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📄 room.c

📁 [Game.Programming].Academic - Graphics Gems (6 books source code)
💻 C
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/****************************************************************************** 	room.c **	This is a test program which constrcuts the Cornell radiosity room with *   a ceiling light and two boxes inside. The side faces of the boxes are not *	directly illuminated by the light. Therefore, they are a good example of *	the color bleeding effects.*   This program calls IniRad(), DoRad() and CleanUpRad() in rad.c to perform *	the radiosity rendering.**	Copyright (C) 1990-1991 Apple Computer, Inc.*	All rights reserved.**	12/1990 S. Eric Chen	******************************************************************************/#include "rad.h"/* a quadrilateral */typedef struct {	short verts[4];	/* vertices of the quadrilateral */	short patchLevel; /* patch subdivision level (how fine to subdivide the quadrilateral?) */	short elementLevel; /* element subdivision level (how fine to subdivide a patch?) */	float area; /* area of the quadrilateral */	TVector3f normal; /* normal of the quadrilateral */	TSpectra* reflectance; /* diffuse reflectance of the quadrilateral */	TSpectra* emission; /* emission of the quadrilateral */} TQuad;/* input parameters */TRadParams	params = {	0.001,			/* convergence threshold */	0, 0, 0, 0, 0, 0,	/* patches, elements and points; initialize these in InitParams */	{{ 108, 120, 400 },	/* camera location */	{ 108, 100, 100 },	/* look at point */	{ 0, 1, 0 },	/* up vector */	60, 60,			/* field of view in x, y*/	1, 550,			/* near, far */	200, 200,		/* resolution x, y */	0 },			/* buffer */	100,			/* hemi-cube resolution */	250,			/* approximate diameter of the room */	50,				/* intensity scale */	1				/* add the ambient term */};TPoint3f roomPoints[] = {	0, 0, 0,	216, 0, 0,	216, 0, 215,	0, 0, 215,	0, 221, 0,	216, 221, 0,	216, 221, 215,	0, 221, 215,	85.5, 220, 90,	130.5, 220, 90,	130.5, 220, 130,	85.5, 220, 130,	53.104, 0, 64.104,	109.36, 0, 96.604,	76.896, 0, 152.896,	20.604, 0, 120.396,	53.104, 65, 64.104,	109.36, 65, 96.604,	76.896, 65, 152.896,	20.604, 65, 120.396,		134.104, 0, 67.104,	190.396, 0, 99.604,	157.896, 0, 155.896,	101.604, 0, 123.396,	134.104, 130, 67.104,	190.396, 130, 99.604,	157.896, 130, 155.896,	101.604, 130, 123.396};static TSpectra red = { 0.80, 0.10, 0.075 };static TSpectra yellow = { 0.9, 0.8, 0.1 };static TSpectra blue = { 0.075, 0.10, 0.35 };static TSpectra white = { 1.0, 1.0, 1.0 };static TSpectra lightGrey = { 0.9, 0.9, 0.9 };static TSpectra black = { 0.0, 0.0, 0.0 };/* Assume a right-handed coordinate system *//* Polygon vertices follow counter-clockwise order when viewing from front */#define numberOfPolys 	18TQuad roomPolys[numberOfPolys] = {	{{4, 5, 6, 7}, 2, 8, 216*215, {0, -1, 0}, &lightGrey, &black}, /* ceiling */	{{0, 3, 2, 1}, 3, 8, 216*215, {0, 1, 0}, &lightGrey, &black}, /* floor */	{{0, 4, 7, 3}, 2, 8, 221*215, {1, 0, 0}, &red, &black}, /* wall */	{{0, 1, 5, 4}, 2, 8, 221*216, {0, 0, 1}, &lightGrey, &black}, /* wall */	{{2, 6, 5, 1}, 2, 8, 221*215, {-1, 0, 0}, &blue, &black}, /* wall */	{{8, 9, 10, 11}, 2, 1, 40*45, {0, -1, 0}, &black, &white}, /* light */	{{16, 19, 18, 17}, 1, 5, 65*65, {0, 1, 0}, &yellow, &black}, /* box 1 */	{{12, 13, 14, 15}, 1, 1, 65*65, {0, -1, 0}, &yellow, &black},	{{12, 15, 19, 16}, 1, 5, 65*65, {-0.866, 0, -0.5}, &yellow, &black},	{{12, 16, 17, 13}, 1, 5, 65*65, {0.5, 0, -0.866}, &yellow, &black},	{{14, 13, 17, 18}, 1, 5, 65*65, {0.866, 0, 0.5}, &yellow, &black},	{{14, 18, 19, 15}, 1, 5, 65*65, {-0.5, 0, 0.866}, &yellow, &black},	{{24, 27, 26, 25}, 1, 5, 65*65, {0, 1, 0}, &lightGrey, &black}, /* box 2 */	{{20, 21, 22, 23}, 1, 1, 65*65, {0, -1, 0}, &lightGrey, &black},	{{20, 23, 27, 24}, 1, 6, 65*130, {-0.866, 0, -0.5}, &lightGrey, &black},	{{20, 24, 25, 21}, 1, 6, 65*130, {0.5, 0, -0.866}, &lightGrey, &black},	{{22, 21, 25, 26}, 1, 6, 65*130, {0.866, 0, 0.5}, &lightGrey, &black},	{{22, 26, 27, 23}, 1, 6, 65*130, {-0.5, 0, 0.866}, &lightGrey, &black},};/* Compute the xyz coordinates of a point on a quadrilateral given its u, v coordinates using bi-linear mapping */void UVToXYZ(const TPoint3f quad[4], float u, float v, TPoint3f* xyz){	xyz->x = quad[0].x * (1-u)*(1-v) + quad[1].x * (1-u)*v + quad[2].x * u*v + 			quad[3].x * u*(1-v);	xyz->y = quad[0].y * (1-u)*(1-v) + quad[1].y * (1-u)*v + quad[2].y * u*v + 			quad[3].y * u*(1-v);	xyz->z = quad[0].z * (1-u)*(1-v) + quad[1].z * (1-u)*v + quad[2].z * u*v + 			quad[3].z * u*(1-v);}#define Index(i, j) ((i)*(nv+1)+(j))int iOffset; 	/* index offset to the point array */TPatch* pPatch;TElement* pElement;TPoint3f* pPoint;/* Mesh a quadrilateral into patches and elements *//* Output goes to pPatch, pElement, pPoint */void MeshQuad(TQuad* quad){	TPoint3f pts[4];	int nu, nv;	double	du, dv;	int i, j;	double u, v;	int nPts=0;	float fi, fj;	int pi, pj;		/* Calculate element vertices */	for (i=0; i<4; i++)		pts[i] = roomPoints[quad->verts[i]];	nu = nv = quad->patchLevel * quad->elementLevel+1;	du = 1.0 / (nu-1); dv = 1.0 / (nv-1);	for (i = 0, u = 0; i < nu; i++, u += du)		for (j = 0, v = 0; j < nv; j++, v += dv, nPts++)			UVToXYZ(pts, u, v, pPoint++);	/* Calculate elements */	nu = nv = quad->patchLevel*quad->elementLevel;	du = 1.0 / nu; dv = 1.0 / nv;	for (i = 0, u = du/2.0; i < nu; i++, u += du)		for (j = 0, v = dv/2.0; j < nv; j++, v += dv, pElement++) {			pElement->normal = quad->normal;			pElement->nVerts = 4;			pElement->verts = (unsigned long*)calloc(4, sizeof(unsigned long));			pElement->verts[0] = Index(i, j)+iOffset;			pElement->verts[1] = Index(i+1, j)+iOffset;			pElement->verts[2] = Index(i+1, j+1)+iOffset;			pElement->verts[3] = Index(i, j+1)+iOffset;			pElement->area = quad->area / (nu*nv);			/* find out the parent patch */			fi = (float)i/(float)nu;			fj = (float)j/(float)nv;			pi = (int)(fi*(float)(quad->patchLevel));			pj = (int)(fj*(float)(quad->patchLevel));			pElement->patch = pPatch+pi*quad->patchLevel+pj;	}		/* Calculate patches */	nu = quad->patchLevel; nv=quad->patchLevel;	du = 1.0 / nu; dv = 1.0 / nv;	for (i = 0, u = du/2.0; i < nu; i++, u += du)		for (j = 0, v = dv/2.0; j < nv; j++, v += dv, pPatch++) {			UVToXYZ(pts, u, v, &pPatch->center);			pPatch->normal = quad->normal;			pPatch->reflectance = quad->reflectance;			pPatch->emission = quad->emission;			pPatch->area = quad->area / (nu*nv);		}		iOffset += nPts;}/* Initialize input parameters */void InitParams(){	int i;	/* compute the total number of patches */	params.nPatches=0;	for (i=numberOfPolys; i--; )		params.nPatches += roomPolys[i].patchLevel*roomPolys[i].patchLevel;	params.patches = (TPatch*)calloc(params.nPatches, sizeof(TPatch));	/* compute the total number of elements */	params.nElements=0;	for (i=numberOfPolys; i--; )		params.nElements += roomPolys[i].elementLevel*roomPolys[i].patchLevel*						roomPolys[i].elementLevel*roomPolys[i].patchLevel;	params.elements = (TElement*)calloc(params.nElements, sizeof(TElement));	/* compute the total number of element vertices */	params.nPoints=0;	for (i=numberOfPolys; i--; )		params.nPoints += (roomPolys[i].elementLevel*roomPolys[i].patchLevel+1)*						(roomPolys[i].elementLevel*roomPolys[i].patchLevel+1);	params.points = (TPoint3f*)calloc(params.nPoints, sizeof(TPoint3f));	/* mesh the room to patches and elements */	iOffset = 0;	pPatch= params.patches;	pElement= params.elements;	pPoint= params.points;	for (i=0; i<numberOfPolys; i++)		MeshQuad(&roomPolys[i]);		params.displayView.buffer= (unsigned long*)calloc(		params.displayView.xRes*params.displayView.yRes, sizeof(unsigned long));	params.displayView.wid=0;}void main(){	InitParams();	InitRad(&params);	DoRad();	CleanUpRad();}

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