Adding the game engine and its related resources
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GNU GENERAL PUBLIC LICENSE
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Version 3, 29 June 2007
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Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
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Everyone is permitted to copy and distribute verbatim copies
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Preamble
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The GNU General Public License is a free, copyleft license for
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|
removal in certain cases when you modify the work.) You may place
|
||||||
|
additional permissions on material, added by you to a covered work,
|
||||||
|
for which you have or can give appropriate copyright permission.
|
||||||
|
|
||||||
|
Notwithstanding any other provision of this License, for material you
|
||||||
|
add to a covered work, you may (if authorized by the copyright holders of
|
||||||
|
that material) supplement the terms of this License with terms:
|
||||||
|
|
||||||
|
a) Disclaiming warranty or limiting liability differently from the
|
||||||
|
terms of sections 15 and 16 of this License; or
|
||||||
|
|
||||||
|
b) Requiring preservation of specified reasonable legal notices or
|
||||||
|
author attributions in that material or in the Appropriate Legal
|
||||||
|
Notices displayed by works containing it; or
|
||||||
|
|
||||||
|
c) Prohibiting misrepresentation of the origin of that material, or
|
||||||
|
requiring that modified versions of such material be marked in
|
||||||
|
reasonable ways as different from the original version; or
|
||||||
|
|
||||||
|
d) Limiting the use for publicity purposes of names of licensors or
|
||||||
|
authors of the material; or
|
||||||
|
|
||||||
|
e) Declining to grant rights under trademark law for use of some
|
||||||
|
trade names, trademarks, or service marks; or
|
||||||
|
|
||||||
|
f) Requiring indemnification of licensors and authors of that
|
||||||
|
material by anyone who conveys the material (or modified versions of
|
||||||
|
it) with contractual assumptions of liability to the recipient, for
|
||||||
|
any liability that these contractual assumptions directly impose on
|
||||||
|
those licensors and authors.
|
||||||
|
|
||||||
|
All other non-permissive additional terms are considered "further
|
||||||
|
restrictions" within the meaning of section 10. If the Program as you
|
||||||
|
received it, or any part of it, contains a notice stating that it is
|
||||||
|
governed by this License along with a term that is a further
|
||||||
|
restriction, you may remove that term. If a license document contains
|
||||||
|
a further restriction but permits relicensing or conveying under this
|
||||||
|
License, you may add to a covered work material governed by the terms
|
||||||
|
of that license document, provided that the further restriction does
|
||||||
|
not survive such relicensing or conveying.
|
||||||
|
|
||||||
|
If you add terms to a covered work in accord with this section, you
|
||||||
|
must place, in the relevant source files, a statement of the
|
||||||
|
additional terms that apply to those files, or a notice indicating
|
||||||
|
where to find the applicable terms.
|
||||||
|
|
||||||
|
Additional terms, permissive or non-permissive, may be stated in the
|
||||||
|
form of a separately written license, or stated as exceptions;
|
||||||
|
the above requirements apply either way.
|
||||||
|
|
||||||
|
8. Termination.
|
||||||
|
|
||||||
|
You may not propagate or modify a covered work except as expressly
|
||||||
|
provided under this License. Any attempt otherwise to propagate or
|
||||||
|
modify it is void, and will automatically terminate your rights under
|
||||||
|
this License (including any patent licenses granted under the third
|
||||||
|
paragraph of section 11).
|
||||||
|
|
||||||
|
However, if you cease all violation of this License, then your
|
||||||
|
license from a particular copyright holder is reinstated (a)
|
||||||
|
provisionally, unless and until the copyright holder explicitly and
|
||||||
|
finally terminates your license, and (b) permanently, if the copyright
|
||||||
|
holder fails to notify you of the violation by some reasonable means
|
||||||
|
prior to 60 days after the cessation.
|
||||||
|
|
||||||
|
Moreover, your license from a particular copyright holder is
|
||||||
|
reinstated permanently if the copyright holder notifies you of the
|
||||||
|
violation by some reasonable means, this is the first time you have
|
||||||
|
received notice of violation of this License (for any work) from that
|
||||||
|
copyright holder, and you cure the violation prior to 30 days after
|
||||||
|
your receipt of the notice.
|
||||||
|
|
||||||
|
Termination of your rights under this section does not terminate the
|
||||||
|
licenses of parties who have received copies or rights from you under
|
||||||
|
this License. If your rights have been terminated and not permanently
|
||||||
|
reinstated, you do not qualify to receive new licenses for the same
|
||||||
|
material under section 10.
|
||||||
|
|
||||||
|
9. Acceptance Not Required for Having Copies.
|
||||||
|
|
||||||
|
You are not required to accept this License in order to receive or
|
||||||
|
run a copy of the Program. Ancillary propagation of a covered work
|
||||||
|
occurring solely as a consequence of using peer-to-peer transmission
|
||||||
|
to receive a copy likewise does not require acceptance. However,
|
||||||
|
nothing other than this License grants you permission to propagate or
|
||||||
|
modify any covered work. These actions infringe copyright if you do
|
||||||
|
not accept this License. Therefore, by modifying or propagating a
|
||||||
|
covered work, you indicate your acceptance of this License to do so.
|
||||||
|
|
||||||
|
10. Automatic Licensing of Downstream Recipients.
|
||||||
|
|
||||||
|
Each time you convey a covered work, the recipient automatically
|
||||||
|
receives a license from the original licensors, to run, modify and
|
||||||
|
propagate that work, subject to this License. You are not responsible
|
||||||
|
for enforcing compliance by third parties with this License.
|
||||||
|
|
||||||
|
An "entity transaction" is a transaction transferring control of an
|
||||||
|
organization, or substantially all assets of one, or subdividing an
|
||||||
|
organization, or merging organizations. If propagation of a covered
|
||||||
|
work results from an entity transaction, each party to that
|
||||||
|
transaction who receives a copy of the work also receives whatever
|
||||||
|
licenses to the work the party's predecessor in interest had or could
|
||||||
|
give under the previous paragraph, plus a right to possession of the
|
||||||
|
Corresponding Source of the work from the predecessor in interest, if
|
||||||
|
the predecessor has it or can get it with reasonable efforts.
|
||||||
|
|
||||||
|
You may not impose any further restrictions on the exercise of the
|
||||||
|
rights granted or affirmed under this License. For example, you may
|
||||||
|
not impose a license fee, royalty, or other charge for exercise of
|
||||||
|
rights granted under this License, and you may not initiate litigation
|
||||||
|
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||||
|
any patent claim is infringed by making, using, selling, offering for
|
||||||
|
sale, or importing the Program or any portion of it.
|
||||||
|
|
||||||
|
11. Patents.
|
||||||
|
|
||||||
|
A "contributor" is a copyright holder who authorizes use under this
|
||||||
|
License of the Program or a work on which the Program is based. The
|
||||||
|
work thus licensed is called the contributor's "contributor version".
|
||||||
|
|
||||||
|
A contributor's "essential patent claims" are all patent claims
|
||||||
|
owned or controlled by the contributor, whether already acquired or
|
||||||
|
hereafter acquired, that would be infringed by some manner, permitted
|
||||||
|
by this License, of making, using, or selling its contributor version,
|
||||||
|
but do not include claims that would be infringed only as a
|
||||||
|
consequence of further modification of the contributor version. For
|
||||||
|
purposes of this definition, "control" includes the right to grant
|
||||||
|
patent sublicenses in a manner consistent with the requirements of
|
||||||
|
this License.
|
||||||
|
|
||||||
|
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||||
|
patent license under the contributor's essential patent claims, to
|
||||||
|
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||||
|
propagate the contents of its contributor version.
|
||||||
|
|
||||||
|
In the following three paragraphs, a "patent license" is any express
|
||||||
|
agreement or commitment, however denominated, not to enforce a patent
|
||||||
|
(such as an express permission to practice a patent or covenant not to
|
||||||
|
sue for patent infringement). To "grant" such a patent license to a
|
||||||
|
party means to make such an agreement or commitment not to enforce a
|
||||||
|
patent against the party.
|
||||||
|
|
||||||
|
If you convey a covered work, knowingly relying on a patent license,
|
||||||
|
and the Corresponding Source of the work is not available for anyone
|
||||||
|
to copy, free of charge and under the terms of this License, through a
|
||||||
|
publicly available network server or other readily accessible means,
|
||||||
|
then you must either (1) cause the Corresponding Source to be so
|
||||||
|
available, or (2) arrange to deprive yourself of the benefit of the
|
||||||
|
patent license for this particular work, or (3) arrange, in a manner
|
||||||
|
consistent with the requirements of this License, to extend the patent
|
||||||
|
license to downstream recipients. "Knowingly relying" means you have
|
||||||
|
actual knowledge that, but for the patent license, your conveying the
|
||||||
|
covered work in a country, or your recipient's use of the covered work
|
||||||
|
in a country, would infringe one or more identifiable patents in that
|
||||||
|
country that you have reason to believe are valid.
|
||||||
|
|
||||||
|
If, pursuant to or in connection with a single transaction or
|
||||||
|
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||||
|
covered work, and grant a patent license to some of the parties
|
||||||
|
receiving the covered work authorizing them to use, propagate, modify
|
||||||
|
or convey a specific copy of the covered work, then the patent license
|
||||||
|
you grant is automatically extended to all recipients of the covered
|
||||||
|
work and works based on it.
|
||||||
|
|
||||||
|
A patent license is "discriminatory" if it does not include within
|
||||||
|
the scope of its coverage, prohibits the exercise of, or is
|
||||||
|
conditioned on the non-exercise of one or more of the rights that are
|
||||||
|
specifically granted under this License. You may not convey a covered
|
||||||
|
work if you are a party to an arrangement with a third party that is
|
||||||
|
in the business of distributing software, under which you make payment
|
||||||
|
to the third party based on the extent of your activity of conveying
|
||||||
|
the work, and under which the third party grants, to any of the
|
||||||
|
parties who would receive the covered work from you, a discriminatory
|
||||||
|
patent license (a) in connection with copies of the covered work
|
||||||
|
conveyed by you (or copies made from those copies), or (b) primarily
|
||||||
|
for and in connection with specific products or compilations that
|
||||||
|
contain the covered work, unless you entered into that arrangement,
|
||||||
|
or that patent license was granted, prior to 28 March 2007.
|
||||||
|
|
||||||
|
Nothing in this License shall be construed as excluding or limiting
|
||||||
|
any implied license or other defenses to infringement that may
|
||||||
|
otherwise be available to you under applicable patent law.
|
||||||
|
|
||||||
|
12. No Surrender of Others' Freedom.
|
||||||
|
|
||||||
|
If conditions are imposed on you (whether by court order, agreement or
|
||||||
|
otherwise) that contradict the conditions of this License, they do not
|
||||||
|
excuse you from the conditions of this License. If you cannot convey a
|
||||||
|
covered work so as to satisfy simultaneously your obligations under this
|
||||||
|
License and any other pertinent obligations, then as a consequence you may
|
||||||
|
not convey it at all. For example, if you agree to terms that obligate you
|
||||||
|
to collect a royalty for further conveying from those to whom you convey
|
||||||
|
the Program, the only way you could satisfy both those terms and this
|
||||||
|
License would be to refrain entirely from conveying the Program.
|
||||||
|
|
||||||
|
13. Use with the GNU Affero General Public License.
|
||||||
|
|
||||||
|
Notwithstanding any other provision of this License, you have
|
||||||
|
permission to link or combine any covered work with a work licensed
|
||||||
|
under version 3 of the GNU Affero General Public License into a single
|
||||||
|
combined work, and to convey the resulting work. The terms of this
|
||||||
|
License will continue to apply to the part which is the covered work,
|
||||||
|
but the special requirements of the GNU Affero General Public License,
|
||||||
|
section 13, concerning interaction through a network will apply to the
|
||||||
|
combination as such.
|
||||||
|
|
||||||
|
14. Revised Versions of this License.
|
||||||
|
|
||||||
|
The Free Software Foundation may publish revised and/or new versions of
|
||||||
|
the GNU General Public License from time to time. Such new versions will
|
||||||
|
be similar in spirit to the present version, but may differ in detail to
|
||||||
|
address new problems or concerns.
|
||||||
|
|
||||||
|
Each version is given a distinguishing version number. If the
|
||||||
|
Program specifies that a certain numbered version of the GNU General
|
||||||
|
Public License "or any later version" applies to it, you have the
|
||||||
|
option of following the terms and conditions either of that numbered
|
||||||
|
version or of any later version published by the Free Software
|
||||||
|
Foundation. If the Program does not specify a version number of the
|
||||||
|
GNU General Public License, you may choose any version ever published
|
||||||
|
by the Free Software Foundation.
|
||||||
|
|
||||||
|
If the Program specifies that a proxy can decide which future
|
||||||
|
versions of the GNU General Public License can be used, that proxy's
|
||||||
|
public statement of acceptance of a version permanently authorizes you
|
||||||
|
to choose that version for the Program.
|
||||||
|
|
||||||
|
Later license versions may give you additional or different
|
||||||
|
permissions. However, no additional obligations are imposed on any
|
||||||
|
author or copyright holder as a result of your choosing to follow a
|
||||||
|
later version.
|
||||||
|
|
||||||
|
15. Disclaimer of Warranty.
|
||||||
|
|
||||||
|
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||||
|
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||||
|
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||||
|
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||||
|
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||||
|
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||||
|
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||||
|
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||||
|
|
||||||
|
16. Limitation of Liability.
|
||||||
|
|
||||||
|
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||||
|
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||||
|
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||||
|
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||||
|
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||||
|
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
||||||
|
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||||
|
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||||
|
SUCH DAMAGES.
|
||||||
|
|
||||||
|
17. Interpretation of Sections 15 and 16.
|
||||||
|
|
||||||
|
If the disclaimer of warranty and limitation of liability provided
|
||||||
|
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.
|
||||||
|
|
||||||
|
<one line to give the program's name and a brief idea of what it does.>
|
||||||
|
Copyright (C) <year> <name of author>
|
||||||
|
|
||||||
|
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 <http://www.gnu.org/licenses/>.
|
||||||
|
|
||||||
|
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:
|
||||||
|
|
||||||
|
<program> Copyright (C) <year> <name of author>
|
||||||
|
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
|
||||||
|
<http://www.gnu.org/licenses/>.
|
||||||
|
|
||||||
|
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
|
||||||
|
<http://www.gnu.org/philosophy/why-not-lgpl.html>.
|
83
Makefile
Normal file
83
Makefile
Normal file
|
@ -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 = $(patsubst %,<ClCompile Include=\"%\\\" \\/>,$(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
|
1161
documentation/Doxyfile
Normal file
1161
documentation/Doxyfile
Normal file
File diff suppressed because it is too large
Load diff
157
geometry.c
Normal file
157
geometry.c
Normal file
|
@ -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 <assert.h>
|
||||||
|
#if defined(_MSC_VER)
|
||||||
|
# define _USE_MATH_DEFINES
|
||||||
|
#endif
|
||||||
|
#include <math.h>
|
||||||
|
|
||||||
|
/*!\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);
|
||||||
|
}
|
BIN
images/tex.bmp
Normal file
BIN
images/tex.bmp
Normal file
Binary file not shown.
After Width: | Height: | Size: 12 KiB |
455
rasterize.c
Normal file
455
rasterize.c
Normal file
|
@ -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 <assert.h>
|
||||||
|
|
||||||
|
/* 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;
|
||||||
|
}
|
||||||
|
}
|
162
rasterize.h
Normal file
162
rasterize.h
Normal file
|
@ -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 <GL4D/gl4dp.h>
|
||||||
|
# include <GL4D/gl4dm.h>
|
||||||
|
|
||||||
|
#include <float.h>
|
||||||
|
#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
|
126
surface.c
Normal file
126
surface.c
Normal file
|
@ -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 <assert.h>
|
||||||
|
|
||||||
|
/*!\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;
|
||||||
|
}
|
243
vtransform.c
Normal file
243
vtransform.c
Normal file
|
@ -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 <assert.h>
|
||||||
|
|
||||||
|
/* 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.
|
||||||
|
*/
|
||||||
|
}
|
213
window.c
Normal file
213
window.c
Normal file
|
@ -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 <assert.h>
|
||||||
|
/* inclusion des entêtes de fonctions de gestion de primitives simples
|
||||||
|
* de dessin. La lettre p signifie aussi bien primitive que
|
||||||
|
* pédagogique. */
|
||||||
|
#include <GL4D/gl4dp.h>
|
||||||
|
/* 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 <GL4D/gl4duw_SDL2.h>
|
||||||
|
|
||||||
|
/* 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);
|
||||||
|
}
|
Reference in a new issue