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Power-Programmierung (Tewi)(1994).iso
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1992
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09
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1992-08-10
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_GRAPHICS PROGRAMMING COLUMN_
by Michael Abrash
[LISTING ONE]
/* New header file entries related to texture-mapped polygons */
/* Draws the polygon described by the point list PointList with a bitmap
texture mapped onto it */
#define DRAW_TEXTURED_POLYGON(PointList,NumPoints,TexVerts,TexMap) \
Polygon.Length = NumPoints; Polygon.PointPtr = PointList; \
DrawTexturedPolygon(&Polygon, TexVerts, TexMap);
#define FIXED_TO_INT(FixedVal) ((int) (FixedVal >> 16))
#define ROUND_FIXED_TO_INT(FixedVal) \
((int) ((FixedVal + DOUBLE_TO_FIXED(0.5)) >> 16))
/* Retrieves specified pixel from specified image bitmap of specified width. */
#define GET_IMAGE_PIXEL(TexMapBits, TexMapWidth, X, Y) \
TexMapBits[(Y * TexMapWidth) + X]
/* Masks to mark shading types in Face structure */
#define NO_SHADING 0x0000
#define AMBIENT_SHADING 0x0001
#define DIFFUSE_SHADING 0x0002
#define TEXTURE_MAPPED_SHADING 0x0004
/* Describes a texture map */
typedef struct {
int TexMapWidth; /* texture map width in bytes */
char *TexMapBits; /* pointer to texture bitmap */
} TextureMap;
/* Structure describing one face of an object (one polygon) */
typedef struct {
int * VertNums; /* pointer to list of indexes of this polygon's vertices
in the object's vertex list. The first two indexes
must select end and start points, respectively, of this
polygon's unit normal vector. Second point should also
be an active polygon vertex */
int NumVerts; /* # of verts in face, not including the initial
vertex, which must be the end of a unit normal vector
that starts at the second index in VertNums */
int ColorIndex; /* direct palette index; used only for non-shaded faces */
ModelColor FullColor; /* polygon's color */
int ShadingType; /* none, ambient, diffuse, texture mapped, etc. */
TextureMap * TexMap; /* pointer to bitmap for texture mapping, if any */
Point * TexVerts; /* pointer to list of this polygon's vertices, in
TextureMap coordinates. Index n must map to index
n + 1 in VertNums, (the + 1 is to skip over the unit
normal endpoint in VertNums) */
} Face;
extern void DrawTexturedPolygon(PointListHeader *, Point *, TextureMap *);
[LISTING TWO]
/* Draws a bitmap, mapped to a convex polygon (draws a texture-mapped polygon.)
"Convex" means that every horizontal line drawn through the polygon at any
point would cross exactly two active edges (neither horizontal lines nor
zero-length edges count as active edges; both are acceptable anywhere in
the polygon), and that the right & left edges never cross. Nonconvex
polygons won't be drawn properly. Can't fail. */
#include <stdio.h>
#include <math.h>
#include "polygon.h"
/* Describes the current location and stepping, in both the source and
the destination, of an edge */
typedef struct {
int Direction; /* through edge list; 1 for a right edge (forward through
vertex list), -1 for a left edge (backward
through vertex list) */
int RemainingScans; /* height left to scan out in dest */
int CurrentEnd; /* vertex # of end of current edge */
Fixedpoint SourceX; /* current X location in source for this edge */
Fixedpoint SourceY; /* current Y location in source for this edge */
Fixedpoint SourceStepX; /* X step in source for Y step in dest of 1 */
Fixedpoint SourceStepY; /* Y step in source for Y step in dest of 1 */
/* variables used for all-integer Bresenham's-type
X stepping through the dest, needed for precise
pixel placement to avoid gaps */
int DestX; /* current X location in dest for this edge */
int DestXIntStep; /* whole part of dest X step per scan-line Y step */
int DestXDirection; /* -1 or 1 to indicate way X steps (left/right) */
int DestXErrTerm; /* current error term for dest X stepping */
int DestXAdjUp; /* amount to add to error term per scan line move */
int DestXAdjDown; /* amount to subtract from error term when the
error term turns over */
} EdgeScan;
int StepEdge(EdgeScan *);
int SetUpEdge(EdgeScan *, int);
void ScanOutLine(EdgeScan *, EdgeScan *);
int GetImagePixel(char *, int, int, int);
/* Statics to save time that would otherwise pass them to subroutines. */
static int MaxVert, NumVerts, DestY;
static Point * VertexPtr;
static Point * TexVertsPtr;
static char * TexMapBits;
static int TexMapWidth;
/* Draws a texture-mapped polygon, given a list of destination polygon
vertices, a list of corresponding source texture polygon vertices, and a
pointer to the source texture's descriptor. */
void DrawTexturedPolygon(PointListHeader * Polygon, Point * TexVerts,
TextureMap * TexMap)
{
int MinY, MaxY, MinVert, i;
EdgeScan LeftEdge, RightEdge;
NumVerts = Polygon->Length;
VertexPtr = Polygon->PointPtr;
TexVertsPtr = TexVerts;
TexMapBits = TexMap->TexMapBits;
TexMapWidth = TexMap->TexMapWidth;
/* Nothing to draw if less than 3 vertices */
if (NumVerts < 3) {
return;
}
/* Scan through the destination polygon vertices and find the top of the
left and right edges, taking advantage of our knowledge that vertices run
in a clockwise direction (else this polygon wouldn't be visible due to
backface removal) */
MinY = 32767;
MaxY = -32768;
for (i=0; i<NumVerts; i++) {
if (VertexPtr[i].Y < MinY) {
MinY = VertexPtr[i].Y;
MinVert = i;
}
if (VertexPtr[i].Y > MaxY) {
MaxY = VertexPtr[i].Y;
MaxVert = i;
}
}
/* Reject flat (0-pixel-high) polygons */
if (MinY >= MaxY) {
return;
}
/* The destination Y coordinate is not edge specific; it applies to
both edges, since we always step Y by 1 */
DestY = MinY;
/* Set up to scan the initial left and right edges of the source and
destination polygons. We always step the destination polygon edges
by one in Y, so calculate the corresponding destination X step for
each edge, and then the corresponding source image X and Y steps */
LeftEdge.Direction = -1; /* set up left edge first */
SetUpEdge(&LeftEdge, MinVert);
RightEdge.Direction = 1; /* set up right edge */
SetUpEdge(&RightEdge, MinVert);
/* Step down destination edges one scan line at a time. At each scan
line, find the corresponding edge points in the source image. Scan
between the edge points in the source, drawing the corresponding
pixels across the current scan line in the destination polygon. (We
know which way the left and right edges run through the vertex list
because visible (non-backface-culled) polygons always have the vertices
in clockwise order as seen from the viewpoint) */
for (;;) {
/* Done if off bottom of clip rectangle */
if (DestY >= ClipMaxY) {
return;
}
/* Draw only if inside Y bounds of clip rectangle */
if (DestY >= ClipMinY) {
/* Draw the scan line between the two current edges */
ScanOutLine(&LeftEdge, &RightEdge);
}
/* Advance the source and destination polygon edges, ending if we've
scanned all the way to the bottom of the polygon */
if (!StepEdge(&LeftEdge)) {
break;
}
if (!StepEdge(&RightEdge)) {
break;
}
DestY++;
}
}
/* Steps an edge one scan line in the destination, and the corresponding
distance in the source. If an edge runs out, starts a new edge if there
is one. Returns 1 for success, or 0 if there are no more edges to scan. */
int StepEdge(EdgeScan * Edge)
{
/* Count off the scan line we stepped last time; if this edge is
finished, try to start another one */
if (--Edge->RemainingScans == 0) {
/* Set up the next edge; done if there is no next edge */
if (SetUpEdge(Edge, Edge->CurrentEnd) == 0) {
return(0); /* no more edges; done drawing polygon */
}
return(1); /* all set to draw the new edge */
}
/* Step the current source edge */
Edge->SourceX += Edge->SourceStepX;
Edge->SourceY += Edge->SourceStepY;
/* Step dest X with Bresenham-style variables, to get precise dest pixel
placement and avoid gaps */
Edge->DestX += Edge->DestXIntStep; /* whole pixel step */
/* Do error term stuff for fractional pixel X step handling */
if ((Edge->DestXErrTerm += Edge->DestXAdjUp) > 0) {
Edge->DestX += Edge->DestXDirection;
Edge->DestXErrTerm -= Edge->DestXAdjDown;
}
return(1);
}
/* Sets up an edge to be scanned; the edge starts at StartVert and proceeds
in direction Edge->Direction through the vertex list. Edge->Direction must
be set prior to call; -1 to scan a left edge (backward through the vertex
list), 1 to scan a right edge (forward through the vertex list).
Automatically skips over 0-height edges. Returns 1 for success, or 0 if
there are no more edges to scan. */
int SetUpEdge(EdgeScan * Edge, int StartVert)
{
int NextVert, DestXWidth;
Fixedpoint DestYHeight;
for (;;) {
/* Done if this edge starts at the bottom vertex */
if (StartVert == MaxVert) {
return(0);
}
/* Advance to the next vertex, wrapping if we run off the start or end
of the vertex list */
NextVert = StartVert + Edge->Direction;
if (NextVert >= NumVerts) {
NextVert = 0;
} else if (NextVert < 0) {
NextVert = NumVerts - 1;
}
/* Calculate the variables for this edge and done if this is not a
zero-height edge */
if ((Edge->RemainingScans =
VertexPtr[NextVert].Y - VertexPtr[StartVert].Y) != 0) {
DestYHeight = INT_TO_FIXED(Edge->RemainingScans);
Edge->CurrentEnd = NextVert;
Edge->SourceX = INT_TO_FIXED(TexVertsPtr[StartVert].X);
Edge->SourceY = INT_TO_FIXED(TexVertsPtr[StartVert].Y);
Edge->SourceStepX = FixedDiv(INT_TO_FIXED(TexVertsPtr[NextVert].X) -
Edge->SourceX, DestYHeight);
Edge->SourceStepY = FixedDiv(INT_TO_FIXED(TexVertsPtr[NextVert].Y) -
Edge->SourceY, DestYHeight);
/* Set up Bresenham-style variables for dest X stepping */
Edge->DestX = VertexPtr[StartVert].X;
if ((DestXWidth =
(VertexPtr[NextVert].X - VertexPtr[StartVert].X)) < 0) {
/* Set up for drawing right to left */
Edge->DestXDirection = -1;
DestXWidth = -DestXWidth;
Edge->DestXErrTerm = 1 - Edge->RemainingScans;
Edge->DestXIntStep = -(DestXWidth / Edge->RemainingScans);
} else {
/* Set up for drawing left to right */
Edge->DestXDirection = 1;
Edge->DestXErrTerm = 0;
Edge->DestXIntStep = DestXWidth / Edge->RemainingScans;
}
Edge->DestXAdjUp = DestXWidth % Edge->RemainingScans;
Edge->DestXAdjDown = Edge->RemainingScans;
return(1); /* success */
}
StartVert = NextVert; /* keep looking for a non-0-height edge */
}
}
/* Texture-map-draw the scan line between two edges. */
void ScanOutLine(EdgeScan * LeftEdge, EdgeScan * RightEdge)
{
Fixedpoint SourceX = LeftEdge->SourceX;
Fixedpoint SourceY = LeftEdge->SourceY;
int DestX = LeftEdge->DestX;
int DestXMax = RightEdge->DestX;
Fixedpoint DestWidth;
Fixedpoint SourceXStep, SourceYStep;
/* Nothing to do if fully X clipped */
if ((DestXMax <= ClipMinX) || (DestX >= ClipMaxX)) {
return;
}
if ((DestXMax - DestX) <= 0) {
return; /* nothing to draw */
}
/* Width of destination scan line, for scaling. Note: because this is an
integer-based scaling, it can have a total error of as much as nearly
one pixel. For more precise scaling, also maintain a fixed-point DestX
in each edge, and use it for scaling. If this is done, it will also
be necessary to nudge the source start coordinates to the right by an
amount corresponding to the distance from the the real (fixed-point)
DestX and the first pixel (at an integer X) to be drawn) */
DestWidth = INT_TO_FIXED(DestXMax - DestX);
/* Calculate source steps that correspond to each dest X step (across
the scan line) */
SourceXStep = FixedDiv(RightEdge->SourceX - SourceX, DestWidth);
SourceYStep = FixedDiv(RightEdge->SourceY - SourceY, DestWidth);
/* Clip right edge if necessary */
if (DestXMax > ClipMaxX) {
DestXMax = ClipMaxX;
}
/* Clip left edge if necssary */
if (DestX < ClipMinX) {
SourceX += SourceXStep * (ClipMinX - DestX);
SourceY += SourceYStep * (ClipMinX - DestX);
DestX = ClipMinX;
}
/* Scan across the destination scan line, updating the source image
position accordingly */
for (; DestX<DestXMax; DestX++) {
/* Get currently mapped pixel out of image and draw it to screen */
WritePixelX(DestX, DestY,
GET_IMAGE_PIXEL(TexMapBits, TexMapWidth,
FIXED_TO_INT(SourceX), FIXED_TO_INT(SourceY)) );
/* Point to the next source pixel */
SourceX += SourceXStep;
SourceY += SourceYStep;
}
}