Felisp
84436a5ae0
http://my.svgalib.org/svgalib/svgalib-1.9.25.tar.gz http://my.svgalib.org/svgalib/
670 lines
18 KiB
C
670 lines
18 KiB
C
/*
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3DKIT version 1.3
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High speed 3D graphics and rendering library for Linux.
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Copyright (C) 1996, 1997 Paul Sheer psheer@icon.co.za
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This library is free software; you can redistribute it and/or
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modify it under the terms of the GNU Library General Public
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License as published by the Free Software Foundation; either
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version 2 of the License, or (at your option) any later version.
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This library is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Library General Public License for more details.
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You should have received a copy of the GNU Library General Public
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License along with this library; if not, write to the Free
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Software Foundation, Inc., 59 Temple Place - Suite 330, Boston,
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MA 02111-1307, USA
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*/
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/*
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File: 3dkit.c
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Comments or suggestions welcome.
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This 3D graphics tool prints an object in three dimensions on the screen.
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The object must be made up of one or more surfaces passed in a structure.
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The algorithm calculates the light intensity at each point and does a color
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interpolation so that surfaces appear uniform with smooth colour
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graduations.
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The TD_Object structure contains an array of surfaces comprising the object.
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When printing, the surfaces are sorted from furthest to closest by
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determining the distance from the eye point of their respective centres.
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This removes hidden features.
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The points of a surface are assumed to form a contorted rectangular mesh
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having a length and a width - the number of points along the longitudinal
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edges and lateral edges respectively. Although the surfaces are restricted
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to rectangles, they can be infinitely contorted into spheres, triangles
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etc., possibly with a whole side compressed into a single point.
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It is advisable however to make up complex surfaces out of several less
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contorted surfaces so that the sorting routine can place the correct parts
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of the surface in front of one another. A sphere for example can be
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defined as eight surfaces, each a triangular octant.
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Besides defining each 3D coord point of each surface array, the user must
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also define the unit normal at each point. so that shading can be calculated.
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The function TD_initcolor may be called to do this for you.
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The surfaces are drawn on the screen using one of the following methods.
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The integer surf.render determines the method.
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0 : Interpolated trangles are drawn with each rectangle outlined.
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1 : A wire frame is drawn of the edges of the surface only.
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2 : Interpolated triangles only.
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3 : Mesh - each rectangle outlined only.
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The demo planukit.c demostrates usage in detail.
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This code represents a complete re-write of the previous version, which
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I wrote when I was first learning C (an excuse). It is far more structured,
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efficient and readable. An important additional feature is that the 3D
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camera position can now be defined, so that this code can be used as a
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VR tool. Hence an object can be displayed as an object at the screen
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centre, or as a 3D world. (See plane.h for how to modify the demo).
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*/
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#define TD_MULCONSTANT 4096
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#include <config.h>
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#include <math.h>
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#include <stdlib.h>
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#include <stdio.h>
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#include <vgagl.h>
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#include "3dkit.h"
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#define max(x,y) (((x) > (y)) ? (x) : (y))
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#define min(x,y) (((x) < (y)) ? (x) : (y))
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/*global for holding a surface temporarily:*/
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TD_Short_Point *temp;
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#if defined(__GNUC__) && !defined(__STRICT_ANSI__)
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/* The optimisation comes from svgalib-1.2.9/gl/line.c: */
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/* Framebuffer Graphics Libary for Linux, Copyright 1993 Harm Hanemaayer */
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/* line.c Line drawing */
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#ifdef __alpha__
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static inline int muldiv64 (int m1, int m2, int d)
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{
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return (int) m1 *(int) m2 / (int) d;
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}
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#else
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#ifdef __i386__
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/* We use the 32-bit to 64-bit multiply and 64-bit to 32-bit divide of the */
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/* 386 (which gcc doesn't know well enough) to efficiently perform integer */
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/* scaling without having to worry about overflows. */
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static inline int muldiv64 (int m1, int m2, int d)
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{
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/* int32 * int32 -> int64 / int32 -> int32 */
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int result;
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int dummy;
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__asm__ (
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"imull %%edx\n\t"
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"idivl %4\n\t"
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: "=a" (result), "=d"(dummy) /* out */
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: "0" (m1), "1" (m2), "g" (d) /* in */
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/***rjr***: "ax", "dx"*/ /* mod */
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);
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return result;
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}
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#else
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static inline int muldiv64(int m1, int m2, int d)
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{
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return (double) m1 * (double) m2 / ((double) d);
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}
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#endif /* !__i386__ */
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#endif /* !__alpha__ */
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#else
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#define muldiv64(a,b,c) ((int) ((double) a * (double) b / ((double) c)))
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#endif
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void TD_translate (TD_Solid * s, TD_Point * p, TD_Short_Point * scr)
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{
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/* the following rotational transformation avoids floating point
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calculations entirely */
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if (s->option_flags & TDOPTION_32BIT_SURFACES) {
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/* for super accuracy */
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double x = p->x + s->x_cam;
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double y = p->y + s->y_cam;
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double z = p->z + s->z_cam;
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double yt = x * s->a21 + y * s->a22 + z * s->a23 + s->s_cam;
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if (yt < 1) {
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scr->x = scr->y = 32767;
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return;
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} else {
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double xt = x * s->a11 + y * s->a12 + z * s->a13;
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double zt = x * s->a31 + y * s->a32 + z * s->a33;
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scr->x = ((int) ((double) s->posx + xt * s->xscale / yt)) >> 16;
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scr->y = ((int) ((double) s->posy - zt * s->yscale / yt)) >> 16;
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return;
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}
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} else {
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int x = p->x + s->x_cam;
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int y = p->y + s->y_cam;
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int z = p->z + s->z_cam;
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int yt = x * s->a21 + y * s->a22 + z * s->a23 + s->s_cam;
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/*(FIXME:) There may be problems if yt overflows, this just checks if the point
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is behind the cam: */
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if (yt < 1) {
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scr->x = scr->y = 32767; /*line and triangle routines must
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reject these values. */
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return;
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} else {
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int xt = x * s->a11 + y * s->a12 + z * s->a13;
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int zt = x * s->a31 + y * s->a32 + z * s->a33;
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scr->x = s->posx + muldiv64 (xt, s->xscale, yt);
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scr->y = s->posy - muldiv64 (zt, s->yscale, yt);
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return;
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}
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}
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}
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int TD_finddistance (TD_Solid * s, TD_Point * p)
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{
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/* the following rotational transformation avoids floating point
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calculations entirely */
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if (s->option_flags & TDOPTION_32BIT_SURFACES) {
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/* for super accuracy */
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double x = p->x + s->x_cam;
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double y = p->y + s->y_cam;
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double z = p->z + s->z_cam;
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return ((int) ((double) x * s->a21 + y * s->a22 + z * s->a23 + s->s_cam)) >> 16;
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} else {
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int x = p->x + s->x_cam;
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int y = p->y + s->y_cam;
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int z = p->z + s->z_cam;
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return (x * s->a21 + y * s->a22 + z * s->a23 + s->s_cam);
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}
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}
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int TD_findcolor (TD_Solid * s, TD_Point * p, int which)
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{
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int c, shadow = s->surf[which].shadow;
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/*this you can fool around with to get different shadowing effects. */
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/*c starts off as a signed 28 bit integer. Brightest = -2^28, darkest = +2^28 */
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if (s->option_flags & TDOPTION_LIGHT_SOURCE_CAM) {
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/* do product of translated normal vector with lighting vector: */
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c = ((p->dirx * s->a11 + p->diry * s->a12 + p->dirz * s->a13) * s->xlight +
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(p->dirx * s->a21 + p->diry * s->a22 + p->dirz * s->a23) * s->ylight +
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(p->dirx * s->a31 + p->diry * s->a32 + p->dirz * s->a33) * s->zlight);
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c = (c >> 20) + 256;
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} else {
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c = p->dirx * s->xlight +
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p->diry * s->ylight +
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p->dirz * s->zlight;
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c = (c >> 8) + 256;
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}
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/*c now 9 bits */
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/*
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c = s->surf[which].maxcolor
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- ((c * c) >> (16 - s->surf[which].depth_per_color));
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*/
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/*:responds quadratically to light or.*/
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c = s->surf[which].maxcolor - (c >> (8 - s->surf[which].depth_per_color));
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/*:responds linearly to light.*/
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if (c < shadow)
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return shadow;
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else
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return c;
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}
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void TD_calc_rotation_matrix (TD_Solid * s)
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{
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/* This matrix comes from "Dynamics of Atmospheric Flight" by Bernard Etkin,
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John Wiley & Sons, Inc., and is much easier to copy down than to
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derive yourself. */
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float tsi = s->alpha, theta = s->beta, phi = s->gamma;
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s->a22 = (float) TD_MULCONSTANT * (cos (theta) * cos (tsi));
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s->a21 = (float) TD_MULCONSTANT * (cos (theta) * sin (tsi));
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s->a23 = (float) TD_MULCONSTANT * (-sin (theta));
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s->a12 = (float) TD_MULCONSTANT * (sin (phi) * sin (theta) * cos (tsi) - cos (phi) * sin (tsi));
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s->a11 = (float) TD_MULCONSTANT * (sin (phi) * sin (theta) * sin (tsi) + cos (phi) * cos (tsi));
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s->a13 = (float) TD_MULCONSTANT * (sin (phi) * cos (theta));
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s->a32 = (float) TD_MULCONSTANT * (cos (phi) * sin (theta) * cos (tsi) + sin (phi) * sin (tsi));
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s->a31 = (float) TD_MULCONSTANT * (cos (phi) * sin (theta) * sin (tsi) - sin (phi) * cos (tsi));
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s->a33 = (float) TD_MULCONSTANT * (cos (phi) * cos (theta));
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/* this is the classical rotations matrix of aerodynamics */
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/*
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s->a11 = (float) TD_MULCONSTANT * (cos (s->alpha) * cos (s->gamma));
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s->a12 = (float) TD_MULCONSTANT * (cos (s->alpha) * sin (s->gamma));
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s->a13 = (float) TD_MULCONSTANT * (-sin (s->alpha));
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s->a21 = (float) TD_MULCONSTANT * (sin (s->beta) * sin (s->alpha) * cos (s->gamma) - cos (s->beta) * sin (s->gamma));
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s->a22 = (float) TD_MULCONSTANT * (sin (s->beta) * sin (s->alpha) * sin (s->gamma) - cos (s->beta) * cos (s->gamma));
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s->a23 = (float) TD_MULCONSTANT * (sin (s->beta) * cos (s->alpha));
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s->a31 = (float) TD_MULCONSTANT * (cos (s->beta) * sin (s->alpha) * cos (s->gamma) + sin (s->beta) * sin (s->gamma));
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s->a32 = (float) TD_MULCONSTANT * (cos (s->beta) * sin (s->alpha) * sin (s->gamma) + sin (s->beta) * cos (s->gamma));
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s->a33 = (float) TD_MULCONSTANT * (cos (s->beta) * cos (s->alpha));
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*/
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/*results are 14 bit + sign integers*/
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}
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void TD_drawwire (TD_Solid * s, int which)
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{
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TD_Surface *surf = &s->surf[which];
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int w = surf->w;
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int l = surf->l;
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int i = 0, j = 0, c = surf->mesh_color;
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void (*dl) (int, int, int, int, int) = s->draw_line;
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while (j < w - 1)
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TD_translate (s, &surf->point[j++], &temp[i++]);
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while (j < (w * l - 1)) {
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TD_translate (s, &surf->point[j], &temp[i++]);
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j += w;
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}
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while (j > w * (l - 1))
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TD_translate (s, &surf->point[j--], &temp[i++]);
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while (j >= 0) {
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TD_translate (s, &surf->point[j], &temp[i++]);
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j -= w;
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}
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for (j = 0; j < i - 1; j++) {
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(*dl) (temp[j].x, temp[j].y, temp[j + 1].x, temp[j + 1].y, c);
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}
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}
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void TD_drawmesh (TD_Solid * s, int which)
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{
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TD_Surface *surf = &s->surf[which];
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int w = surf->w;
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int l = surf->l;
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int i = 0, j = 0, k = 0, c = surf->mesh_color;
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void (*dl) (int, int, int, int, int) = s->draw_line;
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while (j < l * w) {
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TD_translate (s, &surf->point[j], &temp[j]);
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j++;
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}
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for (j = 0; j < l - 1; j++, k++) {
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for (i = 0; i < w - 1; i++, k++) {
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(*dl) (temp[k + 1].x, temp[k + 1].y, temp[k].x, temp[k].y, c);
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(*dl) (temp[k + w].x, temp[k + w].y, temp[k].x, temp[k].y, c);
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}
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(*dl) (temp[k + w].x, temp[k + w].y, temp[k].x, temp[k].y, c);
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}
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for (i = 0; i < w - 1; i++, k++)
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(*dl) (temp[k + 1].x, temp[k + 1].y, temp[k].x, temp[k].y, c);
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}
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void xchg (int *a, int *b)
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{
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int t = *a;
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*a = *b;
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*b = t;
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}
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void TD_drawsurface (TD_Solid * s, int which)
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{
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TD_Surface *surf = &s->surf[which];
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int w = surf->w;
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int l = surf->l;
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int i = 0, j = 0, k = 0, c = surf->mesh_color;
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void (*dl) (int, int, int, int, int) = s->draw_line;
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void (*dt) (int, int, int, int, int, int, int, int, int, int) = s->draw_triangle;
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void (*ds) (int, int, int, int, int, int, int, int) = s->draw_striangle;
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int mesh;
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int d1, d2, d3, d4, d;
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int x1, y1, c1;
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int x2, y2, c2;
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int x3, y3, c3;
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int x4, y4, c4;
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int furthest, clockwise = 0;
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TD_tridata tri;
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tri.bitmap1 = surf->bitmap1;
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tri.bitmap2 = surf->bitmap2;
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if (s->option_flags & TDOPTION_ALL_SAME_RENDER)
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mesh = (s->render == TD_MESH_AND_SOLID);
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else
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mesh = (surf->render == TD_MESH_AND_SOLID);
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/*distance of four corners (numbered clockwise): */
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d1 = TD_finddistance (s, &surf->point[0]);
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d2 = TD_finddistance (s, &surf->point[w - 1]);
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d3 = TD_finddistance (s, &surf->point[w * l - 1]);
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d4 = TD_finddistance (s, &surf->point[w * (l - 1)]);
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/*find furthest point */
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furthest = 1;
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d = d1;
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if (d2 > d) {
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furthest = 2;
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d = d2;
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}
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if (d3 > d) {
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furthest = 3;
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d = d3;
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}
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if (d4 > d)
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furthest = 4;
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/*draw scanning from the furthest point to the second furthest point */
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/*there are eight possibilities: */
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switch (furthest) {
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case 1:
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if (d2 > d4) {
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clockwise = 0;
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for (j = 0; j < l; j++)
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for (i = 0; i < w; i++) {
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TD_translate (s, &surf->point[i + j * w], &temp[k]);
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temp[k].c = TD_findcolor (s, &surf->point[i + j * w], which);
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k++;
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}
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} else {
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xchg (&l, &w);
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clockwise = 1;
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for (j = 0; j < l; j++)
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for (i = 0; i < w; i++) {
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TD_translate (s, &surf->point[i * l + j], &temp[k]);
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temp[k].c = TD_findcolor (s, &surf->point[i * l + j], which);
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k++;
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}
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}
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break;
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case 2:
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if (d1 > d3) {
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clockwise = 1;
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for (j = 0; j < l; j++)
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for (i = w - 1; i >= 0; i--) {
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TD_translate (s, &surf->point[i + j * w], &temp[k]);
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temp[k].c = TD_findcolor (s, &surf->point[i + j * w], which);
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k++;
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}
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} else {
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xchg (&l, &w);
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clockwise = 0;
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for (j = l - 1; j >= 0; j--)
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for (i = 0; i < w; i++) {
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TD_translate (s, &surf->point[i * l + j], &temp[k]);
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temp[k].c = TD_findcolor (s, &surf->point[i * l + j], which);
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k++;
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}
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}
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break;
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case 3:
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if (d4 > d2) {
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clockwise = 0;
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for (j = l - 1; j >= 0; j--)
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for (i = w - 1; i >= 0; i--) {
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TD_translate (s, &surf->point[i + j * w], &temp[k]);
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temp[k].c = TD_findcolor (s, &surf->point[i + j * w], which);
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k++;
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}
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} else {
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xchg (&l, &w);
|
|
clockwise = 1;
|
|
for (j = l - 1; j >= 0; j--)
|
|
for (i = w - 1; i >= 0; i--) {
|
|
TD_translate (s, &surf->point[i * l + j], &temp[k]);
|
|
temp[k].c = TD_findcolor (s, &surf->point[i * l + j], which);
|
|
k++;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case 4:
|
|
if (d3 > d1) {
|
|
clockwise = 1;
|
|
for (j = l - 1; j >= 0; j--)
|
|
for (i = 0; i < w; i++) {
|
|
TD_translate (s, &surf->point[i + j * w], &temp[k]);
|
|
temp[k].c = TD_findcolor (s, &surf->point[i + j * w], which);
|
|
k++;
|
|
}
|
|
} else {
|
|
xchg (&l, &w);
|
|
clockwise = 0;
|
|
for (j = 0; j < l; j++)
|
|
for (i = w - 1; i >= 0; i--) {
|
|
TD_translate (s, &surf->point[i * l + j], &temp[k]);
|
|
temp[k].c = TD_findcolor (s, &surf->point[i * l + j], which);
|
|
k++;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
if (!surf->backfacing)
|
|
clockwise = 2;
|
|
|
|
for (k = 0, j = 0; j < l - 1; j++, k++) {
|
|
for (i = 0; i < w - 1; i++, k++) {
|
|
|
|
/*define the grid square we are currently drawing: */
|
|
x1 = temp[k].x;
|
|
y1 = temp[k].y;
|
|
c1 = temp[k].c;
|
|
|
|
x2 = temp[k + 1].x;
|
|
y2 = temp[k + 1].y;
|
|
c2 = temp[k + 1].c;
|
|
|
|
x3 = temp[k + w + 1].x;
|
|
y3 = temp[k + w + 1].y;
|
|
c3 = temp[k + w + 1].c;
|
|
|
|
x4 = temp[k + w].x;
|
|
y4 = temp[k + w].y;
|
|
c4 = temp[k + w].c;
|
|
|
|
/*draw with two triangles */
|
|
|
|
|
|
|
|
|
|
if (furthest & 1) { /*draw with hypotenuse from point 1 to point 3 */
|
|
if (s->option_flags & TDOPTION_FLAT_TRIANGLE) {
|
|
c1 = (c1 + c2 + c3 + c4) >> 2;
|
|
(*ds) (x1, y1, x2, y2, x3, y3, c1, clockwise);
|
|
(*ds) (x1, y1, x3, y3, x4, y4, c1, clockwise);
|
|
} else {
|
|
(*dt) (x1, y1, c1, x2, y2, c2, x3, y3, c3, clockwise);
|
|
(*dt) (x1, y1, c1, x3, y3, c3, x4, y4, c4, clockwise);
|
|
}
|
|
} else { /*draw with hypotenuse from point 2 to point 4 */
|
|
if (s->option_flags & TDOPTION_FLAT_TRIANGLE) {
|
|
c1 = (c1 + c2 + c3 + c4) >> 2;
|
|
(*ds) (x1, y1, x2, y2, x4, y4, c1, clockwise);
|
|
(*ds) (x2, y2, x3, y3, x4, y4, c1, clockwise);
|
|
} else {
|
|
(*dt) (x1, y1, c1, x2, y2, c2, x4, y4, c4, clockwise);
|
|
(*dt) (x2, y2, c2, x3, y3, c3, x4, y4, c4, clockwise);
|
|
}
|
|
}
|
|
|
|
if (mesh) {
|
|
(*dl) (x1, y1, x2, y2, c);
|
|
(*dl) (x1, y1, x4, y4, c);
|
|
}
|
|
}
|
|
if (mesh)
|
|
(*dl) (temp[k + w].x, temp[k + w].y, temp[k].x, temp[k].y, c);
|
|
}
|
|
|
|
if (mesh) {
|
|
for (i = 0; i < w - 1; i++, k++)
|
|
(*dl) (temp[k + 1].x, temp[k + 1].y, temp[k].x, temp[k].y, c);
|
|
}
|
|
}
|
|
|
|
|
|
int compare (const void *vp, const void *vq)
|
|
{
|
|
const int *p = vp;
|
|
const int *q = vq;
|
|
int diff = *p - *q;
|
|
return ((diff >= 0) ? ((diff > 0) ? -1 : 0) : +1);
|
|
}
|
|
|
|
struct disttype {
|
|
int distance;
|
|
int number;
|
|
};
|
|
|
|
|
|
void TD_draw_solid (TD_Solid * s)
|
|
{
|
|
int n = s->num_surfaces, w, l, i, j, render, num_existing_surfaces;
|
|
int max = 0;
|
|
|
|
struct disttype *sortarray = NULL;
|
|
temp = NULL;
|
|
|
|
gl_trisetdrawpoint(s->draw_point);
|
|
|
|
if ((sortarray = malloc (s->num_surfaces * sizeof (struct disttype))) == NULL) {
|
|
fprintf (stderr, "1. Error allocating memory.\n");
|
|
goto fin;
|
|
}
|
|
if (s->option_flags & TDOPTION_INIT_ROTATION_MATRIX)
|
|
TD_calc_rotation_matrix (s);
|
|
|
|
for (j = 0, i = 0; i < n; i++) {
|
|
if((s->surf[i].point)) {
|
|
sortarray[j++].number = i;
|
|
w = s->surf[i].w;
|
|
if (max < w)
|
|
max = w;
|
|
l = s->surf[i].l; /*find the largest surface */
|
|
if (max < l)
|
|
max = l;
|
|
}
|
|
}
|
|
|
|
num_existing_surfaces = j;
|
|
if(!num_existing_surfaces) goto fin;
|
|
|
|
if (s->option_flags & TDOPTION_SORT_SURFACES) {
|
|
for (j = 0, i = 0; i < n; i++) {
|
|
if((s->surf[i].point)) {
|
|
sortarray[j++].distance =
|
|
TD_finddistance (s, &s->surf[i].point[s->surf[i].w / 2
|
|
+ s->surf[i].w * (s->surf[i].l / 2)]);
|
|
/*the distance of the middle point of the surface */
|
|
}
|
|
}
|
|
qsort (sortarray, num_existing_surfaces, sizeof (struct disttype), compare);
|
|
}
|
|
|
|
max++;
|
|
|
|
if ((temp = malloc (max * max * sizeof (TD_Short_Point))) == NULL) {
|
|
fprintf (stderr, "2. Error allocating memory.\n");
|
|
goto fin;
|
|
}
|
|
if (s->option_flags & TDOPTION_ROTATE_OBJECT) {
|
|
s->x_cam = 0;
|
|
s->y_cam = 0;
|
|
s->z_cam = 0;
|
|
s->s_cam = s->distance * TD_MULCONSTANT;
|
|
} else {
|
|
s->s_cam = 0;
|
|
}
|
|
|
|
|
|
for (i = 0; i < num_existing_surfaces; i++) {
|
|
if (s->option_flags & TDOPTION_ALL_SAME_RENDER)
|
|
render = s->render;
|
|
else
|
|
render = s->surf[sortarray[i].number].render;
|
|
|
|
switch (render) {
|
|
case TD_SOLID:
|
|
case TD_MESH_AND_SOLID:
|
|
if ((long) s->surf[sortarray[i].number].bitmap1
|
|
| (long) s->surf[sortarray[i].number].bitmap2)
|
|
TD_drawwrapsurface (s, sortarray[i].number);
|
|
else
|
|
TD_drawsurface (s, sortarray[i].number);
|
|
break;
|
|
case TD_EDGES_ONLY:
|
|
TD_drawwire (s, sortarray[i].number);
|
|
break;
|
|
case TD_MESH:
|
|
TD_drawmesh (s, sortarray[i].number);
|
|
break;
|
|
default:
|
|
TD_drawmesh (s, sortarray[i].number);
|
|
}
|
|
}
|
|
|
|
fin:
|
|
|
|
if(temp)
|
|
free (temp);
|
|
if(sortarray)
|
|
free (sortarray);
|
|
|
|
}
|