, double z, double w, GL_Vector *t) + + Transform a vector from a point specified as 4 doubles + ------------------------------------------------------------------------ */ + +void Matrix_transform4(Matrix a, double rx, double ry, double rz, double rw, + GL_Vector *t) { + + t->x = a[0]*rx + a[1]*ry + a[2]*rz + a[3]*rw; + t->y = a[4]*rx + a[5]*ry + a[6]*rz + a[7]*rw; + t->z = a[8]*rx + a[9]*ry + a[10]*rz + a[11]*rw; + t->w = a[12]*rx + a[13]*ry + a[14]*rz + a[15]*rw; +} + +/* --------------------------------------------------------------------- + Matrix_translate(Matrix a, double tx, double ty, double tz) + + Put a translation matrix in Matrix a + ---------------------------------------------------------------------- */ + +void Matrix_translate(Matrix a, double tx, double ty, double tz) { + Matrix_identity(a); + a[3] = tx; + a[7] = ty; + a[11] = tz; + a[15] = 1; +} + +/* ----------------------------------------------------------------------- + Matrix_rotatex(Matrix a, double deg) + + Produce an x-rotation matrix for given angle in degrees. + ----------------------------------------------------------------------- */ +void +Matrix_rotatex(Matrix a, double deg) { + double r; + + r = 3.1415926*deg/180.0; + Matrix_zero(a); + a[0] = 1.0; + a[5] = cos(r); + a[6] = -sin(r); + a[9] = sin(r); + a[10] = cos(r); + a[15] = 1.0; +} + +/* ----------------------------------------------------------------------- + Matrix_rotatey(Matrix a, double deg) + + Produce an y-rotation matrix for given angle in degrees. + ----------------------------------------------------------------------- */ +void +Matrix_rotatey(Matrix a, double deg) { + double r; + + r = 3.1415926*deg/180.0; + Matrix_zero(a); + a[0] = cos(r); + a[2] = sin(r); + a[5] = 1.0; + a[8] = -sin(r); + a[10] = cos(r); + a[15] = 1; + +} +/* ----------------------------------------------------------------------- + Matrix_RotateZ(Matrix a, double deg) + + Produce an z-rotation matrix for given angle in degrees. + ----------------------------------------------------------------------- */ +void +Matrix_rotatez(Matrix a, double deg) { + double r; + + r = 3.1415926*deg/180.0; + Matrix_zero(a); + a[0] = cos(r); + a[1] = -sin(r); + a[4] = sin(r); + a[5] = cos(r); + a[10] = 1.0; + a[15] = 1.0; +} + + +/* A debugging routine */ + +void Matrix_set(Matrix a, int i, int j, double val) { + a[4*j+i] = val; +} + +void Matrix_print(Matrix a) { + int i,j; + for (i = 0; i < 4; i++) { + for (j = 0; j < 4; j++) { + fprintf(stdout,"%10f ",a[4*i+j]); + } + fprintf(stdout,"\n"); + } + fprintf(stdout,"\n"); +} + diff --git a/Examples/GIFPlot/Lib/pixmap.c b/Examples/GIFPlot/Lib/pixmap.c new file mode 100644 index 0000000..a55cf04 --- /dev/null +++ b/Examples/GIFPlot/Lib/pixmap.c @@ -0,0 +1,159 @@ +/* ----------------------------------------------------------------------------- + * pixmap.c + * + * Pixel maps (i.e., bitmaps) + * + * Author(s) : David Beazley (beazley@cs.uchicago.edu) + * Copyright (C) 1995-1996 + * + * See the file LICENSE for information on usage and redistribution. + * ----------------------------------------------------------------------------- */ + +#define PIXMAP +#include "gifplot.h" + +/* ----------------------------------------------------------------------- + PixMap *new_PixMap(int width, int height, int centerx, int centery) + + Create a new pixmap of given size + ----------------------------------------------------------------------- */ +PixMap *new_PixMap(int width, int height, int centerx, int centery) { + PixMap *pm; + if ((width > 0) && (height > 0)) { + pm = (PixMap *) malloc(sizeof(PixMap)); + pm->width = width; + pm->height = height; + pm->centerx = centerx; + pm->centery = centery; + pm->map = (int *) malloc(height*width*sizeof(int)); + return pm; + } + return (PixMap *) 0; +} + +/* -------------------------------------------------------------------------- + void delete_PixMap(PixMap *pm) + + Destroy a pixmap + -------------------------------------------------------------------------- */ + +void delete_PixMap(PixMap *pm) { + if (pm) { + free((char *) pm->map); + free((char *) pm); + } +} + +/* --------------------------------------------------------------------------- + void PixMap_set(PixMap *pm, int x, int y, int pix) + + Set a pixel in the bitmap + --------------------------------------------------------------------------- */ +void +PixMap_set(PixMap *pm, int x, int y, int pix) { + if ((x < 0) || (x>=pm->width)) return; + if ((y < 0) || (y>=pm->height)) return; + + pm->map[pm->width*y + x] = pix; +} + +/* ----------------------------------------------------------------------------- + void FrameBuffer_drawpixmap(FrameBuffer *f, PixMap *pm, int x, int y, int fgcolor, int bgcolor) + + Draw a pixmap onto the framebuffer. This is somewhat optimized for speed. + ------------------------------------------------------------------------------ */ + +void +FrameBuffer_drawpixmap(FrameBuffer *f, PixMap *pm, int x, int y, int fgcolor, int bgcolor) { + + int startx, starty; /* Starting location on framebuffer */ + int startpixx = 0, startpixy = 0; /* Starting location in pixmap */ + int endx, endy; /* Ending location on framebuffer */ + int i,j, px, py; + int c; + + startx = x - pm->centerx; + starty = y + pm->centery; + endx = startx + pm->width; + endy = starty - pm->height; + + /* Figure out if we need to clip */ + + if (startx < f->xmin) { + startpixx = f->xmin - startx; + startx = f->xmin; + } + if (starty >= f->ymax) { + startpixy = starty - f->ymax; + starty = f->ymax-1; + } + if (endx >= f->xmax) { + endx = f->xmax-1; + } + if (endy < f->ymin) { + endy = f->ymin; + } + py = startpixy; + for (j = starty; j >= endy; j--) { + px = startpixx; + for (i = startx; i < endx; i++) { + c = pm->map[py*pm->width + px]; + switch (c) { + case GIFPLOT_FOREGROUND: + f->pixels[j][i] = fgcolor; + break; + case GIFPLOT_BACKGROUND: + f->pixels[j][i] = bgcolor; + break; + default: + break; + } + px++; + } + py++; + } +} + +/************************************************************************** + * Some common PixMaps (for plotting) + * + **************************************************************************/ + +int _SQUARE_MAP[] = { + 0,1,1,1,1,1,1,1, + 0,1,1,1,1,1,1,1, + 0,1,1,1,1,1,1,1, + 0,1,1,1,1,1,1,1, + 0,1,1,1,1,1,1,1, + 0,1,1,1,1,1,1,1, + 0,1,1,1,1,1,1,1, + 0,0,0,0,0,0,0,0 }; + +PixMap PixMap_SQUARE = { 8,8,4,4, _SQUARE_MAP}; + +int _TRIANGLE_MAP[] = { + 0,0,0,1,0,0,0,0, + 0,0,0,1,0,0,0,0, + 0,0,1,1,1,0,0,0, + 0,0,1,1,1,0,0,0, + 0,1,1,1,1,1,0,0, + 0,1,1,1,1,1,0,0, + 1,1,1,1,1,1,1,0, + 0,0,0,0,0,0,0,0 }; + +PixMap PixMap_TRIANGLE = { 8,8,4,4,_TRIANGLE_MAP}; + +int _CROSS_MAP[] = { + 0,0,0,1,0,0,0,0, + 0,0,0,1,0,0,0,0, + 0,0,0,1,0,0,0,0, + 1,1,1,1,1,1,1,0, + 0,0,0,1,0,0,0,0, + 0,0,0,1,0,0,0,0, + 0,0,0,1,0,0,0,0, + 0,0,0,0,0,0,0,0 }; + +PixMap PixMap_CROSS = { 8,8,4,4,_CROSS_MAP}; + + + diff --git a/Examples/GIFPlot/Lib/plot2d.c b/Examples/GIFPlot/Lib/plot2d.c new file mode 100644 index 0000000..e78107b --- /dev/null +++ b/Examples/GIFPlot/Lib/plot2d.c @@ -0,0 +1,445 @@ +/* ----------------------------------------------------------------------------- + * plot2d.c + * + * 2-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 PLOT2D + +#include "gifplot.h" + +/* ------------------------------------------------------------------------ + Plot2D *new_Plot2D(FrameBuffer *frame, xmin, ymin, xmax, ymax) + + Create a new 2D plot with given minimum and maximum coordinates. + ------------------------------------------------------------------------ */ +Plot2D *new_Plot2D(FrameBuffer *frame,double xmin,double ymin,double xmax,double ymax) { + Plot2D *p2; + if (frame) { + if (xmax <= xmin) return (Plot2D *) 0; + if (ymax <= ymin) return (Plot2D *) 0; + p2 = (Plot2D *) malloc(sizeof(Plot2D)); + p2->frame = frame; + p2->xmin = xmin; + p2->ymin = ymin; + p2->xmax = xmax; + p2->ymax = ymax; + p2->view_xmin = 0; + p2->view_xmax = frame->width; + p2->view_ymin = 0; + p2->view_ymax = frame->height; + p2->xscale = LINEAR; + p2->yscale = LINEAR; + p2->dx = (p2->view_xmax - p2->view_xmin)/(p2->xmax - p2->xmin); + p2->dy = (p2->view_ymax - p2->view_ymin)/(p2->ymax - p2->ymin); + return p2; + } + return (Plot2D *) 0; +} + +/* ---------------------------------------------------------------------------- + delete_Plot2D(Plot2D *p2) + + Delete a 2D plot + ---------------------------------------------------------------------------- */ +void +delete_Plot2D(Plot2D *p2) { + if (p2) + free((char *) p2); +} + +/* ----------------------------------------------------------------------------- + Plot2D *Plot2D_copy(Plot2D *p2) + + Makes a copy of the Plot2D data structure. + ----------------------------------------------------------------------------- */ + +Plot2D *Plot2D_copy(Plot2D *p2) { + Plot2D *c2; + if (p2) { + c2 = (Plot2D *) malloc(sizeof(Plot2D)); + if (c2) { + c2->frame = p2->frame; + c2->view_xmin = p2->view_xmin; + c2->view_ymin = p2->view_ymin; + c2->view_xmax = p2->view_xmax; + c2->view_ymax = p2->view_ymax; + c2->xmin = p2->xmin; + c2->ymin = p2->ymin; + c2->xmax = p2->xmax; + c2->ymax = p2->ymax; + c2->xscale = p2->xscale; + c2->yscale = p2->yscale; + c2->dx = p2->dx; + c2->dy = p2->dy; + } + return c2; + } else { + return (Plot2D *) 0; + } +} + +/* ----------------------------------------------------------------------------- + Plot2D_clear(Plot2D *p2, Pixel c) + + Clear the region assigned to this plot to the given color. + -------------------------------------------------------------------------- */ + +void Plot2D_clear(Plot2D *p2, Pixel c) { + int i,j; + for (i = p2->view_xmin; i < p2->view_xmax; i++) + for (j = p2->view_ymin; j < p2->view_ymax; j++) { + p2->frame->pixels[j][i] = c; + } +} + +/* ------------------------------------------------------------------------------ + Plot2D_setview + + Sets the plot region on the framebuffer + ------------------------------------------------------------------------------ */ + +void +Plot2D_setview(Plot2D *p2, int vxmin, int vymin, int vxmax, int vymax) { + if (p2) { + p2->view_xmin = vxmin; + p2->view_ymin = vymin; + p2->view_xmax = vxmax; + p2->view_ymax = vymax; + p2->dx = (p2->view_xmax - p2->view_xmin)/(p2->xmax - p2->xmin); + p2->dy = (p2->view_ymax - p2->view_ymin)/(p2->ymax - p2->ymin); + FrameBuffer_setclip(p2->frame,vxmin,vymin,vxmax,vymax); + } +} + +/* ------------------------------------------------------------------------------- + Plot2D_setrange(Plot2D *p2, double xmin, double ymin, double xmax, double ymax) + + Sets the plotting range. + ------------------------------------------------------------------------------- */ + +void +Plot2D_setrange(Plot2D *p2, double xmin, double ymin, double xmax, double ymax) { + if (p2) { + p2->xmin = xmin; + p2->ymin = ymin; + p2->xmax = xmax; + p2->ymax = ymax; + p2->dx = (p2->view_xmax - p2->view_xmin)/(p2->xmax - p2->xmin); + p2->dy = (p2->view_ymax - p2->view_ymin)/(p2->ymax - p2->ymin); + } +} + +/* ------------------------------------------------------------------------------- + Plot2D_setscale(Plot2D *p2, int xscale, int yscale) + + Sets the plotting scaling method + ------------------------------------------------------------------------------- */ + +void +Plot2D_setscale(Plot2D *p2, int xscale, int yscale) { + if (p2) { + p2->xscale = xscale; + p2->yscale = yscale; + } +} + +/* ---------------------------------------------------------------------------- + Plot2D_transform(Plot2D *p2, double x, double y, int *px, int *py) + + Transforms x,y into screen coordinates px and py. Result is returned + in px and py. Rounds to the nearest pixel instead of truncating. + ----------------------------------------------------------------------------- */ + +void +Plot2D_transform(Plot2D *p2, double x, double y, int *px, int *py) { + if (p2) { + *px = p2->view_xmin + (int) (p2->dx*(x-p2->xmin) + 0.5); + *py = p2->view_ymin + (int) (p2->dy*(y-p2->ymin) + 0.5); + } +} + +/* ------------------------------------------------------------------------------- + Plot2D_plot(Plot2D *p2, double x, double y, Pixel color) + + Plot a 2D Point of a given color + ------------------------------------------------------------------------------- */ +void +Plot2D_plot(Plot2D *p2, double x, double y, Pixel color) { + int px, py; + + Plot2D_transform(p2,x,y,&px,&py); + FrameBuffer_plot(p2->frame, px, py, color); +} + +/* ------------------------------------------------------------------------------- + Plot2D_box(Plot2D *p2, double x1, double y1, double x2, double y2, Pixel Color) + + Plot an outline box on the 2D plot + ------------------------------------------------------------------------------- */ +void +Plot2D_box(Plot2D *p2, double x1, double y1,double x2, double y2, Pixel color) { + int ix1, ix2,iy1, iy2; + + Plot2D_transform(p2,x1,y1,&ix1,&iy1); + Plot2D_transform(p2,x2,y2,&ix2,&iy2); + FrameBuffer_box(p2->frame,ix1,iy1,ix2,iy2,color); +} + +/* ------------------------------------------------------------------------------- + Plot2D_solidbox(Plot2D *p2, double x1, double y1, double x2, double y2, Pixel Color) + + Plot a solid box box on the 2D plot + ------------------------------------------------------------------------------- */ +void +Plot2D_solidbox(Plot2D *p2, double x1, double y1,double x2, double y2, Pixel color) { + int ix1, ix2,iy1, iy2; + + Plot2D_transform(p2,x1,y1,&ix1,&iy1); + Plot2D_transform(p2,x2,y2,&ix2,&iy2); + FrameBuffer_solidbox(p2->frame,ix1,iy1,ix2,iy2,color); +} + +/* ------------------------------------------------------------------------------- + Plot2D_interpbox(Plot2D *p2, double x1, double y1, double x2, double y2, + Pixel c1, Pixel c2, Pixel c3, Pixel c4) + + Plot a color-interpolated box on the 2D plot + ------------------------------------------------------------------------------- */ +void +Plot2D_interpbox(Plot2D *p2, double x1, double y1,double x2, double y2, + Pixel c1, Pixel c2, Pixel c3, Pixel c4) { + int ix1, ix2,iy1, iy2; + + Plot2D_transform(p2,x1,y1,&ix1,&iy1); + Plot2D_transform(p2,x2,y2,&ix2,&iy2); + FrameBuffer_interpbox(p2->frame,ix1,iy1,ix2,iy2,c1,c2,c3,c4); +} + +/* ------------------------------------------------------------------------------- + Plot2D_circle(Plot2D *p2, double x, double y, double radius, Pixel color) + + Make an outline circle on the 2D plot. + ------------------------------------------------------------------------------- */ +void +Plot2D_circle(Plot2D *p2, double x, double y, double radius, Pixel color) { + int ix, iy, ir; + + Plot2D_transform(p2,x,y,&ix,&iy); + ir = p2->dx * radius; /* This is really incorrect. Will need ellipse */ + if (ir > 1) + FrameBuffer_circle(p2->frame,ix,iy,ir,color); + else + FrameBuffer_plot(p2->frame,ix,iy,color); + +} + +/* ------------------------------------------------------------------------------- + Plot2D_solidcircle(Plot2D *p2, double x, double y, double radius, Pixel color) + + Make an solid circle on the 2D plot. + ------------------------------------------------------------------------------- */ +void +Plot2D_solidcircle(Plot2D *p2, double x, double y, double radius, Pixel color) { + int ix, iy, ir; + + Plot2D_transform(p2,x,y,&ix,&iy); + ir = p2->dx * radius; /* This is really incorrect. Will need ellipse */ + if (ir > 1) + FrameBuffer_solidcircle(p2->frame,ix,iy,ir,color); + else + FrameBuffer_plot(p2->frame,ix,iy,color); +} + +/* ------------------------------------------------------------------------------- + Plot2D_line(Plot2D *p2, double x1, double y1, double x2, double y2, Pixel color) + + Draw a line + ------------------------------------------------------------------------------- */ + +void +Plot2D_line(Plot2D *p2, double x1, double y1, double x2, double y2, Pixel color) { + int ix1, ix2, iy1, iy2; + + Plot2D_transform(p2,x1,y1,&ix1,&iy1); + Plot2D_transform(p2,x2,y2,&ix2,&iy2); + FrameBuffer_line(p2->frame,ix1,iy1,ix2,iy2,color); +} + + + +/* ------------------------------------------------------------------------------- + Plot2D_start(Plot2D *p2) + + This should be called before starting to make a 2D plot. It will change + the viewport coordinates for the framebuffer and do other stuff. + ------------------------------------------------------------------------------- */ + +void Plot2D_start(Plot2D *p2) { + if (p2) { + FrameBuffer_setclip(p2->frame, p2->view_xmin,p2->view_ymin,p2->view_xmax, p2->view_ymax); + p2->dx = (p2->view_xmax - p2->view_xmin)/(p2->xmax - p2->xmin); + p2->dy = (p2->view_ymax - p2->view_ymin)/(p2->ymax - p2->ymin); + } +} + +/* -------------------------------------------------------------------------- + void Plot2D_drawpixmap(Plot2D *p2, PixMap *pm, double x, double y, Pixel color, Pixel bgcolor) + + Draw a pixel map at the given coordinates. (Used for putting symbols on 2D + plots). + -------------------------------------------------------------------------- */ +void +Plot2D_drawpixmap(Plot2D *p2, PixMap *pm, double x, double y, Pixel color, Pixel bgcolor) { + int ix, iy; + + Plot2D_transform(p2,x,y,&ix,&iy); + FrameBuffer_drawpixmap(p2->frame,pm,ix,iy,color,bgcolor); +} + +/* ---------------------------------------------------------------------------- + void Plot2D_xaxis(Plot2D *p2, double x, double y, double xtick, int ticklength, Pixel color) + + Draw an X axis bar at location x,y with ticks spaced every xtick units. + Ticks are spaced starting at "x" + ----------------------------------------------------------------------------- */ + +void Plot2D_xaxis(Plot2D *p2, double x, double y, double xtick, int ticklength, Pixel color) { + int ix, iy,iy2; + double xt; + + /* Draw a line fox the axis */ + + Plot2D_line(p2,p2->xmin,y,p2->xmax,y,color); + xt = x; + while (xt >= p2->xmin) { + Plot2D_transform(p2,xt,y,&ix,&iy); + iy2 = iy+ticklength; + iy = iy-ticklength; + FrameBuffer_line(p2->frame,ix,iy,ix,iy2,color); + xt = xt - xtick; + } + xt = x + xtick; + while (xt < p2->xmax) { + Plot2D_transform(p2,xt,y,&ix,&iy); + iy2 = iy+ticklength; + iy = iy-ticklength; + FrameBuffer_line(p2->frame,ix,iy,ix,iy2,color); + xt = xt + xtick; + } +} + + +/* ---------------------------------------------------------------------------- + void Plot2D_yaxis(Plot2D *p2, double x, double y, double ytick, int ticklength, Pixel c) + + Draw an Y axis bar at location x,y with ticks spaced every xtick units. + Ticks are spaced starting at "y" + ----------------------------------------------------------------------------- */ + +void Plot2D_yaxis(Plot2D *p2, double x, double y, double ytick, int ticklength, Pixel color) { + int ix, iy, ix2; + double yt; + + /* Draw a line fox the axis */ + + Plot2D_line(p2,x,p2->ymin,x,p2->ymax,color); + yt = y; + while (yt >= p2->ymin) { + Plot2D_transform(p2,x,yt,&ix,&iy); + ix2 = ix+ticklength; + ix = ix-ticklength; + FrameBuffer_line(p2->frame,ix,iy,ix2,iy,color); + yt = yt - ytick; + } + yt = y + ytick; + while (yt < p2->ymax) { + Plot2D_transform(p2,x,yt,&ix,&iy); + ix2 = ix+ticklength; + ix = ix-ticklength; + FrameBuffer_line(p2->frame,ix,iy,ix2,iy,color); + yt = yt + ytick; + } +} + + +/* ------------------------------------------------------------------------- + Plot2D_triangle(Plot2D *p2, double x1, double y1, + double x2, double y2, + double x3, double y3, + Pixel fillcolor) + + This function draws a 2D outline triangle. + -------------------------------------------------------------------------- */ + +void Plot2D_triangle(Plot2D *p2, double x1, double y1, + double x2, double y2, + double x3, double y3, Pixel color) { + + Plot2D_line(p2,x1,y1,x2,y2,color); + Plot2D_line(p2,x2,y2,x3,y3,color); + Plot2D_line(p2,x3,y3,x1,y1,color); + +} + + +/* ------------------------------------------------------------------------- + Plot2D_solidtriangle(Plot2D *p2, double x1, double y1, + double x2, double y2, + double x3, double y3, + Pixel color) + + This function draws a 2D filled triangle. Can be used to + draw other primitives such as quadralaterals, etc... + + -------------------------------------------------------------------------- */ + +void Plot2D_solidtriangle(Plot2D *p2, double x1, double y1, + + double x2, double y2, + double x3, double y3, Pixel color) { + + int tx1, tx2, tx3, ty1, ty2, ty3; + + /* Transform the three points into screen coordinates */ + + Plot2D_transform(p2,x1,y1,&tx1,&ty1); + Plot2D_transform(p2,x2,y2,&tx2,&ty2); + Plot2D_transform(p2,x3,y3,&tx3,&ty3); + + FrameBuffer_solidtriangle(p2->frame,tx1,ty1,tx2,ty2,tx3,ty3,color); + +} + +/* ------------------------------------------------------------------------- + Plot2D_interptriangle(Plot2D *p2, double x1, double y1, Pixel c1, + double x2, double y2, Pixel c2, + double x3, double y3, Pixel c3); + + This function draws a 2D filled triangle with color interpolation. + Can be used to draw other primitives such as quadralaterals, etc... + -------------------------------------------------------------------------- */ + +void Plot2D_interptriangle(Plot2D *p2, double x1, double y1, Pixel c1, + double x2, double y2, Pixel c2, + double x3, double y3, Pixel c3) { + + int tx1, tx2, tx3, ty1, ty2, ty3; + + /* Transform the three points into screen coordinates */ + + Plot2D_transform(p2,x1,y1,&tx1,&ty1); + Plot2D_transform(p2,x2,y2,&tx2,&ty2); + Plot2D_transform(p2,x3,y3,&tx3,&ty3); + + FrameBuffer_interptriangle(p2->frame,tx1,ty1,c1,tx2,ty2,c2,tx3,ty3,c3); + +} + + + diff --git a/Examples/GIFPlot/Lib/plot3d.c b/Examples/GIFPlot/Lib/plot3d.c new file mode 100644 index 0000000..387e420 --- /dev/null +++ b/Examples/GIFPlot/Lib/plot3d.c @@ -0,0 +1,2181 @@ +/* ----------------------------------------------------------------------------- + * 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); + } +} + + + + + + + + + + + + |
