commit 3dafaede29c9cd4a7eb8a0fe42ea11f229b821b4 Author: Volodymyr Patuta <90917-fiplox@users.noreply.framagit.org> Date: Sat Dec 12 22:25:54 2020 +0100 initial commit (sc_00_07_moteur-03) diff --git a/COPYING b/COPYING new file mode 100644 index 0000000..94a9ed0 --- /dev/null +++ b/COPYING @@ -0,0 +1,674 @@ + GNU GENERAL PUBLIC LICENSE + Version 3, 29 June 2007 + + Copyright (C) 2007 Free Software Foundation, Inc. + Everyone is permitted to copy and distribute verbatim copies + of this license document, but changing it is not allowed. + + Preamble + + 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. + + + Copyright (C) + + This program is free software: you can redistribute it and/or modify + it under the terms of the GNU General Public License as published by + the Free Software Foundation, either version 3 of the License, or + (at your option) any later version. + + This program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License + along with this program. If not, see . + +Also add information on how to contact you by electronic and paper mail. + + If the program does terminal interaction, make it output a short +notice like this when it starts in an interactive mode: + + Copyright (C) + This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. + This is free software, and you are welcome to redistribute it + under certain conditions; type `show c' for details. + +The hypothetical commands `show w' and `show c' should show the appropriate +parts of the General Public License. Of course, your program's commands +might be different; for a GUI interface, you would use an "about box". + + You should also get your employer (if you work as a programmer) or school, +if any, to sign a "copyright disclaimer" for the program, if necessary. +For more information on this, and how to apply and follow the GNU GPL, see +. + + The GNU General Public License does not permit incorporating your program +into proprietary programs. If your program is a subroutine library, you +may consider it more useful to permit linking proprietary applications with +the library. If this is what you want to do, use the GNU Lesser General +Public License instead of this License. But first, please read +. diff --git a/Makefile b/Makefile new file mode 100644 index 0000000..8cf0713 --- /dev/null +++ b/Makefile @@ -0,0 +1,83 @@ +# Makefile +# Auteur : Farès BELHADJ +# Email : amsi@up8.edu +# Date : 28/04/2020 +# 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 = moteur +VERSION = 0.3 +distdir = $(PACKNAME)_$(PROGNAME)-$(VERSION) +HEADERS = moteur.h +SOURCES = window.c primitives.c transformations.c scene.c geometry.c +MSVCSRC = $(patsubst %,,$(SOURCES)) +OBJ = $(SOURCES:.c=.o) +DOXYFILE = documentation/Doxyfile +VSCFILES = $(PROGNAME).vcxproj $(PROGNAME).sln +EXTRAFILES = COPYING $(wildcard shaders/*.?s images/*) $(VSCFILES) +DISTFILES = $(SOURCES) Makefile $(HEADERS) $(DOXYFILE) $(EXTRAFILES) +# Traitements automatiques pour ajout de chemins et options (ne pas modifier) +ifneq (,$(shell ls -d /usr/local/include 2>/dev/null | tail -n 1)) + CPPFLAGS += -I/usr/local/include +endif +ifneq (,$(shell ls -d $(HOME)/local/include 2>/dev/null | tail -n 1)) + CPPFLAGS += -I$(HOME)/local/include +endif +ifneq (,$(shell ls -d /usr/local/lib 2>/dev/null | tail -n 1)) + LDFLAGS += -L/usr/local/lib +endif +ifneq (,$(shell ls -d $(HOME)/local/lib 2>/dev/null | tail -n 1)) + LDFLAGS += -L$(HOME)/local/lib +endif +ifeq ($(shell uname),Darwin) + MACOSX_DEPLOYMENT_TARGET = 10.8 + CFLAGS += -mmacosx-version-min=$(MACOSX_DEPLOYMENT_TARGET) + LDFLAGS += -framework OpenGL -mmacosx-version-min=$(MACOSX_DEPLOYMENT_TARGET) +else + LDFLAGS += -lGL +endif +CPPFLAGS += $(shell sdl2-config --cflags) +LDFLAGS += -lGL4Dummies $(shell sdl2-config --libs) +all: $(PROGNAME) +$(PROGNAME): $(OBJ) + $(CC) $(OBJ) $(LDFLAGS) -o $(PROGNAME) +%.o: %.c + $(CC) $(CPPFLAGS) $(CFLAGS) -c $< -o $@ +dist: distdir + $(CHMOD) -R a+r $(distdir) + $(TAR) zcvf $(distdir).tgz $(distdir) + $(RM) -r $(distdir) +zip: distdir + $(CHMOD) -R a+r $(distdir) + $(ZIP) -r $(distdir).zip $(distdir) + $(RM) -r $(distdir) +distdir: $(DISTFILES) + $(RM) -r $(distdir) + $(MKDIR) $(distdir) + $(CHMOD) 777 $(distdir) + $(CP) $(DISTFILES) $(distdir) +doc: $(DOXYFILE) + cat $< | sed -e "s/PROJECT_NAME *=.*/PROJECT_NAME = $(PROGNAME)/" |\ + sed -e "s/PROJECT_NUMBER *=.*/PROJECT_NUMBER = $(VERSION)/" >> $<.new + mv -f $<.new $< + cd documentation && doxygen && cd .. +msvc: $(VSCFILES) + @echo "Now these files ($?) already exist. If you wish to regenerate them, you should first delete them manually." +$(VSCFILES): + @echo "Generating $@ ..." + @cat ../../Windows/templates/gl4dSample$(suffix $@) | sed -e "s/INSERT_PROJECT_NAME/$(PROGNAME)/g" | sed -e "s/INSERT_TARGET_NAME/$(PROGNAME)/" | sed -e "s/INSERT_SOURCE_FILES/$(MSVCSRC)/" > $@ +clean: + @$(RM) -r $(PROGNAME) $(OBJ) *~ $(distdir).tgz $(distdir).zip gmon.out \ + core.* documentation/*~ shaders/*~ documentation/html diff --git a/documentation/Doxyfile b/documentation/Doxyfile new file mode 100644 index 0000000..cbf6ba5 --- /dev/null +++ b/documentation/Doxyfile @@ -0,0 +1,1161 @@ +# Doxyfile 1.3.9.1 + +# This file describes the settings to be used by the documentation system +# doxygen (www.doxygen.org) for a project +# +# All text after a hash (#) is considered a comment and will be ignored +# The format is: +# TAG = value [value, ...] +# For lists items can also be appended using: +# TAG += value [value, ...] +# Values that contain spaces should be placed between quotes (" ") + +#--------------------------------------------------------------------------- +# Project related configuration options +#--------------------------------------------------------------------------- + +# The PROJECT_NAME tag is a single word (or a sequence of words surrounded +# by quotes) that should identify the project. + +PROJECT_NAME = moteur + +# The PROJECT_NUMBER tag can be used to enter a project or revision number. +# This could be handy for archiving the generated documentation or +# if some version control system is used. + +PROJECT_NUMBER = 0.2 + +# The OUTPUT_DIRECTORY tag is used to specify the (relative or absolute) +# base path where the generated documentation will be put. +# If a relative path is entered, it will be relative to the location +# where doxygen was started. If left blank the current directory will be used. + +OUTPUT_DIRECTORY = ./ + +# If the CREATE_SUBDIRS tag is set to YES, then doxygen will create +# 4096 sub-directories (in 2 levels) under the output directory of each output +# format and will distribute the generated files over these directories. +# Enabling this option can be useful when feeding doxygen a huge amount of source +# files, where putting all generated files in the same directory would otherwise +# cause performance problems for the file system. + +# CREATE_SUBDIRS = NO + +# The OUTPUT_LANGUAGE tag is used to specify the language in which all +# documentation generated by doxygen is written. Doxygen will use this +# information to generate all constant output in the proper language. +# The default language is English, other supported languages are: +# Brazilian, Catalan, Chinese, Chinese-Traditional, Croatian, Czech, Danish, +# Dutch, Finnish, French, German, Greek, Hungarian, Italian, Japanese, +# Japanese-en (Japanese with English messages), Korean, Korean-en, Norwegian, +# Polish, Portuguese, Romanian, Russian, Serbian, Slovak, Slovene, Spanish, +# Swedish, and Ukrainian. + +OUTPUT_LANGUAGE = French + +# This tag can be used to specify the encoding used in the generated output. +# The encoding is not always determined by the language that is chosen, +# but also whether or not the output is meant for Windows or non-Windows users. +# In case there is a difference, setting the USE_WINDOWS_ENCODING tag to YES +# forces the Windows encoding (this is the default for the Windows binary), +# whereas setting the tag to NO uses a Unix-style encoding (the default for +# all platforms other than Windows). + +# USE_WINDOWS_ENCODING = NO + +# If the BRIEF_MEMBER_DESC tag is set to YES (the default) Doxygen will +# include brief member descriptions after the members that are listed in +# the file and class documentation (similar to JavaDoc). +# Set to NO to disable this. + +BRIEF_MEMBER_DESC = YES + +# If the REPEAT_BRIEF tag is set to YES (the default) Doxygen will prepend +# the brief description of a member or function before the detailed description. +# Note: if both HIDE_UNDOC_MEMBERS and BRIEF_MEMBER_DESC are set to NO, the +# brief descriptions will be completely suppressed. + +REPEAT_BRIEF = YES + +# This tag implements a quasi-intelligent brief description abbreviator +# that is used to form the text in various listings. Each string +# in this list, if found as the leading text of the brief description, will be +# stripped from the text and the result after processing the whole list, is used +# as the annotated text. Otherwise, the brief description is used as-is. If left +# blank, the following values are used ("$name" is automatically replaced with the +# name of the entity): "The $name class" "The $name widget" "The $name file" +# "is" "provides" "specifies" "contains" "represents" "a" "an" "the" + +# ABBREVIATE_BRIEF = + +# If the ALWAYS_DETAILED_SEC and REPEAT_BRIEF tags are both set to YES then +# Doxygen will generate a detailed section even if there is only a brief +# description. + +ALWAYS_DETAILED_SEC = NO + +# If the INLINE_INHERITED_MEMB tag is set to YES, doxygen will show all inherited +# members of a class in the documentation of that class as if those members were +# ordinary class members. Constructors, destructors and assignment operators of +# the base classes will not be shown. + +INLINE_INHERITED_MEMB = NO + +# If the FULL_PATH_NAMES tag is set to YES then Doxygen will prepend the full +# path before files name in the file list and in the header files. If set +# to NO the shortest path that makes the file name unique will be used. + +FULL_PATH_NAMES = YES + +# If the FULL_PATH_NAMES tag is set to YES then the STRIP_FROM_PATH tag +# can be used to strip a user-defined part of the path. Stripping is +# only done if one of the specified strings matches the left-hand part of +# the path. The tag can be used to show relative paths in the file list. +# If left blank the directory from which doxygen is run is used as the +# path to strip. + +STRIP_FROM_PATH = .. + +# The STRIP_FROM_INC_PATH tag can be used to strip a user-defined part of +# the path mentioned in the documentation of a class, which tells +# the reader which header file to include in order to use a class. +# If left blank only the name of the header file containing the class +# definition is used. Otherwise one should specify the include paths that +# are normally passed to the compiler using the -I flag. + +# STRIP_FROM_INC_PATH = + +# If the SHORT_NAMES tag is set to YES, doxygen will generate much shorter +# (but less readable) file names. This can be useful is your file systems +# doesn't support long names like on DOS, Mac, or CD-ROM. + +SHORT_NAMES = NO + +# If the JAVADOC_AUTOBRIEF tag is set to YES then Doxygen +# will interpret the first line (until the first dot) of a JavaDoc-style +# comment as the brief description. If set to NO, the JavaDoc +# comments will behave just like the Qt-style comments (thus requiring an +# explicit @brief command for a brief description. + +JAVADOC_AUTOBRIEF = NO + +# The MULTILINE_CPP_IS_BRIEF tag can be set to YES to make Doxygen +# treat a multi-line C++ special comment block (i.e. a block of //! or /// +# comments) as a brief description. This used to be the default behaviour. +# The new default is to treat a multi-line C++ comment block as a detailed +# description. Set this tag to YES if you prefer the old behaviour instead. + +MULTILINE_CPP_IS_BRIEF = NO + +# If the DETAILS_AT_TOP tag is set to YES then Doxygen +# will output the detailed description near the top, like JavaDoc. +# If set to NO, the detailed description appears after the member +# documentation. + +DETAILS_AT_TOP = NO + +# If the INHERIT_DOCS tag is set to YES (the default) then an undocumented +# member inherits the documentation from any documented member that it +# re-implements. + +INHERIT_DOCS = YES + +# If member grouping is used in the documentation and the DISTRIBUTE_GROUP_DOC +# tag is set to YES, then doxygen will reuse the documentation of the first +# member in the group (if any) for the other members of the group. By default +# all members of a group must be documented explicitly. + +DISTRIBUTE_GROUP_DOC = NO + +# The TAB_SIZE tag can be used to set the number of spaces in a tab. +# Doxygen uses this value to replace tabs by spaces in code fragments. + +TAB_SIZE = 8 + +# This tag can be used to specify a number of aliases that acts +# as commands in the documentation. An alias has the form "name=value". +# For example adding "sideeffect=\par Side Effects:\n" will allow you to +# put the command \sideeffect (or @sideeffect) in the documentation, which +# will result in a user-defined paragraph with heading "Side Effects:". +# You can put \n's in the value part of an alias to insert newlines. + +ALIASES = + +# Set the OPTIMIZE_OUTPUT_FOR_C tag to YES if your project consists of C sources +# only. Doxygen will then generate output that is more tailored for C. +# For instance, some of the names that are used will be different. The list +# of all members will be omitted, etc. + +OPTIMIZE_OUTPUT_FOR_C = YES + +# Set the OPTIMIZE_OUTPUT_JAVA tag to YES if your project consists of Java sources +# only. Doxygen will then generate output that is more tailored for Java. +# For instance, namespaces will be presented as packages, qualified scopes +# will look different, etc. + +OPTIMIZE_OUTPUT_JAVA = NO + +# Set the SUBGROUPING tag to YES (the default) to allow class member groups of +# the same type (for instance a group of public functions) to be put as a +# subgroup of that type (e.g. under the Public Functions section). Set it to +# NO to prevent subgrouping. Alternatively, this can be done per class using +# the \nosubgrouping command. + +# SUBGROUPING = YES + +#--------------------------------------------------------------------------- +# Build related configuration options +#--------------------------------------------------------------------------- + +# If the EXTRACT_ALL tag is set to YES doxygen will assume all entities in +# documentation are documented, even if no documentation was available. +# Private class members and static file members will be hidden unless +# the EXTRACT_PRIVATE and EXTRACT_STATIC tags are set to YES + +EXTRACT_ALL = YES + +# If the EXTRACT_PRIVATE tag is set to YES all private members of a class +# will be included in the documentation. + +EXTRACT_PRIVATE = NO + +# If the EXTRACT_STATIC tag is set to YES all static members of a file +# will be included in the documentation. + +EXTRACT_STATIC = YES + +# If the EXTRACT_LOCAL_CLASSES tag is set to YES classes (and structs) +# defined locally in source files will be included in the documentation. +# If set to NO only classes defined in header files are included. + +EXTRACT_LOCAL_CLASSES = YES + +# This flag is only useful for Objective-C code. When set to YES local +# methods, which are defined in the implementation section but not in +# the interface are included in the documentation. +# If set to NO (the default) only methods in the interface are included. + +# EXTRACT_LOCAL_METHODS = NO + +# If the HIDE_UNDOC_MEMBERS tag is set to YES, Doxygen will hide all +# undocumented members of documented classes, files or namespaces. +# If set to NO (the default) these members will be included in the +# various overviews, but no documentation section is generated. +# This option has no effect if EXTRACT_ALL is enabled. + +HIDE_UNDOC_MEMBERS = NO + +# If the HIDE_UNDOC_CLASSES tag is set to YES, Doxygen will hide all +# undocumented classes that are normally visible in the class hierarchy. +# If set to NO (the default) these classes will be included in the various +# overviews. This option has no effect if EXTRACT_ALL is enabled. + +HIDE_UNDOC_CLASSES = NO + +# If the HIDE_FRIEND_COMPOUNDS tag is set to YES, Doxygen will hide all +# friend (class|struct|union) declarations. +# If set to NO (the default) these declarations will be included in the +# documentation. + +HIDE_FRIEND_COMPOUNDS = NO + +# If the HIDE_IN_BODY_DOCS tag is set to YES, Doxygen will hide any +# documentation blocks found inside the body of a function. +# If set to NO (the default) these blocks will be appended to the +# function's detailed documentation block. + +HIDE_IN_BODY_DOCS = NO + +# The INTERNAL_DOCS tag determines if documentation +# that is typed after a \internal command is included. If the tag is set +# to NO (the default) then the documentation will be excluded. +# Set it to YES to include the internal documentation. + +INTERNAL_DOCS = YES + +# If the CASE_SENSE_NAMES tag is set to NO then Doxygen will only generate +# file names in lower-case letters. If set to YES upper-case letters are also +# allowed. This is useful if you have classes or files whose names only differ +# in case and if your file system supports case sensitive file names. Windows +# and Mac users are advised to set this option to NO. + +CASE_SENSE_NAMES = YES + +# If the HIDE_SCOPE_NAMES tag is set to NO (the default) then Doxygen +# will show members with their full class and namespace scopes in the +# documentation. If set to YES the scope will be hidden. + +HIDE_SCOPE_NAMES = NO + +# If the SHOW_INCLUDE_FILES tag is set to YES (the default) then Doxygen +# will put a list of the files that are included by a file in the documentation +# of that file. + +SHOW_INCLUDE_FILES = YES + +# If the INLINE_INFO tag is set to YES (the default) then a tag [inline] +# is inserted in the documentation for inline members. + +INLINE_INFO = YES + +# If the SORT_MEMBER_DOCS tag is set to YES (the default) then doxygen +# will sort the (detailed) documentation of file and class members +# alphabetically by member name. If set to NO the members will appear in +# declaration order. + +SORT_MEMBER_DOCS = YES + +# If the SORT_BRIEF_DOCS tag is set to YES then doxygen will sort the +# brief documentation of file, namespace and class members alphabetically +# by member name. If set to NO (the default) the members will appear in +# declaration order. + +# SORT_BRIEF_DOCS = NO + +# If the SORT_BY_SCOPE_NAME tag is set to YES, the class list will be +# sorted by fully-qualified names, including namespaces. If set to +# NO (the default), the class list will be sorted only by class name, +# not including the namespace part. +# Note: This option is not very useful if HIDE_SCOPE_NAMES is set to YES. +# Note: This option applies only to the class list, not to the +# alphabetical list. + +# SORT_BY_SCOPE_NAME = NO + +# The GENERATE_TODOLIST tag can be used to enable (YES) or +# disable (NO) the todo list. This list is created by putting \todo +# commands in the documentation. + +GENERATE_TODOLIST = YES + +# The GENERATE_TESTLIST tag can be used to enable (YES) or +# disable (NO) the test list. This list is created by putting \test +# commands in the documentation. + +GENERATE_TESTLIST = YES + +# The GENERATE_BUGLIST tag can be used to enable (YES) or +# disable (NO) the bug list. This list is created by putting \bug +# commands in the documentation. + +GENERATE_BUGLIST = YES + +# The GENERATE_DEPRECATEDLIST tag can be used to enable (YES) or +# disable (NO) the deprecated list. This list is created by putting +# \deprecated commands in the documentation. + +GENERATE_DEPRECATEDLIST= YES + +# The ENABLED_SECTIONS tag can be used to enable conditional +# documentation sections, marked by \if sectionname ... \endif. + +ENABLED_SECTIONS = + +# The MAX_INITIALIZER_LINES tag determines the maximum number of lines +# the initial value of a variable or define consists of for it to appear in +# the documentation. If the initializer consists of more lines than specified +# here it will be hidden. Use a value of 0 to hide initializers completely. +# The appearance of the initializer of individual variables and defines in the +# documentation can be controlled using \showinitializer or \hideinitializer +# command in the documentation regardless of this setting. + +MAX_INITIALIZER_LINES = 30 + +# Set the SHOW_USED_FILES tag to NO to disable the list of files generated +# at the bottom of the documentation of classes and structs. If set to YES the +# list will mention the files that were used to generate the documentation. + +SHOW_USED_FILES = YES + +# If the sources in your project are distributed over multiple directories +# then setting the SHOW_DIRECTORIES tag to YES will show the directory hierarchy +# in the documentation. + +# SHOW_DIRECTORIES = YES + +#--------------------------------------------------------------------------- +# configuration options related to warning and progress messages +#--------------------------------------------------------------------------- + +# The QUIET tag can be used to turn on/off the messages that are generated +# by doxygen. Possible values are YES and NO. If left blank NO is used. + +QUIET = NO + +# The WARNINGS tag can be used to turn on/off the warning messages that are +# generated by doxygen. Possible values are YES and NO. If left blank +# NO is used. + +WARNINGS = YES + +# If WARN_IF_UNDOCUMENTED is set to YES, then doxygen will generate warnings +# for undocumented members. If EXTRACT_ALL is set to YES then this flag will +# automatically be disabled. + +WARN_IF_UNDOCUMENTED = YES + +# If WARN_IF_DOC_ERROR is set to YES, doxygen will generate warnings for +# potential errors in the documentation, such as not documenting some +# parameters in a documented function, or documenting parameters that +# don't exist or using markup commands wrongly. + +WARN_IF_DOC_ERROR = YES + +# The WARN_FORMAT tag determines the format of the warning messages that +# doxygen can produce. The string should contain the $file, $line, and $text +# tags, which will be replaced by the file and line number from which the +# warning originated and the warning text. + +WARN_FORMAT = "$file:$line: $text" + +# The WARN_LOGFILE tag can be used to specify a file to which warning +# and error messages should be written. If left blank the output is written +# to stderr. + +WARN_LOGFILE = + +#--------------------------------------------------------------------------- +# configuration options related to the input files +#--------------------------------------------------------------------------- + +# The INPUT tag can be used to specify the files and/or directories that contain +# documented source files. You may enter file names like "myfile.cpp" or +# directories like "/usr/src/myproject". Separate the files or directories +# with spaces. + +INPUT = ../ + +# If the value of the INPUT tag contains directories, you can use the +# FILE_PATTERNS tag to specify one or more wildcard pattern (like *.cpp +# and *.h) to filter out the source-files in the directories. If left +# blank the following patterns are tested: +# *.c *.cc *.cxx *.cpp *.c++ *.java *.ii *.ixx *.ipp *.i++ *.inl *.h *.hh *.hxx *.hpp +# *.h++ *.idl *.odl *.cs *.php *.php3 *.inc *.m *.mm + +FILE_PATTERNS = + +# The RECURSIVE tag can be used to turn specify whether or not subdirectories +# should be searched for input files as well. Possible values are YES and NO. +# If left blank NO is used. + +RECURSIVE = YES + +# The EXCLUDE tag can be used to specify files and/or directories that should +# excluded from the INPUT source files. This way you can easily exclude a +# subdirectory from a directory tree whose root is specified with the INPUT tag. + +EXCLUDE = + +# The EXCLUDE_SYMLINKS tag can be used select whether or not files or directories +# that are symbolic links (a Unix filesystem feature) are excluded from the input. + +EXCLUDE_SYMLINKS = NO + +# If the value of the INPUT tag contains directories, you can use the +# EXCLUDE_PATTERNS tag to specify one or more wildcard patterns to exclude +# certain files from those directories. + +EXCLUDE_PATTERNS = + +# The EXAMPLE_PATH tag can be used to specify one or more files or +# directories that contain example code fragments that are included (see +# the \include command). + +EXAMPLE_PATH = + +# If the value of the EXAMPLE_PATH tag contains directories, you can use the +# EXAMPLE_PATTERNS tag to specify one or more wildcard pattern (like *.cpp +# and *.h) to filter out the source-files in the directories. If left +# blank all files are included. + +EXAMPLE_PATTERNS = + +# If the EXAMPLE_RECURSIVE tag is set to YES then subdirectories will be +# searched for input files to be used with the \include or \dontinclude +# commands irrespective of the value of the RECURSIVE tag. +# Possible values are YES and NO. If left blank NO is used. + +EXAMPLE_RECURSIVE = NO + +# The IMAGE_PATH tag can be used to specify one or more files or +# directories that contain image that are included in the documentation (see +# the \image command). + +IMAGE_PATH = + +# The INPUT_FILTER tag can be used to specify a program that doxygen should +# invoke to filter for each input file. Doxygen will invoke the filter program +# by executing (via popen()) the command , where +# is the value of the INPUT_FILTER tag, and is the name of an +# input file. Doxygen will then use the output that the filter program writes +# to standard output. If FILTER_PATTERNS is specified, this tag will be +# ignored. + +INPUT_FILTER = + +# The FILTER_PATTERNS tag can be used to specify filters on a per file pattern +# basis. Doxygen will compare the file name with each pattern and apply the +# filter if there is a match. The filters are a list of the form: +# pattern=filter (like *.cpp=my_cpp_filter). See INPUT_FILTER for further +# info on how filters are used. If FILTER_PATTERNS is empty, INPUT_FILTER +# is applied to all files. + +# FILTER_PATTERNS = + +# If the FILTER_SOURCE_FILES tag is set to YES, the input filter (if set using +# INPUT_FILTER) will be used to filter the input files when producing source +# files to browse (i.e. when SOURCE_BROWSER is set to YES). + +FILTER_SOURCE_FILES = NO + +#--------------------------------------------------------------------------- +# configuration options related to source browsing +#--------------------------------------------------------------------------- + +# If the SOURCE_BROWSER tag is set to YES then a list of source files will +# be generated. Documented entities will be cross-referenced with these sources. +# Note: To get rid of all source code in the generated output, make sure also +# VERBATIM_HEADERS is set to NO. + +SOURCE_BROWSER = NO + +# Setting the INLINE_SOURCES tag to YES will include the body +# of functions and classes directly in the documentation. + +INLINE_SOURCES = NO + +# Setting the STRIP_CODE_COMMENTS tag to YES (the default) will instruct +# doxygen to hide any special comment blocks from generated source code +# fragments. Normal C and C++ comments will always remain visible. + +STRIP_CODE_COMMENTS = YES + +# If the REFERENCED_BY_RELATION tag is set to YES (the default) +# then for each documented function all documented +# functions referencing it will be listed. + +REFERENCED_BY_RELATION = YES + +# If the REFERENCES_RELATION tag is set to YES (the default) +# then for each documented function all documented entities +# called/used by that function will be listed. + +REFERENCES_RELATION = YES + +# If the VERBATIM_HEADERS tag is set to YES (the default) then Doxygen +# will generate a verbatim copy of the header file for each class for +# which an include is specified. Set to NO to disable this. + +VERBATIM_HEADERS = YES + +#--------------------------------------------------------------------------- +# configuration options related to the alphabetical class index +#--------------------------------------------------------------------------- + +# If the ALPHABETICAL_INDEX tag is set to YES, an alphabetical index +# of all compounds will be generated. Enable this if the project +# contains a lot of classes, structs, unions or interfaces. + +ALPHABETICAL_INDEX = NO + +# If the alphabetical index is enabled (see ALPHABETICAL_INDEX) then +# the COLS_IN_ALPHA_INDEX tag can be used to specify the number of columns +# in which this list will be split (can be a number in the range [1..20]) + +COLS_IN_ALPHA_INDEX = 5 + +# In case all classes in a project start with a common prefix, all +# classes will be put under the same header in the alphabetical index. +# The IGNORE_PREFIX tag can be used to specify one or more prefixes that +# should be ignored while generating the index headers. + +IGNORE_PREFIX = + +#--------------------------------------------------------------------------- +# configuration options related to the HTML output +#--------------------------------------------------------------------------- + +# If the GENERATE_HTML tag is set to YES (the default) Doxygen will +# generate HTML output. + +GENERATE_HTML = YES + +# The HTML_OUTPUT tag is used to specify where the HTML docs will be put. +# If a relative path is entered the value of OUTPUT_DIRECTORY will be +# put in front of it. If left blank `html' will be used as the default path. + +HTML_OUTPUT = html + +# The HTML_FILE_EXTENSION tag can be used to specify the file extension for +# each generated HTML page (for example: .htm,.php,.asp). If it is left blank +# doxygen will generate files with .html extension. + +HTML_FILE_EXTENSION = .html + +# The HTML_HEADER tag can be used to specify a personal HTML header for +# each generated HTML page. If it is left blank doxygen will generate a +# standard header. + +HTML_HEADER = + +# The HTML_FOOTER tag can be used to specify a personal HTML footer for +# each generated HTML page. If it is left blank doxygen will generate a +# standard footer. + +HTML_FOOTER = + +# The HTML_STYLESHEET tag can be used to specify a user-defined cascading +# style sheet that is used by each HTML page. It can be used to +# fine-tune the look of the HTML output. If the tag is left blank doxygen +# will generate a default style sheet. Note that doxygen will try to copy +# the style sheet file to the HTML output directory, so don't put your own +# stylesheet in the HTML output directory as well, or it will be erased! + +HTML_STYLESHEET = + +# If the HTML_ALIGN_MEMBERS tag is set to YES, the members of classes, +# files or namespaces will be aligned in HTML using tables. If set to +# NO a bullet list will be used. + +HTML_ALIGN_MEMBERS = YES + +# If the GENERATE_HTMLHELP tag is set to YES, additional index files +# will be generated that can be used as input for tools like the +# Microsoft HTML help workshop to generate a compressed HTML help file (.chm) +# of the generated HTML documentation. + +GENERATE_HTMLHELP = NO + +# If the GENERATE_HTMLHELP tag is set to YES, the CHM_FILE tag can +# be used to specify the file name of the resulting .chm file. You +# can add a path in front of the file if the result should not be +# written to the html output directory. + +CHM_FILE = + +# If the GENERATE_HTMLHELP tag is set to YES, the HHC_LOCATION tag can +# be used to specify the location (absolute path including file name) of +# the HTML help compiler (hhc.exe). If non-empty doxygen will try to run +# the HTML help compiler on the generated index.hhp. + +HHC_LOCATION = + +# If the GENERATE_HTMLHELP tag is set to YES, the GENERATE_CHI flag +# controls if a separate .chi index file is generated (YES) or that +# it should be included in the master .chm file (NO). + +GENERATE_CHI = NO + +# If the GENERATE_HTMLHELP tag is set to YES, the BINARY_TOC flag +# controls whether a binary table of contents is generated (YES) or a +# normal table of contents (NO) in the .chm file. + +BINARY_TOC = NO + +# The TOC_EXPAND flag can be set to YES to add extra items for group members +# to the contents of the HTML help documentation and to the tree view. + +TOC_EXPAND = NO + +# The DISABLE_INDEX tag can be used to turn on/off the condensed index at +# top of each HTML page. The value NO (the default) enables the index and +# the value YES disables it. + +DISABLE_INDEX = NO + +# This tag can be used to set the number of enum values (range [1..20]) +# that doxygen will group on one line in the generated HTML documentation. + +ENUM_VALUES_PER_LINE = 4 + +# If the GENERATE_TREEVIEW tag is set to YES, a side panel will be +# generated containing a tree-like index structure (just like the one that +# is generated for HTML Help). For this to work a browser that supports +# JavaScript, DHTML, CSS and frames is required (for instance Mozilla 1.0+, +# Netscape 6.0+, Internet explorer 5.0+, or Konqueror). Windows users are +# probably better off using the HTML help feature. + +GENERATE_TREEVIEW = NO + +# If the treeview is enabled (see GENERATE_TREEVIEW) then this tag can be +# used to set the initial width (in pixels) of the frame in which the tree +# is shown. + +TREEVIEW_WIDTH = 250 + +#--------------------------------------------------------------------------- +# configuration options related to the LaTeX output +#--------------------------------------------------------------------------- + +# If the GENERATE_LATEX tag is set to YES (the default) Doxygen will +# generate Latex output. + +GENERATE_LATEX = NO + +# The LATEX_OUTPUT tag is used to specify where the LaTeX docs will be put. +# If a relative path is entered the value of OUTPUT_DIRECTORY will be +# put in front of it. If left blank `latex' will be used as the default path. + +LATEX_OUTPUT = latex + +# The LATEX_CMD_NAME tag can be used to specify the LaTeX command name to be +# invoked. If left blank `latex' will be used as the default command name. + +LATEX_CMD_NAME = latex + +# The MAKEINDEX_CMD_NAME tag can be used to specify the command name to +# generate index for LaTeX. If left blank `makeindex' will be used as the +# default command name. + +MAKEINDEX_CMD_NAME = makeindex + +# If the COMPACT_LATEX tag is set to YES Doxygen generates more compact +# LaTeX documents. This may be useful for small projects and may help to +# save some trees in general. + +COMPACT_LATEX = NO + +# The PAPER_TYPE tag can be used to set the paper type that is used +# by the printer. Possible values are: a4, a4wide, letter, legal and +# executive. If left blank a4wide will be used. + +PAPER_TYPE = a4wide + +# The EXTRA_PACKAGES tag can be to specify one or more names of LaTeX +# packages that should be included in the LaTeX output. + +EXTRA_PACKAGES = + +# The LATEX_HEADER tag can be used to specify a personal LaTeX header for +# the generated latex document. The header should contain everything until +# the first chapter. If it is left blank doxygen will generate a +# standard header. Notice: only use this tag if you know what you are doing! + +LATEX_HEADER = + +# If the PDF_HYPERLINKS tag is set to YES, the LaTeX that is generated +# is prepared for conversion to pdf (using ps2pdf). The pdf file will +# contain links (just like the HTML output) instead of page references +# This makes the output suitable for online browsing using a pdf viewer. + +PDF_HYPERLINKS = NO + +# If the USE_PDFLATEX tag is set to YES, pdflatex will be used instead of +# plain latex in the generated Makefile. Set this option to YES to get a +# higher quality PDF documentation. + +USE_PDFLATEX = NO + +# If the LATEX_BATCHMODE tag is set to YES, doxygen will add the \\batchmode. +# command to the generated LaTeX files. This will instruct LaTeX to keep +# running if errors occur, instead of asking the user for help. +# This option is also used when generating formulas in HTML. + +LATEX_BATCHMODE = NO + +# If LATEX_HIDE_INDICES is set to YES then doxygen will not +# include the index chapters (such as File Index, Compound Index, etc.) +# in the output. + +# LATEX_HIDE_INDICES = NO + +#--------------------------------------------------------------------------- +# configuration options related to the RTF output +#--------------------------------------------------------------------------- + +# If the GENERATE_RTF tag is set to YES Doxygen will generate RTF output +# The RTF output is optimized for Word 97 and may not look very pretty with +# other RTF readers or editors. + +GENERATE_RTF = NO + +# The RTF_OUTPUT tag is used to specify where the RTF docs will be put. +# If a relative path is entered the value of OUTPUT_DIRECTORY will be +# put in front of it. If left blank `rtf' will be used as the default path. + +RTF_OUTPUT = rtf + +# If the COMPACT_RTF tag is set to YES Doxygen generates more compact +# RTF documents. This may be useful for small projects and may help to +# save some trees in general. + +COMPACT_RTF = NO + +# If the RTF_HYPERLINKS tag is set to YES, the RTF that is generated +# will contain hyperlink fields. The RTF file will +# contain links (just like the HTML output) instead of page references. +# This makes the output suitable for online browsing using WORD or other +# programs which support those fields. +# Note: wordpad (write) and others do not support links. + +RTF_HYPERLINKS = NO + +# Load stylesheet definitions from file. Syntax is similar to doxygen's +# config file, i.e. a series of assignments. You only have to provide +# replacements, missing definitions are set to their default value. + +RTF_STYLESHEET_FILE = + +# Set optional variables used in the generation of an rtf document. +# Syntax is similar to doxygen's config file. + +RTF_EXTENSIONS_FILE = + +#--------------------------------------------------------------------------- +# configuration options related to the man page output +#--------------------------------------------------------------------------- + +# If the GENERATE_MAN tag is set to YES (the default) Doxygen will +# generate man pages + +GENERATE_MAN = NO + +# The MAN_OUTPUT tag is used to specify where the man pages will be put. +# If a relative path is entered the value of OUTPUT_DIRECTORY will be +# put in front of it. If left blank `man' will be used as the default path. + +MAN_OUTPUT = man + +# The MAN_EXTENSION tag determines the extension that is added to +# the generated man pages (default is the subroutine's section .3) + +MAN_EXTENSION = .3 + +# If the MAN_LINKS tag is set to YES and Doxygen generates man output, +# then it will generate one additional man file for each entity +# documented in the real man page(s). These additional files +# only source the real man page, but without them the man command +# would be unable to find the correct page. The default is NO. + +MAN_LINKS = NO + +#--------------------------------------------------------------------------- +# configuration options related to the XML output +#--------------------------------------------------------------------------- + +# If the GENERATE_XML tag is set to YES Doxygen will +# generate an XML file that captures the structure of +# the code including all documentation. + +GENERATE_XML = NO + +# The XML_OUTPUT tag is used to specify where the XML pages will be put. +# If a relative path is entered the value of OUTPUT_DIRECTORY will be +# put in front of it. If left blank `xml' will be used as the default path. + +# XML_OUTPUT = xml + +# The XML_SCHEMA tag can be used to specify an XML schema, +# which can be used by a validating XML parser to check the +# syntax of the XML files. + +XML_SCHEMA = + +# The XML_DTD tag can be used to specify an XML DTD, +# which can be used by a validating XML parser to check the +# syntax of the XML files. + +XML_DTD = + +# If the XML_PROGRAMLISTING tag is set to YES Doxygen will +# dump the program listings (including syntax highlighting +# and cross-referencing information) to the XML output. Note that +# enabling this will significantly increase the size of the XML output. + +# XML_PROGRAMLISTING = YES + +#--------------------------------------------------------------------------- +# configuration options for the AutoGen Definitions output +#--------------------------------------------------------------------------- + +# If the GENERATE_AUTOGEN_DEF tag is set to YES Doxygen will +# generate an AutoGen Definitions (see autogen.sf.net) file +# that captures the structure of the code including all +# documentation. Note that this feature is still experimental +# and incomplete at the moment. + +GENERATE_AUTOGEN_DEF = NO + +#--------------------------------------------------------------------------- +# configuration options related to the Perl module output +#--------------------------------------------------------------------------- + +# If the GENERATE_PERLMOD tag is set to YES Doxygen will +# generate a Perl module file that captures the structure of +# the code including all documentation. Note that this +# feature is still experimental and incomplete at the +# moment. + +GENERATE_PERLMOD = NO + +# If the PERLMOD_LATEX tag is set to YES Doxygen will generate +# the necessary Makefile rules, Perl scripts and LaTeX code to be able +# to generate PDF and DVI output from the Perl module output. + +PERLMOD_LATEX = NO + +# If the PERLMOD_PRETTY tag is set to YES the Perl module output will be +# nicely formatted so it can be parsed by a human reader. This is useful +# if you want to understand what is going on. On the other hand, if this +# tag is set to NO the size of the Perl module output will be much smaller +# and Perl will parse it just the same. + +PERLMOD_PRETTY = YES + +# The names of the make variables in the generated doxyrules.make file +# are prefixed with the string contained in PERLMOD_MAKEVAR_PREFIX. +# This is useful so different doxyrules.make files included by the same +# Makefile don't overwrite each other's variables. + +PERLMOD_MAKEVAR_PREFIX = + +#--------------------------------------------------------------------------- +# Configuration options related to the preprocessor +#--------------------------------------------------------------------------- + +# If the ENABLE_PREPROCESSING tag is set to YES (the default) Doxygen will +# evaluate all C-preprocessor directives found in the sources and include +# files. + +ENABLE_PREPROCESSING = YES + +# If the MACRO_EXPANSION tag is set to YES Doxygen will expand all macro +# names in the source code. If set to NO (the default) only conditional +# compilation will be performed. Macro expansion can be done in a controlled +# way by setting EXPAND_ONLY_PREDEF to YES. + +MACRO_EXPANSION = NO + +# If the EXPAND_ONLY_PREDEF and MACRO_EXPANSION tags are both set to YES +# then the macro expansion is limited to the macros specified with the +# PREDEFINED and EXPAND_AS_PREDEFINED tags. + +EXPAND_ONLY_PREDEF = NO + +# If the SEARCH_INCLUDES tag is set to YES (the default) the includes files +# in the INCLUDE_PATH (see below) will be search if a #include is found. + +SEARCH_INCLUDES = YES + +# The INCLUDE_PATH tag can be used to specify one or more directories that +# contain include files that are not input files but should be processed by +# the preprocessor. + +INCLUDE_PATH = + +# You can use the INCLUDE_FILE_PATTERNS tag to specify one or more wildcard +# patterns (like *.h and *.hpp) to filter out the header-files in the +# directories. If left blank, the patterns specified with FILE_PATTERNS will +# be used. + +INCLUDE_FILE_PATTERNS = + +# The PREDEFINED tag can be used to specify one or more macro names that +# are defined before the preprocessor is started (similar to the -D option of +# gcc). The argument of the tag is a list of macros of the form: name +# or name=definition (no spaces). If the definition and the = are +# omitted =1 is assumed. To prevent a macro definition from being +# undefined via #undef or recursively expanded use the := operator +# instead of the = operator. + +PREDEFINED = + +# If the MACRO_EXPANSION and EXPAND_ONLY_PREDEF tags are set to YES then +# this tag can be used to specify a list of macro names that should be expanded. +# The macro definition that is found in the sources will be used. +# Use the PREDEFINED tag if you want to use a different macro definition. + +EXPAND_AS_DEFINED = + +# If the SKIP_FUNCTION_MACROS tag is set to YES (the default) then +# doxygen's preprocessor will remove all function-like macros that are alone +# on a line, have an all uppercase name, and do not end with a semicolon. Such +# function macros are typically used for boiler-plate code, and will confuse the +# parser if not removed. + +SKIP_FUNCTION_MACROS = YES + +#--------------------------------------------------------------------------- +# Configuration::additions related to external references +#--------------------------------------------------------------------------- + +# The TAGFILES option can be used to specify one or more tagfiles. +# Optionally an initial location of the external documentation +# can be added for each tagfile. The format of a tag file without +# this location is as follows: +# TAGFILES = file1 file2 ... +# Adding location for the tag files is done as follows: +# TAGFILES = file1=loc1 "file2 = loc2" ... +# where "loc1" and "loc2" can be relative or absolute paths or +# URLs. If a location is present for each tag, the installdox tool +# does not have to be run to correct the links. +# Note that each tag file must have a unique name +# (where the name does NOT include the path) +# If a tag file is not located in the directory in which doxygen +# is run, you must also specify the path to the tagfile here. + +TAGFILES = + +# When a file name is specified after GENERATE_TAGFILE, doxygen will create +# a tag file that is based on the input files it reads. + +GENERATE_TAGFILE = + +# If the ALLEXTERNALS tag is set to YES all external classes will be listed +# in the class index. If set to NO only the inherited external classes +# will be listed. + +ALLEXTERNALS = NO + +# If the EXTERNAL_GROUPS tag is set to YES all external groups will be listed +# in the modules index. If set to NO, only the current project's groups will +# be listed. + +EXTERNAL_GROUPS = YES + +# The PERL_PATH should be the absolute path and name of the perl script +# interpreter (i.e. the result of `which perl'). + +PERL_PATH = /usr/bin/perl + +#--------------------------------------------------------------------------- +# Configuration options related to the dot tool +#--------------------------------------------------------------------------- + +# If the CLASS_DIAGRAMS tag is set to YES (the default) Doxygen will +# generate a inheritance diagram (in HTML, RTF and LaTeX) for classes with base or +# super classes. Setting the tag to NO turns the diagrams off. Note that this +# option is superseded by the HAVE_DOT option below. This is only a fallback. It is +# recommended to install and use dot, since it yields more powerful graphs. + +CLASS_DIAGRAMS = YES + +# If set to YES, the inheritance and collaboration graphs will hide +# inheritance and usage relations if the target is undocumented +# or is not a class. + +HIDE_UNDOC_RELATIONS = YES + +# If you set the HAVE_DOT tag to YES then doxygen will assume the dot tool is +# available from the path. This tool is part of Graphviz, a graph visualization +# toolkit from AT&T and Lucent Bell Labs. The other options in this section +# have no effect if this option is set to NO (the default) + +HAVE_DOT = NO + +# If the CLASS_GRAPH and HAVE_DOT tags are set to YES then doxygen +# will generate a graph for each documented class showing the direct and +# indirect inheritance relations. Setting this tag to YES will force the +# the CLASS_DIAGRAMS tag to NO. + +CLASS_GRAPH = YES + +# If the COLLABORATION_GRAPH and HAVE_DOT tags are set to YES then doxygen +# will generate a graph for each documented class showing the direct and +# indirect implementation dependencies (inheritance, containment, and +# class references variables) of the class with other documented classes. + +COLLABORATION_GRAPH = YES + +# If the UML_LOOK tag is set to YES doxygen will generate inheritance and +# collaboration diagrams in a style similar to the OMG's Unified Modeling +# Language. + +# UML_LOOK = NO + +# If set to YES, the inheritance and collaboration graphs will show the +# relations between templates and their instances. + +TEMPLATE_RELATIONS = NO + +# If the ENABLE_PREPROCESSING, SEARCH_INCLUDES, INCLUDE_GRAPH, and HAVE_DOT +# tags are set to YES then doxygen will generate a graph for each documented +# file showing the direct and indirect include dependencies of the file with +# other documented files. + +INCLUDE_GRAPH = YES + +# If the ENABLE_PREPROCESSING, SEARCH_INCLUDES, INCLUDED_BY_GRAPH, and +# HAVE_DOT tags are set to YES then doxygen will generate a graph for each +# documented header file showing the documented files that directly or +# indirectly include this file. + +INCLUDED_BY_GRAPH = YES + +# If the CALL_GRAPH and HAVE_DOT tags are set to YES then doxygen will +# generate a call dependency graph for every global function or class method. +# Note that enabling this option will significantly increase the time of a run. +# So in most cases it will be better to enable call graphs for selected +# functions only using the \callgraph command. + +# CALL_GRAPH = NO + +# If the GRAPHICAL_HIERARCHY and HAVE_DOT tags are set to YES then doxygen +# will graphical hierarchy of all classes instead of a textual one. + +GRAPHICAL_HIERARCHY = YES + +# The DOT_IMAGE_FORMAT tag can be used to set the image format of the images +# generated by dot. Possible values are png, jpg, or gif +# If left blank png will be used. + +DOT_IMAGE_FORMAT = png + +# The tag DOT_PATH can be used to specify the path where the dot tool can be +# found. If left blank, it is assumed the dot tool can be found on the path. + +DOT_PATH = + +# The DOTFILE_DIRS tag can be used to specify one or more directories that +# contain dot files that are included in the documentation (see the +# \dotfile command). + +DOTFILE_DIRS = + +# The MAX_DOT_GRAPH_WIDTH tag can be used to set the maximum allowed width +# (in pixels) of the graphs generated by dot. If a graph becomes larger than +# this value, doxygen will try to truncate the graph, so that it fits within +# the specified constraint. Beware that most browsers cannot cope with very +# large images. + +MAX_DOT_GRAPH_WIDTH = 1024 + +# The MAX_DOT_GRAPH_HEIGHT tag can be used to set the maximum allows height +# (in pixels) of the graphs generated by dot. If a graph becomes larger than +# this value, doxygen will try to truncate the graph, so that it fits within +# the specified constraint. Beware that most browsers cannot cope with very +# large images. + +MAX_DOT_GRAPH_HEIGHT = 1024 + +# The MAX_DOT_GRAPH_DEPTH tag can be used to set the maximum depth of the +# graphs generated by dot. A depth value of 3 means that only nodes reachable +# from the root by following a path via at most 3 edges will be shown. Nodes that +# lay further from the root node will be omitted. Note that setting this option to +# 1 or 2 may greatly reduce the computation time needed for large code bases. Also +# note that a graph may be further truncated if the graph's image dimensions are +# not sufficient to fit the graph (see MAX_DOT_GRAPH_WIDTH and MAX_DOT_GRAPH_HEIGHT). +# If 0 is used for the depth value (the default), the graph is not depth-constrained. + +# MAX_DOT_GRAPH_DEPTH = 0 + +# If the GENERATE_LEGEND tag is set to YES (the default) Doxygen will +# generate a legend page explaining the meaning of the various boxes and +# arrows in the dot generated graphs. + +GENERATE_LEGEND = YES + +# If the DOT_CLEANUP tag is set to YES (the default) Doxygen will +# remove the intermediate dot files that are used to generate +# the various graphs. + +DOT_CLEANUP = YES + +#--------------------------------------------------------------------------- +# Configuration::additions related to the search engine +#--------------------------------------------------------------------------- + +# The SEARCHENGINE tag specifies whether or not a search engine should be +# used. If set to NO the values of all tags below this one will be ignored. + +SEARCHENGINE = NO diff --git a/geometry.c b/geometry.c new file mode 100644 index 0000000..b8593b2 --- /dev/null +++ b/geometry.c @@ -0,0 +1,153 @@ +/*!\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 December 2, 2020. +*/ +#include "moteur.h" +#include +#if defined(_MSC_VER) +# define _USE_MATH_DEFINES +#endif +#include + +/*!\brief fabrique et renvoie une surface représentant un + * quadrilatère "debout" et à la profondeur 0. Il fait la hauteur et + * la largeur du cube unitaire (-1 à 1).*/ +surface_t * mkQuad(void) { + 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 + }; + 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, o; + for(i = 0, o = 0; i < 2; ++i) + for(j = 0; j < 3; ++j, ++o) { + t[i].v[j].position = *(vec4 *)&(data[order[o] * 8]); + t[i].v[j].position.w = 1.0f; + t[i].v[j].normal = *(vec3 *)&(data[order[o] * 8 + 3]); + t[i].v[j].texCoord = *(vec2 *)&(data[order[o] * 8 + 6]); + t[i].v[j].color0 = color0; + } + s = newSurface(t, 2, 1, 1); + snormals(s); + return s; +} + +/*!\brief fabrique et renvoie une surface représentant un + * cube unitaire (de -1 à 1).*/ +surface_t * mkCube(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 = newSurface(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 * mkSphere(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; + data[k].normal = *(vec3 *)&(data[k].position); + } + } + 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 newSurface(t, n, 0, 1); +} diff --git a/images/tex.bmp b/images/tex.bmp new file mode 100644 index 0000000..ad8251b Binary files /dev/null and b/images/tex.bmp differ diff --git a/moteur.h b/moteur.h new file mode 100644 index 0000000..006535c --- /dev/null +++ b/moteur.h @@ -0,0 +1,164 @@ +/*!\file moteur.h + * + * \brief structures de données et protos de fonctions externes + * (primitives.c transformations.c et scene.c (pas encore créé)) pour + * réaliser un moteur de rendu par rastérisation. + * + * \author Farès BELHADJ, amsi@up8.edu + * \date November 25, 2020. +*/ + +#ifndef MOTEUR_H_SEEN +# define MOTEUR_H_SEEN + +# include +# include + +#include +#define EPSILON ((double)FLT_EPSILON) + +# ifdef __cplusplus +extern "C" { +# endif + + typedef enum pstate_t pstate_t; + typedef enum soptions_t soptions_t; + typedef struct vec4 vec4; + typedef struct vec3 vec3; + typedef struct vec2 vec2; + typedef struct vertex_t vertex_t; + typedef struct triangle_t triangle_t; + typedef struct surface_t surface_t; + + /*!\brief états pour les sommets ou les triangles */ + enum pstate_t { + PS_NONE = 0, + PS_TOTALLY_OUT = 1, + PS_PARTIALLY_OUT = 2, + PS_CULL = 4, /* si en BACKFACE et que + SO_CULL_BACKFACES est actif */ + PS_TOO_FAR = 8, + PS_OUT_LEFT = 16, + PS_OUT_RIGHT = 32, + PS_OUT_BOTTOM = 64, + PS_OUT_TOP = 128, + PS_OUT_NEAR = 256, + PS_OUT_FAR = 512 + }; + + /*!\brief options pour les surfaces */ + enum soptions_t { + SO_NONE = 0, /* la surface n'a pas de rendu + "couleur" */ + SO_USE_TEXTURE = 1, /* utiliser la texture pour + colorer (multiplication si + SO_USE_COLOR est actif) */ + SO_USE_COLOR = 2, /* utiliser la couleur de la + surface ou des sommets pour + colorer (multiplication si + SO_USE_TEXTURE est actif) */ + SO_COLOR_MATERIAL = 4, /* utiliser la couleur aux + sommets si actif + (nécessite aussi + l'activation de + SO_USE_COLOR) */ + SO_CULL_BACKFACES = 8, /* active le fait de cacher + les faces arrières */ + SO_USE_LIGHTING = 16, /* active le calcul d'ombre + propre (Gouraud sur + diffus) */ + SO_DEFAULT = SO_CULL_BACKFACES | SO_USE_COLOR /* comportement + par + défaut */ + }; + + struct vec4 { + float x /* r */, y/* g */, z /* b */, w /* a */; + }; + + struct vec2 { + float x /* s */, y /* t */; + }; + + struct vec3 { + float x /* r */, y/* g */, z/* b */; + }; + + /*!\brief le sommet et l'ensemble de ses attributs */ + struct vertex_t { + vec4 position; + vec4 color0; + /* début des données à partir desquelles on peut interpoler en masse */ + vec2 texCoord; /* coordonnée de texture */ + vec4 icolor; /* couleur à interpoler */ + float li; /* intensité de lumière (lambertien) */ + float zmod; /* z après modelview, sert à corriger + l'interpolation par rapport à une projection en + perspective */ + float z; /* ce z représente la depth */ + /* fin des données à partir desquelles on peut interpoler */ + vec3 normal; /* interpolez les normales si vous implémentez Phong */ + int x, y; + enum pstate_t state; + }; + + /*!\brief le triangle */ + struct triangle_t { + vertex_t v[3]; + vec3 normal; + enum pstate_t state; + }; + + /*!\brief la surface englobe plusieurs triangles et des options + * telles que le type de rendu, la couleur diffuse ou la texture. + */ + struct surface_t { + int n; + triangle_t * t; + GLuint texId; + 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 primitives.c */ + extern void transform_n_raster(surface_t * s, float * mvMat, float * projMat); + extern void clearDepth(void); + extern void setTexture(GLuint screen); + extern void updatesfuncs(surface_t * s); + extern void drawLine(int x0, int y0, int x1, int y1, GLuint color); + + /* dans tranformations.c */ + extern vertex_t vtransform(surface_t * s, vertex_t v, float * mvMat, float * timvMat, float * projMat, float * viewport); + extern void stransform(surface_t * s, float * mvMat, float * projMat, float * viewport); + extern void multMatrix(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 scene.c */ + extern void tnormal(triangle_t * t); + extern void snormals(surface_t * s); + extern void tnormals2vertices(surface_t * s); + extern void setTexId(surface_t * s, GLuint texId); + extern void setDiffuseColor(surface_t * s, vec4 dcolor); + extern void enableSurfaceOption(surface_t * s, soptions_t option); + extern void disableSurfaceOption(surface_t * s, soptions_t option); + extern surface_t * newSurface(triangle_t * t, int n, int duplicateTriangles, int hasNormals); + extern void freeSurface(surface_t * s); + extern GLuint getTexFromBMP(const char * filename); + + /* dans geometry.c */ + extern surface_t * mkQuad(void); + extern surface_t * mkCube(void); + extern surface_t * mkSphere(int longitudes, int latitudes); +# ifdef __cplusplus +} +# endif + + +#endif diff --git a/moteur.sln b/moteur.sln new file mode 100644 index 0000000..e34ed89 --- /dev/null +++ b/moteur.sln @@ -0,0 +1,31 @@ + +Microsoft Visual Studio Solution File, Format Version 12.00 +# Visual Studio Version 16 +VisualStudioVersion = 16.0.30011.22 +MinimumVisualStudioVersion = 10.0.40219.1 +Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "moteur", "moteur.vcxproj", "{09538AA9-09E1-4F92-A30F-6056BA775523}" +EndProject +Global + GlobalSection(SolutionConfigurationPlatforms) = preSolution + Debug|x64 = Debug|x64 + Debug|x86 = Debug|x86 + Release|x64 = Release|x64 + Release|x86 = Release|x86 + EndGlobalSection + GlobalSection(ProjectConfigurationPlatforms) = postSolution + {09538AA9-09E1-4F92-A30F-6056BA775523}.Debug|x64.ActiveCfg = Debug|x64 + {09538AA9-09E1-4F92-A30F-6056BA775523}.Debug|x64.Build.0 = Debug|x64 + {09538AA9-09E1-4F92-A30F-6056BA775523}.Debug|x86.ActiveCfg = Debug|Win32 + {09538AA9-09E1-4F92-A30F-6056BA775523}.Debug|x86.Build.0 = Debug|Win32 + {09538AA9-09E1-4F92-A30F-6056BA775523}.Release|x64.ActiveCfg = Release|x64 + {09538AA9-09E1-4F92-A30F-6056BA775523}.Release|x64.Build.0 = Release|x64 + {09538AA9-09E1-4F92-A30F-6056BA775523}.Release|x86.ActiveCfg = Release|Win32 + {09538AA9-09E1-4F92-A30F-6056BA775523}.Release|x86.Build.0 = Release|Win32 + EndGlobalSection + GlobalSection(SolutionProperties) = preSolution + HideSolutionNode = FALSE + EndGlobalSection + GlobalSection(ExtensibilityGlobals) = postSolution + SolutionGuid = {E45C6F70-4AA0-452A-93C8-2AFD7931122B} + EndGlobalSection +EndGlobal diff --git a/moteur.vcxproj b/moteur.vcxproj new file mode 100644 index 0000000..8bb446e --- /dev/null +++ b/moteur.vcxproj @@ -0,0 +1,185 @@ + + + + + Debug + Win32 + + + Debug + x64 + + + Release + Win32 + + + Release + x64 + + + + {09538AA9-09E1-4F92-A30F-6056BA775523} + Win32Proj + moteur + moteur + 10.0 + + + + Application + true + Unicode + v142 + + + Application + true + Unicode + v142 + + + Application + false + true + Unicode + v142 + + + Application + false + true + Unicode + v142 + + + + + + + + + + + + + + + + + + + false + C:\GL4D\include;C:\GL4D\include\SDL2;$(IncludePath) + C:\GL4D\lib\x86;$(LibraryPath) + $(SolutionDir)\bin\x86\ + $(SolutionDir)\bin\x86\ + + + false + C:\GL4D\include;C:\GL4D\include\SDL2;$(IncludePath) + C:\GL4D\lib\x64;$(LibraryPath) + $(SolutionDir)\bin\x64\ + $(SolutionDir)\bin\x64\ + $(VC_ExecutablePath_x64);$(CommonExecutablePath); + $(VC_ReferencesPath_x64); + $(WindowsSDK_MetadataPath); + + + false + C:\GL4D\include;C:\GL4D\include\SDL2;$(IncludePath) + C:\GL4D\lib\x86;$(LibraryPath) + $(SolutionDir)\bin\x86\ + $(SolutionDir)\bin\x86\ + + + false + C:\GL4D\include;C:\GL4D\include\SDL2;$(IncludePath) + C:\GL4D\lib\x64;$(LibraryPath) + $(SolutionDir)\bin\x64\ + $(SolutionDir)\bin\x64\ + + + + + + Level3 + Disabled + WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions) + + + Windows + true + GL4Dummies.lib;OpenGL32.lib;SDL2main.lib;SDL2.lib;%(AdditionalDependencies) + + + bin\x86\$(MSBuildProjectName).log + + + + + + + Level3 + Disabled + WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions) + + + Windows + true + GL4Dummies.lib;OpenGL32.lib;SDL2main.lib;SDL2.lib;%(AdditionalDependencies) + + + bin\x64\$(MSBuildProjectName).log + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions) + + + Windows + true + true + true + GL4Dummies.lib;OpenGL32.lib;SDL2main.lib;SDL2.lib;%(AdditionalDependencies) + + + \bin\x86\$(MSBuildProjectName).log + + + + + Level3 + + + MaxSpeed + true + true + WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions) + + + Windows + true + true + true + GL4Dummies.lib;OpenGL32.lib;SDL2main.lib;SDL2.lib;%(AdditionalDependencies) + + + \bin\x64\$(MSBuildProjectName).log + + + + + + + + + + diff --git a/primitives.c b/primitives.c new file mode 100644 index 0000000..3cbea17 --- /dev/null +++ b/primitives.c @@ -0,0 +1,489 @@ +/*!\file primitives.c + * \brief raster "maison" utilisant l'algo du tracé de droite Br'65. + * + * ATTENTION CE CODE EST LE RÉSULTAT OBTENU SUITE À CE QUI A ÉTÉ FAIT + * EN COURS, IL A ÉTÉ LÉGÈREMENT CORRIGÉ ET COMPLÉTÉ POUR ÊTRE + * FONCTIONNEL MAIS IL N'Y A AUCUNE GARANTIE QUE TOUTES LES SITUATIONS + * AIENT ÉTÉ CORRIGÉES. + * + * \author Farès BELHADJ, amsi@up8.edu + * \date November 24, 2020. + */ + +#include "moteur.h" +#include + +/* bloc de fonctions locales (static) */ +static inline void fillTriangle(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 drawHLine(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_raster(surface_t * s, float * mvMat, float * projMat) { + int i; + /* la première fois allouer le depth buffer */ + if(_depth == NULL) { + _depth = calloc(gl4dpGetWidth() * gl4dpGetHeight(), sizeof *_depth); + assert(_depth); + atexit(pquit); + } + /* si projMat[15] est à 1, c'est une projection orthogonale, pas + * besoin de correction de perspective */ + _perpective_correction = projMat[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, mvMat, projMat, viewport); + /* mettre en place la texture qui sera utilisée pour mapper la surface */ + if(s->options & SO_USE_TEXTURE) + setTexture(s->texId); + 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; + fillTriangle(s, &(s->t[i])); + } +} + +/*!\brief effacer le buffer de profondeur (à chaque frame) pour + * réaliser le z-test */ +void clearDepth(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 setTexture(GLuint screen) { + GLuint oldId = gl4dpGetTextureId(); /* au cas où */ + gl4dpSetScreen(screen); + _tex = gl4dpGetPixels(); + _texW = gl4dpGetWidth(); + _texH = gl4dpGetHeight(); + gl4dpSetScreen(oldId); +} + + +/*!\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 fillTriangle(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) ? */ + /*MAJ, idée TODO?, un produit vectoriel pourrait s'avérer mieux */ + if(t->v[haut].x == t->v[bas].x /*MAJ*/ || t->v[haut].y == t->v[bas].y) { + /* eq de la droite x = t->v[haut].x; MAJ 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; + /*MAJ 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); + } + /* printf pouvant être utile en cas de DEBUG */ + /* printf("signe: %d, haut = %d (%d, %d), median = %d (%d, %d), bas = %d (%d, %d)\n", signe, */ + /* haut, t->v[haut].x, t->v[haut].y, median, t->v[median].x, t->v[median].y, bas, t->v[bas].x, t->v[bas].y); */ + 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) ) ) + drawHLine(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 drawHLine). + */ +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 drawHLine(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); + 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 tracé de droite dans grille écran selon l'algorithme Br'65. + * + * \deprecated ne gère pas le sommet en général (dans l'espace 3D). + */ +void drawLine(int x0, int y0, int x1, int y1, GLuint color) { + int u = x1 - x0, v = y1 - y0, pasX = u < 0 ? -1 : 1, pasY = v < 0 ? -1 : 1; + int w = gl4dpGetWidth(); + GLuint * image = gl4dpGetPixels(); + u = abs(u); v = abs(v); + if(u > v) { // 1er octan + int objX = (u + 1) * pasX; + int delta = u - 2 * v, incH = -2 * v, incO = 2 * u - 2 * v; + for (int x = 0, y = 0; x != objX; x += pasX) { + if(IN_SCREEN(x + x0, y0 + y)) + image[(y0 + y) * w + x + x0] = color; + if(delta < 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; y != objY; y += pasY) { + if(IN_SCREEN(x + x0, y0 + y)) + image[(y0 + y) * w + x + x0] = color; + if(delta < 0) { + x += pasX; + delta += incO; + } else + delta += incH; + } + } +} + +/*!\brief au moment de quitter le programme désallouer la mémoire + * utilisée pour _depth */ +void pquit(void) { + if(_depth) { + free(_depth); + _depth = NULL; + } +} diff --git a/scene.c b/scene.c new file mode 100644 index 0000000..6ea6df4 --- /dev/null +++ b/scene.c @@ -0,0 +1,123 @@ +/*!\file scene.c + * + * \brief gestion de surfaces et autres éléments de la scène : + * lumière(s) (TODO), options, textures ... + * + * \author Farès BELHADJ, amsi@up8.edu + * \date November 26, 2020. +*/ + +#include "moteur.h" +#include + +/*!\brief calcule le vecteur normal à un triangle */ +void tnormal(triangle_t * t) { + vec3 u = { + t->v[1].position.x - t->v[0].position.x, + t->v[1].position.y - t->v[0].position.y, + t->v[1].position.z - t->v[0].position.z + }; + vec3 v = { + t->v[2].position.x - t->v[0].position.x, + t->v[2].position.y - t->v[0].position.y, + t->v[2].position.z - t->v[0].position.z + }; + MVEC3CROSS((float *)&(t->normal), (float *)&u, (float *)&v); + MVEC3NORMALIZE((float *)&(t->normal)); +} + +/*!\brief calcule les vecteurs normaux aux triangles de la surface */ +void snormals(surface_t * s) { + int i; + for(i = 0; i < s->n; ++i) + tnormal(&(s->t[i])); +} + +/*!\brief affecte les normales aux triangles de la surface à ses vertices */ +void tnormals2vertices(surface_t * s) { + int i; + for(i = 0; i < s->n; ++i) + s->t[i].v[0].normal = s->t[i].v[1].normal = s->t[i].v[2].normal = s->t[i].normal; +} + +/*!\brief affecte l'identifiant de texture de la surface */ +void setTexId(surface_t * s, GLuint texId) { + s->texId = texId; +} + +/*!\brief affecte la couleur diffuse de la surface */ +void setDiffuseColor(surface_t * s, vec4 dcolor) { + s->dcolor = dcolor; +} + +/*!\brief active une option de la surface */ +void enableSurfaceOption(surface_t * s, soptions_t option) { + if(!(s->options & option)) + s->options |= option; + updatesfuncs(s); +} + +/*!\brief désactive une option de la surface */ +void disableSurfaceOption(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 * newSurface(triangle_t * t, int n, int duplicateTriangles, int hasNormals) { + const vec4 dcolor = { 0.42f, 0.1f, 0.1f, 1.0f }; + surface_t * s = malloc(1 * sizeof *s); + assert(s); + s->n = n; + if(duplicateTriangles) { + s->t = malloc(s->n * sizeof *(s->t)); + assert(s->t); + memcpy(s->t, t, s->n * sizeof *(s->t)); + } else + s->t = t; + setDiffuseColor(s, dcolor); + s->options = SO_DEFAULT; + s->texId = 0; + updatesfuncs(s); + if(!hasNormals) { + snormals(s); + tnormals2vertices(s); + } + return s; +} + +/*!\brief libère la mémoire utilisée par la surface */ +void freeSurface(surface_t * s) { + free(s->t); + free(s); +} +/*!\brief charge et fabrique un identifiant pour une texture issue + * d'un fichier BMP */ +GLuint getTexFromBMP(const char * filename) { + GLuint id; + /* chargement d'une image dans une surface SDL */ + SDL_Surface * s = SDL_LoadBMP(filename); + assert(s); + /* 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); + return id; +} diff --git a/transformations.c b/transformations.c new file mode 100644 index 0000000..c6cb092 --- /dev/null +++ b/transformations.c @@ -0,0 +1,243 @@ +/*!\file transformations.c + * \brief transformations spatiales pour un moteur de rendu basé raster "maison". + * + * CE CODE A ÉTÉ EN PARTIE RÉALISÉ LORS DE LA SÉANCE DE COURS. IL RESTE DES CHOSES À IMPLÉMENTER OU À OPTIMISER. + * + * \author Farès BELHADJ, amsi@up8.edu + * \date November 24, 2020. + * + * \todo COMPLÉTER LE CLIPPING POUR GÉRER ICI LES TRIANGLES + * PARTIELLEMENT HORS-CHAMP ET ÉVITER DES TESTS GOURMANDS DANS \ref + * primitives.c + */ +#include "moteur.h" +#include + +/* fonctions locale (static) */ +static inline void clip2UnitCube(triangle_t * t); + +/*!\brief projette le sommet \a v à l'écran (le \a viewport) selon la + matrice de model-view \a mvMat et de projection \a projMat. \a + timvMat est la transposée de l'inverse de la matrice \a mvMat.*/ +vertex_t vtransform(surface_t * s, vertex_t v, float * mvMat, float * timvMat, float * projMat, float * viewport) { + float dist = 1.0f; + vec4 r1, r2; + v.state = PS_NONE; + MMAT4XVEC4((float *)&r1, mvMat, (float *)&(v.position)); + MMAT4XVEC4((float *)&r2, projMat, (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, timvMat, 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 mvMat et de projection \a projMat. + * + * Cette fonction utilise \a vtransform sur chaque sommet de la + * surface. Elle utilise aussi \a clip2UnitCube pour connaître l'état + * du triangle par rapport au cube unitaire. + * + * \see vtransform + * \see clip2UnitCube + */ +void stransform(surface_t * s, float * mvMat, float * projMat, float * viewport) { + int i, j; + float timvMat[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(timvMat, mvMat, sizeof timvMat); + MMAT4INVERSE(timvMat); + MMAT4TRANSPOSE(timvMat); + 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], mvMat, timvMat, projMat, 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; + } + } + clip2UnitCube(&(s->t[i])); + } +} + +/*!\brief multiplie deux matrices : \a res = \a res x \a m */ +void multMatrix(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 }; + multMatrix(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; */ + multMatrix(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 }; + multMatrix(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]; + multMatrix(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 clip2UnitCube(triangle_t * t) { + int i, oleft = 0, oright = 0, obottom = 0, otop = 0, onear = 0, ofar = 0; + for (i = 0; i < 3; ++i) { + if(t->v[i].state & PS_OUT_LEFT) ++oleft; + if(t->v[i].state & PS_OUT_RIGHT) ++oright; + if(t->v[i].state & PS_OUT_BOTTOM) ++obottom; + if(t->v[i].state & PS_OUT_TOP) ++otop; + if(t->v[i].state & PS_OUT_NEAR) ++onear; + if(t->v[i].state & PS_OUT_FAR) ++ofar; + } + if(!(oleft | oright | obottom | otop | onear | ofar)) + return; + if(oleft == 3 || oright == 3 || obottom == 3 || otop == 3 || onear == 3 || ofar == 3) { + t->state |= PS_TOTALLY_OUT; + return; + } + t->state |= PS_PARTIALLY_OUT; + /* le cas PARTIALLY_OUT n'est pas réellement géré. Il serait + nécessaire à partir d'ici de construire la liste des triangles + qui repésentent l'intersection entre le triangle d'origine et + le cube unitaire. Ceci permettrait de ne plus avoir besoin de + tester si le pixel produit par le raster est bien dans le + "screen" avant d'écrire ; et aussi de se passer du "hack" + PS_TOO_FAR qui est problématique. Vous pouvez vous inspirer de + ce qui est fait là : + https://github.com/erich666/GraphicsGems/blob/master/gems/PolyScan/poly_clip.c + en le ramenant au cas d'un triangle. + */ +} diff --git a/window.c b/window.c new file mode 100644 index 0000000..0e7b158 --- /dev/null +++ b/window.c @@ -0,0 +1,212 @@ +/*!\file window.c + * \brief Utilisation du raster "maison" pour finaliser le pipeline de + * rendu 3D. Ici on peut voir les géométries disponibles. + * \author Farès BELHADJ, amsi@up8.edu + * \date December 4, 2020. + * \todo pour les étudiant(e)s : changer la variation de l'angle de + * rotation pour qu'il soit dépendant du temps et non du framerate + */ +#include +/* inclusion des entêtes de fonctions de gestion de primitives simples + * de dessin. La lettre p signifie aussi bien primitive que + * pédagogique. */ +#include +/* inclure notre bibliothèque "maison" de rendu */ +#include "moteur.h" + +/* inclusion des entêtes de fonctions de création et de gestion de + * fenêtres système ouvrant un contexte favorable à GL4dummies. Cette + * partie est dépendante de la bibliothèque SDL2 */ +#include + +/* protos de fonctions locales (static) */ +static void init(void); +static void draw(void); +static void key(int keycode); +static void sortie(void); + +/*!\brief un identifiant pour l'écran (de dessin) */ +static GLuint _screenId = 0; + +/*!\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 */ + "Mon moteur de rendu <>", /* titre */ + 10, 10, 640, 480, /* 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; + } + /* Pour forcer la désactivation de la synchronisation verticale */ + SDL_GL_SetSwapInterval(0); + init(); + /* création d'un screen GL4Dummies (texture dans laquelle nous + * pouvons dessiner) aux dimensions de la fenêtre */ + _screenId = gl4dpInitScreen(); + /* 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}; + /* on créé nos trois type de surfaces */ + _quad = mkQuad(); /* ça fait 2 triangles */ + _cube = mkCube(); /* ça fait 2x6 triangles */ + _sphere = mkSphere(12, 12); /* ça fait 12x12x2 trianles ! */ + /* on change les couleurs de surfaces */ + _quad->dcolor = r; _cube->dcolor = b; _sphere->dcolor = g; + /* on leur rajoute la même texture */ + id = getTexFromBMP("images/tex.bmp"); + setTexId( _quad, id); + setTexId( _cube, id); + setTexId(_sphere, id); + /* si _use_tex != 0, on active l'utilisation de la texture pour les + * trois */ + if(_use_tex) { + enableSurfaceOption( _quad, SO_USE_TEXTURE); + enableSurfaceOption( _cube, SO_USE_TEXTURE); + enableSurfaceOption(_sphere, SO_USE_TEXTURE); + } + /* si _use_lighting != 0, on active l'ombrage */ + if(_use_lighting) { + enableSurfaceOption( _quad, SO_USE_LIGHTING); + enableSurfaceOption( _cube, SO_USE_LIGHTING); + enableSurfaceOption(_sphere, SO_USE_LIGHTING); + } + /* on désactive le back cull face pour le quadrilatère, ainsi on + * peut voir son arrière quand le lighting est inactif */ + disableSurfaceOption(_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 mvMat[16], projMat[16], nmv[16]; + /* effacer l'écran et le buffer de profondeur */ + gl4dpClearScreen(); + clearDepth(); + /* 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 projMat */ + MFRUSTUM(projMat, -0.05f, 0.05f, -0.05f, 0.05f, 0.1f, 1000.0f); + /* charger la matrice identité dans model-view */ + MIDENTITY(mvMat); + /* on place la caméra en arrière-haut, elle regarde le centre de la scène */ + lookAt(mvMat, 0, _ycam, 10, 0, 0, 0, 0, 1, 0); + /* le quadrilatère est mis à gauche et tourne autour de son axe x */ + memcpy(nmv, mvMat, sizeof nmv); /* copie mvMat dans nmv */ + translate(nmv, -3.0f, 0.0f, 0.0f); + rotate(nmv, a, 1.0f, 0.0f, 0.0f); + transform_n_raster(_quad, nmv, projMat); + /* le cube est mis à droite et tourne autour de son axe z */ + memcpy(nmv, mvMat, sizeof nmv); /* copie mvMat dans nmv */ + translate(nmv, 3.0f, 0.0f, 0.0f); + rotate(nmv, a, 0.0f, 0.0f, 1.0f); + transform_n_raster(_cube, nmv, projMat); + /* la sphère est laissée au centre et tourne autour de son axe y */ + memcpy(nmv, mvMat, sizeof nmv); /* copie mvMat dans nmv */ + rotate(nmv, a, 0.0f, 1.0f, 0.0f); + transform_n_raster(_sphere, nmv, projMat); + /* déclarer qu'on a changé (en bas niveau) des pixels du screen */ + 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) { + enableSurfaceOption( _quad, SO_USE_TEXTURE); + enableSurfaceOption( _cube, SO_USE_TEXTURE); + enableSurfaceOption(_sphere, SO_USE_TEXTURE); + } else { + disableSurfaceOption( _quad, SO_USE_TEXTURE); + disableSurfaceOption( _cube, SO_USE_TEXTURE); + disableSurfaceOption(_sphere, SO_USE_TEXTURE); + } + break; + case GL4DK_c: /* 'c' utiliser la couleur */ + _use_color = !_use_color; + if(_use_color) { + enableSurfaceOption( _quad, SO_USE_COLOR); + enableSurfaceOption( _cube, SO_USE_COLOR); + enableSurfaceOption(_sphere, SO_USE_COLOR); + } else { + disableSurfaceOption( _quad, SO_USE_COLOR); + disableSurfaceOption( _cube, SO_USE_COLOR); + disableSurfaceOption(_sphere, SO_USE_COLOR); + } + break; + case GL4DK_l: /* 'l' utiliser l'ombrage par la méthode Gouraud */ + _use_lighting = !_use_lighting; + if(_use_lighting) { + enableSurfaceOption( _quad, SO_USE_LIGHTING); + enableSurfaceOption( _cube, SO_USE_LIGHTING); + enableSurfaceOption(_sphere, SO_USE_LIGHTING); + } else { + disableSurfaceOption( _quad, SO_USE_LIGHTING); + disableSurfaceOption( _cube, SO_USE_LIGHTING); + disableSurfaceOption(_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) { + freeSurface(_quad); + _quad = NULL; + } + if(_cube) { + freeSurface(_cube); + _cube = NULL; + } + if(_sphere) { + freeSurface(_sphere); + _sphere = NULL; + } + /* libère tous les objets produits par GL4Dummies, ici + * principalement les screen */ + gl4duClean(GL4DU_ALL); +}