add oversampler

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2024-05-24 13:28:31 +02:00
parent e4a4a661a0
commit 989dba5a6b
484 changed files with 313937 additions and 0 deletions

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@@ -0,0 +1,537 @@
/******************************************************************************
Plush Version 1.2
make.c
Object Primitives
Copyright (c) 1996-2000, Justin Frankel
*******************************************************************************
Notes:
Most of these routines are highly unoptimized.
They could all use some work, such as more capable divisions (Box is
most notable), etc... The mapping coordinates are all set up nicely,
though.
******************************************************************************/
#include "plush.h"
pl_Obj *plMakeTorus(pl_Float r1, pl_Float r2, pl_uInt divrot, pl_uInt divrad,
pl_Mat *m) {
pl_Obj *o;
pl_Vertex *v;
pl_Face *f;
pl_uInt x, y;
double ravg, rt, a, da, al, dal;
pl_Float U,V,dU,dV;
if (divrot < 3) divrot = 3;
if (divrad < 3) divrad = 3;
ravg = (r1+r2)*0.5;
rt = (r2-r1)*0.5;
o = new pl_Obj(divrad*divrot,divrad*divrot*2);
if (!o) return 0;
v = o->Vertices.Get();
a = 0.0;
da = 2*PL_PI/divrot;
for (y = 0; y < divrot; y ++) {
al = 0.0;
dal = 2*PL_PI/divrad;
for (x = 0; x < divrad; x ++) {
v->x = (pl_Float) (cos((double) a)*(ravg + cos((double) al)*rt));
v->z = (pl_Float) (sin((double) a)*(ravg + cos((double) al)*rt));
v->y = (pl_Float) (sin((double) al)*rt);
v++;
al += dal;
}
a += da;
}
v = o->Vertices.Get();
f = o->Faces.Get();
dV = 1.0/divrad;
dU = 1.0/divrot;
U = 0;
for (y = 0; y < divrot; y ++) {
V = -0.5;
for (x = 0; x < divrad; x ++) {
f->VertexIndices[0] = v+x+y*divrad - o->Vertices.Get();
f->MappingU[0][0] = U;
f->MappingV[0][0] = V;
f->VertexIndices[1] = v+(x+1==divrad?0:x+1)+y*divrad - o->Vertices.Get();
f->MappingU[0][1] = U;
f->MappingV[0][1] = V+dV;
f->VertexIndices[2] = v+x+(y+1==divrot?0:(y+1)*divrad) - o->Vertices.Get();
f->MappingU[0][2] = U+dU;
f->MappingV[0][2] = V;
f->Material = m;
f++;
f->VertexIndices[0] = v+x+(y+1==divrot?0:(y+1)*divrad) - o->Vertices.Get();
f->MappingU[0][0] = U+dU;
f->MappingV[0][0] = V;
f->VertexIndices[1] = v+(x+1==divrad?0:x+1)+y*divrad - o->Vertices.Get();
f->MappingU[0][1] = U;
f->MappingV[0][1] = V+dV;
f->VertexIndices[2] = v+(x+1==divrad?0:x+1)+(y+1==divrot?0:(y+1)*divrad) - o->Vertices.Get();
f->MappingU[0][2] = U+dU;
f->MappingV[0][2] = V+dV;
f->Material = m;
f++;
V += dV;
}
U += dU;
}
o->CalculateNormals();
return (o);
}
pl_Obj *plMakeSphere(pl_Float r, pl_uInt divr, pl_uInt divh, pl_Mat *m) {
pl_Obj *o;
pl_Vertex *v;
pl_Face *f;
pl_uInt x, y;
double a, da, yp, ya, yda, yf;
pl_Float U,V,dU,dV;
if (divh < 3) divh = 3;
if (divr < 3) divr = 3;
o = new pl_Obj(2+(divh-2)*(divr),2*divr+(divh-3)*divr*2);
if (!o) return 0;
v = o->Vertices.Get();
v->x = v->z = 0.0; v->y = r; v++;
v->x = v->z = 0.0; v->y = -r; v++;
ya = 0.0;
yda = PL_PI/(divh-1);
da = (PL_PI*2.0)/divr;
for (y = 0; y < divh - 2; y ++) {
ya += yda;
yp = cos((double) ya)*r;
yf = sin((double) ya)*r;
a = 0.0;
for (x = 0; x < divr; x ++) {
v->y = (pl_Float) yp;
v->x = (pl_Float) (cos((double) a)*yf);
v->z = (pl_Float) (sin((double) a)*yf);
v++;
a += da;
}
}
f = o->Faces.Get();
v = o->Vertices.Get() + 2;
a = 0.0;
U = 0;
dU = 1.0/divr;
dV = V = 1.0/divh;
for (x = 0; x < divr; x ++) {
f->VertexIndices[0] = 0;
f->VertexIndices[1] = v + (x+1==divr ? 0 : x+1) - o->Vertices.Get();
f->VertexIndices[2] = v + x - o->Vertices.Get();
f->MappingU[0][0] = U;
f->MappingV[0][0] = 0;
f->MappingU[0][1] = U+dU;
f->MappingV[0][1] = V;
f->MappingU[0][2] = U;
f->MappingV[0][2] = V;
f->Material = m;
f++;
U += dU;
}
da = 1.0/(divr+1);
v = o->Vertices.Get() + 2;
for (x = 0; x < (divh-3); x ++) {
U = 0;
for (y = 0; y < divr; y ++) {
f->VertexIndices[0] = v+y - o->Vertices.Get();
f->VertexIndices[1] = v+divr+(y+1==divr?0:y+1) - o->Vertices.Get();
f->VertexIndices[2] = v+y+divr - o->Vertices.Get();
f->MappingU[0][0] = U;
f->MappingV[0][0] = V;
f->MappingU[0][1] = U+dU;
f->MappingV[0][1] = V+dV;
f->MappingU[0][2] = U;
f->MappingV[0][2] = V+dV;
f->Material = m; f++;
f->VertexIndices[0] = v+y - o->Vertices.Get();
f->VertexIndices[1] = v+(y+1==divr?0:y+1) - o->Vertices.Get();
f->VertexIndices[2] = v+(y+1==divr?0:y+1)+divr - o->Vertices.Get();
f->MappingU[0][0] = U;
f->MappingV[0][0] = V;
f->MappingU[0][1] = U+dU;
f->MappingV[0][1] = V;
f->MappingU[0][2] = U+dU;
f->MappingV[0][2] = V+dV;
f->Material = m; f++;
U += dU;
}
V += dV;
v += divr;
}
v = o->Vertices.Get() + o->Vertices.GetSize() - divr;
U = 0;
for (x = 0; x < divr; x ++) {
f->VertexIndices[0] = 1;
f->VertexIndices[1] = v + x - o->Vertices.Get();
f->VertexIndices[2] = v + (x+1==divr ? 0 : x+1) - o->Vertices.Get();
f->MappingU[0][0] = U;
f->MappingV[0][0] = 1.0;
f->MappingU[0][1] = U;
f->MappingV[0][1] = V;
f->MappingU[0][2] = U+dU;
f->MappingV[0][2] = V;
f->Material = m;
f++;
U += dU;
}
o->CalculateNormals();
return (o);
}
pl_Obj *plMakeDisc(pl_Float r, pl_uInt divr, pl_Mat *m)
{
pl_Obj *o;
pl_Vertex *v;
pl_Face *f;
pl_uInt32 i;
double a, da;
o=new pl_Obj(divr, divr);
if (!o) return NULL;
a = 0.0;
da = (2.0*PL_PI)/divr;
v = o->Vertices.Get();
for (i = 0; i < divr; i ++)
{
v->y = 0.0;
v->x = (pl_Float) (r*cos((double) a));
v->z = (pl_Float)(r*sin(a));
v->xformedx = (0.5 + (0.5*cos((double) a))); // temp
v->xformedy = (0.5 + (0.5*sin((double) a))); // use xf
v++;
a += da;
}
v = o->Vertices.Get();
f = o->Faces.Get();
for (i = 0; i < divr; i ++)
{
f->VertexIndices[0] = i == divr-1 ? 0 : i + 1;
f->VertexIndices[1] = i;
f->VertexIndices[2] = 0;
f->MappingU[0][0] = v[(i==divr-1?0:i+1)].xformedx;
f->MappingV[0][0] = v[(i==divr-1?0:i+1)].xformedy;
f->MappingU[0][1] = v[i].xformedx;
f->MappingV[0][1] = v[i].xformedy;
f->MappingU[0][2] = f->MappingV[0][2] = 0.5;
f->Material = m;
f++;
}
f->VertexIndices[0] = 0;
f->VertexIndices[1] = 2;
f->VertexIndices[2] = 1;
f->MappingU[0][0] = v[0].xformedx;
f->MappingV[0][0] = v[0].xformedy;
f->MappingU[0][1] = v[1].xformedx;
f->MappingV[0][1] = v[1].xformedy;
f->MappingU[0][2] = v[2].xformedx;
f->MappingV[0][2] = v[2].xformedy;
f->Material = m;
o->CalculateNormals();
return o;
}
pl_Obj *plMakeCylinder(pl_Float r, pl_Float h, pl_uInt divr, pl_Bool captop,
pl_Bool capbottom, pl_Mat *m) {
pl_Obj *o;
pl_Vertex *v, *topverts, *bottomverts, *topcapvert=0, *bottomcapvert=0;
pl_Face *f;
pl_uInt32 i;
double a, da;
if (divr < 3) divr = 3;
o = new pl_Obj(divr*2+((divr==3)?0:(captop?1:0)+(capbottom?1:0)),
divr*2+(divr==3 ? (captop ? 1 : 0) + (capbottom ? 1 : 0) :
(captop ? divr : 0) + (capbottom ? divr : 0)));
if (!o) return 0;
a = 0.0;
da = (2.0*PL_PI)/divr;
v = o->Vertices.Get();
topverts = v;
for (i = 0; i < divr; i ++) {
v->y = h/2.0f;
v->x = (pl_Float) (r*cos((double) a));
v->z = (pl_Float)(r*sin(a));
v->xformedx = (0.5 + (0.5*cos((double) a))); // temp
v->xformedy = (0.5 + (0.5*sin((double) a))); // use xf
v++;
a += da;
}
bottomverts = v;
a = 0.0;
for (i = 0; i < divr; i ++) {
v->y = -h/2.0f;
v->x = (pl_Float) (r*cos((double) a));
v->z = (pl_Float) (r*sin(a));
v->xformedx = (0.5 + (0.5*cos((double) a)));
v->xformedy = (0.5 + (0.5*sin((double) a)));
v++; a += da;
}
if (captop && divr != 3) {
topcapvert = v;
v->y = h / 2.0f;
v->x = v->z = 0.0f;
v++;
}
if (capbottom && divr != 3) {
bottomcapvert = v;
v->y = -h / 2.0f;
v->x = v->z = 0.0f;
v++;
}
f = o->Faces.Get();
for (i = 0; i < divr; i ++) {
f->VertexIndices[0] = bottomverts + i - o->Vertices.Get();
f->VertexIndices[1] = topverts + i - o->Vertices.Get();
f->VertexIndices[2] = bottomverts + (i == divr-1 ? 0 : i+1) - o->Vertices.Get();
f->MappingV[0][0] = f->MappingV[0][2] = 1.0; f->MappingV[0][1] = 0;
f->MappingU[0][0] = f->MappingU[0][1] = i/(double)divr;
f->MappingU[0][2] = ((i+1))/(double)divr;
f->Material = m; f++;
f->VertexIndices[0] = bottomverts + (i == divr-1 ? 0 : i+1) - o->Vertices.Get();
f->VertexIndices[1] = topverts + i - o->Vertices.Get();
f->VertexIndices[2] = topverts + (i == divr-1 ? 0 : i+1) - o->Vertices.Get();
f->MappingV[0][1] = f->MappingV[0][2] = 0; f->MappingV[0][0] = 1.0;
f->MappingU[0][0] = f->MappingU[0][2] = ((i+1))/(double)divr;
f->MappingU[0][1] = (i)/(double)divr;
f->Material = m; f++;
}
if (captop) {
if (divr == 3) {
f->VertexIndices[0] = topverts + 0 - o->Vertices.Get();
f->VertexIndices[1] = topverts + 2 - o->Vertices.Get();
f->VertexIndices[2] = topverts + 1 - o->Vertices.Get();
f->MappingU[0][0] = topverts[0].xformedx;
f->MappingV[0][0] = topverts[0].xformedy;
f->MappingU[0][1] = topverts[1].xformedx;
f->MappingV[0][1] = topverts[1].xformedy;
f->MappingU[0][2] = topverts[2].xformedx;
f->MappingV[0][2] = topverts[2].xformedy;
f->Material = m; f++;
} else {
for (i = 0; i < divr; i ++) {
f->VertexIndices[0] = topverts + (i == divr-1 ? 0 : i + 1) - o->Vertices.Get();
f->VertexIndices[1] = topverts + i - o->Vertices.Get();
f->VertexIndices[2] = topcapvert - o->Vertices.Get();
f->MappingU[0][0] = topverts[(i==divr-1?0:i+1)].xformedx;
f->MappingV[0][0] = topverts[(i==divr-1?0:i+1)].xformedy;
f->MappingU[0][1] = topverts[i].xformedx;
f->MappingV[0][1] = topverts[i].xformedy;
f->MappingU[0][2] = f->MappingV[0][2] = 0.5;
f->Material = m; f++;
}
}
}
if (capbottom) {
if (divr == 3) {
f->VertexIndices[0] = bottomverts + 0 - o->Vertices.Get();
f->VertexIndices[1] = bottomverts + 1 - o->Vertices.Get();
f->VertexIndices[2] = bottomverts + 2 - o->Vertices.Get();
f->MappingU[0][0] = bottomverts[0].xformedx;
f->MappingV[0][0] = bottomverts[0].xformedy;
f->MappingU[0][1] = bottomverts[1].xformedx;
f->MappingV[0][1] = bottomverts[1].xformedy;
f->MappingU[0][2] = bottomverts[2].xformedx;
f->MappingV[0][2] = bottomverts[2].xformedy;
f->Material = m; f++;
} else {
for (i = 0; i < divr; i ++) {
f->VertexIndices[0] = bottomverts + i - o->Vertices.Get();
f->VertexIndices[1] = bottomverts + (i == divr-1 ? 0 : i + 1) - o->Vertices.Get();
f->VertexIndices[2] = bottomcapvert - o->Vertices.Get();
f->MappingU[0][0] = bottomverts[i].xformedx;
f->MappingV[0][0] = bottomverts[i].xformedy;
f->MappingU[0][1] = bottomverts[(i==divr-1?0:i+1)].xformedx;
f->MappingV[0][1] = bottomverts[(i==divr-1?0:i+1)].xformedy;
f->MappingU[0][2] = f->MappingV[0][2] = 0.5;
f->Material = m; f++;
}
}
}
o->CalculateNormals();
return (o);
}
pl_Obj *plMakeCone(pl_Float r, pl_Float h, pl_uInt div,
pl_Bool cap, pl_Mat *m) {
pl_Obj *o;
pl_Vertex *v;
pl_Face *f;
pl_uInt32 i;
double a, da;
if (div < 3) div = 3;
o = new pl_Obj(div + (div == 3 ? 1 : (cap ? 2 : 1)),
div + (div == 3 ? 1 : (cap ? div : 0)));
if (!o) return 0;
v = o->Vertices.Get();
v->x = v->z = 0; v->y = h/2;
v->xformedx = 0.5;
v->xformedy = 0.5;
v++;
a = 0.0;
da = (2.0*PL_PI)/div;
for (i = 1; i <= div; i ++) {
v->y = h/-2.0f;
v->x = (pl_Float) (r*cos((double) a));
v->z = (pl_Float) (r*sin((double) a));
v->xformedx = (0.5 + (cos((double) a)*0.5));
v->xformedy = (0.5 + (sin((double) a)*0.5));
a += da;
v++;
}
if (cap && div != 3) {
v->y = h / -2.0f;
v->x = v->z = 0.0f;
v->xformedx = 0.5;
v->xformedy = 0.5;
v++;
}
f = o->Faces.Get();
for (i = 1; i <= div; i ++) {
f->VertexIndices[0] = 0;
f->VertexIndices[1] = o->Vertices.Get() + (i == div ? 1 : i + 1) - o->Vertices.Get();
f->VertexIndices[2] = o->Vertices.Get() + i - o->Vertices.Get();
f->MappingU[0][0] = o->Vertices.Get()[0].xformedx;
f->MappingV[0][0] = o->Vertices.Get()[0].xformedy;
f->MappingU[0][1] = o->Vertices.Get()[(i==div?1:i+1)].xformedx;
f->MappingV[0][1] = o->Vertices.Get()[(i==div?1:i+1)].xformedy;
f->MappingU[0][2] = o->Vertices.Get()[i].xformedx;
f->MappingV[0][2] = o->Vertices.Get()[i].xformedy;
f->Material = m;
f++;
}
if (cap) {
if (div == 3) {
f->VertexIndices[0] = 1;
f->VertexIndices[1] = 2;
f->VertexIndices[2] = 3;
f->MappingU[0][0] = o->Vertices.Get()[1].xformedx;
f->MappingV[0][0] = o->Vertices.Get()[1].xformedy;
f->MappingU[0][1] = o->Vertices.Get()[2].xformedx;
f->MappingV[0][1] = o->Vertices.Get()[2].xformedy;
f->MappingU[0][2] = o->Vertices.Get()[3].xformedx;
f->MappingV[0][2] = o->Vertices.Get()[3].xformedy;
f->Material = m;
f++;
} else {
for (i = 1; i <= div; i ++) {
f->VertexIndices[0] = div + 1;
f->VertexIndices[1] = i;
f->VertexIndices[2] = (i==div ? 1 : i+1);
f->MappingU[0][0] = o->Vertices.Get()[div+1].xformedx;
f->MappingV[0][0] = o->Vertices.Get()[div+1].xformedy;
f->MappingU[0][1] = o->Vertices.Get()[i].xformedx;
f->MappingV[0][1] = o->Vertices.Get()[i].xformedy;
f->MappingU[0][2] = o->Vertices.Get()[i==div?1:i+1].xformedx;
f->MappingV[0][2] = o->Vertices.Get()[i==div?1:i+1].xformedy;
f->Material = m;
f++;
}
}
}
o->CalculateNormals();
return (o);
}
static pl_uChar verts[6*6] = {
0,4,1, 1,4,5, 0,1,2, 3,2,1, 2,3,6, 3,7,6,
6,7,4, 4,7,5, 1,7,3, 7,1,5, 2,6,0, 4,0,6
};
static pl_uChar map[24*2*3] = {
1,0, 1,1, 0,0, 0,0, 1,1, 0,1,
0,0, 1,0, 0,1, 1,1, 0,1, 1,0,
0,0, 1,0, 0,1, 1,0, 1,1, 0,1,
0,0, 1,0, 0,1, 0,1, 1,0, 1,1,
1,0, 0,1, 0,0, 0,1, 1,0, 1,1,
1,0, 1,1, 0,0, 0,1, 0,0, 1,1
};
pl_Obj *plMakeBox(pl_Float w, pl_Float d, pl_Float h, pl_Mat *m) {
pl_uChar *mm = map;
pl_uChar *vv = verts;
pl_Obj *o;
pl_Vertex *v;
pl_Face *f;
pl_uInt x;
o = new pl_Obj(8,12);
if (!o) return 0;
v = o->Vertices.Get();
v->x = -w/2; v->y = h/2; v->z = d/2; v++;
v->x = w/2; v->y = h/2; v->z = d/2; v++;
v->x = -w/2; v->y = h/2; v->z = -d/2; v++;
v->x = w/2; v->y = h/2; v->z = -d/2; v++;
v->x = -w/2; v->y = -h/2; v->z = d/2; v++;
v->x = w/2; v->y = -h/2; v->z = d/2; v++;
v->x = -w/2; v->y = -h/2; v->z = -d/2; v++;
v->x = w/2; v->y = -h/2; v->z = -d/2; v++;
f = o->Faces.Get();
for (x = 0; x < 12; x ++) {
f->VertexIndices[0] = *vv++;
f->VertexIndices[1] = *vv++;
f->VertexIndices[2] = *vv++;
f->MappingU[0][0] = (pl_Float) *mm++;
f->MappingV[0][0] = (pl_Float) *mm++;
f->MappingU[0][1] = (pl_Float) *mm++;
f->MappingV[0][1] = (pl_Float) *mm++;
f->MappingU[0][2] = (pl_Float) *mm++;
f->MappingV[0][2] = (pl_Float) *mm++;
f->Material = m;
f++;
}
o->CalculateNormals();
return (o);
}
pl_Obj *plMakePlane(pl_Float w, pl_Float d, pl_uInt res, pl_Mat *m) {
pl_Obj *o;
pl_Vertex *v;
pl_Face *f;
pl_uInt x, y;
o = new pl_Obj((res+1)*(res+1),res*res*2);
if (!o) return 0;
v = o->Vertices.Get();
for (y = 0; y <= res; y ++) {
for (x = 0; x <= res; x ++) {
v->y = 0;
v->x = ((x*w)/res) - w/2;
v->z = ((y*d)/res) - d/2;
v++;
}
}
f = o->Faces.Get();
for (y = 0; y < res; y ++) {
for (x = 0; x < res; x ++) {
f->VertexIndices[0] = x+(y*(res+1));
f->MappingU[0][0] = (x)/(double)res;
f->MappingV[0][0] = (y)/(double)res;
f->VertexIndices[2] = x+1+(y*(res+1));
f->MappingU[0][2] = ((x+1))/(double)res;
f->MappingV[0][2] = (y)/(double)res;
f->VertexIndices[1] = x+((y+1)*(res+1));
f->MappingU[0][1] = (x)/(double)res;
f->MappingV[0][1] = ((y+1))/(double)res;
f->Material = m;
f++;
f->VertexIndices[0] = x+((y+1)*(res+1));
f->MappingU[0][0] = (x)/(double)res;
f->MappingV[0][0] = ((y+1))/(double)res;
f->VertexIndices[2] = x+1+(y*(res+1));
f->MappingU[0][2] = ((x+1))/(double)res;
f->MappingV[0][2] = (y)/(double)res;
f->VertexIndices[1] = x+1+((y+1)*(res+1));
f->MappingU[0][1] = ((x+1))/(double)res;
f->MappingV[0][1] = ((y+1))/(double)res;
f->Material = m;
f++;
}
}
o->CalculateNormals();
return (o);
}