diff --git a/COPYING b/COPYING
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+++ b/COPYING
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+ GNU GENERAL PUBLIC LICENSE
+ Version 3, 29 June 2007
+
+ Copyright (C) 2007 Free Software Foundation, Inc.
+ Everyone is permitted to copy and distribute verbatim copies
+ of this license document, but changing it is not allowed.
+
+ Preamble
+
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+ Developers that use the GNU GPL protect your rights with two steps:
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+above cannot be given local legal effect according to their terms,
+reviewing courts shall apply local law that most closely approximates
+an absolute waiver of all civil liability in connection with the
+Program, unless a warranty or assumption of liability accompanies a
+copy of the Program in return for a fee.
+
+ END OF TERMS AND CONDITIONS
+
+ How to Apply These Terms to Your New Programs
+
+ If you develop a new program, and you want it to be of the greatest
+possible use to the public, the best way to achieve this is to make it
+free software which everyone can redistribute and change under these terms.
+
+ To do so, attach the following notices to the program. It is safest
+to attach them to the start of each source file to most effectively
+state the exclusion of warranty; and each file should have at least
+the "copyright" line and a pointer to where the full notice is found.
+
+
+ Copyright (C)
+
+ This program is free software: you can redistribute it and/or modify
+ it under the terms of the GNU General Public License as published by
+ the Free Software Foundation, either version 3 of the License, or
+ (at your option) any later version.
+
+ This program is distributed in the hope that it will be useful,
+ but WITHOUT ANY WARRANTY; without even the implied warranty of
+ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ GNU General Public License for more details.
+
+ You should have received a copy of the GNU General Public License
+ along with this program. If not, see .
+
+Also add information on how to contact you by electronic and paper mail.
+
+ If the program does terminal interaction, make it output a short
+notice like this when it starts in an interactive mode:
+
+ Copyright (C)
+ This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
+ This is free software, and you are welcome to redistribute it
+ under certain conditions; type `show c' for details.
+
+The hypothetical commands `show w' and `show c' should show the appropriate
+parts of the General Public License. Of course, your program's commands
+might be different; for a GUI interface, you would use an "about box".
+
+ You should also get your employer (if you work as a programmer) or school,
+if any, to sign a "copyright disclaimer" for the program, if necessary.
+For more information on this, and how to apply and follow the GNU GPL, see
+.
+
+ The GNU General Public License does not permit incorporating your program
+into proprietary programs. If your program is a subroutine library, you
+may consider it more useful to permit linking proprietary applications with
+the library. If this is what you want to do, use the GNU Lesser General
+Public License instead of this License. But first, please read
+.
diff --git a/Makefile b/Makefile
new file mode 100644
index 0000000..3dea4a3
--- /dev/null
+++ b/Makefile
@@ -0,0 +1,83 @@
+# Makefile
+# Auteur : Farès BELHADJ
+# Email : amsi@up8.edu
+# Date : 16/11/2021
+# définition des commandes utilisées
+CC = gcc
+ECHO = echo
+RM = rm -f
+TAR = tar
+ZIP = zip
+MKDIR = mkdir
+CHMOD = chmod
+CP = rsync -R
+# déclaration des options du compilateur
+CFLAGS = -Wall -O3
+CPPFLAGS = -I.
+LDFLAGS = -lm
+# définition des fichiers et dossiers
+PACKNAME = sc_00_07
+PROGNAME = rasterizer
+VERSION = 0.1
+distdir = $(PACKNAME)_$(PROGNAME)-$(VERSION)
+HEADERS = rasterize.h
+SOURCES = window.c rasterize.c vtransform.c surface.c geometry.c
+MSVCSRC = $(patsubst %,,$(SOURCES))
+OBJ = $(SOURCES:.c=.o)
+DOXYFILE = documentation/Doxyfile
+VSCFILES = $(PROGNAME).vcxproj $(PROGNAME).sln
+EXTRAFILES = COPYING $(wildcard shaders/*.?s images/*) $(VSCFILES)
+DISTFILES = $(SOURCES) Makefile $(HEADERS) $(DOXYFILE) $(EXTRAFILES)
+# Traitements automatiques pour ajout de chemins et options (ne pas modifier)
+ifneq (,$(shell ls -d /usr/local/include 2>/dev/null | tail -n 1))
+ CPPFLAGS += -I/usr/local/include
+endif
+ifneq (,$(shell ls -d $(HOME)/local/include 2>/dev/null | tail -n 1))
+ CPPFLAGS += -I$(HOME)/local/include
+endif
+ifneq (,$(shell ls -d /usr/local/lib 2>/dev/null | tail -n 1))
+ LDFLAGS += -L/usr/local/lib
+endif
+ifneq (,$(shell ls -d $(HOME)/local/lib 2>/dev/null | tail -n 1))
+ LDFLAGS += -L$(HOME)/local/lib
+endif
+ifeq ($(shell uname),Darwin)
+ MACOSX_DEPLOYMENT_TARGET = 10.8
+ CFLAGS += -mmacosx-version-min=$(MACOSX_DEPLOYMENT_TARGET)
+ LDFLAGS += -framework OpenGL -mmacosx-version-min=$(MACOSX_DEPLOYMENT_TARGET)
+else
+ LDFLAGS += -lGL
+endif
+CPPFLAGS += $(shell sdl2-config --cflags)
+LDFLAGS += -lGL4Dummies $(shell sdl2-config --libs)
+all: $(PROGNAME)
+$(PROGNAME): $(OBJ)
+ $(CC) $(OBJ) $(LDFLAGS) -o $(PROGNAME)
+%.o: %.c
+ $(CC) $(CPPFLAGS) $(CFLAGS) -c $< -o $@
+dist: distdir
+ $(CHMOD) -R a+r $(distdir)
+ $(TAR) zcvf $(distdir).tgz $(distdir)
+ $(RM) -r $(distdir)
+zip: distdir
+ $(CHMOD) -R a+r $(distdir)
+ $(ZIP) -r $(distdir).zip $(distdir)
+ $(RM) -r $(distdir)
+distdir: $(DISTFILES)
+ $(RM) -r $(distdir)
+ $(MKDIR) $(distdir)
+ $(CHMOD) 777 $(distdir)
+ $(CP) $(DISTFILES) $(distdir)
+doc: $(DOXYFILE)
+ cat $< | sed -e "s/PROJECT_NAME *=.*/PROJECT_NAME = $(PROGNAME)/" |\
+ sed -e "s/PROJECT_NUMBER *=.*/PROJECT_NUMBER = $(VERSION)/" >> $<.new
+ mv -f $<.new $<
+ cd documentation && doxygen && cd ..
+msvc: $(VSCFILES)
+ @echo "Now these files ($?) already exist. If you wish to regenerate them, you should first delete them manually."
+$(VSCFILES):
+ @echo "Generating $@ ..."
+ @cat ../../Windows/templates/gl4dSample$(suffix $@) | sed -e "s/INSERT_PROJECT_NAME/$(PROGNAME)/g" | sed -e "s/INSERT_TARGET_NAME/$(PROGNAME)/" | sed -e "s/INSERT_SOURCE_FILES/$(MSVCSRC)/" > $@
+clean:
+ @$(RM) -r $(PROGNAME) $(OBJ) *~ $(distdir).tgz $(distdir).zip gmon.out \
+ core.* documentation/*~ shaders/*~ documentation/html
diff --git a/documentation/Doxyfile b/documentation/Doxyfile
new file mode 100644
index 0000000..cbf6ba5
--- /dev/null
+++ b/documentation/Doxyfile
@@ -0,0 +1,1161 @@
+# Doxyfile 1.3.9.1
+
+# This file describes the settings to be used by the documentation system
+# doxygen (www.doxygen.org) for a project
+#
+# All text after a hash (#) is considered a comment and will be ignored
+# The format is:
+# TAG = value [value, ...]
+# For lists items can also be appended using:
+# TAG += value [value, ...]
+# Values that contain spaces should be placed between quotes (" ")
+
+#---------------------------------------------------------------------------
+# Project related configuration options
+#---------------------------------------------------------------------------
+
+# The PROJECT_NAME tag is a single word (or a sequence of words surrounded
+# by quotes) that should identify the project.
+
+PROJECT_NAME = moteur
+
+# The PROJECT_NUMBER tag can be used to enter a project or revision number.
+# This could be handy for archiving the generated documentation or
+# if some version control system is used.
+
+PROJECT_NUMBER = 0.2
+
+# The OUTPUT_DIRECTORY tag is used to specify the (relative or absolute)
+# base path where the generated documentation will be put.
+# If a relative path is entered, it will be relative to the location
+# where doxygen was started. If left blank the current directory will be used.
+
+OUTPUT_DIRECTORY = ./
+
+# If the CREATE_SUBDIRS tag is set to YES, then doxygen will create
+# 4096 sub-directories (in 2 levels) under the output directory of each output
+# format and will distribute the generated files over these directories.
+# Enabling this option can be useful when feeding doxygen a huge amount of source
+# files, where putting all generated files in the same directory would otherwise
+# cause performance problems for the file system.
+
+# CREATE_SUBDIRS = NO
+
+# The OUTPUT_LANGUAGE tag is used to specify the language in which all
+# documentation generated by doxygen is written. Doxygen will use this
+# information to generate all constant output in the proper language.
+# The default language is English, other supported languages are:
+# Brazilian, Catalan, Chinese, Chinese-Traditional, Croatian, Czech, Danish,
+# Dutch, Finnish, French, German, Greek, Hungarian, Italian, Japanese,
+# Japanese-en (Japanese with English messages), Korean, Korean-en, Norwegian,
+# Polish, Portuguese, Romanian, Russian, Serbian, Slovak, Slovene, Spanish,
+# Swedish, and Ukrainian.
+
+OUTPUT_LANGUAGE = French
+
+# This tag can be used to specify the encoding used in the generated output.
+# The encoding is not always determined by the language that is chosen,
+# but also whether or not the output is meant for Windows or non-Windows users.
+# In case there is a difference, setting the USE_WINDOWS_ENCODING tag to YES
+# forces the Windows encoding (this is the default for the Windows binary),
+# whereas setting the tag to NO uses a Unix-style encoding (the default for
+# all platforms other than Windows).
+
+# USE_WINDOWS_ENCODING = NO
+
+# If the BRIEF_MEMBER_DESC tag is set to YES (the default) Doxygen will
+# include brief member descriptions after the members that are listed in
+# the file and class documentation (similar to JavaDoc).
+# Set to NO to disable this.
+
+BRIEF_MEMBER_DESC = YES
+
+# If the REPEAT_BRIEF tag is set to YES (the default) Doxygen will prepend
+# the brief description of a member or function before the detailed description.
+# Note: if both HIDE_UNDOC_MEMBERS and BRIEF_MEMBER_DESC are set to NO, the
+# brief descriptions will be completely suppressed.
+
+REPEAT_BRIEF = YES
+
+# This tag implements a quasi-intelligent brief description abbreviator
+# that is used to form the text in various listings. Each string
+# in this list, if found as the leading text of the brief description, will be
+# stripped from the text and the result after processing the whole list, is used
+# as the annotated text. Otherwise, the brief description is used as-is. If left
+# blank, the following values are used ("$name" is automatically replaced with the
+# name of the entity): "The $name class" "The $name widget" "The $name file"
+# "is" "provides" "specifies" "contains" "represents" "a" "an" "the"
+
+# ABBREVIATE_BRIEF =
+
+# If the ALWAYS_DETAILED_SEC and REPEAT_BRIEF tags are both set to YES then
+# Doxygen will generate a detailed section even if there is only a brief
+# description.
+
+ALWAYS_DETAILED_SEC = NO
+
+# If the INLINE_INHERITED_MEMB tag is set to YES, doxygen will show all inherited
+# members of a class in the documentation of that class as if those members were
+# ordinary class members. Constructors, destructors and assignment operators of
+# the base classes will not be shown.
+
+INLINE_INHERITED_MEMB = NO
+
+# If the FULL_PATH_NAMES tag is set to YES then Doxygen will prepend the full
+# path before files name in the file list and in the header files. If set
+# to NO the shortest path that makes the file name unique will be used.
+
+FULL_PATH_NAMES = YES
+
+# If the FULL_PATH_NAMES tag is set to YES then the STRIP_FROM_PATH tag
+# can be used to strip a user-defined part of the path. Stripping is
+# only done if one of the specified strings matches the left-hand part of
+# the path. The tag can be used to show relative paths in the file list.
+# If left blank the directory from which doxygen is run is used as the
+# path to strip.
+
+STRIP_FROM_PATH = ..
+
+# The STRIP_FROM_INC_PATH tag can be used to strip a user-defined part of
+# the path mentioned in the documentation of a class, which tells
+# the reader which header file to include in order to use a class.
+# If left blank only the name of the header file containing the class
+# definition is used. Otherwise one should specify the include paths that
+# are normally passed to the compiler using the -I flag.
+
+# STRIP_FROM_INC_PATH =
+
+# If the SHORT_NAMES tag is set to YES, doxygen will generate much shorter
+# (but less readable) file names. This can be useful is your file systems
+# doesn't support long names like on DOS, Mac, or CD-ROM.
+
+SHORT_NAMES = NO
+
+# If the JAVADOC_AUTOBRIEF tag is set to YES then Doxygen
+# will interpret the first line (until the first dot) of a JavaDoc-style
+# comment as the brief description. If set to NO, the JavaDoc
+# comments will behave just like the Qt-style comments (thus requiring an
+# explicit @brief command for a brief description.
+
+JAVADOC_AUTOBRIEF = NO
+
+# The MULTILINE_CPP_IS_BRIEF tag can be set to YES to make Doxygen
+# treat a multi-line C++ special comment block (i.e. a block of //! or ///
+# comments) as a brief description. This used to be the default behaviour.
+# The new default is to treat a multi-line C++ comment block as a detailed
+# description. Set this tag to YES if you prefer the old behaviour instead.
+
+MULTILINE_CPP_IS_BRIEF = NO
+
+# If the DETAILS_AT_TOP tag is set to YES then Doxygen
+# will output the detailed description near the top, like JavaDoc.
+# If set to NO, the detailed description appears after the member
+# documentation.
+
+DETAILS_AT_TOP = NO
+
+# If the INHERIT_DOCS tag is set to YES (the default) then an undocumented
+# member inherits the documentation from any documented member that it
+# re-implements.
+
+INHERIT_DOCS = YES
+
+# If member grouping is used in the documentation and the DISTRIBUTE_GROUP_DOC
+# tag is set to YES, then doxygen will reuse the documentation of the first
+# member in the group (if any) for the other members of the group. By default
+# all members of a group must be documented explicitly.
+
+DISTRIBUTE_GROUP_DOC = NO
+
+# The TAB_SIZE tag can be used to set the number of spaces in a tab.
+# Doxygen uses this value to replace tabs by spaces in code fragments.
+
+TAB_SIZE = 8
+
+# This tag can be used to specify a number of aliases that acts
+# as commands in the documentation. An alias has the form "name=value".
+# For example adding "sideeffect=\par Side Effects:\n" will allow you to
+# put the command \sideeffect (or @sideeffect) in the documentation, which
+# will result in a user-defined paragraph with heading "Side Effects:".
+# You can put \n's in the value part of an alias to insert newlines.
+
+ALIASES =
+
+# Set the OPTIMIZE_OUTPUT_FOR_C tag to YES if your project consists of C sources
+# only. Doxygen will then generate output that is more tailored for C.
+# For instance, some of the names that are used will be different. The list
+# of all members will be omitted, etc.
+
+OPTIMIZE_OUTPUT_FOR_C = YES
+
+# Set the OPTIMIZE_OUTPUT_JAVA tag to YES if your project consists of Java sources
+# only. Doxygen will then generate output that is more tailored for Java.
+# For instance, namespaces will be presented as packages, qualified scopes
+# will look different, etc.
+
+OPTIMIZE_OUTPUT_JAVA = NO
+
+# Set the SUBGROUPING tag to YES (the default) to allow class member groups of
+# the same type (for instance a group of public functions) to be put as a
+# subgroup of that type (e.g. under the Public Functions section). Set it to
+# NO to prevent subgrouping. Alternatively, this can be done per class using
+# the \nosubgrouping command.
+
+# SUBGROUPING = YES
+
+#---------------------------------------------------------------------------
+# Build related configuration options
+#---------------------------------------------------------------------------
+
+# If the EXTRACT_ALL tag is set to YES doxygen will assume all entities in
+# documentation are documented, even if no documentation was available.
+# Private class members and static file members will be hidden unless
+# the EXTRACT_PRIVATE and EXTRACT_STATIC tags are set to YES
+
+EXTRACT_ALL = YES
+
+# If the EXTRACT_PRIVATE tag is set to YES all private members of a class
+# will be included in the documentation.
+
+EXTRACT_PRIVATE = NO
+
+# If the EXTRACT_STATIC tag is set to YES all static members of a file
+# will be included in the documentation.
+
+EXTRACT_STATIC = YES
+
+# If the EXTRACT_LOCAL_CLASSES tag is set to YES classes (and structs)
+# defined locally in source files will be included in the documentation.
+# If set to NO only classes defined in header files are included.
+
+EXTRACT_LOCAL_CLASSES = YES
+
+# This flag is only useful for Objective-C code. When set to YES local
+# methods, which are defined in the implementation section but not in
+# the interface are included in the documentation.
+# If set to NO (the default) only methods in the interface are included.
+
+# EXTRACT_LOCAL_METHODS = NO
+
+# If the HIDE_UNDOC_MEMBERS tag is set to YES, Doxygen will hide all
+# undocumented members of documented classes, files or namespaces.
+# If set to NO (the default) these members will be included in the
+# various overviews, but no documentation section is generated.
+# This option has no effect if EXTRACT_ALL is enabled.
+
+HIDE_UNDOC_MEMBERS = NO
+
+# If the HIDE_UNDOC_CLASSES tag is set to YES, Doxygen will hide all
+# undocumented classes that are normally visible in the class hierarchy.
+# If set to NO (the default) these classes will be included in the various
+# overviews. This option has no effect if EXTRACT_ALL is enabled.
+
+HIDE_UNDOC_CLASSES = NO
+
+# If the HIDE_FRIEND_COMPOUNDS tag is set to YES, Doxygen will hide all
+# friend (class|struct|union) declarations.
+# If set to NO (the default) these declarations will be included in the
+# documentation.
+
+HIDE_FRIEND_COMPOUNDS = NO
+
+# If the HIDE_IN_BODY_DOCS tag is set to YES, Doxygen will hide any
+# documentation blocks found inside the body of a function.
+# If set to NO (the default) these blocks will be appended to the
+# function's detailed documentation block.
+
+HIDE_IN_BODY_DOCS = NO
+
+# The INTERNAL_DOCS tag determines if documentation
+# that is typed after a \internal command is included. If the tag is set
+# to NO (the default) then the documentation will be excluded.
+# Set it to YES to include the internal documentation.
+
+INTERNAL_DOCS = YES
+
+# If the CASE_SENSE_NAMES tag is set to NO then Doxygen will only generate
+# file names in lower-case letters. If set to YES upper-case letters are also
+# allowed. This is useful if you have classes or files whose names only differ
+# in case and if your file system supports case sensitive file names. Windows
+# and Mac users are advised to set this option to NO.
+
+CASE_SENSE_NAMES = YES
+
+# If the HIDE_SCOPE_NAMES tag is set to NO (the default) then Doxygen
+# will show members with their full class and namespace scopes in the
+# documentation. If set to YES the scope will be hidden.
+
+HIDE_SCOPE_NAMES = NO
+
+# If the SHOW_INCLUDE_FILES tag is set to YES (the default) then Doxygen
+# will put a list of the files that are included by a file in the documentation
+# of that file.
+
+SHOW_INCLUDE_FILES = YES
+
+# If the INLINE_INFO tag is set to YES (the default) then a tag [inline]
+# is inserted in the documentation for inline members.
+
+INLINE_INFO = YES
+
+# If the SORT_MEMBER_DOCS tag is set to YES (the default) then doxygen
+# will sort the (detailed) documentation of file and class members
+# alphabetically by member name. If set to NO the members will appear in
+# declaration order.
+
+SORT_MEMBER_DOCS = YES
+
+# If the SORT_BRIEF_DOCS tag is set to YES then doxygen will sort the
+# brief documentation of file, namespace and class members alphabetically
+# by member name. If set to NO (the default) the members will appear in
+# declaration order.
+
+# SORT_BRIEF_DOCS = NO
+
+# If the SORT_BY_SCOPE_NAME tag is set to YES, the class list will be
+# sorted by fully-qualified names, including namespaces. If set to
+# NO (the default), the class list will be sorted only by class name,
+# not including the namespace part.
+# Note: This option is not very useful if HIDE_SCOPE_NAMES is set to YES.
+# Note: This option applies only to the class list, not to the
+# alphabetical list.
+
+# SORT_BY_SCOPE_NAME = NO
+
+# The GENERATE_TODOLIST tag can be used to enable (YES) or
+# disable (NO) the todo list. This list is created by putting \todo
+# commands in the documentation.
+
+GENERATE_TODOLIST = YES
+
+# The GENERATE_TESTLIST tag can be used to enable (YES) or
+# disable (NO) the test list. This list is created by putting \test
+# commands in the documentation.
+
+GENERATE_TESTLIST = YES
+
+# The GENERATE_BUGLIST tag can be used to enable (YES) or
+# disable (NO) the bug list. This list is created by putting \bug
+# commands in the documentation.
+
+GENERATE_BUGLIST = YES
+
+# The GENERATE_DEPRECATEDLIST tag can be used to enable (YES) or
+# disable (NO) the deprecated list. This list is created by putting
+# \deprecated commands in the documentation.
+
+GENERATE_DEPRECATEDLIST= YES
+
+# The ENABLED_SECTIONS tag can be used to enable conditional
+# documentation sections, marked by \if sectionname ... \endif.
+
+ENABLED_SECTIONS =
+
+# The MAX_INITIALIZER_LINES tag determines the maximum number of lines
+# the initial value of a variable or define consists of for it to appear in
+# the documentation. If the initializer consists of more lines than specified
+# here it will be hidden. Use a value of 0 to hide initializers completely.
+# The appearance of the initializer of individual variables and defines in the
+# documentation can be controlled using \showinitializer or \hideinitializer
+# command in the documentation regardless of this setting.
+
+MAX_INITIALIZER_LINES = 30
+
+# Set the SHOW_USED_FILES tag to NO to disable the list of files generated
+# at the bottom of the documentation of classes and structs. If set to YES the
+# list will mention the files that were used to generate the documentation.
+
+SHOW_USED_FILES = YES
+
+# If the sources in your project are distributed over multiple directories
+# then setting the SHOW_DIRECTORIES tag to YES will show the directory hierarchy
+# in the documentation.
+
+# SHOW_DIRECTORIES = YES
+
+#---------------------------------------------------------------------------
+# configuration options related to warning and progress messages
+#---------------------------------------------------------------------------
+
+# The QUIET tag can be used to turn on/off the messages that are generated
+# by doxygen. Possible values are YES and NO. If left blank NO is used.
+
+QUIET = NO
+
+# The WARNINGS tag can be used to turn on/off the warning messages that are
+# generated by doxygen. Possible values are YES and NO. If left blank
+# NO is used.
+
+WARNINGS = YES
+
+# If WARN_IF_UNDOCUMENTED is set to YES, then doxygen will generate warnings
+# for undocumented members. If EXTRACT_ALL is set to YES then this flag will
+# automatically be disabled.
+
+WARN_IF_UNDOCUMENTED = YES
+
+# If WARN_IF_DOC_ERROR is set to YES, doxygen will generate warnings for
+# potential errors in the documentation, such as not documenting some
+# parameters in a documented function, or documenting parameters that
+# don't exist or using markup commands wrongly.
+
+WARN_IF_DOC_ERROR = YES
+
+# The WARN_FORMAT tag determines the format of the warning messages that
+# doxygen can produce. The string should contain the $file, $line, and $text
+# tags, which will be replaced by the file and line number from which the
+# warning originated and the warning text.
+
+WARN_FORMAT = "$file:$line: $text"
+
+# The WARN_LOGFILE tag can be used to specify a file to which warning
+# and error messages should be written. If left blank the output is written
+# to stderr.
+
+WARN_LOGFILE =
+
+#---------------------------------------------------------------------------
+# configuration options related to the input files
+#---------------------------------------------------------------------------
+
+# The INPUT tag can be used to specify the files and/or directories that contain
+# documented source files. You may enter file names like "myfile.cpp" or
+# directories like "/usr/src/myproject". Separate the files or directories
+# with spaces.
+
+INPUT = ../
+
+# If the value of the INPUT tag contains directories, you can use the
+# FILE_PATTERNS tag to specify one or more wildcard pattern (like *.cpp
+# and *.h) to filter out the source-files in the directories. If left
+# blank the following patterns are tested:
+# *.c *.cc *.cxx *.cpp *.c++ *.java *.ii *.ixx *.ipp *.i++ *.inl *.h *.hh *.hxx *.hpp
+# *.h++ *.idl *.odl *.cs *.php *.php3 *.inc *.m *.mm
+
+FILE_PATTERNS =
+
+# The RECURSIVE tag can be used to turn specify whether or not subdirectories
+# should be searched for input files as well. Possible values are YES and NO.
+# If left blank NO is used.
+
+RECURSIVE = YES
+
+# The EXCLUDE tag can be used to specify files and/or directories that should
+# excluded from the INPUT source files. This way you can easily exclude a
+# subdirectory from a directory tree whose root is specified with the INPUT tag.
+
+EXCLUDE =
+
+# The EXCLUDE_SYMLINKS tag can be used select whether or not files or directories
+# that are symbolic links (a Unix filesystem feature) are excluded from the input.
+
+EXCLUDE_SYMLINKS = NO
+
+# If the value of the INPUT tag contains directories, you can use the
+# EXCLUDE_PATTERNS tag to specify one or more wildcard patterns to exclude
+# certain files from those directories.
+
+EXCLUDE_PATTERNS =
+
+# The EXAMPLE_PATH tag can be used to specify one or more files or
+# directories that contain example code fragments that are included (see
+# the \include command).
+
+EXAMPLE_PATH =
+
+# If the value of the EXAMPLE_PATH tag contains directories, you can use the
+# EXAMPLE_PATTERNS tag to specify one or more wildcard pattern (like *.cpp
+# and *.h) to filter out the source-files in the directories. If left
+# blank all files are included.
+
+EXAMPLE_PATTERNS =
+
+# If the EXAMPLE_RECURSIVE tag is set to YES then subdirectories will be
+# searched for input files to be used with the \include or \dontinclude
+# commands irrespective of the value of the RECURSIVE tag.
+# Possible values are YES and NO. If left blank NO is used.
+
+EXAMPLE_RECURSIVE = NO
+
+# The IMAGE_PATH tag can be used to specify one or more files or
+# directories that contain image that are included in the documentation (see
+# the \image command).
+
+IMAGE_PATH =
+
+# The INPUT_FILTER tag can be used to specify a program that doxygen should
+# invoke to filter for each input file. Doxygen will invoke the filter program
+# by executing (via popen()) the command , where
+# is the value of the INPUT_FILTER tag, and is the name of an
+# input file. Doxygen will then use the output that the filter program writes
+# to standard output. If FILTER_PATTERNS is specified, this tag will be
+# ignored.
+
+INPUT_FILTER =
+
+# The FILTER_PATTERNS tag can be used to specify filters on a per file pattern
+# basis. Doxygen will compare the file name with each pattern and apply the
+# filter if there is a match. The filters are a list of the form:
+# pattern=filter (like *.cpp=my_cpp_filter). See INPUT_FILTER for further
+# info on how filters are used. If FILTER_PATTERNS is empty, INPUT_FILTER
+# is applied to all files.
+
+# FILTER_PATTERNS =
+
+# If the FILTER_SOURCE_FILES tag is set to YES, the input filter (if set using
+# INPUT_FILTER) will be used to filter the input files when producing source
+# files to browse (i.e. when SOURCE_BROWSER is set to YES).
+
+FILTER_SOURCE_FILES = NO
+
+#---------------------------------------------------------------------------
+# configuration options related to source browsing
+#---------------------------------------------------------------------------
+
+# If the SOURCE_BROWSER tag is set to YES then a list of source files will
+# be generated. Documented entities will be cross-referenced with these sources.
+# Note: To get rid of all source code in the generated output, make sure also
+# VERBATIM_HEADERS is set to NO.
+
+SOURCE_BROWSER = NO
+
+# Setting the INLINE_SOURCES tag to YES will include the body
+# of functions and classes directly in the documentation.
+
+INLINE_SOURCES = NO
+
+# Setting the STRIP_CODE_COMMENTS tag to YES (the default) will instruct
+# doxygen to hide any special comment blocks from generated source code
+# fragments. Normal C and C++ comments will always remain visible.
+
+STRIP_CODE_COMMENTS = YES
+
+# If the REFERENCED_BY_RELATION tag is set to YES (the default)
+# then for each documented function all documented
+# functions referencing it will be listed.
+
+REFERENCED_BY_RELATION = YES
+
+# If the REFERENCES_RELATION tag is set to YES (the default)
+# then for each documented function all documented entities
+# called/used by that function will be listed.
+
+REFERENCES_RELATION = YES
+
+# If the VERBATIM_HEADERS tag is set to YES (the default) then Doxygen
+# will generate a verbatim copy of the header file for each class for
+# which an include is specified. Set to NO to disable this.
+
+VERBATIM_HEADERS = YES
+
+#---------------------------------------------------------------------------
+# configuration options related to the alphabetical class index
+#---------------------------------------------------------------------------
+
+# If the ALPHABETICAL_INDEX tag is set to YES, an alphabetical index
+# of all compounds will be generated. Enable this if the project
+# contains a lot of classes, structs, unions or interfaces.
+
+ALPHABETICAL_INDEX = NO
+
+# If the alphabetical index is enabled (see ALPHABETICAL_INDEX) then
+# the COLS_IN_ALPHA_INDEX tag can be used to specify the number of columns
+# in which this list will be split (can be a number in the range [1..20])
+
+COLS_IN_ALPHA_INDEX = 5
+
+# In case all classes in a project start with a common prefix, all
+# classes will be put under the same header in the alphabetical index.
+# The IGNORE_PREFIX tag can be used to specify one or more prefixes that
+# should be ignored while generating the index headers.
+
+IGNORE_PREFIX =
+
+#---------------------------------------------------------------------------
+# configuration options related to the HTML output
+#---------------------------------------------------------------------------
+
+# If the GENERATE_HTML tag is set to YES (the default) Doxygen will
+# generate HTML output.
+
+GENERATE_HTML = YES
+
+# The HTML_OUTPUT tag is used to specify where the HTML docs will be put.
+# If a relative path is entered the value of OUTPUT_DIRECTORY will be
+# put in front of it. If left blank `html' will be used as the default path.
+
+HTML_OUTPUT = html
+
+# The HTML_FILE_EXTENSION tag can be used to specify the file extension for
+# each generated HTML page (for example: .htm,.php,.asp). If it is left blank
+# doxygen will generate files with .html extension.
+
+HTML_FILE_EXTENSION = .html
+
+# The HTML_HEADER tag can be used to specify a personal HTML header for
+# each generated HTML page. If it is left blank doxygen will generate a
+# standard header.
+
+HTML_HEADER =
+
+# The HTML_FOOTER tag can be used to specify a personal HTML footer for
+# each generated HTML page. If it is left blank doxygen will generate a
+# standard footer.
+
+HTML_FOOTER =
+
+# The HTML_STYLESHEET tag can be used to specify a user-defined cascading
+# style sheet that is used by each HTML page. It can be used to
+# fine-tune the look of the HTML output. If the tag is left blank doxygen
+# will generate a default style sheet. Note that doxygen will try to copy
+# the style sheet file to the HTML output directory, so don't put your own
+# stylesheet in the HTML output directory as well, or it will be erased!
+
+HTML_STYLESHEET =
+
+# If the HTML_ALIGN_MEMBERS tag is set to YES, the members of classes,
+# files or namespaces will be aligned in HTML using tables. If set to
+# NO a bullet list will be used.
+
+HTML_ALIGN_MEMBERS = YES
+
+# If the GENERATE_HTMLHELP tag is set to YES, additional index files
+# will be generated that can be used as input for tools like the
+# Microsoft HTML help workshop to generate a compressed HTML help file (.chm)
+# of the generated HTML documentation.
+
+GENERATE_HTMLHELP = NO
+
+# If the GENERATE_HTMLHELP tag is set to YES, the CHM_FILE tag can
+# be used to specify the file name of the resulting .chm file. You
+# can add a path in front of the file if the result should not be
+# written to the html output directory.
+
+CHM_FILE =
+
+# If the GENERATE_HTMLHELP tag is set to YES, the HHC_LOCATION tag can
+# be used to specify the location (absolute path including file name) of
+# the HTML help compiler (hhc.exe). If non-empty doxygen will try to run
+# the HTML help compiler on the generated index.hhp.
+
+HHC_LOCATION =
+
+# If the GENERATE_HTMLHELP tag is set to YES, the GENERATE_CHI flag
+# controls if a separate .chi index file is generated (YES) or that
+# it should be included in the master .chm file (NO).
+
+GENERATE_CHI = NO
+
+# If the GENERATE_HTMLHELP tag is set to YES, the BINARY_TOC flag
+# controls whether a binary table of contents is generated (YES) or a
+# normal table of contents (NO) in the .chm file.
+
+BINARY_TOC = NO
+
+# The TOC_EXPAND flag can be set to YES to add extra items for group members
+# to the contents of the HTML help documentation and to the tree view.
+
+TOC_EXPAND = NO
+
+# The DISABLE_INDEX tag can be used to turn on/off the condensed index at
+# top of each HTML page. The value NO (the default) enables the index and
+# the value YES disables it.
+
+DISABLE_INDEX = NO
+
+# This tag can be used to set the number of enum values (range [1..20])
+# that doxygen will group on one line in the generated HTML documentation.
+
+ENUM_VALUES_PER_LINE = 4
+
+# If the GENERATE_TREEVIEW tag is set to YES, a side panel will be
+# generated containing a tree-like index structure (just like the one that
+# is generated for HTML Help). For this to work a browser that supports
+# JavaScript, DHTML, CSS and frames is required (for instance Mozilla 1.0+,
+# Netscape 6.0+, Internet explorer 5.0+, or Konqueror). Windows users are
+# probably better off using the HTML help feature.
+
+GENERATE_TREEVIEW = NO
+
+# If the treeview is enabled (see GENERATE_TREEVIEW) then this tag can be
+# used to set the initial width (in pixels) of the frame in which the tree
+# is shown.
+
+TREEVIEW_WIDTH = 250
+
+#---------------------------------------------------------------------------
+# configuration options related to the LaTeX output
+#---------------------------------------------------------------------------
+
+# If the GENERATE_LATEX tag is set to YES (the default) Doxygen will
+# generate Latex output.
+
+GENERATE_LATEX = NO
+
+# The LATEX_OUTPUT tag is used to specify where the LaTeX docs will be put.
+# If a relative path is entered the value of OUTPUT_DIRECTORY will be
+# put in front of it. If left blank `latex' will be used as the default path.
+
+LATEX_OUTPUT = latex
+
+# The LATEX_CMD_NAME tag can be used to specify the LaTeX command name to be
+# invoked. If left blank `latex' will be used as the default command name.
+
+LATEX_CMD_NAME = latex
+
+# The MAKEINDEX_CMD_NAME tag can be used to specify the command name to
+# generate index for LaTeX. If left blank `makeindex' will be used as the
+# default command name.
+
+MAKEINDEX_CMD_NAME = makeindex
+
+# If the COMPACT_LATEX tag is set to YES Doxygen generates more compact
+# LaTeX documents. This may be useful for small projects and may help to
+# save some trees in general.
+
+COMPACT_LATEX = NO
+
+# The PAPER_TYPE tag can be used to set the paper type that is used
+# by the printer. Possible values are: a4, a4wide, letter, legal and
+# executive. If left blank a4wide will be used.
+
+PAPER_TYPE = a4wide
+
+# The EXTRA_PACKAGES tag can be to specify one or more names of LaTeX
+# packages that should be included in the LaTeX output.
+
+EXTRA_PACKAGES =
+
+# The LATEX_HEADER tag can be used to specify a personal LaTeX header for
+# the generated latex document. The header should contain everything until
+# the first chapter. If it is left blank doxygen will generate a
+# standard header. Notice: only use this tag if you know what you are doing!
+
+LATEX_HEADER =
+
+# If the PDF_HYPERLINKS tag is set to YES, the LaTeX that is generated
+# is prepared for conversion to pdf (using ps2pdf). The pdf file will
+# contain links (just like the HTML output) instead of page references
+# This makes the output suitable for online browsing using a pdf viewer.
+
+PDF_HYPERLINKS = NO
+
+# If the USE_PDFLATEX tag is set to YES, pdflatex will be used instead of
+# plain latex in the generated Makefile. Set this option to YES to get a
+# higher quality PDF documentation.
+
+USE_PDFLATEX = NO
+
+# If the LATEX_BATCHMODE tag is set to YES, doxygen will add the \\batchmode.
+# command to the generated LaTeX files. This will instruct LaTeX to keep
+# running if errors occur, instead of asking the user for help.
+# This option is also used when generating formulas in HTML.
+
+LATEX_BATCHMODE = NO
+
+# If LATEX_HIDE_INDICES is set to YES then doxygen will not
+# include the index chapters (such as File Index, Compound Index, etc.)
+# in the output.
+
+# LATEX_HIDE_INDICES = NO
+
+#---------------------------------------------------------------------------
+# configuration options related to the RTF output
+#---------------------------------------------------------------------------
+
+# If the GENERATE_RTF tag is set to YES Doxygen will generate RTF output
+# The RTF output is optimized for Word 97 and may not look very pretty with
+# other RTF readers or editors.
+
+GENERATE_RTF = NO
+
+# The RTF_OUTPUT tag is used to specify where the RTF docs will be put.
+# If a relative path is entered the value of OUTPUT_DIRECTORY will be
+# put in front of it. If left blank `rtf' will be used as the default path.
+
+RTF_OUTPUT = rtf
+
+# If the COMPACT_RTF tag is set to YES Doxygen generates more compact
+# RTF documents. This may be useful for small projects and may help to
+# save some trees in general.
+
+COMPACT_RTF = NO
+
+# If the RTF_HYPERLINKS tag is set to YES, the RTF that is generated
+# will contain hyperlink fields. The RTF file will
+# contain links (just like the HTML output) instead of page references.
+# This makes the output suitable for online browsing using WORD or other
+# programs which support those fields.
+# Note: wordpad (write) and others do not support links.
+
+RTF_HYPERLINKS = NO
+
+# Load stylesheet definitions from file. Syntax is similar to doxygen's
+# config file, i.e. a series of assignments. You only have to provide
+# replacements, missing definitions are set to their default value.
+
+RTF_STYLESHEET_FILE =
+
+# Set optional variables used in the generation of an rtf document.
+# Syntax is similar to doxygen's config file.
+
+RTF_EXTENSIONS_FILE =
+
+#---------------------------------------------------------------------------
+# configuration options related to the man page output
+#---------------------------------------------------------------------------
+
+# If the GENERATE_MAN tag is set to YES (the default) Doxygen will
+# generate man pages
+
+GENERATE_MAN = NO
+
+# The MAN_OUTPUT tag is used to specify where the man pages will be put.
+# If a relative path is entered the value of OUTPUT_DIRECTORY will be
+# put in front of it. If left blank `man' will be used as the default path.
+
+MAN_OUTPUT = man
+
+# The MAN_EXTENSION tag determines the extension that is added to
+# the generated man pages (default is the subroutine's section .3)
+
+MAN_EXTENSION = .3
+
+# If the MAN_LINKS tag is set to YES and Doxygen generates man output,
+# then it will generate one additional man file for each entity
+# documented in the real man page(s). These additional files
+# only source the real man page, but without them the man command
+# would be unable to find the correct page. The default is NO.
+
+MAN_LINKS = NO
+
+#---------------------------------------------------------------------------
+# configuration options related to the XML output
+#---------------------------------------------------------------------------
+
+# If the GENERATE_XML tag is set to YES Doxygen will
+# generate an XML file that captures the structure of
+# the code including all documentation.
+
+GENERATE_XML = NO
+
+# The XML_OUTPUT tag is used to specify where the XML pages will be put.
+# If a relative path is entered the value of OUTPUT_DIRECTORY will be
+# put in front of it. If left blank `xml' will be used as the default path.
+
+# XML_OUTPUT = xml
+
+# The XML_SCHEMA tag can be used to specify an XML schema,
+# which can be used by a validating XML parser to check the
+# syntax of the XML files.
+
+XML_SCHEMA =
+
+# The XML_DTD tag can be used to specify an XML DTD,
+# which can be used by a validating XML parser to check the
+# syntax of the XML files.
+
+XML_DTD =
+
+# If the XML_PROGRAMLISTING tag is set to YES Doxygen will
+# dump the program listings (including syntax highlighting
+# and cross-referencing information) to the XML output. Note that
+# enabling this will significantly increase the size of the XML output.
+
+# XML_PROGRAMLISTING = YES
+
+#---------------------------------------------------------------------------
+# configuration options for the AutoGen Definitions output
+#---------------------------------------------------------------------------
+
+# If the GENERATE_AUTOGEN_DEF tag is set to YES Doxygen will
+# generate an AutoGen Definitions (see autogen.sf.net) file
+# that captures the structure of the code including all
+# documentation. Note that this feature is still experimental
+# and incomplete at the moment.
+
+GENERATE_AUTOGEN_DEF = NO
+
+#---------------------------------------------------------------------------
+# configuration options related to the Perl module output
+#---------------------------------------------------------------------------
+
+# If the GENERATE_PERLMOD tag is set to YES Doxygen will
+# generate a Perl module file that captures the structure of
+# the code including all documentation. Note that this
+# feature is still experimental and incomplete at the
+# moment.
+
+GENERATE_PERLMOD = NO
+
+# If the PERLMOD_LATEX tag is set to YES Doxygen will generate
+# the necessary Makefile rules, Perl scripts and LaTeX code to be able
+# to generate PDF and DVI output from the Perl module output.
+
+PERLMOD_LATEX = NO
+
+# If the PERLMOD_PRETTY tag is set to YES the Perl module output will be
+# nicely formatted so it can be parsed by a human reader. This is useful
+# if you want to understand what is going on. On the other hand, if this
+# tag is set to NO the size of the Perl module output will be much smaller
+# and Perl will parse it just the same.
+
+PERLMOD_PRETTY = YES
+
+# The names of the make variables in the generated doxyrules.make file
+# are prefixed with the string contained in PERLMOD_MAKEVAR_PREFIX.
+# This is useful so different doxyrules.make files included by the same
+# Makefile don't overwrite each other's variables.
+
+PERLMOD_MAKEVAR_PREFIX =
+
+#---------------------------------------------------------------------------
+# Configuration options related to the preprocessor
+#---------------------------------------------------------------------------
+
+# If the ENABLE_PREPROCESSING tag is set to YES (the default) Doxygen will
+# evaluate all C-preprocessor directives found in the sources and include
+# files.
+
+ENABLE_PREPROCESSING = YES
+
+# If the MACRO_EXPANSION tag is set to YES Doxygen will expand all macro
+# names in the source code. If set to NO (the default) only conditional
+# compilation will be performed. Macro expansion can be done in a controlled
+# way by setting EXPAND_ONLY_PREDEF to YES.
+
+MACRO_EXPANSION = NO
+
+# If the EXPAND_ONLY_PREDEF and MACRO_EXPANSION tags are both set to YES
+# then the macro expansion is limited to the macros specified with the
+# PREDEFINED and EXPAND_AS_PREDEFINED tags.
+
+EXPAND_ONLY_PREDEF = NO
+
+# If the SEARCH_INCLUDES tag is set to YES (the default) the includes files
+# in the INCLUDE_PATH (see below) will be search if a #include is found.
+
+SEARCH_INCLUDES = YES
+
+# The INCLUDE_PATH tag can be used to specify one or more directories that
+# contain include files that are not input files but should be processed by
+# the preprocessor.
+
+INCLUDE_PATH =
+
+# You can use the INCLUDE_FILE_PATTERNS tag to specify one or more wildcard
+# patterns (like *.h and *.hpp) to filter out the header-files in the
+# directories. If left blank, the patterns specified with FILE_PATTERNS will
+# be used.
+
+INCLUDE_FILE_PATTERNS =
+
+# The PREDEFINED tag can be used to specify one or more macro names that
+# are defined before the preprocessor is started (similar to the -D option of
+# gcc). The argument of the tag is a list of macros of the form: name
+# or name=definition (no spaces). If the definition and the = are
+# omitted =1 is assumed. To prevent a macro definition from being
+# undefined via #undef or recursively expanded use the := operator
+# instead of the = operator.
+
+PREDEFINED =
+
+# If the MACRO_EXPANSION and EXPAND_ONLY_PREDEF tags are set to YES then
+# this tag can be used to specify a list of macro names that should be expanded.
+# The macro definition that is found in the sources will be used.
+# Use the PREDEFINED tag if you want to use a different macro definition.
+
+EXPAND_AS_DEFINED =
+
+# If the SKIP_FUNCTION_MACROS tag is set to YES (the default) then
+# doxygen's preprocessor will remove all function-like macros that are alone
+# on a line, have an all uppercase name, and do not end with a semicolon. Such
+# function macros are typically used for boiler-plate code, and will confuse the
+# parser if not removed.
+
+SKIP_FUNCTION_MACROS = YES
+
+#---------------------------------------------------------------------------
+# Configuration::additions related to external references
+#---------------------------------------------------------------------------
+
+# The TAGFILES option can be used to specify one or more tagfiles.
+# Optionally an initial location of the external documentation
+# can be added for each tagfile. The format of a tag file without
+# this location is as follows:
+# TAGFILES = file1 file2 ...
+# Adding location for the tag files is done as follows:
+# TAGFILES = file1=loc1 "file2 = loc2" ...
+# where "loc1" and "loc2" can be relative or absolute paths or
+# URLs. If a location is present for each tag, the installdox tool
+# does not have to be run to correct the links.
+# Note that each tag file must have a unique name
+# (where the name does NOT include the path)
+# If a tag file is not located in the directory in which doxygen
+# is run, you must also specify the path to the tagfile here.
+
+TAGFILES =
+
+# When a file name is specified after GENERATE_TAGFILE, doxygen will create
+# a tag file that is based on the input files it reads.
+
+GENERATE_TAGFILE =
+
+# If the ALLEXTERNALS tag is set to YES all external classes will be listed
+# in the class index. If set to NO only the inherited external classes
+# will be listed.
+
+ALLEXTERNALS = NO
+
+# If the EXTERNAL_GROUPS tag is set to YES all external groups will be listed
+# in the modules index. If set to NO, only the current project's groups will
+# be listed.
+
+EXTERNAL_GROUPS = YES
+
+# The PERL_PATH should be the absolute path and name of the perl script
+# interpreter (i.e. the result of `which perl').
+
+PERL_PATH = /usr/bin/perl
+
+#---------------------------------------------------------------------------
+# Configuration options related to the dot tool
+#---------------------------------------------------------------------------
+
+# If the CLASS_DIAGRAMS tag is set to YES (the default) Doxygen will
+# generate a inheritance diagram (in HTML, RTF and LaTeX) for classes with base or
+# super classes. Setting the tag to NO turns the diagrams off. Note that this
+# option is superseded by the HAVE_DOT option below. This is only a fallback. It is
+# recommended to install and use dot, since it yields more powerful graphs.
+
+CLASS_DIAGRAMS = YES
+
+# If set to YES, the inheritance and collaboration graphs will hide
+# inheritance and usage relations if the target is undocumented
+# or is not a class.
+
+HIDE_UNDOC_RELATIONS = YES
+
+# If you set the HAVE_DOT tag to YES then doxygen will assume the dot tool is
+# available from the path. This tool is part of Graphviz, a graph visualization
+# toolkit from AT&T and Lucent Bell Labs. The other options in this section
+# have no effect if this option is set to NO (the default)
+
+HAVE_DOT = NO
+
+# If the CLASS_GRAPH and HAVE_DOT tags are set to YES then doxygen
+# will generate a graph for each documented class showing the direct and
+# indirect inheritance relations. Setting this tag to YES will force the
+# the CLASS_DIAGRAMS tag to NO.
+
+CLASS_GRAPH = YES
+
+# If the COLLABORATION_GRAPH and HAVE_DOT tags are set to YES then doxygen
+# will generate a graph for each documented class showing the direct and
+# indirect implementation dependencies (inheritance, containment, and
+# class references variables) of the class with other documented classes.
+
+COLLABORATION_GRAPH = YES
+
+# If the UML_LOOK tag is set to YES doxygen will generate inheritance and
+# collaboration diagrams in a style similar to the OMG's Unified Modeling
+# Language.
+
+# UML_LOOK = NO
+
+# If set to YES, the inheritance and collaboration graphs will show the
+# relations between templates and their instances.
+
+TEMPLATE_RELATIONS = NO
+
+# If the ENABLE_PREPROCESSING, SEARCH_INCLUDES, INCLUDE_GRAPH, and HAVE_DOT
+# tags are set to YES then doxygen will generate a graph for each documented
+# file showing the direct and indirect include dependencies of the file with
+# other documented files.
+
+INCLUDE_GRAPH = YES
+
+# If the ENABLE_PREPROCESSING, SEARCH_INCLUDES, INCLUDED_BY_GRAPH, and
+# HAVE_DOT tags are set to YES then doxygen will generate a graph for each
+# documented header file showing the documented files that directly or
+# indirectly include this file.
+
+INCLUDED_BY_GRAPH = YES
+
+# If the CALL_GRAPH and HAVE_DOT tags are set to YES then doxygen will
+# generate a call dependency graph for every global function or class method.
+# Note that enabling this option will significantly increase the time of a run.
+# So in most cases it will be better to enable call graphs for selected
+# functions only using the \callgraph command.
+
+# CALL_GRAPH = NO
+
+# If the GRAPHICAL_HIERARCHY and HAVE_DOT tags are set to YES then doxygen
+# will graphical hierarchy of all classes instead of a textual one.
+
+GRAPHICAL_HIERARCHY = YES
+
+# The DOT_IMAGE_FORMAT tag can be used to set the image format of the images
+# generated by dot. Possible values are png, jpg, or gif
+# If left blank png will be used.
+
+DOT_IMAGE_FORMAT = png
+
+# The tag DOT_PATH can be used to specify the path where the dot tool can be
+# found. If left blank, it is assumed the dot tool can be found on the path.
+
+DOT_PATH =
+
+# The DOTFILE_DIRS tag can be used to specify one or more directories that
+# contain dot files that are included in the documentation (see the
+# \dotfile command).
+
+DOTFILE_DIRS =
+
+# The MAX_DOT_GRAPH_WIDTH tag can be used to set the maximum allowed width
+# (in pixels) of the graphs generated by dot. If a graph becomes larger than
+# this value, doxygen will try to truncate the graph, so that it fits within
+# the specified constraint. Beware that most browsers cannot cope with very
+# large images.
+
+MAX_DOT_GRAPH_WIDTH = 1024
+
+# The MAX_DOT_GRAPH_HEIGHT tag can be used to set the maximum allows height
+# (in pixels) of the graphs generated by dot. If a graph becomes larger than
+# this value, doxygen will try to truncate the graph, so that it fits within
+# the specified constraint. Beware that most browsers cannot cope with very
+# large images.
+
+MAX_DOT_GRAPH_HEIGHT = 1024
+
+# The MAX_DOT_GRAPH_DEPTH tag can be used to set the maximum depth of the
+# graphs generated by dot. A depth value of 3 means that only nodes reachable
+# from the root by following a path via at most 3 edges will be shown. Nodes that
+# lay further from the root node will be omitted. Note that setting this option to
+# 1 or 2 may greatly reduce the computation time needed for large code bases. Also
+# note that a graph may be further truncated if the graph's image dimensions are
+# not sufficient to fit the graph (see MAX_DOT_GRAPH_WIDTH and MAX_DOT_GRAPH_HEIGHT).
+# If 0 is used for the depth value (the default), the graph is not depth-constrained.
+
+# MAX_DOT_GRAPH_DEPTH = 0
+
+# If the GENERATE_LEGEND tag is set to YES (the default) Doxygen will
+# generate a legend page explaining the meaning of the various boxes and
+# arrows in the dot generated graphs.
+
+GENERATE_LEGEND = YES
+
+# If the DOT_CLEANUP tag is set to YES (the default) Doxygen will
+# remove the intermediate dot files that are used to generate
+# the various graphs.
+
+DOT_CLEANUP = YES
+
+#---------------------------------------------------------------------------
+# Configuration::additions related to the search engine
+#---------------------------------------------------------------------------
+
+# The SEARCHENGINE tag specifies whether or not a search engine should be
+# used. If set to NO the values of all tags below this one will be ignored.
+
+SEARCHENGINE = NO
diff --git a/geometry.c b/geometry.c
new file mode 100644
index 0000000..84ab96c
--- /dev/null
+++ b/geometry.c
@@ -0,0 +1,157 @@
+/*!\file geometry.h
+ *
+ * \brief quelques surfaces basiques sous forme polygonale : un plan
+ * (quad), un cube et une sphere.
+ *
+ * \author Farès BELHADJ, amsi@up8.edu
+ * \date November, 2021.
+*/
+#include "rasterize.h"
+#include
+#if defined(_MSC_VER)
+# define _USE_MATH_DEFINES
+#endif
+#include
+
+/*!\brief fabrique et renvoie une surface représentant un
+ * quadrilatère "debout" et à la profondeur 0. Il fait la hauteur et
+ * la largeur du cube unitaire (-1 à 1).*/
+surface_t * mk_quad(void) {
+ static const float
+ data[] = {
+ -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
+ 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
+ -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, -1.0f,
+ 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, -1.0f
+ };
+ static const int order[] = { 0, 1, 2, 2, 1, 3 };
+ surface_t * s;
+ /* on met du jaune partout */
+ const vec4 color0 = { 1.0f, 1.0f, 0.0f, 1.0f };
+ triangle_t t[2];
+ int i, j, k, o;
+ for(i = 0, o = 0; i < 2; ++i)
+ for(j = 0; j < 3; ++j, ++o) {
+ k = order[o] * 8;
+ t[i].v[j].position = *(vec4 *)&(data[k]);
+ t[i].v[j].position.w = 1.0f;
+ t[i].v[j].normal = *(vec3 *)&(data[k + 3]);
+ t[i].v[j].texCoord = *(vec2 *)&(data[k + 6]);
+ t[i].v[j].color0 = color0;
+ }
+ s = new_surface(t, 2, 1, 1);
+ snormals(s);
+ return s;
+}
+
+/*!\brief fabrique et renvoie une surface représentant un
+ * cube unitaire (de -1 à 1).*/
+surface_t * mk_cube(void) {
+ const float
+ data[] = {
+ /* front */
+ -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
+ 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
+ -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
+ 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
+ /* back */
+ 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
+ -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
+ 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,
+ -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
+ /* right */
+ 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
+ 1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
+ 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
+ 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
+ /* left */
+ -1.0f, -1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
+ -1.0f, -1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
+ -1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
+ -1.0f, 1.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
+ /* top */
+ -1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f,
+ 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
+ -1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
+ 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
+ /* bottom */
+ -1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
+ 1.0f, -1.0f, -1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
+ -1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
+ 1.0f, -1.0f, 1.0f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f
+ };
+ const int order[] = { 0, 1, 2, 2, 1, 3 };
+ surface_t * s;
+ /* on met du vert-clair partout */
+ const vec4 color0 = { 0.5f, 1.0f, 0.0f, 1.0f };
+ triangle_t t[12];
+ int i, j, k, o;
+ for(i = 0, o = 0; i < 12; ++i)
+ for(j = 0; j < 3; ++j, ++o) {
+ k = 8 * (order[o % 6] + 4 * (i / 2));
+ t[i].v[j].position = *(vec4 *)&(data[k]);
+ t[i].v[j].position.w = 1.0f;
+ t[i].v[j].normal = *(vec3 *)&(data[k + 3]);
+ t[i].v[j].texCoord = *(vec2 *)&(data[k + 6]);
+ t[i].v[j].color0 = color0;
+ }
+ s = new_surface(t, 12, 1, 1);
+ snormals(s);
+ return s;
+}
+
+/*!\brief fabrique et renvoie une surface représentant une sphère
+ * centrée en zéro et de rayon 1. Elle est découpée en \a longitudes
+ * longitudes et \a latitudes latitudes. */
+surface_t * mk_sphere(int longitudes, int latitudes) {
+ triangle_t * t;
+ vertex_t * data;
+ double phi, theta, r, y;
+ double c2MPI_Long = 2.0 * M_PI / longitudes;
+ double cMPI_Lat = M_PI / latitudes;
+ /* on met du vert-clair partout */
+ const vec4 color0 = { 0.5f, 1.0f, 0.0f, 1.0f };
+ int z, nz, x, nx, zw, nzw, k, n = 2 * longitudes * latitudes;
+ assert(n);
+ data = malloc((longitudes + 1) * (latitudes + 1) * sizeof *data);
+ assert(data);
+ t = malloc(n * sizeof *t);
+ assert(t);
+ for(z = 0, k = 0; z <= latitudes; ++z) {
+ theta = -M_PI_2 + z * cMPI_Lat;
+ y = sin(theta);
+ r = cos(theta);
+ for(x = 0; x <= longitudes; ++x, ++k) {
+ phi = x * c2MPI_Long;
+ data[k].position.x = r * cos(phi);
+ data[k].position.y = y;
+ data[k].position.z = r * sin(phi);
+ data[k].position.w = 1.0f;
+ data[k].texCoord.x = phi / (2.0 * M_PI);
+ data[k].texCoord.y = (theta + M_PI_2) / M_PI;
+ data[k].color0 = color0;
+ /* gcc 7.5 et plus abusent : data[k].normal = *(vec3 *)&(data[k].position); */
+ data[k].normal.x = data[k].position.x;
+ data[k].normal.y = data[k].position.y;
+ data[k].normal.z = data[k].position.z;
+ }
+ }
+ for(z = 0, k = 0; z < latitudes; ++z) {
+ nz = z + 1;
+ zw = z * (longitudes + 1);
+ nzw = nz * (longitudes + 1);
+ for(x = 0; x < longitudes; ++x) {
+ nx = x + 1;
+ t[k].v[0] = data[zw + x];
+ t[k].v[1] = data[nzw + x];
+ t[k].v[2] = data[zw + nx];
+ tnormal(&t[k]);++k;
+ t[k].v[0] = data[zw + nx];
+ t[k].v[1] = data[nzw + x];
+ t[k].v[2] = data[nzw + nx];
+ tnormal(&t[k]);++k;
+ }
+ }
+ free(data);
+ return new_surface(t, n, 0, 1);
+}
diff --git a/images/tex.bmp b/images/tex.bmp
new file mode 100644
index 0000000..ad8251b
Binary files /dev/null and b/images/tex.bmp differ
diff --git a/rasterize.c b/rasterize.c
new file mode 100644
index 0000000..e2bbcf7
--- /dev/null
+++ b/rasterize.c
@@ -0,0 +1,455 @@
+/*!\file rasterize.c
+ * \brief ensemble de fonctions de rasterization "DIY". S'occupe
+ * principalement que du cas du triangle.
+ *
+ * CE CODE A EU COMME POINT DE DÉPART CE QUI A ÉTÉ FAIT
+ * EN COURS, IL EST COMPLÉTÉ PAR L'ENSEIGNANT POUR ÊTRE
+ * FONCTIONNEL MAIS IL DES CHOSES À AMÉLIORER.
+ *
+ * \author Farès BELHADJ, amsi@up8.edu
+ * \date November 16, 2021.
+ */
+
+#include "rasterize.h"
+#include
+
+/* bloc de fonctions locales (static) */
+static inline void fill_triangle(surface_t * s, triangle_t * t);
+static inline void abscisses(surface_t * s, vertex_t * p0, vertex_t * p1, vertex_t * absc, int replace);
+static inline void horizontal_line(surface_t * s, vertex_t * vG, vertex_t * vD);
+static inline void shading_none(surface_t * s, GLuint * pcolor, vertex_t * v);
+static inline void shading_only_tex(surface_t * s, GLuint * pcolor, vertex_t * v);
+static inline void shading_only_color_CM(surface_t * s, GLuint * pcolor, vertex_t * v);
+static inline void shading_only_color(surface_t * s, GLuint * pcolor, vertex_t * v);
+static inline void shading_all_CM(surface_t * s, GLuint * pcolor, vertex_t * v);
+static inline void shading_all(surface_t * s, GLuint * pcolor, vertex_t * v);
+static inline void interpolate(vertex_t * r, vertex_t * a, vertex_t * b, float fa, float fb, int s, int e);
+static inline void metainterpolate_none(vertex_t * r, vertex_t * a, vertex_t * b, float fa, float fb);
+static inline void metainterpolate_only_tex(vertex_t * r, vertex_t * a, vertex_t * b, float fa, float fb);
+static inline void metainterpolate_only_color(vertex_t * r, vertex_t * a, vertex_t * b, float fa, float fb);
+static inline void metainterpolate_all(vertex_t * r, vertex_t * a, vertex_t * b, float fa, float fb);
+static inline GLuint rgba(GLubyte r, GLubyte g, GLubyte b, GLubyte a);
+static inline GLubyte red(GLuint c);
+static inline GLubyte green(GLuint c);
+static inline GLubyte blue(GLuint c);
+static inline GLubyte alpha(GLuint c);
+static void pquit(void);
+
+/*!\brief la texture courante à utiliser en cas de mapping de texture */
+static GLuint * _tex = NULL;
+/*!\brief la largeur de la texture courante à utiliser en cas de
+ * mapping de texture */
+static GLuint _texW = 0;
+/*!\brief la hauteur de la texture courante à utiliser en cas de
+ * mapping de texture */
+static GLuint _texH = 0;
+/*!\brief un buffer de depth pour faire le z-test */
+static float * _depth = NULL;
+/*!\brief flag pour savoir s'il faut ou non corriger l'interpolation
+ * par rapport à la profondeur en cas de projection en
+ * perspective */
+static int _perpective_correction = 0;
+
+/*!\brief transforme et rastérise l'ensemble des triangles de la
+ * surface. */
+void transform_n_rasterize(surface_t * s, float * model_view_matrix, float * projection_matrix) {
+ int i;
+ /* la première fois allouer le depth buffer */
+ if(_depth == NULL) {
+ _depth = calloc(gl4dpGetWidth() * gl4dpGetHeight(), sizeof *_depth);
+ assert(_depth);
+ atexit(pquit);
+ }
+ /* si projection_matrix[15] est à 1, c'est une projection orthogonale, pas
+ * besoin de correction de perspective */
+ _perpective_correction = projection_matrix[15] == 1.0f ? 0 : 1;
+ /* le viewport est fixe ; \todo peut devenir paramétrable ... */
+ float viewport[] = { 0.0f, 0.0f, (float)gl4dpGetWidth(), (float)gl4dpGetHeight() };
+ stransform(s, model_view_matrix, projection_matrix, viewport);
+ /* mettre en place la texture qui sera utilisée pour mapper la surface */
+ if(s->options & SO_USE_TEXTURE)
+ set_texture(s->tex_id);
+ for(i = 0; i < s->n; ++i) {
+ /* si le triangle est déclaré CULL (par exemple en backface), le rejeter */
+ if(s->t[i].state & PS_CULL ) continue;
+ /* on rejette aussi les triangles complètement out */
+ if(s->t[i].state & PS_TOTALLY_OUT) continue;
+ /* "hack" pas terrible permettant de rejeter les triangles
+ * partiellement out dont au moins un sommet est TOO_FAR (trop
+ * éloigné). Voir le fichier transformations.c pour voir comment
+ * améliorer ce traitement. */
+ if( s->t[i].state & PS_PARTIALLY_OUT &&
+ ( (s->t[i].v[0].state & PS_TOO_FAR) ||
+ (s->t[i].v[1].state & PS_TOO_FAR) ||
+ (s->t[i].v[2].state & PS_TOO_FAR) ) )
+ continue;
+ fill_triangle(s, &(s->t[i]));
+ }
+}
+
+/*!\brief effacer le buffer de profondeur (à chaque frame) pour
+ * réaliser le z-test */
+void clear_depth_map(void) {
+ if(_depth) {
+ memset(_depth, 0, gl4dpGetWidth() * gl4dpGetHeight() * sizeof *_depth);
+ }
+}
+
+/*!\brief met en place une texture pour être mappée sur la surface en cours */
+void set_texture(GLuint screen) {
+ GLuint old_id = gl4dpGetTextureId(); /* au cas où */
+ gl4dpSetScreen(screen);
+ _tex = gl4dpGetPixels();
+ _texW = gl4dpGetWidth();
+ _texH = gl4dpGetHeight();
+ if(old_id)
+ gl4dpSetScreen(old_id);
+}
+
+
+/*!\brief met à jour la fonction d'interpolation et de coloriage
+ * (shadingfunc) de la surface en fonction de ses options */
+void updatesfuncs(surface_t * s) {
+ int t;
+ if(s->options & SO_USE_TEXTURE) {
+ s->interpolatefunc = (t = s->options & SO_COLOR_MATERIAL) ? metainterpolate_all : metainterpolate_only_tex;
+ s->shadingfunc = (s->options & SO_USE_COLOR) ? (t ? shading_all_CM : shading_all) : shading_only_tex;
+ } else {
+ s->interpolatefunc = (t = s->options & SO_COLOR_MATERIAL) ? metainterpolate_only_color : metainterpolate_none;
+ s->shadingfunc = (s->options & SO_USE_COLOR) ? (t ? shading_only_color_CM : shading_only_color) : shading_none;;
+ }
+}
+
+/*!\brief fonction principale de ce fichier, elle dessine un triangle
+ * rempli à l'écran en calculant l'ensemble des gradients
+ * (interpolations bilinaires des attributs du sommet).
+ */
+inline void fill_triangle(surface_t * s, triangle_t * t) {
+ vertex_t * aG = NULL, * aD = NULL;
+ int bas, median, haut, n, signe, i, h = gl4dpGetHeight();
+ if(t->v[0].y < t->v[1].y) {
+ if(t->v[0].y < t->v[2].y) {
+ bas = 0;
+ if(t->v[1].y < t->v[2].y) {
+ median = 1;
+ haut = 2;
+ } else {
+ median = 2;
+ haut = 1;
+ }
+ } else {
+ bas = 2;
+ median = 0;
+ haut = 1;
+ }
+ } else { /* p0 au dessus de p1 */
+ if(t->v[1].y < t->v[2].y) {
+ bas = 1;
+ if(t->v[0].y < t->v[2].y) {
+ median = 0;
+ haut = 2;
+ } else {
+ median = 2;
+ haut = 0;
+ }
+ } else {
+ bas = 2;
+ median = 1;
+ haut = 0;
+ }
+ }
+ n = t->v[haut].y - t->v[bas].y + 1;
+ aG = malloc(n * sizeof *aG);
+ assert(aG);
+ aD = malloc(n * sizeof *aD);
+ assert(aD);
+ /* est-ce que Pm est à gauche (+) ou à droite (-) de la droite (Pb->Ph) ? */
+ /* idée TODO?, un produit vectoriel pourrait s'avérer mieux */
+ if(t->v[haut].x == t->v[bas].x || t->v[haut].y == t->v[bas].y) {
+ /* eq de la droite x = t->v[haut].x; ou y = t->v[haut].y; */
+ signe = (t->v[median].x > t->v[haut].x) ? -1 : 1;
+ } else {
+ /* eq ax + y + c = 0 */
+ float a, c, x;
+ a = (t->v[haut].y - t->v[bas].y) / (float)(t->v[bas].x - t->v[haut].x);
+ c = -a * t->v[haut].x - t->v[haut].y;
+ /* on trouve le x sur la droite au même y que le median et on compare */
+ x = -(c + t->v[median].y) / a;
+ signe = (t->v[median].x >= x) ? -1 : 1;
+ }
+ if(signe < 0) { /* aG reçoit Ph->Pb, et aD reçoit Ph->Pm puis Pm vers Pb */
+ abscisses(s, &(t->v[haut]), &(t->v[bas]), aG, 1);
+ abscisses(s, &(t->v[haut]), &(t->v[median]), aD, 1);
+ abscisses(s, &(t->v[median]), &(t->v[bas]), &aD[t->v[haut].y - t->v[median].y], 0);
+ } else { /* aG reçoit Ph->Pm puis Pm vers Pb, et aD reçoit Ph->Pb */
+ abscisses(s, &(t->v[haut]), &(t->v[bas]), aD, 1);
+ abscisses(s, &(t->v[haut]), &(t->v[median]), aG, 1);
+ abscisses(s, &(t->v[median]), &(t->v[bas]), &aG[t->v[haut].y - t->v[median].y], 0);
+ }
+ for(i = 0; i < n; ++i) {
+ if( aG[i].y >= 0 && aG[i].y < h &&
+ ( (aG[i].z >= 0 && aG[i].z <= 1) || (aD[i].z >= 0 && aD[i].z <= 1) ) )
+ horizontal_line(s, &aG[i], &aD[i]);
+ }
+ free(aG);
+ free(aD);
+}
+
+/*!\brief utilise Br'65 pour determiner les abscisses des segments du
+ * triangle à remplir (par \a horizontal_line).
+ */
+inline void abscisses(surface_t * s, vertex_t * p0, vertex_t * p1, vertex_t * absc, int replace) {
+ int u = p1->x - p0->x, v = p1->y - p0->y, pasX = u < 0 ? -1 : 1, pasY = v < 0 ? -1 : 1;
+ float dmax = sqrtf(u * u + v * v), p;
+ u = abs(u); v = abs(v);
+ if(u > v) { // 1er octan
+ if(replace) {
+ int objX = (u + 1) * pasX;
+ int delta = u - 2 * v, incH = -2 * v, incO = 2 * u - 2 * v;
+ for (int x = 0, y = 0, k = 0; x != objX; x += pasX) {
+ absc[k].x = x + p0->x;
+ absc[k].y = y + p0->y;
+ p = sqrtf(x * x + y * y) / dmax;
+ s->interpolatefunc(&absc[k], p0, p1, 1.0f - p, p);
+ if(delta < 0) {
+ ++k;
+ y += pasY;
+ delta += incO;
+ } else
+ delta += incH;
+ }
+ } else {
+ int objX = (u + 1) * pasX;
+ int delta = u - 2 * v, incH = -2 * v, incO = 2 * u - 2 * v;
+ for (int x = 0, y = 0, k = 0, done = 0; x != objX; x += pasX) {
+ if(!done) {
+ absc[k].x = x + p0->x;
+ absc[k].y = y + p0->y;
+ p = sqrtf(x * x + y * y) / dmax;
+ s->interpolatefunc(&absc[k], p0, p1, 1.0f - p, p);
+ done = 1;
+ }
+ if(delta < 0) {
+ ++k;
+ done = 0;
+ y += pasY;
+ delta += incO;
+ } else
+ delta += incH;
+ }
+ }
+ } else { // 2eme octan
+ int objY = (v + 1) * pasY;
+ int delta = v - 2 * u, incH = -2 * u, incO = 2 * v - 2 * u;
+ for (int x = 0, y = 0, k = 0; y != objY; y += pasY) {
+ absc[k].x = x + p0->x;
+ absc[k].y = y + p0->y;
+ p = sqrtf(x * x + y * y) / dmax;
+ s->interpolatefunc(&absc[k], p0, p1, 1.0f - p, p);
+ ++k;
+ if(delta < 0) {
+ x += pasX;
+ delta += incO;
+ } else
+ delta += incH;
+ }
+ }
+}
+
+/*!\brief remplissage par droite horizontale entre deux abscisses */
+inline void horizontal_line(surface_t * s, vertex_t * vG, vertex_t * vD) {
+ int w = gl4dpGetWidth(), x, yw = vG->y * w;
+ GLuint * image = gl4dpGetPixels();
+ float dmax = vD->x - vG->x, p, deltap;
+ vertex_t v;
+ /* il reste d'autres optims possibles */
+ for(x = vG->x, p = 0.0f, deltap = 1.0f / dmax; x <= vD->x; ++x, p += deltap)
+ if(x >= 0 && x < w) {
+ s->interpolatefunc(&v, vG, vD, 1.0f - p, p);
+ if(v.z < 0 || v.z > 1 || v.z < _depth[yw + x]) { continue; }
+ s->shadingfunc(s, &image[yw + x], &v);
+ _depth[yw + x] = v.z;
+ }
+}
+/*!\brief aucune couleur n'est inscrite */
+inline void shading_none(surface_t * s, GLuint * pcolor, vertex_t * v) {
+ //vide pour l'instant, à prévoir le z-buffer
+}
+
+/*!\brief la couleur du pixel est tirée uniquement de la texture */
+inline void shading_only_tex(surface_t * s, GLuint * pcolor, vertex_t * v) {
+ int xt, yt, ct;
+ GLubyte r, g, b, a;
+ xt = (int)(v->texCoord.x * (_texW - EPSILON));
+ if(xt < 0) {
+ xt = xt % (-_texW);
+ while(xt < 0) xt += _texW;
+ } else
+ xt = xt % _texW;
+ yt = (int)(v->texCoord.y * (_texH - EPSILON));
+ if(yt < 0) {
+ yt = yt % (-_texH);
+ while(yt < 0) yt += _texH;
+ } else
+ yt = yt % _texH;
+ ct = yt * _texW + xt;
+ *pcolor = _tex[yt * _texW + xt];
+ r = (GLubyte)( red(_tex[ct]) * v->li);
+ g = (GLubyte)(green(_tex[ct]) * v->li);
+ b = (GLubyte)( blue(_tex[ct]) * v->li);
+ a = (GLubyte) alpha(_tex[ct]);
+ *pcolor = rgba(r, g, b, a);
+}
+
+/*!\brief la couleur du pixel est tirée de la couleur interpolée */
+inline void shading_only_color_CM(surface_t * s, GLuint * pcolor, vertex_t * v) {
+ GLubyte r, g, b, a;
+ r = (GLubyte)(v->li * v->icolor.x * (255 + EPSILON));
+ g = (GLubyte)(v->li * v->icolor.y * (255 + EPSILON));
+ b = (GLubyte)(v->li * v->icolor.z * (255 + EPSILON));
+ a = (GLubyte)(v->icolor.w * (255 + EPSILON));
+ *pcolor = rgba(r, g, b, a);
+}
+
+/*!\brief la couleur du pixel est tirée de la couleur diffuse de la
+ * surface */
+inline void shading_only_color(surface_t * s, GLuint * pcolor, vertex_t * v) {
+ GLubyte r, g, b, a;
+ r = (GLubyte)(v->li * s->dcolor.x * (255 + EPSILON));
+ g = (GLubyte)(v->li * s->dcolor.y * (255 + EPSILON));
+ b = (GLubyte)(v->li * s->dcolor.z * (255 + EPSILON));
+ a = (GLubyte)(s->dcolor.w * (255 + EPSILON));
+ *pcolor = rgba(r, g, b, a);
+}
+
+/*!\brief la couleur du pixel est le produit de la couleur interpolée
+ * et de la texture */
+inline void shading_all_CM(surface_t * s, GLuint * pcolor, vertex_t * v) {
+ GLubyte r, g, b, a;
+ int xt, yt, ct;
+ xt = (int)(v->texCoord.x * (_texW - EPSILON));
+ if(xt < 0) {
+ xt = xt % (-_texW);
+ while(xt < 0) xt += _texW;
+ } else
+ xt = xt % _texW;
+ yt = (int)(v->texCoord.y * (_texH - EPSILON));
+ if(yt < 0) {
+ yt = yt % (-_texH);
+ while(yt < 0) yt += _texH;
+ } else
+ yt = yt % _texH;
+ ct = yt * _texW + xt;
+ r = (GLubyte)(( red(_tex[ct]) + EPSILON) * v->li * v->icolor.x);
+ g = (GLubyte)((green(_tex[ct]) + EPSILON) * v->li * v->icolor.y);
+ b = (GLubyte)(( blue(_tex[ct]) + EPSILON) * v->li * v->icolor.z);
+ a = (GLubyte)((alpha(_tex[ct]) + EPSILON) * v->icolor.w);
+ *pcolor = rgba(r, g, b, a);
+}
+
+/*!\brief la couleur du pixel est le produit de la couleur diffuse
+ * de la surface et de la texture */
+inline void shading_all(surface_t * s, GLuint * pcolor, vertex_t * v) {
+ GLubyte r, g, b, a;
+ int xt, yt, ct;
+ xt = (int)(v->texCoord.x * (_texW - EPSILON));
+ if(xt < 0) {
+ xt = xt % (-_texW);
+ while(xt < 0) xt += _texW;
+ } else
+ xt = xt % _texW;
+ yt = (int)(v->texCoord.y * (_texH - EPSILON));
+ if(yt < 0) {
+ yt = yt % (-_texH);
+ while(yt < 0) yt += _texH;
+ } else
+ yt = yt % _texH;
+ ct = yt * _texW + xt;
+ r = (GLubyte)(( red(_tex[ct]) + EPSILON) * v->li * s->dcolor.x);
+ g = (GLubyte)((green(_tex[ct]) + EPSILON) * v->li * s->dcolor.y);
+ b = (GLubyte)(( blue(_tex[ct]) + EPSILON) * v->li * s->dcolor.z);
+ a = (GLubyte)((alpha(_tex[ct]) + EPSILON) * s->dcolor.w);
+ *pcolor = rgba(r, g, b, a);
+}
+
+/*!\brief interpolation de plusieurs floattants (entre \a s et \a e)
+ * de la structure vertex_t en utilisant \a a et \a b, les
+ * facteurs \a fa et \a fb, le tout dans \a r
+ * \todo un pointeur de fonction pour éviter un test s'il faut
+ * un _perpective_correction != 0 ??? */
+inline void interpolate(vertex_t * r, vertex_t * a, vertex_t * b, float fa, float fb, int s, int e) {
+ int i;
+ float * pr = (float *)&(r->texCoord);
+ float * pa = (float *)&(a->texCoord);
+ float * pb = (float *)&(b->texCoord);
+ /* Correction de l'interpolation par rapport à la perspective, le z
+ * joue un rôle dans les distances, il est nécessaire de le
+ * réintégrer en modifiant les facteurs de proportion.
+ * lien utile : https://www.scratchapixel.com/lessons/3d-basic-rendering/rasterization-practical-implementation/perspective-correct-interpolation-vertex-attributes
+ */
+ if(_perpective_correction) {
+ float z = 1.0f / (fa / a->zmod + fb / b->zmod);
+ if(e == 8) { /* attention il faut que cet indice colle avec la position de la proriété z à partir de l'adresse texCoord */
+ pr[e] = fa * pa[e] + fb * pb[e];
+ e = 7;
+ }
+ fa = z * fa / a->zmod; fb = z * fb / b->zmod;
+ }
+ for(i = s; i <= e; ++i)
+ pr[i] = fa * pa[i] + fb * pb[i];
+}
+
+/*!\brief meta-fonction pour appeler \a interpolate, demande
+ * uniquement l'interpolation des z */
+inline void metainterpolate_none(vertex_t * r, vertex_t * a, vertex_t * b, float fa, float fb) {
+ interpolate(r, a, b, fa, fb, 6, 8);
+}
+
+/*!\brief meta-fonction pour appeler \a interpolate, demande
+ * uniquement l'interpolation des coord. de texture et les z */
+inline void metainterpolate_only_tex(vertex_t * r, vertex_t * a, vertex_t * b, float fa, float fb) {
+ interpolate(r, a, b, fa, fb, 0, 1);
+ interpolate(r, a, b, fa, fb, 6, 8);
+}
+
+/*!\brief meta-fonction pour appeler \a interpolate, demande
+ * uniquement l'interpolation des couleurs et les z */
+inline void metainterpolate_only_color(vertex_t * r, vertex_t * a, vertex_t * b, float fa, float fb) {
+ interpolate(r, a, b, fa, fb, 2, 8);
+}
+
+/*!\brief meta-fonction pour appeler \a interpolate, demande
+ * l'interpolation de l'ensemble des attributs */
+inline void metainterpolate_all(vertex_t * r, vertex_t * a, vertex_t * b, float fa, float fb) {
+ interpolate(r, a, b, fa, fb, 0, 8);
+}
+
+GLuint rgba(GLubyte r, GLubyte g, GLubyte b, GLubyte a) {
+ return RGBA(r, g, b, a);
+}
+
+GLubyte red(GLuint c) {
+ return RED(c);
+}
+
+GLubyte green(GLuint c) {
+ return GREEN(c);
+}
+
+GLubyte blue(GLuint c) {
+ return BLUE(c);
+}
+
+GLubyte alpha(GLuint c) {
+ return ALPHA(c);
+}
+
+
+/*!\brief au moment de quitter le programme désallouer la mémoire
+ * utilisée pour _depth */
+void pquit(void) {
+ if(_depth) {
+ free(_depth);
+ _depth = NULL;
+ }
+}
diff --git a/rasterize.h b/rasterize.h
new file mode 100644
index 0000000..3313a97
--- /dev/null
+++ b/rasterize.h
@@ -0,0 +1,162 @@
+/*!\file rasterize.h
+ *
+ * \brief structures de données et protos de fonctions externes pour
+ * réaliser un moteur de rendu DIY par rastérisation.
+ *
+ * \author Farès BELHADJ, amsi@up8.edu
+ * \date November 17, 2021.
+*/
+
+#ifndef RASTERIZE_H_SEEN
+# define RASTERIZE_H_SEEN
+
+# include
+# include
+
+#include
+#define EPSILON ((double)FLT_EPSILON)
+
+# ifdef __cplusplus
+extern "C" {
+# endif
+
+ typedef enum pstate_t pstate_t;
+ typedef enum soptions_t soptions_t;
+ typedef struct vec4 vec4;
+ typedef struct vec3 vec3;
+ typedef struct vec2 vec2;
+ typedef struct vertex_t vertex_t;
+ typedef struct triangle_t triangle_t;
+ typedef struct surface_t surface_t;
+
+ /*!\brief états pour les sommets ou les triangles */
+ enum pstate_t {
+ PS_NONE = 0,
+ PS_TOTALLY_OUT = 1,
+ PS_PARTIALLY_OUT = 2,
+ PS_CULL = 4, /* si en BACKFACE et que
+ SO_CULL_BACKFACES est actif */
+ PS_TOO_FAR = 8,
+ PS_OUT_LEFT = 16,
+ PS_OUT_RIGHT = 32,
+ PS_OUT_BOTTOM = 64,
+ PS_OUT_TOP = 128,
+ PS_OUT_NEAR = 256,
+ PS_OUT_FAR = 512
+ };
+
+ /*!\brief options pour les surfaces */
+ enum soptions_t {
+ SO_NONE = 0, /* la surface n'a pas de rendu
+ "couleur" */
+ SO_USE_TEXTURE = 1, /* utiliser la texture pour
+ colorer (multiplication si
+ SO_USE_COLOR est actif) */
+ SO_USE_COLOR = 2, /* utiliser la couleur de la
+ surface ou des sommets pour
+ colorer (multiplication si
+ SO_USE_TEXTURE est actif) */
+ SO_COLOR_MATERIAL = 4, /* utiliser la couleur aux
+ sommets si actif
+ (nécessite aussi
+ l'activation de
+ SO_USE_COLOR) */
+ SO_CULL_BACKFACES = 8, /* active le fait de cacher
+ les faces arrières */
+ SO_USE_LIGHTING = 16, /* active le calcul d'ombre
+ propre (Gouraud sur
+ diffus) */
+ SO_DEFAULT = SO_CULL_BACKFACES | SO_USE_COLOR /* comportement
+ par
+ défaut */
+ };
+
+ struct vec4 {
+ float x /* r */, y/* g */, z /* b */, w /* a */;
+ };
+
+ struct vec2 {
+ float x /* s */, y /* t */;
+ };
+
+ struct vec3 {
+ float x /* r */, y/* g */, z/* b */;
+ };
+
+ /*!\brief le sommet et l'ensemble de ses attributs */
+ struct vertex_t {
+ vec4 position;
+ vec4 color0;
+ /* début des données à partir desquelles on peut interpoler en masse */
+ vec2 texCoord; /* coordonnée de texture */
+ vec4 icolor; /* couleur à interpoler */
+ float li; /* intensité de lumière (lambertien) */
+ float zmod; /* z après modelview, sert à corriger
+ l'interpolation par rapport à une projection en
+ perspective */
+ float z; /* ce z représente la depth */
+ /* fin des données à partir desquelles on peut interpoler */
+ vec3 normal; /* interpolez les normales si vous implémentez Phong */
+ int x, y;
+ enum pstate_t state;
+ };
+
+ /*!\brief le triangle */
+ struct triangle_t {
+ vertex_t v[3];
+ vec3 normal;
+ enum pstate_t state;
+ };
+
+ /*!\brief la surface englobe plusieurs triangles et des options
+ * telles que le type de rendu, la couleur diffuse ou la texture.
+ */
+ struct surface_t {
+ int n;
+ triangle_t * t;
+ GLuint tex_id;
+ vec4 dcolor; /* couleur diffuse, ajoutez une couleur ambiante et
+ spéculaire si vous souhaitez compléter le
+ modèle */
+ soptions_t options; /* paramétrage du rendu de la surface */
+ void (*interpolatefunc)(vertex_t *, vertex_t *, vertex_t *, float, float);
+ void (*shadingfunc)(surface_t *, GLuint *, vertex_t *);
+ };
+
+ /* dans rasterize.c */
+ extern void transform_n_rasterize(surface_t * s, float * model_view_matrix, float * projection_matrix);
+ extern void clear_depth_map(void);
+ extern void set_texture(GLuint screen);
+ extern void updatesfuncs(surface_t * s);
+
+ /* dans vtranform.c */
+ extern vertex_t vtransform(surface_t * s, vertex_t v, float * model_view_matrix, float * ti_model_view_matrix, float * projection_matrix, float * viewport);
+ extern void stransform(surface_t * s, float * model_view_matrix, float * projection_matrix, float * viewport);
+ extern void mult_matrix(float * res, float * m);
+ extern void translate(float * m, float tx, float ty, float tz);
+ extern void rotate(float * m, float angle, float x, float y, float z);
+ extern void scale(float * m, float sx, float sy, float sz);
+ extern void lookAt(float * m, float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ);
+
+ /* dans surface.c */
+ extern void tnormal(triangle_t * t);
+ extern void snormals(surface_t * s);
+ extern void tnormals2vertices(surface_t * s);
+ extern void set_texture_id(surface_t * s, GLuint tex_id);
+ extern void set_diffuse_color(surface_t * s, vec4 dcolor);
+ extern void enable_surface_option(surface_t * s, soptions_t option);
+ extern void disable_surface_option(surface_t * s, soptions_t option);
+ extern surface_t * new_surface(triangle_t * t, int n, int duplicateTriangles, int hasNormals);
+ extern void free_surface(surface_t * s);
+ extern GLuint get_texture_from_BMP(const char * filename);
+
+ /* dans geometry.c */
+ extern surface_t * mk_quad(void);
+ extern surface_t * mk_cube(void);
+ extern surface_t * mk_sphere(int longitudes, int latitudes);
+# ifdef __cplusplus
+}
+# endif
+
+
+#endif
diff --git a/surface.c b/surface.c
new file mode 100644
index 0000000..41065fd
--- /dev/null
+++ b/surface.c
@@ -0,0 +1,126 @@
+/*!\file surface.c
+ *
+ * \brief gestion de surfaces et autres éléments de la scène :
+ * lumière(s) (TODO), options, textures ...
+ *
+ * \author Farès BELHADJ, amsi@up8.edu
+ * \date November 17, 2021.
+*/
+
+#include "rasterize.h"
+#include
+
+/*!\brief calcule le vecteur normal à un triangle */
+void tnormal(triangle_t * t) {
+ vec3 u = {
+ t->v[1].position.x - t->v[0].position.x,
+ t->v[1].position.y - t->v[0].position.y,
+ t->v[1].position.z - t->v[0].position.z
+ };
+ vec3 v = {
+ t->v[2].position.x - t->v[0].position.x,
+ t->v[2].position.y - t->v[0].position.y,
+ t->v[2].position.z - t->v[0].position.z
+ };
+ MVEC3CROSS((float *)&(t->normal), (float *)&u, (float *)&v);
+ MVEC3NORMALIZE((float *)&(t->normal));
+}
+
+/*!\brief calcule les vecteurs normaux aux triangles de la surface */
+void snormals(surface_t * s) {
+ int i;
+ for(i = 0; i < s->n; ++i)
+ tnormal(&(s->t[i]));
+}
+
+/*!\brief affecte les normales aux triangles de la surface à ses vertices */
+void tnormals2vertices(surface_t * s) {
+ int i;
+ for(i = 0; i < s->n; ++i)
+ s->t[i].v[0].normal = s->t[i].v[1].normal = s->t[i].v[2].normal = s->t[i].normal;
+}
+
+/*!\brief affecte l'identifiant de texture de la surface */
+void set_texture_id(surface_t * s, GLuint tex_id) {
+ s->tex_id = tex_id;
+}
+
+/*!\brief affecte la couleur diffuse de la surface */
+void set_diffuse_color(surface_t * s, vec4 dcolor) {
+ s->dcolor = dcolor;
+}
+
+/*!\brief active une option de la surface */
+void enable_surface_option(surface_t * s, soptions_t option) {
+ if(!(s->options & option))
+ s->options |= option;
+ updatesfuncs(s);
+}
+
+/*!\brief désactive une option de la surface */
+void disable_surface_option(surface_t * s, soptions_t option) {
+ if(s->options & option)
+ s->options ^= option;
+ updatesfuncs(s);
+}
+
+/*!\brief créé et renvoie une surface (allouée) à partir de \a n
+ * triangles pointés par \a t. Quand \a duplicateTriangles est vrai
+ * (1), elle alloue de la mémoire pour copier les triangles dedans,
+ * sinon ( si faux (0) ) elle se contente de copier le pointeur
+ * (attention ce dernier doit donc correspondre à une mémoire allouée
+ * avec malloc et dont le développeur ne s'en servira pas pour autre
+ * chose ; elle sera libérée par freeSurface). Quand \a hasNormals est
+ * faux (0) elle force le calcul des normales par triangle et les
+ * affecte aux sommets. */
+surface_t * new_surface(triangle_t * t, int n, int duplicate_triangles, int has_normals) {
+ const vec4 dcolor = { 0.42f, 0.1f, 0.1f, 1.0f };
+ surface_t * s = malloc(1 * sizeof *s);
+ assert(s);
+ s->n = n;
+ if(duplicate_triangles) {
+ s->t = malloc(s->n * sizeof *(s->t));
+ assert(s->t);
+ memcpy(s->t, t, s->n * sizeof *(s->t));
+ } else
+ s->t = t;
+ set_diffuse_color(s, dcolor);
+ s->options = SO_DEFAULT;
+ s->tex_id = 0;
+ updatesfuncs(s);
+ if(!has_normals) {
+ snormals(s);
+ tnormals2vertices(s);
+ }
+ return s;
+}
+
+/*!\brief libère la mémoire utilisée par la surface */
+void free_surface(surface_t * s) {
+ free(s->t);
+ free(s);
+}
+/*!\brief charge et fabrique un identifiant pour une texture issue
+ * d'un fichier BMP */
+GLuint get_texture_from_BMP(const char * filename) {
+ GLuint id, old_id;
+ /* chargement d'une image dans une surface SDL */
+ SDL_Surface * s = SDL_LoadBMP(filename);
+ assert(s);
+ old_id = gl4dpGetTextureId(); /* au cas où */
+ /* création d'un screen GL4Dummies aux dimensions de la texture */
+ id = gl4dpInitScreenWithDimensions(s->w, s->h);
+ /* copie de la surface SDL vers le screen en cours */
+ {
+ GLuint * p = gl4dpGetPixels();
+ SDL_Surface * d = SDL_CreateRGBSurface(0, s->w, s->h, 32, R_MASK, G_MASK, B_MASK, A_MASK);
+ SDL_BlitSurface(s, NULL, d, NULL);
+ memcpy(p, d->pixels, d->w * d->h * sizeof *p);
+ SDL_FreeSurface(d);
+ }
+ /* libération de la surface SDL */
+ SDL_FreeSurface(s);
+ if(old_id)
+ gl4dpSetScreen(old_id);
+ return id;
+}
diff --git a/vtransform.c b/vtransform.c
new file mode 100644
index 0000000..22fe596
--- /dev/null
+++ b/vtransform.c
@@ -0,0 +1,243 @@
+/*!\file vtransforms.c
+ * \brief transformations spatiales pour un moteur de rendu basé raster DIY.
+ *
+ * IL RESTE DES CHOSES À IMPLÉMENTER OU À OPTIMISER.
+ *
+ * \author Farès BELHADJ, amsi@up8.edu
+ * \date November 17, 2021.
+ *
+ * \todo COMPLÉTER LE CLIPPING POUR GÉRER ICI LES TRIANGLES
+ * PARTIELLEMENT HORS-CHAMP ET ÉVITER DES TESTS GOURMANDS DANS \ref
+ * rasterize.c
+ */
+#include "rasterize.h"
+#include
+
+/* fonctions locale (static) */
+static inline void clip2_unit_cube(triangle_t * t);
+
+/*!\brief projette le sommet \a v à l'écran (le \a viewport) selon la
+ matrice de model-view \a model_view_matrix et de projection \a projection_matrix. \a
+ ti_model_view_matrix est la transposée de l'inverse de la matrice \a model_view_matrix.*/
+vertex_t vtransform(surface_t * s, vertex_t v, float * model_view_matrix, float * ti_model_view_matrix, float * projection_matrix, float * viewport) {
+ float dist = 1.0f;
+ vec4 r1, r2;
+ v.state = PS_NONE;
+ MMAT4XVEC4((float *)&r1, model_view_matrix, (float *)&(v.position));
+ MMAT4XVEC4((float *)&r2, projection_matrix, (float *)&r1);
+ r2.x /= r2.w;
+ r2.y /= r2.w;
+ r2.z /= r2.w;
+ r2.w = 1.0f;
+ /* dist doit être à 1 ci-après */
+ if(r2.x < -dist) v.state |= PS_OUT_LEFT;
+ if(r2.x > dist) v.state |= PS_OUT_RIGHT;
+ if(r2.y < -dist) v.state |= PS_OUT_BOTTOM;
+ if(r2.y > dist) v.state |= PS_OUT_TOP;
+ if(r2.z < -dist) v.state |= PS_OUT_NEAR;
+ if(r2.z > dist) v.state |= PS_OUT_FAR;
+ /* "hack" pas terrible permettant d'éviter les gros triangles
+ partiellement hors-champ. Modifier dist pour jouer sur la taille
+ (une fois projetés) des triangles qu'on laisse passer (plus c'est
+ gros plus c'est lent avec les gros triangles). La "vraie"
+ solution est obtenue en calculant l'intersection exacte entre le
+ triangle et le cube unitaire ; attention, ceci produit
+ potentiellement une nouvelle liste de triangles à chaque frame,
+ et les attributs des sommets doivent être recalculés. */
+ dist = 10.0f;
+ if(r2.x < -dist || r2.x > dist || r2.y < -dist || r2.y > dist || r2.z < -dist || r2.z > dist) {
+ v.state |= PS_TOO_FAR;
+ return v;
+ }
+ /* Gouraud */
+ if(s->options & SO_USE_LIGHTING) {
+ /* la lumière est positionnelle et fixe dans la scène. \todo dans
+ scene.c la rendre modifiable, voire aussi pouvoir la placer par
+ rapport aux objets (elle subirait la matrice modèle). */
+ const vec4 lp[1] = { {0.0f, 0.0f, 1.0f} };
+ vec4 ld = {lp[0].x - r1.x, lp[0].y - r1.y, lp[0].z - r1.z, lp[0].w - r1.w};
+ float n[4] = {v.normal.x, v.normal.y, v.normal.z, 0.0f}, res[4];
+ MMAT4XVEC4(res, ti_model_view_matrix, n);
+ MVEC3NORMALIZE(res);
+ MVEC3NORMALIZE((float *)&ld);
+ v.li = MVEC3DOT(res, (float *)&ld);
+ v.li = MIN(MAX(0.0f, v.li), 1.0f);
+ } else
+ v.li = 1.0f;
+ v.icolor = v.color0;
+ /* Mapping du cube unitaire vers l'écran */
+ v.x = viewport[0] + ((r2.x + 1.0f) * 0.5f) * (viewport[2] - EPSILON);
+ v.y = viewport[1] + ((r2.y + 1.0f) * 0.5f) * (viewport[3] - EPSILON);
+ v.z = pow((-r2.z + 1.0f) * 0.5f, 0.5);
+ /* sinon pour near = 0.1f et far = 10.0f on peut rendre non linéaire la depth avec */
+ /* v.z = 1.0f - (1.0f / r2.z - 1.0f / 0.1f) / (1.0f / 10.0f - 1.0f / 0.1f); */
+ v.zmod = r1.z;
+ return v;
+}
+
+/*!\brief projette le triangle \a t à l'écran (\a W x \a H) selon la
+ * matrice de model-view \a model_view_matrix et de projection \a projection_matrix.
+ *
+ * Cette fonction utilise \a vtransform sur chaque sommet de la
+ * surface. Elle utilise aussi \a clip2_unit_cube pour connaître l'état
+ * du triangle par rapport au cube unitaire.
+ *
+ * \see vtransform
+ * \see clip2_unit_cube
+ */
+void stransform(surface_t * s, float * model_view_matrix, float * projection_matrix, float * viewport) {
+ int i, j;
+ float ti_model_view_matrix[16];
+ triangle_t vcull;
+ /* calcul de la transposée de l'inverse de la matrice model-view
+ pour la transformation des normales et le calcul du lambertien
+ utilisé par le shading Gouraud dans vtransform. */
+ memcpy(ti_model_view_matrix, model_view_matrix, sizeof ti_model_view_matrix);
+ MMAT4INVERSE(ti_model_view_matrix);
+ MMAT4TRANSPOSE(ti_model_view_matrix);
+ for(i = 0; i < s->n; ++i) {
+ s->t[i].state = PS_NONE;
+ for(j = 0; j < 3; ++j) {
+ s->t[i].v[j] = vtransform(s, s->t[i].v[j], model_view_matrix, ti_model_view_matrix, projection_matrix, viewport);
+ if(s->options & SO_CULL_BACKFACES) {
+ vcull.v[j].position.x = s->t[i].v[j].x;
+ vcull.v[j].position.y = s->t[i].v[j].y;
+ vcull.v[j].position.z = 0.0f;
+ }
+ }
+ if(s->options & SO_CULL_BACKFACES) {
+ tnormal(&vcull);
+ if(vcull.normal.z <= 0.0f) {
+ s->t[i].state |= PS_CULL;
+ continue;
+ }
+ }
+ clip2_unit_cube(&(s->t[i]));
+ }
+}
+
+/*!\brief multiplie deux matrices : \a res = \a res x \a m */
+void mult_matrix(float * res, float * m) {
+ /* res = res x m */
+ float cpy[16];
+ memcpy(cpy, res, sizeof cpy);
+ MMAT4XMAT4(res, cpy, m);
+}
+
+/*!\brief ajoute (multiplication droite) une translation à la matrice
+ * \a m */
+void translate(float * m, float tx, float ty, float tz) {
+ float mat[] = { 1.0f, 0.0f, 0.0f, tx,
+ 0.0f, 1.0f, 0.0f, ty,
+ 0.0f, 0.0f, 1.0f, tz,
+ 0.0f, 0.0f, 0.0f, 1.0f };
+ mult_matrix(m, mat);
+}
+
+/*!\brief ajoute (multiplication droite) une rotation à la matrice \a
+ * m */
+void rotate(float * m, float angle, float x, float y, float z) {
+ float n = sqrtf(x * x + y * y + z * z);
+ if ( n > 0.0f ) {
+ float a, s, c, cc, x2, y2, z2, xy, yz, zx, xs, ys, zs;
+ float mat[] = { 0.0f, 0.0f, 0.0f, 0.0f,
+ 0.0f, 0.0f, 0.0f, 0.0f,
+ 0.0f, 0.0f, 0.0f, 0.0f,
+ 0.0f, 0.0f, 0.0f, 1.0f };
+ s = sinf ( a = (angle * (float)M_PI / 180.0f) );
+ cc = 1.0f - (c = cosf ( a ));
+ x /= n; y /= n; z /= n;
+ x2 = x * x; y2 = y * y; z2 = z * z;
+ xy = x * y; yz = y * z; zx = z * x;
+ xs = x * s; ys = y * s; zs = z * s;
+ mat[0] = (cc * x2) + c;
+ mat[1] = (cc * xy) - zs;
+ mat[2] = (cc * zx) + ys;
+ /* mat[3] = 0.0f; */
+ mat[4] = (cc * xy) + zs;
+ mat[5] = (cc * y2) + c;
+ mat[6] = (cc * yz) - xs;
+ /* mat[7] = 0.0f; */
+ mat[8] = (cc * zx) - ys;
+ mat[9] = (cc * yz) + xs;
+ mat[10] = (cc * z2) + c;
+ /* mat[11] = 0.0f; */
+ /* mat[12] = 0.0f; mat[= 0.0f; mat[14] = 0.0f; mat[15] = 1.0f; */
+ mult_matrix(m, mat);
+ }
+}
+
+/*!\brief ajoute (multiplication droite) un scale à la matrice \a m */
+void scale(float * m, float sx, float sy, float sz) {
+ float mat[] = { sx , 0.0f, 0.0f, 0.0f,
+ 0.0f, sy, 0.0f, 0.0f,
+ 0.0f, 0.0f, sz, 0.0f,
+ 0.0f, 0.0f, 0.0f, 1.0f };
+ mult_matrix(m, mat);
+}
+
+/*!\brief simule une free camera, voir la doc de gluLookAt */
+void lookAt(float * m, float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ) {
+ float forward[3], side[3], up[3];
+ float mat[] = {
+ 1.0f, 0.0f, 0.0f, 0.0f,
+ 0.0f, 1.0f, 0.0f, 0.0f,
+ 0.0f, 0.0f, 1.0f, 0.0f,
+ 0.0f, 0.0f, 0.0f, 1.0f
+ };
+ forward[0] = centerX - eyeX;
+ forward[1] = centerY - eyeY;
+ forward[2] = centerZ - eyeZ;
+ up[0] = upX;
+ up[1] = upY;
+ up[2] = upZ;
+ MVEC3NORMALIZE(forward);
+ /* side = forward x up */
+ MVEC3CROSS(side, forward, up);
+ MVEC3NORMALIZE(side);
+ /* up = side x forward */
+ MVEC3CROSS(up, side, forward);
+ mat[0] = side[0];
+ mat[1] = side[1];
+ mat[2] = side[2];
+ mat[4] = up[0];
+ mat[5] = up[1];
+ mat[6] = up[2];
+ mat[8] = -forward[0];
+ mat[9] = -forward[1];
+ mat[10] = -forward[2];
+ mult_matrix(m, mat);
+ translate(m, -eyeX, -eyeY, -eyeZ);
+}
+
+/*!\brief intersection triangle-cube unitaire, à compléter (voir le
+ * todo du fichier et le commentaire dans le code) */
+void clip2_unit_cube(triangle_t * t) {
+ int i, oleft = 0, oright = 0, obottom = 0, otop = 0, onear = 0, ofar = 0;
+ for (i = 0; i < 3; ++i) {
+ if(t->v[i].state & PS_OUT_LEFT) ++oleft;
+ if(t->v[i].state & PS_OUT_RIGHT) ++oright;
+ if(t->v[i].state & PS_OUT_BOTTOM) ++obottom;
+ if(t->v[i].state & PS_OUT_TOP) ++otop;
+ if(t->v[i].state & PS_OUT_NEAR) ++onear;
+ if(t->v[i].state & PS_OUT_FAR) ++ofar;
+ }
+ if(!(oleft | oright | obottom | otop | onear | ofar))
+ return;
+ if(oleft == 3 || oright == 3 || obottom == 3 || otop == 3 || onear == 3 || ofar == 3) {
+ t->state |= PS_TOTALLY_OUT;
+ return;
+ }
+ t->state |= PS_PARTIALLY_OUT;
+ /* le cas PARTIALLY_OUT n'est pas réellement géré. Il serait
+ nécessaire à partir d'ici de construire la liste des triangles
+ qui repésentent l'intersection entre le triangle d'origine et
+ le cube unitaire. Ceci permettrait de ne plus avoir besoin de
+ tester si le pixel produit par le raster est bien dans le
+ "screen" avant d'écrire ; et aussi de se passer du "hack"
+ PS_TOO_FAR qui est problématique. Vous pouvez vous inspirer de
+ ce qui est fait là :
+ https://github.com/erich666/GraphicsGems/blob/master/gems/PolyScan/poly_clip.c
+ en le ramenant au cas d'un triangle.
+ */
+}
diff --git a/window.c b/window.c
new file mode 100644
index 0000000..1bc24c5
--- /dev/null
+++ b/window.c
@@ -0,0 +1,213 @@
+/*!\file window.c
+ * \brief Utilisation du raster DIY comme pipeline de rendu 3D. Cet
+ * exemple montre les géométries disponibles et quelques
+ * transformations dessus.
+ * \author Farès BELHADJ, amsi@up8.edu
+ * \date November 16, 2021.
+ * \todo exercice intéressant à faire : changer la variation de
+ * l'angle de rotation pour qu'il soit dépendant du temps et non du
+ * framerate
+ */
+#include
+/* inclusion des entêtes de fonctions de gestion de primitives simples
+ * de dessin. La lettre p signifie aussi bien primitive que
+ * pédagogique. */
+#include
+/* inclure la bibliothèque de rendu DIY */
+#include "rasterize.h"
+
+/* inclusion des entêtes de fonctions de création et de gestion de
+ * fenêtres système ouvrant un contexte favorable à GL4dummies. Cette
+ * partie est dépendante de la bibliothèque SDL2 */
+#include
+
+/* protos de fonctions locales (static) */
+static void init(void);
+static void draw(void);
+static void key(int keycode);
+static void sortie(void);
+
+/*!\brief une surface représentant un quadrilatère */
+static surface_t * _quad = NULL;
+/*!\brief une surface représentant un cube */
+static surface_t * _cube = NULL;
+/*!\brief une surface représentant une sphere */
+static surface_t * _sphere = NULL;
+
+/* des variable d'états pour activer/désactiver des options de rendu */
+static int _use_tex = 1, _use_color = 1, _use_lighting = 1;
+
+/*!\brief on peut bouger la caméra vers le haut et vers le bas avec cette variable */
+static float _ycam = 3.0f;
+
+/*!\brief paramètre l'application et lance la boucle infinie. */
+int main(int argc, char ** argv) {
+ /* tentative de création d'une fenêtre pour GL4Dummies */
+ if(!gl4duwCreateWindow(argc, argv, /* args du programme */
+ "The DIY Rasterizer", /* titre */
+ 10, 10, 800, 600, /* x, y, largeur, heuteur */
+ GL4DW_SHOWN) /* état visible */) {
+ /* ici si échec de la création souvent lié à un problème d'absence
+ * de contexte graphique ou d'impossibilité d'ouverture d'un
+ * contexte OpenGL (au moins 3.2) */
+ return 1;
+ }
+ init();
+ /* mettre en place la fonction d'interception clavier */
+ gl4duwKeyDownFunc(key);
+ /* mettre en place la fonction de display */
+ gl4duwDisplayFunc(draw);
+ /* boucle infinie pour éviter que le programme ne s'arrête et ferme
+ * la fenêtre immédiatement */
+ gl4duwMainLoop();
+ return 0;
+}
+
+/*!\brief init de nos données, spécialement les trois surfaces
+ * utilisées dans ce code */
+void init(void) {
+ GLuint id;
+ vec4 r = {1, 0, 0, 1}, g = {0, 1, 0, 1}, b = {0, 0, 1, 1};
+ /* création d'un screen GL4Dummies (texture dans laquelle nous
+ * pouvons dessiner) aux dimensions de la fenêtre. IMPORTANT de
+ * créer le screen avant d'utiliser les fonctions liées au
+ * textures */
+ gl4dpInitScreen();
+ /* Pour forcer la désactivation de la synchronisation verticale */
+ SDL_GL_SetSwapInterval(0);
+ /* on créé nos trois type de surfaces */
+ _quad = mk_quad(); /* ça fait 2 triangles */
+ _cube = mk_cube(); /* ça fait 2x6 triangles */
+ _sphere = mk_sphere(12, 12); /* ça fait 12x12x2 trianles ! */
+ /* on change les couleurs de surfaces */
+ _quad->dcolor = r; _cube->dcolor = b; _sphere->dcolor = g;
+ /* on leur rajoute à toutes la même texture */
+ id = get_texture_from_BMP("images/tex.bmp");
+ set_texture_id( _quad, id);
+ set_texture_id( _cube, id);
+ set_texture_id(_sphere, id);
+ /* si _use_tex != 0, on active l'utilisation de la texture pour les
+ * trois */
+ if(_use_tex) {
+ enable_surface_option( _quad, SO_USE_TEXTURE);
+ enable_surface_option( _cube, SO_USE_TEXTURE);
+ enable_surface_option(_sphere, SO_USE_TEXTURE);
+ }
+ /* si _use_lighting != 0, on active l'ombrage */
+ if(_use_lighting) {
+ enable_surface_option( _quad, SO_USE_LIGHTING);
+ enable_surface_option( _cube, SO_USE_LIGHTING);
+ enable_surface_option(_sphere, SO_USE_LIGHTING);
+ }
+ /* on désactive le back cull face pour le quadrilatère, ainsi on
+ * peut voir son arrière quand le lighting est inactif */
+ disable_surface_option(_quad, SO_CULL_BACKFACES);
+ /* mettre en place la fonction à appeler en cas de sortie */
+ atexit(sortie);
+}
+
+/*!\brief la fonction appelée à chaque display. */
+void draw(void) {
+ static float a = 0.0f;
+ float model_view_matrix[16], projection_matrix[16], nmv[16];
+ /* effacer l'écran et le buffer de profondeur */
+ gl4dpClearScreen();
+ clear_depth_map();
+ /* des macros facilitant le travail avec des matrices et des
+ * vecteurs se trouvent dans la bibliothèque GL4Dummies, dans le
+ * fichier gl4dm.h */
+ /* charger un frustum dans projection_matrix */
+ MFRUSTUM(projection_matrix, -0.05f, 0.05f, -0.05f, 0.05f, 0.1f, 1000.0f);
+ /* charger la matrice identité dans model-view */
+ MIDENTITY(model_view_matrix);
+ /* on place la caméra en arrière-haut, elle regarde le centre de la scène */
+ lookAt(model_view_matrix, 0, _ycam, 10, 0, 0, 0, 0, 1, 0);
+ /* le quadrilatère est mis à gauche et tourne autour de son axe x */
+ memcpy(nmv, model_view_matrix, sizeof nmv); /* copie model_view_matrix dans nmv */
+ translate(nmv, -3.0f, 0.0f, 0.0f);
+ rotate(nmv, a, 1.0f, 0.0f, 0.0f);
+ transform_n_rasterize(_quad, nmv, projection_matrix);
+ /* le cube est mis à droite et tourne autour de son axe z */
+ memcpy(nmv, model_view_matrix, sizeof nmv); /* copie model_view_matrix dans nmv */
+ translate(nmv, 3.0f, 0.0f, 0.0f);
+ rotate(nmv, a, 0.0f, 0.0f, 1.0f);
+ transform_n_rasterize(_cube, nmv, projection_matrix);
+ /* la sphère est laissée au centre et tourne autour de son axe y */
+ memcpy(nmv, model_view_matrix, sizeof nmv); /* copie model_view_matrix dans nmv */
+ rotate(nmv, a, 0.0f, 1.0f, 0.0f);
+ transform_n_rasterize(_sphere, nmv, projection_matrix);
+ /* déclarer qu'on a changé des pixels du screen (en bas niveau) */
+ gl4dpScreenHasChanged();
+ /* fonction permettant de raffraîchir l'ensemble de la fenêtre*/
+ gl4dpUpdateScreen(NULL);
+ a += 0.1f;
+}
+
+/*!\brief intercepte l'événement clavier pour modifier les options. */
+void key(int keycode) {
+ switch(keycode) {
+ case GL4DK_UP:
+ _ycam += 0.05f;
+ break;
+ case GL4DK_DOWN:
+ _ycam -= 0.05f;
+ break;
+ case GL4DK_t: /* 't' la texture */
+ _use_tex = !_use_tex;
+ if(_use_tex) {
+ enable_surface_option( _quad, SO_USE_TEXTURE);
+ enable_surface_option( _cube, SO_USE_TEXTURE);
+ enable_surface_option(_sphere, SO_USE_TEXTURE);
+ } else {
+ disable_surface_option( _quad, SO_USE_TEXTURE);
+ disable_surface_option( _cube, SO_USE_TEXTURE);
+ disable_surface_option(_sphere, SO_USE_TEXTURE);
+ }
+ break;
+ case GL4DK_c: /* 'c' utiliser la couleur */
+ _use_color = !_use_color;
+ if(_use_color) {
+ enable_surface_option( _quad, SO_USE_COLOR);
+ enable_surface_option( _cube, SO_USE_COLOR);
+ enable_surface_option(_sphere, SO_USE_COLOR);
+ } else {
+ disable_surface_option( _quad, SO_USE_COLOR);
+ disable_surface_option( _cube, SO_USE_COLOR);
+ disable_surface_option(_sphere, SO_USE_COLOR);
+ }
+ break;
+ case GL4DK_l: /* 'l' utiliser l'ombrage par la méthode Gouraud */
+ _use_lighting = !_use_lighting;
+ if(_use_lighting) {
+ enable_surface_option( _quad, SO_USE_LIGHTING);
+ enable_surface_option( _cube, SO_USE_LIGHTING);
+ enable_surface_option(_sphere, SO_USE_LIGHTING);
+ } else {
+ disable_surface_option( _quad, SO_USE_LIGHTING);
+ disable_surface_option( _cube, SO_USE_LIGHTING);
+ disable_surface_option(_sphere, SO_USE_LIGHTING);
+ }
+ break;
+ default: break;
+ }
+}
+
+/*!\brief à appeler à la sortie du programme. */
+void sortie(void) {
+ /* on libère nos trois surfaces */
+ if(_quad) {
+ free_surface(_quad);
+ _quad = NULL;
+ }
+ if(_cube) {
+ free_surface(_cube);
+ _cube = NULL;
+ }
+ if(_sphere) {
+ free_surface(_sphere);
+ _sphere = NULL;
+ }
+ /* libère tous les objets produits par GL4Dummies, ici
+ * principalement les screen */
+ gl4duClean(GL4DU_ALL);
+}