Use backtick code blocks for syntax highlighting

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James Gregory 2013-12-31 11:38:48 +11:00
commit f658bfbb40
203 changed files with 26546 additions and 25801 deletions

186
50-04.md
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@ -35,103 +35,107 @@ but it will certainly reduce confusion!
**LISTING 50.2 L50-2.C**
/* Matrix arithmetic functions.
Tested with Borland C++ in the small model. */
```c
/* Matrix arithmetic functions.
Tested with Borland C++ in the small model. */
/* Matrix multiplies Xform by SourceVec, and stores the result in
DestVec. Multiplies a 4x4 matrix times a 4x1 matrix; the result
is a 4x1 matrix, as follows:
-- -- -- -- -- --
| | | 4 | | 4 |
| 4x4 | X | x | = | x |
| | | 1 | | 1 |
-- -- -- -- -- -- */
void XformVec(double Xform[4][4], double * SourceVec,
double * DestVec)
{
int i,j;
/* Matrix multiplies Xform by SourceVec, and stores the result in
DestVec. Multiplies a 4x4 matrix times a 4x1 matrix; the result
is a 4x1 matrix, as follows:
-- -- -- -- -- --
| | | 4 | | 4 |
| 4x4 | X | x | = | x |
| | | 1 | | 1 |
-- -- -- -- -- -- */
void XformVec(double Xform[4][4], double * SourceVec,
double * DestVec)
{
int i,j;
for (i=0; i<4; i++) {
DestVec[i] = 0;
for (j=0; j<4; j++)
DestVec[i] += Xform[i][j] * SourceVec[j];
}
}
for (i=0; i<4; i++) {
DestVec[i] = 0;
for (j=0; j<4; j++)
DestVec[i] += Xform[i][j] * SourceVec[j];
}
}
/* Matrix multiplies SourceXform1 by SourceXform2 and stores the
result in DestXform. Multiplies a 4x4 matrix times a 4x4 matrix;
the result is a 4x4 matrix, as follows:
-- -- -- -- -- --
| | | | | |
| 4x4 | X | 4x4 | = | 4x4 |
| | | | | |
-- -- -- -- -- -- */
void ConcatXforms(double SourceXform1[4][4], double SourceXform2[4][4],
double DestXform[4][4])
{
int i,j,k;
/* Matrix multiplies SourceXform1 by SourceXform2 and stores the
result in DestXform. Multiplies a 4x4 matrix times a 4x4 matrix;
the result is a 4x4 matrix, as follows:
-- -- -- -- -- --
| | | | | |
| 4x4 | X | 4x4 | = | 4x4 |
| | | | | |
-- -- -- -- -- -- */
void ConcatXforms(double SourceXform1[4][4], double SourceXform2[4][4],
double DestXform[4][4])
{
int i,j,k;
for (i=0; i<4; i++) {
for (j=0; j<4; j++) {
DestXform[i][j] = 0;
for (k=0; k<4; k++)
DestXform[i][j] += SourceXform1[i][k] * SourceXform2[k][j];
}
}
}
for (i=0; i<4; i++) {
for (j=0; j<4; j++) {
DestXform[i][j] = 0;
for (k=0; k<4; k++)
DestXform[i][j] += SourceXform1[i][k] * SourceXform2[k][j];
}
}
}
```
**LISTING 50.3 L50-3.C**
/* Transforms convex polygon Poly (which has PolyLength vertices),
performing the transformation according to Xform (which generally
represents a transformation from object space through world space
to view space), then projects the transformed polygon onto the
screen and draws it in color ???Color. Also updates the extent of the
rectangle (EraseRect) that's used to erase the screen later.
Tested with Borland C++ in the small model. */
#include "polygon.h"
```c
/* Transforms convex polygon Poly (which has PolyLength vertices),
performing the transformation according to Xform (which generally
represents a transformation from object space through world space
to view space), then projects the transformed polygon onto the
screen and draws it in color ???Color. Also updates the extent of the
rectangle (EraseRect) that's used to erase the screen later.
Tested with Borland C++ in the small model. */
#include "polygon.h"
void XformAndProjectPoly(double Xform[4][4], struct Point3 * Poly,
int PolyLength, int Color)
{
int i;
struct Point3 XformedPoly[MAX_POLY_LENGTH];
struct Point ProjectedPoly[MAX_POLY_LENGTH];
struct PointListHeader Polygon;
void XformAndProjectPoly(double Xform[4][4], struct Point3 * Poly,
int PolyLength, int Color)
{
int i;
struct Point3 XformedPoly[MAX_POLY_LENGTH];
struct Point ProjectedPoly[MAX_POLY_LENGTH];
struct PointListHeader Polygon;
/* Transform to view space, then project to the screen */
for (i=0; i<PolyLength; i++) {
/* Transform to view space */
XformVec(Xform, (double *)&Poly[i], (double *)&XformedPoly[i]);
/* Project the X & Y coordinates to the screen, rounding to the
nearest integral coordinates. The Y coordinate is negated to
flip from view space, where increasing Y is up, to screen
space, where increasing Y is down. Add in half the screen
width and height to center on the screen */
ProjectedPoly[i].X = ((int) (XformedPoly[i].X/XformedPoly[i].Z *
PROJECTION_RATIO*(SCREEN_WIDTH/2.0)+0.5))+SCREEN_WIDTH/2;
ProjectedPoly[i].Y = ((int) (XformedPoly[i].Y/XformedPoly[i].Z *
-1.0 * PROJECTION_RATIO * (SCREEN_WIDTH / 2.0) + 0.5)) +
SCREEN_HEIGHT/2;
/* Appropriately adjust the extent of the rectangle used to
erase this page later */
if (ProjectedPoly[i].X > EraseRect[NonDisplayedPage].Right)
if (ProjectedPoly[i].X < SCREEN_WIDTH)
EraseRect[NonDisplayedPage].Right = ProjectedPoly[i].X;
else EraseRect[NonDisplayedPage].Right = SCREEN_WIDTH;
if (ProjectedPoly[i].Y > EraseRect[NonDisplayedPage].Bottom)
if (ProjectedPoly[i].Y < SCREEN_HEIGHT)
EraseRect[NonDisplayedPage].Bottom = ProjectedPoly[i].Y;
else EraseRect[NonDisplayedPage].Bottom = SCREEN_HEIGHT;
if (ProjectedPoly[i].X < EraseRect[NonDisplayedPage].Left)
if (ProjectedPoly[i].X > 0)
EraseRect[NonDisplayedPage].Left = ProjectedPoly[i].X;
else EraseRect[NonDisplayedPage].Left = 0;
if (ProjectedPoly[i].Y < EraseRect[NonDisplayedPage].Top)
if (ProjectedPoly[i].Y > 0)
EraseRect[NonDisplayedPage].Top = ProjectedPoly[i].Y;
else EraseRect[NonDisplayedPage].Top = 0;
}
/* Draw the polygon */
DRAW_POLYGON(ProjectedPoly, PolyLength, Color, 0, 0);
}
/* Transform to view space, then project to the screen */
for (i=0; i<PolyLength; i++) {
/* Transform to view space */
XformVec(Xform, (double *)&Poly[i], (double *)&XformedPoly[i]);
/* Project the X & Y coordinates to the screen, rounding to the
nearest integral coordinates. The Y coordinate is negated to
flip from view space, where increasing Y is up, to screen
space, where increasing Y is down. Add in half the screen
width and height to center on the screen */
ProjectedPoly[i].X = ((int) (XformedPoly[i].X/XformedPoly[i].Z *
PROJECTION_RATIO*(SCREEN_WIDTH/2.0)+0.5))+SCREEN_WIDTH/2;
ProjectedPoly[i].Y = ((int) (XformedPoly[i].Y/XformedPoly[i].Z *
-1.0 * PROJECTION_RATIO * (SCREEN_WIDTH / 2.0) + 0.5)) +
SCREEN_HEIGHT/2;
/* Appropriately adjust the extent of the rectangle used to
erase this page later */
if (ProjectedPoly[i].X > EraseRect[NonDisplayedPage].Right)
if (ProjectedPoly[i].X < SCREEN_WIDTH)
EraseRect[NonDisplayedPage].Right = ProjectedPoly[i].X;
else EraseRect[NonDisplayedPage].Right = SCREEN_WIDTH;
if (ProjectedPoly[i].Y > EraseRect[NonDisplayedPage].Bottom)
if (ProjectedPoly[i].Y < SCREEN_HEIGHT)
EraseRect[NonDisplayedPage].Bottom = ProjectedPoly[i].Y;
else EraseRect[NonDisplayedPage].Bottom = SCREEN_HEIGHT;
if (ProjectedPoly[i].X < EraseRect[NonDisplayedPage].Left)
if (ProjectedPoly[i].X > 0)
EraseRect[NonDisplayedPage].Left = ProjectedPoly[i].X;
else EraseRect[NonDisplayedPage].Left = 0;
if (ProjectedPoly[i].Y < EraseRect[NonDisplayedPage].Top)
if (ProjectedPoly[i].Y > 0)
EraseRect[NonDisplayedPage].Top = ProjectedPoly[i].Y;
else EraseRect[NonDisplayedPage].Top = 0;
}
/* Draw the polygon */
DRAW_POLYGON(ProjectedPoly, PolyLength, Color, 0, 0);
}
```