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📄 fancytst.c

📁 Graphics Gems 源码 a collection of algorithms, programs, and mathematical techniques for the computer
💻 C
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/* * fancytest.c: subroutine illustrating the use of poly_clip and poly_scan * for Phong-shading and texture mapping. * * Note: lines enclosed in angle brackets '<', '>' should be replaced * with the code described. * Makes calls to hypothetical packages "shade", "image", "texture", "zbuffer". * * Paul Heckbert	Dec 1989 */#include <stdio.h>#include <math.h>#include "poly.h"#define XMAX 1280	/* hypothetical image width */#define YMAX 1024	/* hypothetical image height */#define LIGHT_INTEN 255		/* light source intensity */void pixelproc();fancytest(){    int i;    double WS[4][4];	/* world space to screen space transform */    Poly p;		/* a polygon */    Poly_vert *v;    static Poly_box box = {0, XMAX, 0, YMAX, -32678, 32767.99};	/* 3-D screen clipping box, continuous coordinates */    static Window win = {0, 0, XMAX-1, YMAX-1};	/* 2-D screen clipping window, discrete coordinates */    <initialize world space position (x,y,z), normal (nx,ny,nz), and texture     position (u,v) at each vertex of p; set p.n>    <set WS to world-to-screen transform>    /* transform vertices from world space to homogeneous screen space */    for (i=0; i<p.n; i++) {	v = &p.vert[i];	mx4_transform(v->x, v->y, v->z, 1., WS, &v->sx, &v->sy, &v->sz, &v->sw);    }    /* interpolate sx, sy, sz, sw, nx, ny, nz, u, v in poly_clip */    p.mask = POLY_MASK(sx) | POLY_MASK(sy) | POLY_MASK(sz) | POLY_MASK(sw) |	POLY_MASK(nx) | POLY_MASK(ny) | POLY_MASK(nz) |	POLY_MASK(u) | POLY_MASK(v);    poly_print("before clipping", &p);    if (poly_clip_to_box(&p, &box) == POLY_CLIP_OUT)	/* clip polygon */	return;						/* quit if off-screen */    /* do homogeneous division of screen position and texture position */    for (i=0; i<p.n; i++) {	v = &p.vert[i];	v->sx /= v->sw;	v->sy /= v->sw;	v->sz /= v->sw;	v->u /= v->sw;	v->v /= v->sw;	v->q = 1./v->sw;    }    /*     * previously we ignored q (assumed q=1), henceforth ignore sw (assume sw=1)     * Interpolate sx, sy, sz, nx, ny, nz, u, v, q in poly_scan     */    p.mask &= ~POLY_MASK(sw);    p.mask |= POLY_MASK(q);    poly_print("scan converting the polygon", &p);    poly_scan(&p, &win, pixelproc);	/* scan convert! */}static void pixelproc(x, y, pt)		/* called at each pixel by poly_scan */int x, y;Poly_vert *pt;{    int sz, u, v, inten;    double len, nor[3], diff, spec;    sz = pt->sz;    if (sz < zbuffer_read(x, y)) {	len = sqrt(pt->nx*pt->nx + pt->ny*pt->ny + pt->nz*pt->nz);	nor[0] = pt->nx/len;		/* unitize the normal vector */	nor[1] = pt->ny/len;	nor[2] = pt->nz/len;	shade(nor, &diff, &spec);	/* compute specular and diffuse coeffs*/	u = pt->u/pt->q;		/* do homogeneous div. of texture pos */	v = pt->v/pt->q;	inten = texture_read(u, v)*diff + LIGHT_INTEN*spec;	image_write(x, y, inten);	zbuffer_write(x, y, sz);    }}/* mx4_transform: transform 4-vector p by matrix m yielding q: q = p*m */mx4_transform(px, py, pz, pw, m, qxp, qyp, qzp, qwp)double px, py, pz, pw, m[4][4], *qxp, *qyp, *qzp, *qwp;{    *qxp = px*m[0][0] + py*m[1][0] + pz*m[2][0] + pw*m[3][0];    *qyp = px*m[0][1] + py*m[1][1] + pz*m[2][1] + pw*m[3][1];    *qzp = px*m[0][2] + py*m[1][2] + pz*m[2][2] + pw*m[3][2];    *qwp = px*m[0][3] + py*m[1][3] + pz*m[2][3] + pw*m[3][3];}

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