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-rw-r--r--Examples/GIFPlot/Lib/Makefile.in22
-rw-r--r--Examples/GIFPlot/Lib/color.c143
-rw-r--r--Examples/GIFPlot/Lib/font.c705
-rw-r--r--Examples/GIFPlot/Lib/frame.c924
-rw-r--r--Examples/GIFPlot/Lib/gif.c672
-rw-r--r--Examples/GIFPlot/Lib/matrix.c343
-rw-r--r--Examples/GIFPlot/Lib/pixmap.c159
-rw-r--r--Examples/GIFPlot/Lib/plot2d.c445
-rw-r--r--Examples/GIFPlot/Lib/plot3d.c2181
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);
+ }
+}
+
+
+
+
+
+
+
+
+
+
+
+