📄 render.h
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/*render object definitionThe render has several zoom axes, drawing buffer, zbuffer and shadow bufferIndependent of graphics callsUses axis, data, and zoom definitions*//* contants */#define RENDER_INTERP 16777216#define NALPHA 256#define RENDER_POLARITY 1#define RENDER_FENCE_TRANSP 1#define RENDER_LOW_TRANSP 0#define RENDER_HIGH_TRANSP 100#define RENDER_VOL_TRANSP 100/* a shadow contains index information about an render: drawing side + data index */typedef unsigned int* Shadow;typedef unsigned int Shadow_;/* Zbuffer records depth of object in depth axis samples */typedef unsigned int* Zbuffer;typedef unsigned int Zbuffer_;/* Render object */typedef struct { int wide; /* drawing surface dimensions */ int hite; int h0, v0, nh, nv; /* window last drawn */ int interp; /* interpolation flag */ int polarity; /* color mapping polarity */ int fence_transp; /* fence transparency (0-100) */ int low_transp; /* low opacity value */ int high_transp; /* low opacity value */ int vol_transp; /* opacity gradient */ float alpha[NALPHA]; /* alpha channel for transparency */ unsigned char cmap[256]; /* data -> color map */ unsigned char tmap[65536]; /* transparency map */ Buffer image; /* render pixel buffer */ Shadow shadow; /* render shadow buffer */ Zbuffer zbuffer; /* zbuffer to record render depth */ } *Render;/* render attribute list */#define RENDER_HORZ 1#define RENDER_VERT 2#define RENDER_DEEP 3typedef struct { int orient; /* RENDER_HORZ, RENDER_VERT, RENDER_DEEP */ int image; /* draw image */ int shadow; /* draw shadow */ int zbuffer; /* draw zbuffer */ int box; /* draw bounding box */ int axes; /* draw axes */ int lines; /* draw cross lines */ int pick; /* draw picks */ int skew; /* draw skewed */ int transp; /* draw transparent */ int mark; /* record the frame in plane list */ } *RenderAttr;/* typed returns */Render RenderInit (/*data*/);Buffer RenderBuffer (/*render*/);
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