Adding the game engine and its related resources
This commit is contained in:
parent
a9750ddda7
commit
b0499e52c0
10 changed files with 3274 additions and 0 deletions
674
COPYING
Normal file
674
COPYING
Normal file
|
@ -0,0 +1,674 @@
|
|||
GNU GENERAL PUBLIC LICENSE
|
||||
Version 3, 29 June 2007
|
||||
|
||||
Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
Preamble
|
||||
|
||||
The GNU General Public License is a free, copyleft license for
|
||||
software and other kinds of works.
|
||||
|
||||
The licenses for most software and other practical works are designed
|
||||
to take away your freedom to share and change the works. By contrast,
|
||||
the GNU General Public License is intended to guarantee your freedom to
|
||||
share and change all versions of a program--to make sure it remains free
|
||||
software for all its users. We, the Free Software Foundation, use the
|
||||
GNU General Public License for most of our software; it applies also to
|
||||
any other work released this way by its authors. You can apply it to
|
||||
your programs, too.
|
||||
|
||||
When we speak of free software, we are referring to freedom, not
|
||||
price. Our General Public Licenses are designed to make sure that you
|
||||
have the freedom to distribute copies of free software (and charge for
|
||||
them if you wish), that you receive source code or can get it if you
|
||||
want it, that you can change the software or use pieces of it in new
|
||||
free programs, and that you know you can do these things.
|
||||
|
||||
To protect your rights, we need to prevent others from denying you
|
||||
these rights or asking you to surrender the rights. Therefore, you have
|
||||
certain responsibilities if you distribute copies of the software, or if
|
||||
you modify it: responsibilities to respect the freedom of others.
|
||||
|
||||
For example, if you distribute copies of such a program, whether
|
||||
gratis or for a fee, you must pass on to the recipients the same
|
||||
freedoms that you received. You must make sure that they, too, receive
|
||||
or can get the source code. And you must show them these terms so they
|
||||
know their rights.
|
||||
|
||||
Developers that use the GNU GPL protect your rights with two steps:
|
||||
(1) assert copyright on the software, and (2) offer you this License
|
||||
giving you legal permission to copy, distribute and/or modify it.
|
||||
|
||||
For the developers' and authors' protection, the GPL clearly explains
|
||||
that there is no warranty for this free software. For both users' and
|
||||
authors' sake, the GPL requires that modified versions be marked as
|
||||
changed, so that their problems will not be attributed erroneously to
|
||||
authors of previous versions.
|
||||
|
||||
Some devices are designed to deny users access to install or run
|
||||
modified versions of the software inside them, although the manufacturer
|
||||
can do so. This is fundamentally incompatible with the aim of
|
||||
protecting users' freedom to change the software. The systematic
|
||||
pattern of such abuse occurs in the area of products for individuals to
|
||||
use, which is precisely where it is most unacceptable. Therefore, we
|
||||
have designed this version of the GPL to prohibit the practice for those
|
||||
products. If such problems arise substantially in other domains, we
|
||||
stand ready to extend this provision to those domains in future versions
|
||||
of the GPL, as needed to protect the freedom of users.
|
||||
|
||||
Finally, every program is threatened constantly by software patents.
|
||||
States should not allow patents to restrict development and use of
|
||||
software on general-purpose computers, but in those that do, we wish to
|
||||
avoid the special danger that patents applied to a free program could
|
||||
make it effectively proprietary. To prevent this, the GPL assures that
|
||||
patents cannot be used to render the program non-free.
|
||||
|
||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow.
|
||||
|
||||
TERMS AND CONDITIONS
|
||||
|
||||
0. Definitions.
|
||||
|
||||
"This License" refers to version 3 of the GNU General Public License.
|
||||
|
||||
"Copyright" also means copyright-like laws that apply to other kinds of
|
||||
works, such as semiconductor masks.
|
||||
|
||||
"The Program" refers to any copyrightable work licensed under this
|
||||
License. Each licensee is addressed as "you". "Licensees" and
|
||||
"recipients" may be individuals or organizations.
|
||||
|
||||
To "modify" a work means to copy from or adapt all or part of the work
|
||||
in a fashion requiring copyright permission, other than the making of an
|
||||
exact copy. The resulting work is called a "modified version" of the
|
||||
earlier work or a work "based on" the earlier work.
|
||||
|
||||
A "covered work" means either the unmodified Program or a work based
|
||||
on the Program.
|
||||
|
||||
To "propagate" a work means to do anything with it that, without
|
||||
permission, would make you directly or secondarily liable for
|
||||
infringement under applicable copyright law, except executing it on a
|
||||
computer or modifying a private copy. Propagation includes copying,
|
||||
distribution (with or without modification), making available to the
|
||||
public, and in some countries other activities as well.
|
||||
|
||||
To "convey" a work means any kind of propagation that enables other
|
||||
parties to make or receive copies. Mere interaction with a user through
|
||||
a computer network, with no transfer of a copy, is not conveying.
|
||||
|
||||
An interactive user interface displays "Appropriate Legal Notices"
|
||||
to the extent that it includes a convenient and prominently visible
|
||||
feature that (1) displays an appropriate copyright notice, and (2)
|
||||
tells the user that there is no warranty for the work (except to the
|
||||
extent that warranties are provided), that licensees may convey the
|
||||
work under this License, and how to view a copy of this License. If
|
||||
the interface presents a list of user commands or options, such as a
|
||||
menu, a prominent item in the list meets this criterion.
|
||||
|
||||
1. Source Code.
|
||||
|
||||
The "source code" for a work means the preferred form of the work
|
||||
for making modifications to it. "Object code" means any non-source
|
||||
form of a work.
|
||||
|
||||
A "Standard Interface" means an interface that either is an official
|
||||
standard defined by a recognized standards body, or, in the case of
|
||||
interfaces specified for a particular programming language, one that
|
||||
is widely used among developers working in that language.
|
||||
|
||||
The "System Libraries" of an executable work include anything, other
|
||||
than the work as a whole, that (a) is included in the normal form of
|
||||
packaging a Major Component, but which is not part of that Major
|
||||
Component, and (b) serves only to enable use of the work with that
|
||||
Major Component, or to implement a Standard Interface for which an
|
||||
implementation is available to the public in source code form. A
|
||||
"Major Component", in this context, means a major essential component
|
||||
(kernel, window system, and so on) of the specific operating system
|
||||
(if any) on which the executable work runs, or a compiler used to
|
||||
produce the work, or an object code interpreter used to run it.
|
||||
|
||||
The "Corresponding Source" for a work in object code form means all
|
||||
the source code needed to generate, install, and (for an executable
|
||||
work) run the object code and to modify the work, including scripts to
|
||||
control those activities. However, it does not include the work's
|
||||
System Libraries, or general-purpose tools or generally available free
|
||||
programs which are used unmodified in performing those activities but
|
||||
which are not part of the work. For example, Corresponding Source
|
||||
includes interface definition files associated with source files for
|
||||
the work, and the source code for shared libraries and dynamically
|
||||
linked subprograms that the work is specifically designed to require,
|
||||
such as by intimate data communication or control flow between those
|
||||
subprograms and other parts of the work.
|
||||
|
||||
The Corresponding Source need not include anything that users
|
||||
can regenerate automatically from other parts of the Corresponding
|
||||
Source.
|
||||
|
||||
The Corresponding Source for a work in source code form is that
|
||||
same work.
|
||||
|
||||
2. Basic Permissions.
|
||||
|
||||
All rights granted under this License are granted for the term of
|
||||
copyright on the Program, and are irrevocable provided the stated
|
||||
conditions are met. This License explicitly affirms your unlimited
|
||||
permission to run the unmodified Program. The output from running a
|
||||
covered work is covered by this License only if the output, given its
|
||||
content, constitutes a covered work. This License acknowledges your
|
||||
rights of fair use or other equivalent, as provided by copyright law.
|
||||
|
||||
You may make, run and propagate covered works that you do not
|
||||
convey, without conditions so long as your license otherwise remains
|
||||
in force. You may convey covered works to others for the sole purpose
|
||||
of having them make modifications exclusively for you, or provide you
|
||||
with facilities for running those works, provided that you comply with
|
||||
the terms of this License in conveying all material for which you do
|
||||
not control copyright. Those thus making or running the covered works
|
||||
for you must do so exclusively on your behalf, under your direction
|
||||
and control, on terms that prohibit them from making any copies of
|
||||
your copyrighted material outside their relationship with you.
|
||||
|
||||
Conveying under any other circumstances is permitted solely under
|
||||
the conditions stated below. Sublicensing is not allowed; section 10
|
||||
makes it unnecessary.
|
||||
|
||||
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
|
||||
|
||||
No covered work shall be deemed part of an effective technological
|
||||
measure under any applicable law fulfilling obligations under article
|
||||
11 of the WIPO copyright treaty adopted on 20 December 1996, or
|
||||
similar laws prohibiting or restricting circumvention of such
|
||||
measures.
|
||||
|
||||
When you convey a covered work, you waive any legal power to forbid
|
||||
circumvention of technological measures to the extent such circumvention
|
||||
is effected by exercising rights under this License with respect to
|
||||
the covered work, and you disclaim any intention to limit operation or
|
||||
modification of the work as a means of enforcing, against the work's
|
||||
users, your or third parties' legal rights to forbid circumvention of
|
||||
technological measures.
|
||||
|
||||
4. Conveying Verbatim Copies.
|
||||
|
||||
You may convey verbatim copies of the Program's source code as you
|
||||
receive it, in any medium, provided that you conspicuously and
|
||||
appropriately publish on each copy an appropriate copyright notice;
|
||||
keep intact all notices stating that this License and any
|
||||
non-permissive terms added in accord with section 7 apply to the code;
|
||||
keep intact all notices of the absence of any warranty; and give all
|
||||
recipients a copy of this License along with the Program.
|
||||
|
||||
You may charge any price or no price for each copy that you convey,
|
||||
and you may offer support or warranty protection for a fee.
|
||||
|
||||
5. Conveying Modified Source Versions.
|
||||
|
||||
You may convey a work based on the Program, or the modifications to
|
||||
produce it from the Program, in the form of source code under the
|
||||
terms of section 4, provided that you also meet all of these conditions:
|
||||
|
||||
a) The work must carry prominent notices stating that you modified
|
||||
it, and giving a relevant date.
|
||||
|
||||
b) The work must carry prominent notices stating that it is
|
||||
released under this License and any conditions added under section
|
||||
7. This requirement modifies the requirement in section 4 to
|
||||
"keep intact all notices".
|
||||
|
||||
c) You must license the entire work, as a whole, under this
|
||||
License to anyone who comes into possession of a copy. This
|
||||
License will therefore apply, along with any applicable section 7
|
||||
additional terms, to the whole of the work, and all its parts,
|
||||
regardless of how they are packaged. This License gives no
|
||||
permission to license the work in any other way, but it does not
|
||||
invalidate such permission if you have separately received it.
|
||||
|
||||
d) If the work has interactive user interfaces, each must display
|
||||
Appropriate Legal Notices; however, if the Program has interactive
|
||||
interfaces that do not display Appropriate Legal Notices, your
|
||||
work need not make them do so.
|
||||
|
||||
A compilation of a covered work with other separate and independent
|
||||
works, which are not by their nature extensions of the covered work,
|
||||
and which are not combined with it such as to form a larger program,
|
||||
in or on a volume of a storage or distribution medium, is called an
|
||||
"aggregate" if the compilation and its resulting copyright are not
|
||||
used to limit the access or legal rights of the compilation's users
|
||||
beyond what the individual works permit. Inclusion of a covered work
|
||||
in an aggregate does not cause this License to apply to the other
|
||||
parts of the aggregate.
|
||||
|
||||
6. Conveying Non-Source Forms.
|
||||
|
||||
You may convey a covered work in object code form under the terms
|
||||
of sections 4 and 5, provided that you also convey the
|
||||
machine-readable Corresponding Source under the terms of this License,
|
||||
in one of these ways:
|
||||
|
||||
a) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by the
|
||||
Corresponding Source fixed on a durable physical medium
|
||||
customarily used for software interchange.
|
||||
|
||||
b) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by a
|
||||
written offer, valid for at least three years and valid for as
|
||||
long as you offer spare parts or customer support for that product
|
||||
model, to give anyone who possesses the object code either (1) a
|
||||
copy of the Corresponding Source for all the software in the
|
||||
product that is covered by this License, on a durable physical
|
||||
medium customarily used for software interchange, for a price no
|
||||
more than your reasonable cost of physically performing this
|
||||
conveying of source, or (2) access to copy the
|
||||
Corresponding Source from a network server at no charge.
|
||||
|
||||
c) Convey individual copies of the object code with a copy of the
|
||||
written offer to provide the Corresponding Source. This
|
||||
alternative is allowed only occasionally and noncommercially, and
|
||||
only if you received the object code with such an offer, in accord
|
||||
with subsection 6b.
|
||||
|
||||
d) Convey the object code by offering access from a designated
|
||||
place (gratis or for a charge), and offer equivalent access to the
|
||||
Corresponding Source in the same way through the same place at no
|
||||
further charge. You need not require recipients to copy the
|
||||
Corresponding Source along with the object code. If the place to
|
||||
copy the object code is a network server, the Corresponding Source
|
||||
may be on a different server (operated by you or a third party)
|
||||
that supports equivalent copying facilities, provided you maintain
|
||||
clear directions next to the object code saying where to find the
|
||||
Corresponding Source. Regardless of what server hosts the
|
||||
Corresponding Source, you remain obligated to ensure that it is
|
||||
available for as long as needed to satisfy these requirements.
|
||||
|
||||
e) Convey the object code using peer-to-peer transmission, provided
|
||||
you inform other peers where the object code and Corresponding
|
||||
Source of the work are being offered to the general public at no
|
||||
charge under subsection 6d.
|
||||
|
||||
A separable portion of the object code, whose source code is excluded
|
||||
from the Corresponding Source as a System Library, need not be
|
||||
included in conveying the object code work.
|
||||
|
||||
A "User Product" is either (1) a "consumer product", which means any
|
||||
tangible personal property which is normally used for personal, family,
|
||||
or household purposes, or (2) anything designed or sold for incorporation
|
||||
into a dwelling. In determining whether a product is a consumer product,
|
||||
doubtful cases shall be resolved in favor of coverage. For a particular
|
||||
product received by a particular user, "normally used" refers to a
|
||||
typical or common use of that class of product, regardless of the status
|
||||
of the particular user or of the way in which the particular user
|
||||
actually uses, or expects or is expected to use, the product. A product
|
||||
is a consumer product regardless of whether the product has substantial
|
||||
commercial, industrial or non-consumer uses, unless such uses represent
|
||||
the only significant mode of use of the product.
|
||||
|
||||
"Installation Information" for a User Product means any methods,
|
||||
procedures, authorization keys, or other information required to install
|
||||
and execute modified versions of a covered work in that User Product from
|
||||
a modified version of its Corresponding Source. The information must
|
||||
suffice to ensure that the continued functioning of the modified object
|
||||
code is in no case prevented or interfered with solely because
|
||||
modification has been made.
|
||||
|
||||
If you convey an object code work under this section in, or with, or
|
||||
specifically for use in, a User Product, and the conveying occurs as
|
||||
part of a transaction in which the right of possession and use of the
|
||||
User Product is transferred to the recipient in perpetuity or for a
|
||||
fixed term (regardless of how the transaction is characterized), the
|
||||
Corresponding Source conveyed under this section must be accompanied
|
||||
by the Installation Information. But this requirement does not apply
|
||||
if neither you nor any third party retains the ability to install
|
||||
modified object code on the User Product (for example, the work has
|
||||
been installed in ROM).
|
||||
|
||||
The requirement to provide Installation Information does not include a
|
||||
requirement to continue to provide support service, warranty, or updates
|
||||
for a work that has been modified or installed by the recipient, or for
|
||||
the User Product in which it has been modified or installed. Access to a
|
||||
network may be denied when the modification itself materially and
|
||||
adversely affects the operation of the network or violates the rules and
|
||||
protocols for communication across the network.
|
||||
|
||||
Corresponding Source conveyed, and Installation Information provided,
|
||||
in accord with this section must be in a format that is publicly
|
||||
documented (and with an implementation available to the public in
|
||||
source code form), and must require no special password or key for
|
||||
unpacking, reading or copying.
|
||||
|
||||
7. Additional Terms.
|
||||
|
||||
"Additional permissions" are terms that supplement the terms of this
|
||||
License by making exceptions from one or more of its conditions.
|
||||
Additional permissions that are applicable to the entire Program shall
|
||||
be treated as though they were included in this License, to the extent
|
||||
that they are valid under applicable law. If additional permissions
|
||||
apply only to part of the Program, that part may be used separately
|
||||
under those permissions, but the entire Program remains governed by
|
||||
this License without regard to the additional permissions.
|
||||
|
||||
When you convey a copy of a covered work, you may at your option
|
||||
remove any additional permissions from that copy, or from any part of
|
||||
it. (Additional permissions may be written to require their own
|
||||
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