trim spaces and use 4 space instead of 2
This commit is contained in:
parent
db59cc2a85
commit
0b62517c35
6 changed files with 894 additions and 893 deletions
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@ -81,7 +81,8 @@ void transform_n_rasterize(surface_t * s, float * model_view_matrix, float * pro
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if( s->t[i].state & PS_PARTIALLY_OUT &&
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( (s->t[i].v[0].state & PS_TOO_FAR) ||
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(s->t[i].v[1].state & PS_TOO_FAR) ||
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(s->t[i].v[2].state & PS_TOO_FAR) ) )
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(s->t[i].v[2].state & PS_TOO_FAR) )
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)
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continue;
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fill_triangle(s, &(s->t[i]));
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}
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112
rasterize.h
112
rasterize.h
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@ -20,17 +20,17 @@
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extern "C" {
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# endif
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typedef enum pstate_t pstate_t;
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typedef enum soptions_t soptions_t;
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typedef struct vec4 vec4;
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typedef struct vec3 vec3;
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typedef struct vec2 vec2;
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typedef struct vertex_t vertex_t;
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typedef struct triangle_t triangle_t;
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typedef struct surface_t surface_t;
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typedef enum pstate_t pstate_t;
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typedef enum soptions_t soptions_t;
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typedef struct vec4 vec4;
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typedef struct vec3 vec3;
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typedef struct vec2 vec2;
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typedef struct vertex_t vertex_t;
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typedef struct triangle_t triangle_t;
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typedef struct surface_t surface_t;
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/*!\brief états pour les sommets ou les triangles */
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enum pstate_t {
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/*!\brief états pour les sommets ou les triangles */
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enum pstate_t {
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PS_NONE = 0,
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PS_TOTALLY_OUT = 1,
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PS_PARTIALLY_OUT = 2,
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@ -43,10 +43,10 @@ extern "C" {
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PS_OUT_TOP = 128,
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PS_OUT_NEAR = 256,
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PS_OUT_FAR = 512
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};
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};
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/*!\brief options pour les surfaces */
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enum soptions_t {
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/*!\brief options pour les surfaces */
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enum soptions_t {
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SO_NONE = 0, /* la surface n'a pas de rendu
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"couleur" */
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SO_USE_TEXTURE = 1, /* utiliser la texture pour
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@ -69,22 +69,22 @@ extern "C" {
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SO_DEFAULT = SO_CULL_BACKFACES | SO_USE_COLOR /* comportement
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par
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défaut */
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};
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};
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struct vec4 {
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struct vec4 {
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float x /* r */, y/* g */, z /* b */, w /* a */;
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};
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};
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struct vec2 {
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struct vec2 {
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float x /* s */, y /* t */;
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};
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};
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struct vec3 {
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struct vec3 {
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float x /* r */, y/* g */, z/* b */;
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};
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};
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/*!\brief le sommet et l'ensemble de ses attributs */
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struct vertex_t {
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/*!\brief le sommet et l'ensemble de ses attributs */
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struct vertex_t {
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vec4 position;
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vec4 color0;
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/* début des données à partir desquelles on peut interpoler en masse */
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@ -99,19 +99,19 @@ extern "C" {
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vec3 normal; /* interpolez les normales si vous implémentez Phong */
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int x, y;
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enum pstate_t state;
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};
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};
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/*!\brief le triangle */
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struct triangle_t {
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/*!\brief le triangle */
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struct triangle_t {
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vertex_t v[3];
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vec3 normal;
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enum pstate_t state;
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};
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};
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/*!\brief la surface englobe plusieurs triangles et des options
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/*!\brief la surface englobe plusieurs triangles et des options
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* telles que le type de rendu, la couleur diffuse ou la texture.
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*/
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struct surface_t {
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struct surface_t {
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int n;
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triangle_t * t;
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GLuint tex_id;
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@ -123,37 +123,37 @@ extern "C" {
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void (*shadingfunc)(surface_t *, GLuint *, vertex_t *);
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};
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/* dans rasterize.c */
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extern void transform_n_rasterize(surface_t * s, float * model_view_matrix, float * projection_matrix);
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extern void clear_depth_map(void);
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extern void set_texture(GLuint screen);
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extern void updatesfuncs(surface_t * s);
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/* dans rasterize.c */
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extern void transform_n_rasterize(surface_t * s, float * model_view_matrix, float * projection_matrix);
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extern void clear_depth_map(void);
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extern void set_texture(GLuint screen);
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extern void updatesfuncs(surface_t * s);
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/* dans vtranform.c */
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extern vertex_t vtransform(surface_t * s, vertex_t v, float * model_view_matrix, float * ti_model_view_matrix, float * projection_matrix, float * viewport);
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extern void stransform(surface_t * s, float * model_view_matrix, float * projection_matrix, float * viewport);
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extern void mult_matrix(float * res, float * m);
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extern void translate(float * m, float tx, float ty, float tz);
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extern void rotate(float * m, float angle, float x, float y, float z);
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extern void scale(float * m, float sx, float sy, float sz);
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extern void lookAt(float * m, float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ);
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/* dans vtranform.c */
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extern vertex_t vtransform(surface_t * s, vertex_t v, float * model_view_matrix, float * ti_model_view_matrix, float * projection_matrix, float * viewport);
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extern void stransform(surface_t * s, float * model_view_matrix, float * projection_matrix, float * viewport);
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extern void mult_matrix(float * res, float * m);
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extern void translate(float * m, float tx, float ty, float tz);
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extern void rotate(float * m, float angle, float x, float y, float z);
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extern void scale(float * m, float sx, float sy, float sz);
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extern void lookAt(float * m, float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ);
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/* dans surface.c */
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extern void tnormal(triangle_t * t);
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extern void snormals(surface_t * s);
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extern void tnormals2vertices(surface_t * s);
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extern void set_texture_id(surface_t * s, GLuint tex_id);
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extern void set_diffuse_color(surface_t * s, vec4 dcolor);
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extern void enable_surface_option(surface_t * s, soptions_t option);
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extern void disable_surface_option(surface_t * s, soptions_t option);
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extern surface_t * new_surface(triangle_t * t, int n, int duplicateTriangles, int hasNormals);
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extern void free_surface(surface_t * s);
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extern GLuint get_texture_from_BMP(const char * filename);
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/* dans surface.c */
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extern void tnormal(triangle_t * t);
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extern void snormals(surface_t * s);
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extern void tnormals2vertices(surface_t * s);
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extern void set_texture_id(surface_t * s, GLuint tex_id);
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extern void set_diffuse_color(surface_t * s, vec4 dcolor);
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extern void enable_surface_option(surface_t * s, soptions_t option);
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extern void disable_surface_option(surface_t * s, soptions_t option);
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extern surface_t * new_surface(triangle_t * t, int n, int duplicateTriangles, int hasNormals);
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extern void free_surface(surface_t * s);
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extern GLuint get_texture_from_BMP(const char * filename);
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/* dans geometry.c */
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extern surface_t * mk_quad(void);
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extern surface_t * mk_cube(void);
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extern surface_t * mk_sphere(int longitudes, int latitudes);
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/* dans geometry.c */
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extern surface_t * mk_quad(void);
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extern surface_t * mk_cube(void);
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extern surface_t * mk_sphere(int longitudes, int latitudes);
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# ifdef __cplusplus
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}
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# endif
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