hecker.txt

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Listing 1. Perspective Texture Mapper
#include<windows.h>
#include<math.h>

struct POINT3D {
	float X, Y, Z;
	float U, V;
};

void TextureMapTriangle( BITMAPINFO const *pDestInfo,
		BYTE *pDestBits, POINT3D const *pVertices,
		BITMAPINFO const *pTextureInfo,
		BYTE *pTextureBits );

/******** structures, inlines, and function declarations **********/

struct gradients {
	gradients( POINT3D const *pVertices );
	float aOneOverZ[3];				// 1/z for each vertex
	float aUOverZ[3];				// u/z for each vertex
	float aVOverZ[3];				// v/z for each vertex
	float dOneOverZdX, dOneOverZdY;	// d(1/z)/dX, d(1/z)/dY
	float dUOverZdX, dUOverZdY;		// d(u/z)/dX, d(u/z)/dY
	float dVOverZdX, dVOverZdY;		// d(v/z)/dX, d(v/z)/dY
};

struct edge {
	edge(gradients const &Gradients,
		POINT3D const *pVertices,
		int Top, int Bottom );
	inline int Step( void );

	float X, XStep;					// fractional x and dX/dY
	int Y, Height;					// current y and vert count
	float OneOverZ, OneOverZStep;		// 1/z and step
	float UOverZ, UOverZStep;			// u/z and step
	float VOverZ, VOverZStep;			// v/z and step
};

inline int edge::Step( void ) {
	X += XStep; Y++; Height

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