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📄 tri.c

📁 linux 下svgalib编的一个界面程序示例
💻 C
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/*    3DKIT   version   1.3    High speed 3D graphics and rendering library for Linux.    Copyright (C) 1996, 1997  Paul Sheer   psheer@icon.co.za    This library is free software; you can redistribute it and/or    modify it under the terms of the GNU Library General Public    License as published by the Free Software Foundation; either    version 2 of the License, or (at your option) any later version.    This library is distributed in the hope that it will be useful,    but WITHOUT ANY WARRANTY; without even the implied warranty of    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU    Library General Public License for more details.    You should have received a copy of the GNU Library General Public    License along with this library; if not, write to the Free    Software Foundation, Inc., 59 Temple Place - Suite 330, Boston,    MA 02111-1307, USA*/#ifdef WRAP#ifdef INTERPvoid gl_wtriangle (int x0, int y0, int xd0, int yd0, int z0,		   int x1, int y1, int xd1, int yd1, int z1,		   int x2, int y2, int xd2, int yd2, int z2,		   TD_tridata * tri)#elsevoid gl_swtriangle (int x0, int y0, int xd0, int yd0,		    int x1, int y1, int xd1, int yd1,		    int x2, int y2, int xd2, int yd2, int z0,		    TD_tridata * tri)#endif#else#ifdef INTERPvoid gl_triangle (int x0, int y0, int z0,		  int x1, int y1, int z1,		  int x2, int y2, int z2, int bf)#elsevoid gl_striangle (int x0, int y0,		   int x1, int y1,		   int x2, int y2, int z0, int bf)#endif#endif{    void (*colhline_pos) (void);    void (*colhline_neg) (void);    int dir;    long X;    long nz;    long g0, g1h = 0, g1l = 0;#ifdef INTERP    long c0;    long c_y;#endif#ifdef WRAP    long X0, Y0;    int bf = tri->bf;    long xd_y, yd_y;#endif    dir = 1;/*Max triangle size in the order of (2^31) >> SHLB)^(.5) : */    if ((nz = (x0 - x1) * (y0 - y2) - (y0 - y1) * (x0 - x2)) == 0)	return;			/*the points are collinear. */#ifdef INTERP    c_x = -(((y0 - y1) * (z0 - z2) - (z0 - z1) * (y0 - y2)) << SHLB) / nz;    c_y = -(((z0 - z1) * (x0 - x2) - (x0 - x1) * (z0 - z2)) << SHLB) / nz;#endif#ifdef WRAP    xd_x = -(((y0 - y1) * (xd0 - xd2) - (xd0 - xd1) * (y0 - y2)) << SHLB) / nz;    xd_y = -(((xd0 - xd1) * (x0 - x2) - (x0 - x1) * (xd0 - xd2)) << SHLB) / nz;    yd_x = -(((y0 - y1) * (yd0 - yd2) - (yd0 - yd1) * (y0 - y2)) << SHLB) / nz;    yd_y = -(((yd0 - yd1) * (x0 - x2) - (x0 - x1) * (yd0 - yd2)) << SHLB) / nz;#endif#ifdef INTERP    if ((abs (c_x) > (6 << SHLB)) || (abs (c_y) > (6 << SHLB))) {	int tz0, tz1;	/*so that high colour gradients don't screw up at the edges. */	/*4 is the maximum gradient per pixel. */	c_x >>= 2;	c_y >>= 2;	tz0 = ((2 * z0 + z1 + z2) << SHLB) / 4;	tz1 = ((z0 + 2 * z1 + z2) << SHLB) / 4;	z2 = ((z0 + z1 + 2 * z2) << SHLB) / 4;	z0 = tz0;	z1 = tz1;    } else {	z0 <<= SHLB;	z1 <<= SHLB;	z2 <<= SHLB;    }#endif/************** BOOLEAN LOGIC HERE ************//* The following allows a triangle to have a different picture on either side *//* To print triangles that don't appear when viewed from behind use bf = 0|1  *//* To print triangles that appear with a different picture when viewed from   *//*   behind use bf = 2|3                                                      */#ifdef WRAP    dat = tri->bitmap1;    if (nz > 0) {		/* nz is the cross product of the vectors of the two sides				   it indicates whether the points were ordered clockwise				   or anti-clockwise (you can find out which way by testing) */	if (bf == 1)	    return;	if (bf == 3)	    dat = tri->bitmap1;	dir++;    } else {	if (!bf)	    return;	if (bf == 2)	    dat = tri->bitmap2;    }#else    if (nz > 0) {	if (bf == 1)	    return;	dir++;    } else {	if (!bf)	    return;    }#endif#define Xchg(a,b) {X=(a);(a)=(b);(b)=X;}    if (y1 < y0) {	Xchg (y0, y1);	Xchg (x0, x1);#ifdef INTERP	Xchg (z0, z1);#endif#ifdef WRAP	Xchg (xd0, xd1);	Xchg (yd0, yd1);#endif	dir++;    }    if (y2 < y1) {	Xchg (y2, y1);	Xchg (x2, x1);#ifdef INTERP	Xchg (z2, z1);#endif#ifdef WRAP	Xchg (xd2, xd1);	Xchg (yd2, yd1);#endif	dir++;    }    if (y1 < y0) {	Xchg (y0, y1);	Xchg (x0, x1);#ifdef INTERP	Xchg (z0, z1);#endif#ifdef WRAP	Xchg (xd0, xd1);	Xchg (yd0, yd1);#endif	dir++;    }    _color_lookup = color_lookup;#ifdef INTERP    c0 = z0;#else    if(BYTESPERPIXEL == 1) {	c = z0;    } else {	c = _color_lookup[z0];    }#endif#ifdef WRAP    X0 = xd0 << SHLB;    Y0 = yd0 << SHLB;#endif    if (y2 == y0)	return;    g0 = ((long) (x2 - x0) << SHLB) / (y2 - y0);    if (y1 != y0)	g1h = ((long) (x1 - x0) << SHLB) / (y1 - y0);    if (y2 != y1)	g1l = ((long) (x2 - x1) << SHLB) / (y2 - y1);    dir = dir & 1;/* Very large triangles (larger than the screen) sometimes become a problem,   if so: */    if (__clip) {	if (((abs (x0 - x1) + abs (x1 - x2) + abs (x0 - x2)) >	     ((__clipx2 - __clipx1) * 2)) || ((y2 - y0) > (__clipy2 - __clipy1)))	    return;	if (y2 < __clipy1 || y0 > __clipy2 ||	    (x0 < __clipx1 && x1 < __clipx1 && x2 < __clipx1) ||	    (x0 > __clipx2 && x1 > __clipx2 && x2 > __clipx2))	    return;    }    dx0 = x0;    dy0 = y0;    if(tri_drawpoint) {	_tri_drawpoint = tri_drawpoint;	colhline_pos = linefuncs[(7 * 2) + (BYTESPERPIXEL - 1) * 16];	colhline_neg = linefuncs[(7 * 2) + (BYTESPERPIXEL - 1) * 16 + 1];    } else {	_tri_drawpoint = gl_setpixel;	colhline_pos = linefuncs[(MODETYPE * 2) + (BYTESPERPIXEL - 1) * 16];	colhline_neg = linefuncs[(MODETYPE * 2) + (BYTESPERPIXEL - 1) * 16 + 1];    }#ifdef tri_set_color#undef tri_set_color#endif#ifdef WRAP#ifdef INTERP#define tri_set_color \		xd = X0 + xd_x * px1 + xd_y * py; \		yd = Y0 + yd_x * px1 + yd_y * py; \		c = c0 + c_x * px1 + c_y * py;#else#define tri_set_color \		xd = X0 + xd_x * px1 + xd_y * py; \		yd = Y0 + yd_x * px1 + yd_y * py;#endif#else#ifdef INTERP#define tri_set_color \		c = c0 + c_x * px1 + c_y * py;#else#define tri_set_color#endif#endif    if (dir == 1) {	if (y1 != y0) {	    py = 0;	    if (x1 < x0) {		px1 = 0;		px2 = -((abs (g1h) >> 1)) >> SHLB;	    } else {		px1 = ((abs (g0) >> 1)) >> SHLB;		px2 = 0;	    }	    tri_set_color;	    colhline_neg ();	    if ((py = 1) < y1 - y0)		for (; py < y1 - y0; py++) {		    px1 = ((g0 * py) + (abs (g0) >> 1)) >> SHLB;		    px2 = ((g1h * py) - (abs (g1h) >> 1)) >> SHLB;		    tri_set_color;		    colhline_neg ();		}	    px1 = min (((g0 * py) + (abs (g0) >> 1)) >> SHLB, max (x2, x0) - x0);	    px2 = x1 - x0;	    tri_set_color;	    colhline_neg ();	} else {	    py = 0;	    px1 = 0;	    px2 = x1 - x0;	    tri_set_color;	    colhline_neg ();	}	if (y1 != y2) {	    if ((py = y1 - y0 + 1) < y2 - y0)		for (; py < y2 - y0; py++) {		    px1 = ((g0 * py) + (abs (g0) >> 1)) >> SHLB;		    px2 = (((g1l * (py - y1 + y0)) - (abs (g1l) >> 1)) >> SHLB) + x1 - x0;		    tri_set_color;		    colhline_neg ();		}	    if (x1 < x2) {		px1 = x2 - x0;		px2 = x2 - x0 - ((abs (g1l) >> 1) >> SHLB);	    } else {		px1 = x2 - x0 + ((abs (g0) >> 1) >> SHLB);		px2 = x2 - x0;	    }	    tri_set_color;	    colhline_neg ();	}    } else {	if (y1 != y0) {	    py = 0;	    if (x1 > x0) {		px1 = 0;		px2 = ((abs (g1h) >> 1)) >> SHLB;	    } else {		px1 = -((abs (g0) >> 1)) >> SHLB;		px2 = 0;	    }	    tri_set_color;	    colhline_pos ();	    if ((py = 1) < y1 - y0)		for (; py < y1 - y0; py++) {		    px1 = ((g0 * py) - (abs (g0) >> 1)) >> SHLB;		    px2 = ((g1h * py) + (abs (g1h) >> 1)) >> SHLB;		    tri_set_color;		    colhline_pos ();		}	    px1 = max (((g0 * py) - (abs (g0) >> 1)) >> SHLB, min (x2, x0) - x0);	    px2 = x1 - x0;	    tri_set_color;	    colhline_pos ();	} else {	    py = 0;	    px1 = 0;	    px2 = x1 - x0;	    tri_set_color;	    colhline_pos ();	}	if (y1 != y2) {	    if ((py = y1 - y0 + 1) < y2 - y0)		for (; py < y2 - y0; py++) {		    px1 = ((g0 * py) - (abs (g0) >> 1)) >> SHLB;		    px2 = (((g1l * (py - y1 + y0)) + (abs (g1l) >> 1)) >> SHLB) + x1 - x0;		    tri_set_color;		    colhline_pos ();		}	    if (x1 > x2) {		px1 = x2 - x0;		px2 = x2 - x0 + ((abs (g1l) >> 1) >> SHLB);	    } else {		px1 = x2 - x0 - ((abs (g0) >> 1) >> SHLB);		px2 = x2 - x0;	    }	    tri_set_color;	    colhline_pos ();	}    }}

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