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					                    GNU GENERAL PUBLIC LICENSE
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					                       Version 3, 29 June 2007
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					 Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
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					 Everyone is permitted to copy and distribute verbatim copies
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					 of this license document, but changing it is not allowed.
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					                            Preamble
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					                       TERMS AND CONDITIONS
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					  0. Definitions.
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					  All rights granted under this License are granted for the term of
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					  You may convey a covered work in object code form under the terms
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					    written offer, valid for at least three years and valid for as
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					    long as you offer spare parts or customer support for that product
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					    Corresponding Source from a network server at no charge.
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					    only if you received the object code with such an offer, in accord
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					    d) Convey the object code by offering access from a designated
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					    place (gratis or for a charge), and offer equivalent access to the
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					    may be on a different server (operated by you or a third party)
 | 
				
			||||||
 | 
					    that supports equivalent copying facilities, provided you maintain
 | 
				
			||||||
 | 
					    clear directions next to the object code saying where to find the
 | 
				
			||||||
 | 
					    Corresponding Source.  Regardless of what server hosts the
 | 
				
			||||||
 | 
					    Corresponding Source, you remain obligated to ensure that it is
 | 
				
			||||||
 | 
					    available for as long as needed to satisfy these requirements.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    e) Convey the object code using peer-to-peer transmission, provided
 | 
				
			||||||
 | 
					    you inform other peers where the object code and Corresponding
 | 
				
			||||||
 | 
					    Source of the work are being offered to the general public at no
 | 
				
			||||||
 | 
					    charge under subsection 6d.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  A separable portion of the object code, whose source code is excluded
 | 
				
			||||||
 | 
					from the Corresponding Source as a System Library, need not be
 | 
				
			||||||
 | 
					included in conveying the object code work.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  A "User Product" is either (1) a "consumer product", which means any
 | 
				
			||||||
 | 
					tangible personal property which is normally used for personal, family,
 | 
				
			||||||
 | 
					or household purposes, or (2) anything designed or sold for incorporation
 | 
				
			||||||
 | 
					into a dwelling.  In determining whether a product is a consumer product,
 | 
				
			||||||
 | 
					doubtful cases shall be resolved in favor of coverage.  For a particular
 | 
				
			||||||
 | 
					product received by a particular user, "normally used" refers to a
 | 
				
			||||||
 | 
					typical or common use of that class of product, regardless of the status
 | 
				
			||||||
 | 
					of the particular user or of the way in which the particular user
 | 
				
			||||||
 | 
					actually uses, or expects or is expected to use, the product.  A product
 | 
				
			||||||
 | 
					is a consumer product regardless of whether the product has substantial
 | 
				
			||||||
 | 
					commercial, industrial or non-consumer uses, unless such uses represent
 | 
				
			||||||
 | 
					the only significant mode of use of the product.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  "Installation Information" for a User Product means any methods,
 | 
				
			||||||
 | 
					procedures, authorization keys, or other information required to install
 | 
				
			||||||
 | 
					and execute modified versions of a covered work in that User Product from
 | 
				
			||||||
 | 
					a modified version of its Corresponding Source.  The information must
 | 
				
			||||||
 | 
					suffice to ensure that the continued functioning of the modified object
 | 
				
			||||||
 | 
					code is in no case prevented or interfered with solely because
 | 
				
			||||||
 | 
					modification has been made.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  If you convey an object code work under this section in, or with, or
 | 
				
			||||||
 | 
					specifically for use in, a User Product, and the conveying occurs as
 | 
				
			||||||
 | 
					part of a transaction in which the right of possession and use of the
 | 
				
			||||||
 | 
					User Product is transferred to the recipient in perpetuity or for a
 | 
				
			||||||
 | 
					fixed term (regardless of how the transaction is characterized), the
 | 
				
			||||||
 | 
					Corresponding Source conveyed under this section must be accompanied
 | 
				
			||||||
 | 
					by the Installation Information.  But this requirement does not apply
 | 
				
			||||||
 | 
					if neither you nor any third party retains the ability to install
 | 
				
			||||||
 | 
					modified object code on the User Product (for example, the work has
 | 
				
			||||||
 | 
					been installed in ROM).
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  The requirement to provide Installation Information does not include a
 | 
				
			||||||
 | 
					requirement to continue to provide support service, warranty, or updates
 | 
				
			||||||
 | 
					for a work that has been modified or installed by the recipient, or for
 | 
				
			||||||
 | 
					the User Product in which it has been modified or installed.  Access to a
 | 
				
			||||||
 | 
					network may be denied when the modification itself materially and
 | 
				
			||||||
 | 
					adversely affects the operation of the network or violates the rules and
 | 
				
			||||||
 | 
					protocols for communication across the network.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  Corresponding Source conveyed, and Installation Information provided,
 | 
				
			||||||
 | 
					in accord with this section must be in a format that is publicly
 | 
				
			||||||
 | 
					documented (and with an implementation available to the public in
 | 
				
			||||||
 | 
					source code form), and must require no special password or key for
 | 
				
			||||||
 | 
					unpacking, reading or copying.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  7. Additional Terms.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  "Additional permissions" are terms that supplement the terms of this
 | 
				
			||||||
 | 
					License by making exceptions from one or more of its conditions.
 | 
				
			||||||
 | 
					Additional permissions that are applicable to the entire Program shall
 | 
				
			||||||
 | 
					be treated as though they were included in this License, to the extent
 | 
				
			||||||
 | 
					that they are valid under applicable law.  If additional permissions
 | 
				
			||||||
 | 
					apply only to part of the Program, that part may be used separately
 | 
				
			||||||
 | 
					under those permissions, but the entire Program remains governed by
 | 
				
			||||||
 | 
					this License without regard to the additional permissions.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  When you convey a copy of a covered work, you may at your option
 | 
				
			||||||
 | 
					remove any additional permissions from that copy, or from any part of
 | 
				
			||||||
 | 
					it.  (Additional permissions may be written to require their own
 | 
				
			||||||
 | 
					removal in certain cases when you modify the work.)  You may place
 | 
				
			||||||
 | 
					additional permissions on material, added by you to a covered work,
 | 
				
			||||||
 | 
					for which you have or can give appropriate copyright permission.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  Notwithstanding any other provision of this License, for material you
 | 
				
			||||||
 | 
					add to a covered work, you may (if authorized by the copyright holders of
 | 
				
			||||||
 | 
					that material) supplement the terms of this License with terms:
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    a) Disclaiming warranty or limiting liability differently from the
 | 
				
			||||||
 | 
					    terms of sections 15 and 16 of this License; or
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    b) Requiring preservation of specified reasonable legal notices or
 | 
				
			||||||
 | 
					    author attributions in that material or in the Appropriate Legal
 | 
				
			||||||
 | 
					    Notices displayed by works containing it; or
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    c) Prohibiting misrepresentation of the origin of that material, or
 | 
				
			||||||
 | 
					    requiring that modified versions of such material be marked in
 | 
				
			||||||
 | 
					    reasonable ways as different from the original version; or
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    d) Limiting the use for publicity purposes of names of licensors or
 | 
				
			||||||
 | 
					    authors of the material; or
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    e) Declining to grant rights under trademark law for use of some
 | 
				
			||||||
 | 
					    trade names, trademarks, or service marks; or
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    f) Requiring indemnification of licensors and authors of that
 | 
				
			||||||
 | 
					    material by anyone who conveys the material (or modified versions of
 | 
				
			||||||
 | 
					    it) with contractual assumptions of liability to the recipient, for
 | 
				
			||||||
 | 
					    any liability that these contractual assumptions directly impose on
 | 
				
			||||||
 | 
					    those licensors and authors.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  All other non-permissive additional terms are considered "further
 | 
				
			||||||
 | 
					restrictions" within the meaning of section 10.  If the Program as you
 | 
				
			||||||
 | 
					received it, or any part of it, contains a notice stating that it is
 | 
				
			||||||
 | 
					governed by this License along with a term that is a further
 | 
				
			||||||
 | 
					restriction, you may remove that term.  If a license document contains
 | 
				
			||||||
 | 
					a further restriction but permits relicensing or conveying under this
 | 
				
			||||||
 | 
					License, you may add to a covered work material governed by the terms
 | 
				
			||||||
 | 
					of that license document, provided that the further restriction does
 | 
				
			||||||
 | 
					not survive such relicensing or conveying.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  If you add terms to a covered work in accord with this section, you
 | 
				
			||||||
 | 
					must place, in the relevant source files, a statement of the
 | 
				
			||||||
 | 
					additional terms that apply to those files, or a notice indicating
 | 
				
			||||||
 | 
					where to find the applicable terms.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  Additional terms, permissive or non-permissive, may be stated in the
 | 
				
			||||||
 | 
					form of a separately written license, or stated as exceptions;
 | 
				
			||||||
 | 
					the above requirements apply either way.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  8. Termination.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  You may not propagate or modify a covered work except as expressly
 | 
				
			||||||
 | 
					provided under this License.  Any attempt otherwise to propagate or
 | 
				
			||||||
 | 
					modify it is void, and will automatically terminate your rights under
 | 
				
			||||||
 | 
					this License (including any patent licenses granted under the third
 | 
				
			||||||
 | 
					paragraph of section 11).
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  However, if you cease all violation of this License, then your
 | 
				
			||||||
 | 
					license from a particular copyright holder is reinstated (a)
 | 
				
			||||||
 | 
					provisionally, unless and until the copyright holder explicitly and
 | 
				
			||||||
 | 
					finally terminates your license, and (b) permanently, if the copyright
 | 
				
			||||||
 | 
					holder fails to notify you of the violation by some reasonable means
 | 
				
			||||||
 | 
					prior to 60 days after the cessation.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  Moreover, your license from a particular copyright holder is
 | 
				
			||||||
 | 
					reinstated permanently if the copyright holder notifies you of the
 | 
				
			||||||
 | 
					violation by some reasonable means, this is the first time you have
 | 
				
			||||||
 | 
					received notice of violation of this License (for any work) from that
 | 
				
			||||||
 | 
					copyright holder, and you cure the violation prior to 30 days after
 | 
				
			||||||
 | 
					your receipt of the notice.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  Termination of your rights under this section does not terminate the
 | 
				
			||||||
 | 
					licenses of parties who have received copies or rights from you under
 | 
				
			||||||
 | 
					this License.  If your rights have been terminated and not permanently
 | 
				
			||||||
 | 
					reinstated, you do not qualify to receive new licenses for the same
 | 
				
			||||||
 | 
					material under section 10.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  9. Acceptance Not Required for Having Copies.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  You are not required to accept this License in order to receive or
 | 
				
			||||||
 | 
					run a copy of the Program.  Ancillary propagation of a covered work
 | 
				
			||||||
 | 
					occurring solely as a consequence of using peer-to-peer transmission
 | 
				
			||||||
 | 
					to receive a copy likewise does not require acceptance.  However,
 | 
				
			||||||
 | 
					nothing other than this License grants you permission to propagate or
 | 
				
			||||||
 | 
					modify any covered work.  These actions infringe copyright if you do
 | 
				
			||||||
 | 
					not accept this License.  Therefore, by modifying or propagating a
 | 
				
			||||||
 | 
					covered work, you indicate your acceptance of this License to do so.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  10. Automatic Licensing of Downstream Recipients.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  Each time you convey a covered work, the recipient automatically
 | 
				
			||||||
 | 
					receives a license from the original licensors, to run, modify and
 | 
				
			||||||
 | 
					propagate that work, subject to this License.  You are not responsible
 | 
				
			||||||
 | 
					for enforcing compliance by third parties with this License.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  An "entity transaction" is a transaction transferring control of an
 | 
				
			||||||
 | 
					organization, or substantially all assets of one, or subdividing an
 | 
				
			||||||
 | 
					organization, or merging organizations.  If propagation of a covered
 | 
				
			||||||
 | 
					work results from an entity transaction, each party to that
 | 
				
			||||||
 | 
					transaction who receives a copy of the work also receives whatever
 | 
				
			||||||
 | 
					licenses to the work the party's predecessor in interest had or could
 | 
				
			||||||
 | 
					give under the previous paragraph, plus a right to possession of the
 | 
				
			||||||
 | 
					Corresponding Source of the work from the predecessor in interest, if
 | 
				
			||||||
 | 
					the predecessor has it or can get it with reasonable efforts.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  You may not impose any further restrictions on the exercise of the
 | 
				
			||||||
 | 
					rights granted or affirmed under this License.  For example, you may
 | 
				
			||||||
 | 
					not impose a license fee, royalty, or other charge for exercise of
 | 
				
			||||||
 | 
					rights granted under this License, and you may not initiate litigation
 | 
				
			||||||
 | 
					(including a cross-claim or counterclaim in a lawsuit) alleging that
 | 
				
			||||||
 | 
					any patent claim is infringed by making, using, selling, offering for
 | 
				
			||||||
 | 
					sale, or importing the Program or any portion of it.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  11. Patents.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  A "contributor" is a copyright holder who authorizes use under this
 | 
				
			||||||
 | 
					License of the Program or a work on which the Program is based.  The
 | 
				
			||||||
 | 
					work thus licensed is called the contributor's "contributor version".
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  A contributor's "essential patent claims" are all patent claims
 | 
				
			||||||
 | 
					owned or controlled by the contributor, whether already acquired or
 | 
				
			||||||
 | 
					hereafter acquired, that would be infringed by some manner, permitted
 | 
				
			||||||
 | 
					by this License, of making, using, or selling its contributor version,
 | 
				
			||||||
 | 
					but do not include claims that would be infringed only as a
 | 
				
			||||||
 | 
					consequence of further modification of the contributor version.  For
 | 
				
			||||||
 | 
					purposes of this definition, "control" includes the right to grant
 | 
				
			||||||
 | 
					patent sublicenses in a manner consistent with the requirements of
 | 
				
			||||||
 | 
					this License.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  Each contributor grants you a non-exclusive, worldwide, royalty-free
 | 
				
			||||||
 | 
					patent license under the contributor's essential patent claims, to
 | 
				
			||||||
 | 
					make, use, sell, offer for sale, import and otherwise run, modify and
 | 
				
			||||||
 | 
					propagate the contents of its contributor version.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  In the following three paragraphs, a "patent license" is any express
 | 
				
			||||||
 | 
					agreement or commitment, however denominated, not to enforce a patent
 | 
				
			||||||
 | 
					(such as an express permission to practice a patent or covenant not to
 | 
				
			||||||
 | 
					sue for patent infringement).  To "grant" such a patent license to a
 | 
				
			||||||
 | 
					party means to make such an agreement or commitment not to enforce a
 | 
				
			||||||
 | 
					patent against the party.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  If you convey a covered work, knowingly relying on a patent license,
 | 
				
			||||||
 | 
					and the Corresponding Source of the work is not available for anyone
 | 
				
			||||||
 | 
					to copy, free of charge and under the terms of this License, through a
 | 
				
			||||||
 | 
					publicly available network server or other readily accessible means,
 | 
				
			||||||
 | 
					then you must either (1) cause the Corresponding Source to be so
 | 
				
			||||||
 | 
					available, or (2) arrange to deprive yourself of the benefit of the
 | 
				
			||||||
 | 
					patent license for this particular work, or (3) arrange, in a manner
 | 
				
			||||||
 | 
					consistent with the requirements of this License, to extend the patent
 | 
				
			||||||
 | 
					license to downstream recipients.  "Knowingly relying" means you have
 | 
				
			||||||
 | 
					actual knowledge that, but for the patent license, your conveying the
 | 
				
			||||||
 | 
					covered work in a country, or your recipient's use of the covered work
 | 
				
			||||||
 | 
					in a country, would infringe one or more identifiable patents in that
 | 
				
			||||||
 | 
					country that you have reason to believe are valid.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  If, pursuant to or in connection with a single transaction or
 | 
				
			||||||
 | 
					arrangement, you convey, or propagate by procuring conveyance of, a
 | 
				
			||||||
 | 
					covered work, and grant a patent license to some of the parties
 | 
				
			||||||
 | 
					receiving the covered work authorizing them to use, propagate, modify
 | 
				
			||||||
 | 
					or convey a specific copy of the covered work, then the patent license
 | 
				
			||||||
 | 
					you grant is automatically extended to all recipients of the covered
 | 
				
			||||||
 | 
					work and works based on it.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  A patent license is "discriminatory" if it does not include within
 | 
				
			||||||
 | 
					the scope of its coverage, prohibits the exercise of, or is
 | 
				
			||||||
 | 
					conditioned on the non-exercise of one or more of the rights that are
 | 
				
			||||||
 | 
					specifically granted under this License.  You may not convey a covered
 | 
				
			||||||
 | 
					work if you are a party to an arrangement with a third party that is
 | 
				
			||||||
 | 
					in the business of distributing software, under which you make payment
 | 
				
			||||||
 | 
					to the third party based on the extent of your activity of conveying
 | 
				
			||||||
 | 
					the work, and under which the third party grants, to any of the
 | 
				
			||||||
 | 
					parties who would receive the covered work from you, a discriminatory
 | 
				
			||||||
 | 
					patent license (a) in connection with copies of the covered work
 | 
				
			||||||
 | 
					conveyed by you (or copies made from those copies), or (b) primarily
 | 
				
			||||||
 | 
					for and in connection with specific products or compilations that
 | 
				
			||||||
 | 
					contain the covered work, unless you entered into that arrangement,
 | 
				
			||||||
 | 
					or that patent license was granted, prior to 28 March 2007.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  Nothing in this License shall be construed as excluding or limiting
 | 
				
			||||||
 | 
					any implied license or other defenses to infringement that may
 | 
				
			||||||
 | 
					otherwise be available to you under applicable patent law.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  12. No Surrender of Others' Freedom.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  If conditions are imposed on you (whether by court order, agreement or
 | 
				
			||||||
 | 
					otherwise) that contradict the conditions of this License, they do not
 | 
				
			||||||
 | 
					excuse you from the conditions of this License.  If you cannot convey a
 | 
				
			||||||
 | 
					covered work so as to satisfy simultaneously your obligations under this
 | 
				
			||||||
 | 
					License and any other pertinent obligations, then as a consequence you may
 | 
				
			||||||
 | 
					not convey it at all.  For example, if you agree to terms that obligate you
 | 
				
			||||||
 | 
					to collect a royalty for further conveying from those to whom you convey
 | 
				
			||||||
 | 
					the Program, the only way you could satisfy both those terms and this
 | 
				
			||||||
 | 
					License would be to refrain entirely from conveying the Program.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  13. Use with the GNU Affero General Public License.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  Notwithstanding any other provision of this License, you have
 | 
				
			||||||
 | 
					permission to link or combine any covered work with a work licensed
 | 
				
			||||||
 | 
					under version 3 of the GNU Affero General Public License into a single
 | 
				
			||||||
 | 
					combined work, and to convey the resulting work.  The terms of this
 | 
				
			||||||
 | 
					License will continue to apply to the part which is the covered work,
 | 
				
			||||||
 | 
					but the special requirements of the GNU Affero General Public License,
 | 
				
			||||||
 | 
					section 13, concerning interaction through a network will apply to the
 | 
				
			||||||
 | 
					combination as such.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  14. Revised Versions of this License.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  The Free Software Foundation may publish revised and/or new versions of
 | 
				
			||||||
 | 
					the GNU General Public License from time to time.  Such new versions will
 | 
				
			||||||
 | 
					be similar in spirit to the present version, but may differ in detail to
 | 
				
			||||||
 | 
					address new problems or concerns.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  Each version is given a distinguishing version number.  If the
 | 
				
			||||||
 | 
					Program specifies that a certain numbered version of the GNU General
 | 
				
			||||||
 | 
					Public License "or any later version" applies to it, you have the
 | 
				
			||||||
 | 
					option of following the terms and conditions either of that numbered
 | 
				
			||||||
 | 
					version or of any later version published by the Free Software
 | 
				
			||||||
 | 
					Foundation.  If the Program does not specify a version number of the
 | 
				
			||||||
 | 
					GNU General Public License, you may choose any version ever published
 | 
				
			||||||
 | 
					by the Free Software Foundation.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  If the Program specifies that a proxy can decide which future
 | 
				
			||||||
 | 
					versions of the GNU General Public License can be used, that proxy's
 | 
				
			||||||
 | 
					public statement of acceptance of a version permanently authorizes you
 | 
				
			||||||
 | 
					to choose that version for the Program.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  Later license versions may give you additional or different
 | 
				
			||||||
 | 
					permissions.  However, no additional obligations are imposed on any
 | 
				
			||||||
 | 
					author or copyright holder as a result of your choosing to follow a
 | 
				
			||||||
 | 
					later version.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  15. Disclaimer of Warranty.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
 | 
				
			||||||
 | 
					APPLICABLE LAW.  EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
 | 
				
			||||||
 | 
					HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
 | 
				
			||||||
 | 
					OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
 | 
				
			||||||
 | 
					THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
 | 
				
			||||||
 | 
					PURPOSE.  THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
 | 
				
			||||||
 | 
					IS WITH YOU.  SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
 | 
				
			||||||
 | 
					ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  16. Limitation of Liability.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
 | 
				
			||||||
 | 
					WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
 | 
				
			||||||
 | 
					THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
 | 
				
			||||||
 | 
					GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
 | 
				
			||||||
 | 
					USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
 | 
				
			||||||
 | 
					DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
 | 
				
			||||||
 | 
					PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
 | 
				
			||||||
 | 
					EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
 | 
				
			||||||
 | 
					SUCH DAMAGES.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  17. Interpretation of Sections 15 and 16.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  If the disclaimer of warranty and limitation of liability provided
 | 
				
			||||||
 | 
					above cannot be given local legal effect according to their terms,
 | 
				
			||||||
 | 
					reviewing courts shall apply local law that most closely approximates
 | 
				
			||||||
 | 
					an absolute waiver of all civil liability in connection with the
 | 
				
			||||||
 | 
					Program, unless a warranty or assumption of liability accompanies a
 | 
				
			||||||
 | 
					copy of the Program in return for a fee.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					                     END OF TERMS AND CONDITIONS
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					            How to Apply These Terms to Your New Programs
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  If you develop a new program, and you want it to be of the greatest
 | 
				
			||||||
 | 
					possible use to the public, the best way to achieve this is to make it
 | 
				
			||||||
 | 
					free software which everyone can redistribute and change under these terms.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  To do so, attach the following notices to the program.  It is safest
 | 
				
			||||||
 | 
					to attach them to the start of each source file to most effectively
 | 
				
			||||||
 | 
					state the exclusion of warranty; and each file should have at least
 | 
				
			||||||
 | 
					the "copyright" line and a pointer to where the full notice is found.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    <one line to give the program's name and a brief idea of what it does.>
 | 
				
			||||||
 | 
					    Copyright (C) <year>  <name of author>
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    This program is free software: you can redistribute it and/or modify
 | 
				
			||||||
 | 
					    it under the terms of the GNU General Public License as published by
 | 
				
			||||||
 | 
					    the Free Software Foundation, either version 3 of the License, or
 | 
				
			||||||
 | 
					    (at your option) any later version.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    This program is distributed in the hope that it will be useful,
 | 
				
			||||||
 | 
					    but WITHOUT ANY WARRANTY; without even the implied warranty of
 | 
				
			||||||
 | 
					    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 | 
				
			||||||
 | 
					    GNU General Public License for more details.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    You should have received a copy of the GNU General Public License
 | 
				
			||||||
 | 
					    along with this program.  If not, see <http://www.gnu.org/licenses/>.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					Also add information on how to contact you by electronic and paper mail.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  If the program does terminal interaction, make it output a short
 | 
				
			||||||
 | 
					notice like this when it starts in an interactive mode:
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    <program>  Copyright (C) <year>  <name of author>
 | 
				
			||||||
 | 
					    This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
 | 
				
			||||||
 | 
					    This is free software, and you are welcome to redistribute it
 | 
				
			||||||
 | 
					    under certain conditions; type `show c' for details.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					The hypothetical commands `show w' and `show c' should show the appropriate
 | 
				
			||||||
 | 
					parts of the General Public License.  Of course, your program's commands
 | 
				
			||||||
 | 
					might be different; for a GUI interface, you would use an "about box".
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  You should also get your employer (if you work as a programmer) or school,
 | 
				
			||||||
 | 
					if any, to sign a "copyright disclaimer" for the program, if necessary.
 | 
				
			||||||
 | 
					For more information on this, and how to apply and follow the GNU GPL, see
 | 
				
			||||||
 | 
					<http://www.gnu.org/licenses/>.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  The GNU General Public License does not permit incorporating your program
 | 
				
			||||||
 | 
					into proprietary programs.  If your program is a subroutine library, you
 | 
				
			||||||
 | 
					may consider it more useful to permit linking proprietary applications with
 | 
				
			||||||
 | 
					the library.  If this is what you want to do, use the GNU Lesser General
 | 
				
			||||||
 | 
					Public License instead of this License.  But first, please read
 | 
				
			||||||
 | 
					<http://www.gnu.org/philosophy/why-not-lgpl.html>.
 | 
				
			||||||
							
								
								
									
										83
									
								
								Makefile
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										83
									
								
								Makefile
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,83 @@
 | 
				
			|||||||
 | 
					#  Makefile 
 | 
				
			||||||
 | 
					#  Auteur : Farès BELHADJ
 | 
				
			||||||
 | 
					#  Email  : amsi@up8.edu
 | 
				
			||||||
 | 
					#  Date   : 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 = $(patsubst %,<ClCompile Include=\"%\\\" \\/>,$(SOURCES))
 | 
				
			||||||
 | 
					OBJ = $(SOURCES:.c=.o)
 | 
				
			||||||
 | 
					DOXYFILE = documentation/Doxyfile
 | 
				
			||||||
 | 
					VSCFILES = $(PROGNAME).vcxproj $(PROGNAME).sln
 | 
				
			||||||
 | 
					EXTRAFILES = COPYING $(wildcard shaders/*.?s images/*) $(VSCFILES)
 | 
				
			||||||
 | 
					DISTFILES = $(SOURCES) Makefile $(HEADERS) $(DOXYFILE) $(EXTRAFILES)
 | 
				
			||||||
 | 
					# Traitements automatiques pour ajout de chemins et options (ne pas modifier)
 | 
				
			||||||
 | 
					ifneq (,$(shell ls -d /usr/local/include 2>/dev/null | tail -n 1))
 | 
				
			||||||
 | 
						CPPFLAGS += -I/usr/local/include
 | 
				
			||||||
 | 
					endif
 | 
				
			||||||
 | 
					ifneq (,$(shell ls -d $(HOME)/local/include 2>/dev/null | tail -n 1))
 | 
				
			||||||
 | 
						CPPFLAGS += -I$(HOME)/local/include
 | 
				
			||||||
 | 
					endif
 | 
				
			||||||
 | 
					ifneq (,$(shell ls -d /usr/local/lib 2>/dev/null | tail -n 1))
 | 
				
			||||||
 | 
						LDFLAGS += -L/usr/local/lib
 | 
				
			||||||
 | 
					endif
 | 
				
			||||||
 | 
					ifneq (,$(shell ls -d $(HOME)/local/lib 2>/dev/null | tail -n 1))
 | 
				
			||||||
 | 
						LDFLAGS += -L$(HOME)/local/lib
 | 
				
			||||||
 | 
					endif
 | 
				
			||||||
 | 
					ifeq ($(shell uname),Darwin)
 | 
				
			||||||
 | 
						MACOSX_DEPLOYMENT_TARGET = 10.8
 | 
				
			||||||
 | 
					        CFLAGS += -mmacosx-version-min=$(MACOSX_DEPLOYMENT_TARGET)
 | 
				
			||||||
 | 
					        LDFLAGS += -framework OpenGL -mmacosx-version-min=$(MACOSX_DEPLOYMENT_TARGET)
 | 
				
			||||||
 | 
					else
 | 
				
			||||||
 | 
					        LDFLAGS += -lGL
 | 
				
			||||||
 | 
					endif
 | 
				
			||||||
 | 
					CPPFLAGS += $(shell sdl2-config --cflags)
 | 
				
			||||||
 | 
					LDFLAGS  += -lGL4Dummies $(shell sdl2-config --libs)
 | 
				
			||||||
 | 
					all: $(PROGNAME)
 | 
				
			||||||
 | 
					$(PROGNAME): $(OBJ)
 | 
				
			||||||
 | 
						$(CC) $(OBJ) $(LDFLAGS) -o $(PROGNAME)
 | 
				
			||||||
 | 
					%.o: %.c
 | 
				
			||||||
 | 
						$(CC) $(CPPFLAGS) $(CFLAGS) -c $< -o $@
 | 
				
			||||||
 | 
					dist: distdir
 | 
				
			||||||
 | 
						$(CHMOD) -R a+r $(distdir)
 | 
				
			||||||
 | 
						$(TAR) zcvf $(distdir).tgz $(distdir)
 | 
				
			||||||
 | 
						$(RM) -r $(distdir)
 | 
				
			||||||
 | 
					zip: distdir
 | 
				
			||||||
 | 
						$(CHMOD) -R a+r $(distdir)
 | 
				
			||||||
 | 
						$(ZIP) -r $(distdir).zip $(distdir)
 | 
				
			||||||
 | 
						$(RM) -r $(distdir)
 | 
				
			||||||
 | 
					distdir: $(DISTFILES)
 | 
				
			||||||
 | 
						$(RM) -r $(distdir)
 | 
				
			||||||
 | 
						$(MKDIR) $(distdir)
 | 
				
			||||||
 | 
						$(CHMOD) 777 $(distdir)
 | 
				
			||||||
 | 
						$(CP) $(DISTFILES) $(distdir)
 | 
				
			||||||
 | 
					doc: $(DOXYFILE)
 | 
				
			||||||
 | 
						cat $< | sed -e "s/PROJECT_NAME *=.*/PROJECT_NAME = $(PROGNAME)/" |\
 | 
				
			||||||
 | 
						  sed -e "s/PROJECT_NUMBER *=.*/PROJECT_NUMBER = $(VERSION)/" >> $<.new
 | 
				
			||||||
 | 
						mv -f $<.new $<
 | 
				
			||||||
 | 
						cd documentation && doxygen && cd ..
 | 
				
			||||||
 | 
					msvc: $(VSCFILES)
 | 
				
			||||||
 | 
						@echo "Now these files ($?) already exist. If you wish to regenerate them, you should first delete them manually."  
 | 
				
			||||||
 | 
					$(VSCFILES):
 | 
				
			||||||
 | 
						@echo "Generating $@ ..."
 | 
				
			||||||
 | 
						@cat ../../Windows/templates/gl4dSample$(suffix $@) | sed -e "s/INSERT_PROJECT_NAME/$(PROGNAME)/g" | sed -e "s/INSERT_TARGET_NAME/$(PROGNAME)/" | sed -e "s/INSERT_SOURCE_FILES/$(MSVCSRC)/" > $@
 | 
				
			||||||
 | 
					clean:
 | 
				
			||||||
 | 
						@$(RM) -r $(PROGNAME) $(OBJ) *~ $(distdir).tgz $(distdir).zip gmon.out	\
 | 
				
			||||||
 | 
						  core.* documentation/*~ shaders/*~ documentation/html
 | 
				
			||||||
							
								
								
									
										1161
									
								
								documentation/Doxyfile
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										1161
									
								
								documentation/Doxyfile
									
									
									
									
									
										Normal file
									
								
							
										
											
												File diff suppressed because it is too large
												Load Diff
											
										
									
								
							
							
								
								
									
										153
									
								
								geometry.c
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										153
									
								
								geometry.c
									
									
									
									
									
										Normal file
									
								
							@ -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 <assert.h>
 | 
				
			||||||
 | 
					#if defined(_MSC_VER)
 | 
				
			||||||
 | 
					#  define _USE_MATH_DEFINES
 | 
				
			||||||
 | 
					#endif
 | 
				
			||||||
 | 
					#include <math.h>
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					/*!\brief fabrique et renvoie une surface représentant un
 | 
				
			||||||
 | 
					 * quadrilatère "debout" et à la profondeur 0. Il fait la hauteur et
 | 
				
			||||||
 | 
					 * la largeur du cube unitaire (-1 à 1).*/
 | 
				
			||||||
 | 
					surface_t * 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);
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
							
								
								
									
										
											BIN
										
									
								
								images/tex.bmp
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										
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								images/tex.bmp
									
									
									
									
									
										Normal file
									
								
							
										
											Binary file not shown.
										
									
								
							| 
		 After Width: | Height: | Size: 12 KiB  | 
							
								
								
									
										164
									
								
								moteur.h
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										164
									
								
								moteur.h
									
									
									
									
									
										Normal file
									
								
							@ -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 <GL4D/gl4dp.h>
 | 
				
			||||||
 | 
					#  include <GL4D/gl4dm.h>
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					#include <float.h>
 | 
				
			||||||
 | 
					#define EPSILON ((double)FLT_EPSILON)
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					#  ifdef __cplusplus
 | 
				
			||||||
 | 
					extern "C" {
 | 
				
			||||||
 | 
					#  endif
 | 
				
			||||||
 | 
					  
 | 
				
			||||||
 | 
					  typedef enum pstate_t pstate_t;
 | 
				
			||||||
 | 
					  typedef enum soptions_t soptions_t;
 | 
				
			||||||
 | 
					  typedef struct vec4 vec4;
 | 
				
			||||||
 | 
					  typedef struct vec3 vec3;
 | 
				
			||||||
 | 
					  typedef struct vec2 vec2;
 | 
				
			||||||
 | 
					  typedef struct vertex_t vertex_t;
 | 
				
			||||||
 | 
					  typedef struct triangle_t triangle_t;
 | 
				
			||||||
 | 
					  typedef struct surface_t surface_t;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  /*!\brief états pour les sommets ou les triangles */
 | 
				
			||||||
 | 
					  enum pstate_t {
 | 
				
			||||||
 | 
							 PS_NONE = 0,
 | 
				
			||||||
 | 
							 PS_TOTALLY_OUT = 1,
 | 
				
			||||||
 | 
							 PS_PARTIALLY_OUT = 2,
 | 
				
			||||||
 | 
							 PS_CULL = 4, /* si en BACKFACE et que
 | 
				
			||||||
 | 
									 SO_CULL_BACKFACES est actif */
 | 
				
			||||||
 | 
							 PS_TOO_FAR = 8,
 | 
				
			||||||
 | 
							 PS_OUT_LEFT = 16,
 | 
				
			||||||
 | 
							 PS_OUT_RIGHT = 32,
 | 
				
			||||||
 | 
							 PS_OUT_BOTTOM = 64,
 | 
				
			||||||
 | 
							 PS_OUT_TOP = 128,
 | 
				
			||||||
 | 
							 PS_OUT_NEAR = 256,
 | 
				
			||||||
 | 
							 PS_OUT_FAR = 512
 | 
				
			||||||
 | 
					  };
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  /*!\brief options pour les surfaces */
 | 
				
			||||||
 | 
					  enum soptions_t {
 | 
				
			||||||
 | 
							   SO_NONE = 0, /* la surface n'a pas de rendu
 | 
				
			||||||
 | 
									   "couleur" */
 | 
				
			||||||
 | 
							   SO_USE_TEXTURE = 1, /* utiliser la texture pour
 | 
				
			||||||
 | 
										  colorer (multiplication si
 | 
				
			||||||
 | 
										  SO_USE_COLOR est actif) */
 | 
				
			||||||
 | 
							   SO_USE_COLOR = 2, /* utiliser la couleur de la
 | 
				
			||||||
 | 
										surface ou des sommets pour
 | 
				
			||||||
 | 
										colorer (multiplication si
 | 
				
			||||||
 | 
										SO_USE_TEXTURE est actif) */
 | 
				
			||||||
 | 
							   SO_COLOR_MATERIAL = 4, /* utiliser la couleur aux
 | 
				
			||||||
 | 
										     sommets si actif
 | 
				
			||||||
 | 
										     (nécessite aussi
 | 
				
			||||||
 | 
										     l'activation de
 | 
				
			||||||
 | 
										     SO_USE_COLOR) */
 | 
				
			||||||
 | 
							   SO_CULL_BACKFACES = 8, /* active le fait de cacher
 | 
				
			||||||
 | 
										     les faces arrières */
 | 
				
			||||||
 | 
							   SO_USE_LIGHTING = 16, /* active le calcul d'ombre
 | 
				
			||||||
 | 
										    propre (Gouraud sur
 | 
				
			||||||
 | 
										    diffus) */
 | 
				
			||||||
 | 
							   SO_DEFAULT = SO_CULL_BACKFACES | SO_USE_COLOR /* comportement
 | 
				
			||||||
 | 
													    par
 | 
				
			||||||
 | 
													    défaut */
 | 
				
			||||||
 | 
					  };
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  struct vec4 {
 | 
				
			||||||
 | 
					    float x /* r */, y/* g */, z /* b */, w /* a */;
 | 
				
			||||||
 | 
					  };
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  struct vec2 {
 | 
				
			||||||
 | 
					    float x /* s */, y /* t */;
 | 
				
			||||||
 | 
					  };
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  struct vec3 {
 | 
				
			||||||
 | 
					    float x /* r */, y/* g */, z/* b */;
 | 
				
			||||||
 | 
					  };
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  /*!\brief le sommet et l'ensemble de ses attributs */
 | 
				
			||||||
 | 
					  struct vertex_t {
 | 
				
			||||||
 | 
					    vec4 position;
 | 
				
			||||||
 | 
					    vec4 color0;
 | 
				
			||||||
 | 
					    /* début des données à partir desquelles on peut interpoler en masse */
 | 
				
			||||||
 | 
					    vec2 texCoord; /* coordonnée de texture */
 | 
				
			||||||
 | 
					    vec4 icolor;   /* couleur à interpoler */
 | 
				
			||||||
 | 
					    float li;      /* intensité de lumière (lambertien) */
 | 
				
			||||||
 | 
					    float zmod;    /* z après modelview, sert à corriger
 | 
				
			||||||
 | 
							      l'interpolation par rapport à une projection en
 | 
				
			||||||
 | 
							      perspective */
 | 
				
			||||||
 | 
					    float z;       /* ce z représente la depth */
 | 
				
			||||||
 | 
					    /* fin des données à partir desquelles on peut interpoler */
 | 
				
			||||||
 | 
					    vec3 normal; /* interpolez les normales si vous implémentez Phong */
 | 
				
			||||||
 | 
					    int x, y;
 | 
				
			||||||
 | 
					    enum pstate_t state;
 | 
				
			||||||
 | 
					  };
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  /*!\brief le triangle */
 | 
				
			||||||
 | 
					  struct triangle_t {
 | 
				
			||||||
 | 
					    vertex_t v[3];
 | 
				
			||||||
 | 
					    vec3 normal;  
 | 
				
			||||||
 | 
					    enum pstate_t state;
 | 
				
			||||||
 | 
					  };
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  /*!\brief la surface englobe plusieurs triangles et des options
 | 
				
			||||||
 | 
					   * telles que le type de rendu, la couleur diffuse ou la texture.
 | 
				
			||||||
 | 
					   */
 | 
				
			||||||
 | 
					  struct surface_t {
 | 
				
			||||||
 | 
					    int n;
 | 
				
			||||||
 | 
					    triangle_t * t;
 | 
				
			||||||
 | 
					    GLuint 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
 | 
				
			||||||
							
								
								
									
										31
									
								
								moteur.sln
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										31
									
								
								moteur.sln
									
									
									
									
									
										Normal file
									
								
							@ -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
 | 
				
			||||||
							
								
								
									
										185
									
								
								moteur.vcxproj
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										185
									
								
								moteur.vcxproj
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,185 @@
 | 
				
			|||||||
 | 
					<?xml version="1.0" encoding="utf-8"?>
 | 
				
			||||||
 | 
					<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
 | 
				
			||||||
 | 
					  <ItemGroup Label="ProjectConfigurations">
 | 
				
			||||||
 | 
					    <ProjectConfiguration Include="Debug|Win32">
 | 
				
			||||||
 | 
					      <Configuration>Debug</Configuration>
 | 
				
			||||||
 | 
					      <Platform>Win32</Platform>
 | 
				
			||||||
 | 
					    </ProjectConfiguration>
 | 
				
			||||||
 | 
					    <ProjectConfiguration Include="Debug|x64">
 | 
				
			||||||
 | 
					      <Configuration>Debug</Configuration>
 | 
				
			||||||
 | 
					      <Platform>x64</Platform>
 | 
				
			||||||
 | 
					    </ProjectConfiguration>
 | 
				
			||||||
 | 
					    <ProjectConfiguration Include="Release|Win32">
 | 
				
			||||||
 | 
					      <Configuration>Release</Configuration>
 | 
				
			||||||
 | 
					      <Platform>Win32</Platform>
 | 
				
			||||||
 | 
					    </ProjectConfiguration>
 | 
				
			||||||
 | 
					    <ProjectConfiguration Include="Release|x64">
 | 
				
			||||||
 | 
					      <Configuration>Release</Configuration>
 | 
				
			||||||
 | 
					      <Platform>x64</Platform>
 | 
				
			||||||
 | 
					    </ProjectConfiguration>
 | 
				
			||||||
 | 
					  </ItemGroup>
 | 
				
			||||||
 | 
					  <PropertyGroup Label="Globals">
 | 
				
			||||||
 | 
					    <ProjectGuid>{09538AA9-09E1-4F92-A30F-6056BA775523}</ProjectGuid>
 | 
				
			||||||
 | 
					    <Keyword>Win32Proj</Keyword>
 | 
				
			||||||
 | 
					    <RootNamespace>moteur</RootNamespace>
 | 
				
			||||||
 | 
					    <TargetName>moteur</TargetName>
 | 
				
			||||||
 | 
					    <WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
 | 
				
			||||||
 | 
					  </PropertyGroup>
 | 
				
			||||||
 | 
					  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
 | 
				
			||||||
 | 
					  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
 | 
				
			||||||
 | 
					    <ConfigurationType>Application</ConfigurationType>
 | 
				
			||||||
 | 
					    <UseDebugLibraries>true</UseDebugLibraries>
 | 
				
			||||||
 | 
					    <CharacterSet>Unicode</CharacterSet>
 | 
				
			||||||
 | 
					    <PlatformToolset>v142</PlatformToolset>
 | 
				
			||||||
 | 
					  </PropertyGroup>
 | 
				
			||||||
 | 
					  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
 | 
				
			||||||
 | 
					    <ConfigurationType>Application</ConfigurationType>
 | 
				
			||||||
 | 
					    <UseDebugLibraries>true</UseDebugLibraries>
 | 
				
			||||||
 | 
					    <CharacterSet>Unicode</CharacterSet>
 | 
				
			||||||
 | 
					    <PlatformToolset>v142</PlatformToolset>
 | 
				
			||||||
 | 
					  </PropertyGroup>
 | 
				
			||||||
 | 
					  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
 | 
				
			||||||
 | 
					    <ConfigurationType>Application</ConfigurationType>
 | 
				
			||||||
 | 
					    <UseDebugLibraries>false</UseDebugLibraries>
 | 
				
			||||||
 | 
					    <WholeProgramOptimization>true</WholeProgramOptimization>
 | 
				
			||||||
 | 
					    <CharacterSet>Unicode</CharacterSet>
 | 
				
			||||||
 | 
					    <PlatformToolset>v142</PlatformToolset>
 | 
				
			||||||
 | 
					  </PropertyGroup>
 | 
				
			||||||
 | 
					  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
 | 
				
			||||||
 | 
					    <ConfigurationType>Application</ConfigurationType>
 | 
				
			||||||
 | 
					    <UseDebugLibraries>false</UseDebugLibraries>
 | 
				
			||||||
 | 
					    <WholeProgramOptimization>true</WholeProgramOptimization>
 | 
				
			||||||
 | 
					    <CharacterSet>Unicode</CharacterSet>
 | 
				
			||||||
 | 
					    <PlatformToolset>v142</PlatformToolset>
 | 
				
			||||||
 | 
					  </PropertyGroup>
 | 
				
			||||||
 | 
					  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
 | 
				
			||||||
 | 
					  <ImportGroup Label="ExtensionSettings">
 | 
				
			||||||
 | 
					  </ImportGroup>
 | 
				
			||||||
 | 
					  <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
 | 
				
			||||||
 | 
					    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
 | 
				
			||||||
 | 
					  </ImportGroup>
 | 
				
			||||||
 | 
					  <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
 | 
				
			||||||
 | 
					    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
 | 
				
			||||||
 | 
					  </ImportGroup>
 | 
				
			||||||
 | 
					  <ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
 | 
				
			||||||
 | 
					    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
 | 
				
			||||||
 | 
					  </ImportGroup>
 | 
				
			||||||
 | 
					  <ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
 | 
				
			||||||
 | 
					    <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
 | 
				
			||||||
 | 
					  </ImportGroup>
 | 
				
			||||||
 | 
					  <PropertyGroup Label="UserMacros" />
 | 
				
			||||||
 | 
					  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
 | 
				
			||||||
 | 
					    <LinkIncremental>false</LinkIncremental>
 | 
				
			||||||
 | 
					    <IncludePath>C:\GL4D\include;C:\GL4D\include\SDL2;$(IncludePath)</IncludePath>
 | 
				
			||||||
 | 
					    <LibraryPath>C:\GL4D\lib\x86;$(LibraryPath)</LibraryPath>
 | 
				
			||||||
 | 
					    <OutDir>$(SolutionDir)\bin\x86\</OutDir>
 | 
				
			||||||
 | 
					    <IntDir>$(SolutionDir)\bin\x86\</IntDir>
 | 
				
			||||||
 | 
					  </PropertyGroup>
 | 
				
			||||||
 | 
					  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
 | 
				
			||||||
 | 
					    <LinkIncremental>false</LinkIncremental>
 | 
				
			||||||
 | 
					    <IncludePath>C:\GL4D\include;C:\GL4D\include\SDL2;$(IncludePath)</IncludePath>
 | 
				
			||||||
 | 
					    <LibraryPath>C:\GL4D\lib\x64;$(LibraryPath)</LibraryPath>
 | 
				
			||||||
 | 
					    <OutDir>$(SolutionDir)\bin\x64\</OutDir>
 | 
				
			||||||
 | 
					    <IntDir>$(SolutionDir)\bin\x64\</IntDir>
 | 
				
			||||||
 | 
					    <ExecutablePath>$(VC_ExecutablePath_x64);$(CommonExecutablePath);</ExecutablePath>
 | 
				
			||||||
 | 
					    <ReferencePath>$(VC_ReferencesPath_x64);</ReferencePath>
 | 
				
			||||||
 | 
					    <LibraryWPath>$(WindowsSDK_MetadataPath);</LibraryWPath>
 | 
				
			||||||
 | 
					  </PropertyGroup>
 | 
				
			||||||
 | 
					  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
 | 
				
			||||||
 | 
					    <LinkIncremental>false</LinkIncremental>
 | 
				
			||||||
 | 
					    <IncludePath>C:\GL4D\include;C:\GL4D\include\SDL2;$(IncludePath)</IncludePath>
 | 
				
			||||||
 | 
					    <LibraryPath>C:\GL4D\lib\x86;$(LibraryPath)</LibraryPath>
 | 
				
			||||||
 | 
					    <OutDir>$(SolutionDir)\bin\x86\</OutDir>
 | 
				
			||||||
 | 
					    <IntDir>$(SolutionDir)\bin\x86\</IntDir>
 | 
				
			||||||
 | 
					  </PropertyGroup>
 | 
				
			||||||
 | 
					  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
 | 
				
			||||||
 | 
					    <LinkIncremental>false</LinkIncremental>
 | 
				
			||||||
 | 
					    <IncludePath>C:\GL4D\include;C:\GL4D\include\SDL2;$(IncludePath)</IncludePath>
 | 
				
			||||||
 | 
					    <LibraryPath>C:\GL4D\lib\x64;$(LibraryPath)</LibraryPath>
 | 
				
			||||||
 | 
					    <OutDir>$(SolutionDir)\bin\x64\</OutDir>
 | 
				
			||||||
 | 
					    <IntDir>$(SolutionDir)\bin\x64\</IntDir>
 | 
				
			||||||
 | 
					  </PropertyGroup>
 | 
				
			||||||
 | 
					  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
 | 
				
			||||||
 | 
					    <ClCompile>
 | 
				
			||||||
 | 
					      <PrecompiledHeader>
 | 
				
			||||||
 | 
					      </PrecompiledHeader>
 | 
				
			||||||
 | 
					      <WarningLevel>Level3</WarningLevel>
 | 
				
			||||||
 | 
					      <Optimization>Disabled</Optimization>
 | 
				
			||||||
 | 
					      <PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
 | 
				
			||||||
 | 
					    </ClCompile>
 | 
				
			||||||
 | 
					    <Link>
 | 
				
			||||||
 | 
					      <SubSystem>Windows</SubSystem>
 | 
				
			||||||
 | 
					      <GenerateDebugInformation>true</GenerateDebugInformation>
 | 
				
			||||||
 | 
					      <AdditionalDependencies>GL4Dummies.lib;OpenGL32.lib;SDL2main.lib;SDL2.lib;%(AdditionalDependencies)</AdditionalDependencies>
 | 
				
			||||||
 | 
					    </Link>
 | 
				
			||||||
 | 
					    <BuildLog>
 | 
				
			||||||
 | 
					      <Path>bin\x86\$(MSBuildProjectName).log</Path>
 | 
				
			||||||
 | 
					    </BuildLog>
 | 
				
			||||||
 | 
					  </ItemDefinitionGroup>
 | 
				
			||||||
 | 
					  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
 | 
				
			||||||
 | 
					    <ClCompile>
 | 
				
			||||||
 | 
					      <PrecompiledHeader>
 | 
				
			||||||
 | 
					      </PrecompiledHeader>
 | 
				
			||||||
 | 
					      <WarningLevel>Level3</WarningLevel>
 | 
				
			||||||
 | 
					      <Optimization>Disabled</Optimization>
 | 
				
			||||||
 | 
					      <PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
 | 
				
			||||||
 | 
					    </ClCompile>
 | 
				
			||||||
 | 
					    <Link>
 | 
				
			||||||
 | 
					      <SubSystem>Windows</SubSystem>
 | 
				
			||||||
 | 
					      <GenerateDebugInformation>true</GenerateDebugInformation>
 | 
				
			||||||
 | 
					      <AdditionalDependencies>GL4Dummies.lib;OpenGL32.lib;SDL2main.lib;SDL2.lib;%(AdditionalDependencies)</AdditionalDependencies>
 | 
				
			||||||
 | 
					    </Link>
 | 
				
			||||||
 | 
					    <BuildLog>
 | 
				
			||||||
 | 
					      <Path>bin\x64\$(MSBuildProjectName).log</Path>
 | 
				
			||||||
 | 
					    </BuildLog>
 | 
				
			||||||
 | 
					  </ItemDefinitionGroup>
 | 
				
			||||||
 | 
					  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
 | 
				
			||||||
 | 
					    <ClCompile>
 | 
				
			||||||
 | 
					      <WarningLevel>Level3</WarningLevel>
 | 
				
			||||||
 | 
					      <PrecompiledHeader>
 | 
				
			||||||
 | 
					      </PrecompiledHeader>
 | 
				
			||||||
 | 
					      <Optimization>MaxSpeed</Optimization>
 | 
				
			||||||
 | 
					      <FunctionLevelLinking>true</FunctionLevelLinking>
 | 
				
			||||||
 | 
					      <IntrinsicFunctions>true</IntrinsicFunctions>
 | 
				
			||||||
 | 
					      <PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
 | 
				
			||||||
 | 
					    </ClCompile>
 | 
				
			||||||
 | 
					    <Link>
 | 
				
			||||||
 | 
					      <SubSystem>Windows</SubSystem>
 | 
				
			||||||
 | 
					      <GenerateDebugInformation>true</GenerateDebugInformation>
 | 
				
			||||||
 | 
					      <EnableCOMDATFolding>true</EnableCOMDATFolding>
 | 
				
			||||||
 | 
					      <OptimizeReferences>true</OptimizeReferences>
 | 
				
			||||||
 | 
					      <AdditionalDependencies>GL4Dummies.lib;OpenGL32.lib;SDL2main.lib;SDL2.lib;%(AdditionalDependencies)</AdditionalDependencies>
 | 
				
			||||||
 | 
					    </Link>
 | 
				
			||||||
 | 
					    <BuildLog>
 | 
				
			||||||
 | 
					      <Path>\bin\x86\$(MSBuildProjectName).log</Path>
 | 
				
			||||||
 | 
					    </BuildLog>
 | 
				
			||||||
 | 
					  </ItemDefinitionGroup>
 | 
				
			||||||
 | 
					  <ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
 | 
				
			||||||
 | 
					    <ClCompile>
 | 
				
			||||||
 | 
					      <WarningLevel>Level3</WarningLevel>
 | 
				
			||||||
 | 
					      <PrecompiledHeader>
 | 
				
			||||||
 | 
					      </PrecompiledHeader>
 | 
				
			||||||
 | 
					      <Optimization>MaxSpeed</Optimization>
 | 
				
			||||||
 | 
					      <FunctionLevelLinking>true</FunctionLevelLinking>
 | 
				
			||||||
 | 
					      <IntrinsicFunctions>true</IntrinsicFunctions>
 | 
				
			||||||
 | 
					      <PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
 | 
				
			||||||
 | 
					    </ClCompile>
 | 
				
			||||||
 | 
					    <Link>
 | 
				
			||||||
 | 
					      <SubSystem>Windows</SubSystem>
 | 
				
			||||||
 | 
					      <GenerateDebugInformation>true</GenerateDebugInformation>
 | 
				
			||||||
 | 
					      <EnableCOMDATFolding>true</EnableCOMDATFolding>
 | 
				
			||||||
 | 
					      <OptimizeReferences>true</OptimizeReferences>
 | 
				
			||||||
 | 
					      <AdditionalDependencies>GL4Dummies.lib;OpenGL32.lib;SDL2main.lib;SDL2.lib;%(AdditionalDependencies)</AdditionalDependencies>
 | 
				
			||||||
 | 
					    </Link>
 | 
				
			||||||
 | 
					    <BuildLog>
 | 
				
			||||||
 | 
					      <Path>\bin\x64\$(MSBuildProjectName).log</Path>
 | 
				
			||||||
 | 
					    </BuildLog>
 | 
				
			||||||
 | 
					  </ItemDefinitionGroup>
 | 
				
			||||||
 | 
					  <ItemGroup>
 | 
				
			||||||
 | 
					    <!--ClCompile Include="window.c" /-->
 | 
				
			||||||
 | 
					    <ClCompile Include="window.c" /> <ClCompile Include="primitives.c" /> <ClCompile Include="transformations.c" /> <ClCompile Include="scene.c" /> <ClCompile Include="geometry.c" />
 | 
				
			||||||
 | 
					  </ItemGroup>
 | 
				
			||||||
 | 
					  <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
 | 
				
			||||||
 | 
					  <ImportGroup Label="ExtensionTargets">
 | 
				
			||||||
 | 
					  </ImportGroup>
 | 
				
			||||||
 | 
					</Project>
 | 
				
			||||||
							
								
								
									
										489
									
								
								primitives.c
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										489
									
								
								primitives.c
									
									
									
									
									
										Normal file
									
								
							@ -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 <assert.h>
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					/* 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;
 | 
				
			||||||
 | 
					  }
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
							
								
								
									
										123
									
								
								scene.c
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										123
									
								
								scene.c
									
									
									
									
									
										Normal file
									
								
							@ -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 <assert.h>
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					/*!\brief calcule le vecteur normal à un triangle */
 | 
				
			||||||
 | 
					void tnormal(triangle_t * t) {
 | 
				
			||||||
 | 
					  vec3 u = {
 | 
				
			||||||
 | 
						    t->v[1].position.x - t->v[0].position.x,
 | 
				
			||||||
 | 
						    t->v[1].position.y - t->v[0].position.y,
 | 
				
			||||||
 | 
						    t->v[1].position.z - t->v[0].position.z
 | 
				
			||||||
 | 
					  };
 | 
				
			||||||
 | 
					  vec3 v = {
 | 
				
			||||||
 | 
						    t->v[2].position.x - t->v[0].position.x,
 | 
				
			||||||
 | 
						    t->v[2].position.y - t->v[0].position.y,
 | 
				
			||||||
 | 
						    t->v[2].position.z - t->v[0].position.z
 | 
				
			||||||
 | 
					  };
 | 
				
			||||||
 | 
					  MVEC3CROSS((float *)&(t->normal), (float *)&u, (float *)&v);
 | 
				
			||||||
 | 
					  MVEC3NORMALIZE((float *)&(t->normal));
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					/*!\brief calcule les vecteurs normaux aux triangles de la surface */
 | 
				
			||||||
 | 
					void snormals(surface_t * s) {
 | 
				
			||||||
 | 
					  int i;
 | 
				
			||||||
 | 
					  for(i = 0; i < s->n; ++i)
 | 
				
			||||||
 | 
					    tnormal(&(s->t[i]));
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					/*!\brief affecte les normales aux triangles de la surface à ses vertices */
 | 
				
			||||||
 | 
					void tnormals2vertices(surface_t * s) {
 | 
				
			||||||
 | 
					  int i;
 | 
				
			||||||
 | 
					  for(i = 0; i < s->n; ++i)
 | 
				
			||||||
 | 
					    s->t[i].v[0].normal = s->t[i].v[1].normal = s->t[i].v[2].normal = s->t[i].normal;
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					/*!\brief affecte l'identifiant de texture de la surface */
 | 
				
			||||||
 | 
					void 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;
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
							
								
								
									
										243
									
								
								transformations.c
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										243
									
								
								transformations.c
									
									
									
									
									
										Normal file
									
								
							@ -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 <assert.h>
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					/* 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.
 | 
				
			||||||
 | 
					    */
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
							
								
								
									
										212
									
								
								window.c
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										212
									
								
								window.c
									
									
									
									
									
										Normal file
									
								
							@ -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 <assert.h>
 | 
				
			||||||
 | 
					/* inclusion des entêtes de fonctions de gestion de primitives simples
 | 
				
			||||||
 | 
					 * de dessin. La lettre p signifie aussi bien primitive que
 | 
				
			||||||
 | 
					 * pédagogique. */
 | 
				
			||||||
 | 
					#include <GL4D/gl4dp.h>
 | 
				
			||||||
 | 
					/* inclure 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 <GL4D/gl4duw_SDL2.h>
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					/* protos de fonctions locales (static) */
 | 
				
			||||||
 | 
					static void init(void);
 | 
				
			||||||
 | 
					static void draw(void);
 | 
				
			||||||
 | 
					static void key(int keycode);
 | 
				
			||||||
 | 
					static void sortie(void);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					/*!\brief 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 <<Maison>>", /* 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);
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
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	Block a user