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📄 xf3.c

📁 [Game.Programming].Academic - Graphics Gems (6 books source code)
💻 C
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/* 2D transform and clip test a vertex list *//* oflo and division traps should be disabled, by the way */#define FI(x)	(*(int *)&x)/********************************************************/xform_ctp(vc, vpi, vpo, visiz, vosiz, mtx, prj, pf, pa)int vc	;	/* vertex count */int visiz;	/* input vertex array stride */int vosiz;	/* output vertex array stride */int *pf;	/* flag array */int *pa;	/* 2 element - global or_flag, and_flag */float *vpi, *vpo, *mtx, *prj;{register int flag, flag_or, flag_and;register int sign = 0x80000000;/* flpt registers, total 32 */register float xx, xy, xt;	/* transformation matrix */register float yx, yy, yt;float xo, yo;		/* output vertex */register float xi, yi;		/* temps */register int ixmin, ixmax, iymin, iymax;register int ix, ax;#define XMIN	0#define XMAX	1279#define YMIN	0#define YMAX	1023float xmin = XMIN, ymin = YMIN, xmax = XMAX, ymax = YMAX;/* load up local transform matrix */xx = *(mtx+0 ); xy = *(mtx+1 ); xt = *(mtx+2 );yx = *(mtx+4 ); yy = *(mtx+5 ); yt = *(mtx+6 );/* initialize accumulated flags */flag_or = 0;flag_and = -1;ixmin = FI(xmin); iymin = FI(ymin);ixmax = FI(xmax); iymax = FI(ymax);do {	xi = vpi[0];	/* xi */	yi = vpi[1];	/* yi */	xo = xi * xx + yi * xy + xt;	yo = xi * yx + yi * yy + yt;	ix = FI(xo); ax = ix & ~sign;	flag = (ix | (ax - ixmin)) >> 31;	flag |= ((~ix & (ixmax - ax)) >> 31 ) << 1;	ix = FI(yo); ax = ix & ~sign;	flag = ((ix | (ax - iymin)) >> 31) << 2;	flag |= ((~ix & (iymax - ax)) >> 31 ) << 3;	flag_or |= flag;	flag_and &= flag;	*(vpo+0) = xo;	*(vpo+1) = yo;	*pf = flag;	vpi += visiz;	vpo += vosiz;	pf++;} while (--vc > 0);*(pa+0) = flag_or;*(pa+1) = flag_and;return;}

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