int init_render(int x_res, int y_res) { GzDisplay* display; GzNewDisplay(&display, 0, x_res, y_res); GzNewRender(&renderer, GZ_Z_BUFFER_RENDER, display); //init camera default_camera.position[X] =0.0; default_camera.position[Y] = 10.0; default_camera.position[Z] = 10.0; default_camera.lookat[X] = 0.0; default_camera.lookat[Y] = 0.0; default_camera.lookat[Z] = 0.0; default_camera.worldup[X] = 0.0; default_camera.worldup[Y] = 1.0; default_camera.worldup[Z] = 0.0; default_camera.FOV = 53.7; // degrees GzPutCamera(renderer, &default_camera); //setup light GzToken nameListLights[10]; GzPointer valueListLights[10]; GzLight ambient_light = {{0.0f, 0.0f, 0.0f}, {0.9f, 0.9f, 0.9f}}; GzLight direction_light = { {0.0f, -0.707f, -0.707f} , {0.9f, 0.9f, 0.9f}}; nameListLights[0] = GZ_AMBIENT_LIGHT; valueListLights[0] = (GzPointer)&ambient_light; nameListLights[1] = GZ_DIRECTIONAL_LIGHT; valueListLights[1] = (GzPointer)&direction_light; GzPutAttribute(renderer, 2, nameListLights, valueListLights); //read in model teapot_model.ReadMesh("POT4.ASC"); teapot_scale[0] = 0.3f; teapot_scale[1] = 0.3f; teapot_scale[2] = 0.3f; teapot_position[0] = 0.0f; teapot_position[1] = -3.0f; teapot_position[2] = -1.0f; teapot_rotation[0] = 0.0f; teapot_rotation[1] = 0.0f; teapot_rotation[2] = 0.0f; water_plane_model.ReadMesh("water_plane.asc"); //setup texture display GzNewDisplay(&refraction_display, GZ_Z_BUFFER_RENDER, x_res, y_res); return 0; }
int Application3::Initialize() { /* to be filled in by the app if it sets camera params */ GzCamera camera; int i, j; int xRes, yRes, dispClass; /* display parameters */ int status; status = 0; /* * Allocate memory for user input */ m_pUserInput = new GzInput; /* * initialize the display and the renderer */ m_nWidth = 256; // frame buffer and display width m_nHeight = 256; // frame buffer and display height /* Translation matrix */ GzMatrix scale = { 3.25, 0.0, 0.0, 0.0, 0.0, 3.25, 0.0, -3.25, 0.0, 0.0, 3.25, 3.5, 0.0, 0.0, 0.0, 1.0 }; GzMatrix rotateX = { 1.0, 0.0, 0.0, 0.0, 0.0, .7071, .7071, 0.0, 0.0, -.7071, .7071, 0.0, 0.0, 0.0, 0.0, 1.0 }; GzMatrix rotateY = { .866, 0.0, -0.5, 0.0, 0.0, 1.0, 0.0, 0.0, 0.5, 0.0, .866, 0.0, 0.0, 0.0, 0.0, 1.0 }; status |= GzNewFrameBuffer(&m_pFrameBuffer, m_nWidth, m_nHeight); status |= GzNewDisplay(&m_pDisplay, GZ_RGBAZ_DISPLAY, m_nWidth, m_nHeight); status |= GzGetDisplayParams(m_pDisplay, &xRes, &yRes, &dispClass); status |= GzInitDisplay(m_pDisplay); status |= GzNewRender(&m_pRender, GZ_Z_BUFFER_RENDER, m_pDisplay); #if 1 /* set up app-defined camera if desired, else use camera defaults */ camera.position[X] = 13.2; camera.position[Y] = -8.7; camera.position[Z] = -14.8; camera.lookat[X] = 0.8; camera.lookat[Y] = 0.7; camera.lookat[Z] = 4.5; camera.worldup[X] = -0.2; camera.worldup[Y] = 1.0; camera.worldup[Z] = 0.0; camera.FOV = 53.7; /* degrees */ status |= GzPutCamera(m_pRender, &camera); #endif /* Start Renderer */ status |= GzBeginRender(m_pRender); status |= GzPushMatrix(m_pRender, scale); status |= GzPushMatrix(m_pRender, rotateY); status |= GzPushMatrix(m_pRender, rotateX); if (status) return(GZ_FAILURE); else return(GZ_SUCCESS); }
int Application5::Initialize() { GzCamera camera; int xRes, yRes, dispClass; /* display parameters */ GzToken nameListShader[9]; /* shader attribute names */ GzPointer valueListShader[9]; /* shader attribute pointers */ GzToken nameListLights[10]; /* light info */ GzPointer valueListLights[10]; int shaderType, interpStyle; float specpower; int status; status = 0; /* * Allocate memory for user input */ m_pUserInput = new GzInput; /* * initialize the display and the renderer */ m_nWidth = 256; // frame buffer and display width m_nHeight = 256; // frame buffer and display height //initialize the final display status |= GzNewFrameBuffer(&m_pFrameBuffer, m_nWidth, m_nHeight); status |= GzNewDisplay(&m_finalDisplay, GZ_RGBAZ_DISPLAY, m_nWidth, m_nHeight); status |= GzGetDisplayParams(m_finalDisplay, &xRes, &yRes, &dispClass); status |= GzInitDisplay(m_finalDisplay); /* Translation matrix */ GzMatrix scale = { 3.25, 0.0, 0.0, 0.0, 0.0, 3.25, 0.0, -3.25, 0.0, 0.0, 3.25, 3.5, 0.0, 0.0, 0.0, 1.0 }; GzMatrix rotateX = { 1.0, 0.0, 0.0, 0.0, 0.0, .7071, .7071, 0.0, 0.0, -.7071, .7071, 0.0, 0.0, 0.0, 0.0, 1.0 }; GzMatrix rotateY = { .866, 0.0, -0.5, 0.0, 0.0, 1.0, 0.0, 0.0, 0.5, 0.0, .866, 0.0, 0.0, 0.0, 0.0, 1.0 }; m_pRender = new GzRender* [AAKERNEL_SIZE * sizeof(GzRender*)]; m_pDisplay = new GzDisplay* [AAKERNEL_SIZE * sizeof(GzDisplay*)]; //initialize the seperated display and renderer for different offsets for (int i = 0; i < AAKERNEL_SIZE; i++) { status |= GzNewDisplay(&m_pDisplay[i], GZ_RGBAZ_DISPLAY, m_nWidth, m_nHeight); status |= GzGetDisplayParams(m_pDisplay[i], &xRes, &yRes, &dispClass); status |= GzInitDisplay(m_pDisplay[i]); status |= GzNewRender(&m_pRender[i], GZ_Z_BUFFER_RENDER, m_pDisplay[i]); #if 1 /* set up app-defined camera if desired, else use camera defaults */ camera.position[X] = -3; camera.position[Y] = -25; camera.position[Z] = -4; camera.lookat[X] = 7.8; camera.lookat[Y] = 0.7; camera.lookat[Z] = 6.5; camera.worldup[X] = -0.2; camera.worldup[Y] = 1.0; camera.worldup[Z] = 0.0; camera.FOV = 63.7; /* degrees * /* degrees */ status |= GzPutCamera(m_pRender[i], &camera); #endif /* Start Renderer */ status |= GzBeginRender(m_pRender[i]); /* Light */ GzLight light1 = { {-0.7071, 0.7071, 0}, {0.5, 0.5, 0.9} }; GzLight light2 = { {0, -0.7071, -0.7071}, {0.9, 0.2, 0.3} }; GzLight light3 = { {0.7071, 0.0, -0.7071}, {0.2, 0.7, 0.3} }; GzLight ambientlight = { {0, 0, 0}, {0.3, 0.3, 0.3} }; /* Material property */ GzColor specularCoefficient = { 0.3, 0.3, 0.3 }; GzColor ambientCoefficient = { 0.1, 0.1, 0.1 }; GzColor diffuseCoefficient = {0.7, 0.7, 0.7}; /* renderer is ready for frame --- define lights and shader at start of frame */ /* * Tokens associated with light parameters */ nameListLights[0] = GZ_DIRECTIONAL_LIGHT; valueListLights[0] = (GzPointer)&light1; nameListLights[1] = GZ_DIRECTIONAL_LIGHT; valueListLights[1] = (GzPointer)&light2; nameListLights[2] = GZ_DIRECTIONAL_LIGHT; valueListLights[2] = (GzPointer)&light3; status |= GzPutAttribute(m_pRender[i], 3, nameListLights, valueListLights); nameListLights[0] = GZ_AMBIENT_LIGHT; valueListLights[0] = (GzPointer)&ambientlight; status |= GzPutAttribute(m_pRender[i], 1, nameListLights, valueListLights); /* * Tokens associated with shading */ nameListShader[0] = GZ_DIFFUSE_COEFFICIENT; valueListShader[0] = (GzPointer)diffuseCoefficient; /* * Select either GZ_COLOR or GZ_NORMALS as interpolation mode */ nameListShader[1] = GZ_INTERPOLATE; interpStyle = GZ_NORMALS; /* Phong shading */ //interpStyle = GZ_COLOR; //gourand shading valueListShader[1] = (GzPointer)&interpStyle; nameListShader[2] = GZ_AMBIENT_COEFFICIENT; valueListShader[2] = (GzPointer)ambientCoefficient; nameListShader[3] = GZ_SPECULAR_COEFFICIENT; valueListShader[3] = (GzPointer)specularCoefficient; nameListShader[4] = GZ_DISTRIBUTION_COEFFICIENT; specpower = 32; valueListShader[4] = (GzPointer)&specpower; nameListShader[5] = GZ_TEXTURE_MAP; #if 0 /* set up null texture function or valid pointer */ valueListShader[5] = (GzPointer)0; #else valueListShader[5] = (GzPointer)(tex_fun); /* use tex_fun */ //valueListShader[5] = (GzPointer)(ptex_fun); // use ptex_fun #endif nameListShader[6] = GZ_AASHIFTX; valueListShader[6] = (GzPointer)&(AAFilter[i][X]); nameListShader[7] = GZ_AASHIFTY; valueListShader[7] = (GzPointer)&(AAFilter[i][Y]); status |= GzPutAttribute(m_pRender[i], 8, nameListShader, valueListShader); status |= GzPushMatrix(m_pRender[i], scale); status |= GzPushMatrix(m_pRender[i], rotateY); status |= GzPushMatrix(m_pRender[i], rotateX); } if (status) exit(GZ_FAILURE); if (status) return(GZ_FAILURE); else return(GZ_SUCCESS); }
int Application4::Initialize() { /* to be filled in by the app if it sets camera params */ GzCamera camera; int xRes, yRes, dispClass; /* display parameters */ GzToken nameListShader[9]; /* shader attribute names */ GzPointer valueListShader[9]; /* shader attribute pointers */ GzToken nameListLights[10]; /* light info */ GzPointer valueListLights[10]; int shaderType, interpStyle; float specpower; int status; status = 0; /* * Allocate memory for user input */ m_pUserInput = new GzInput; /* * initialize the display and the renderer */ m_nWidth = 512; // frame buffer and display width m_nHeight = 512; // frame buffer and display height status |= GzNewFrameBuffer(&m_pFrameBuffer, m_nWidth, m_nHeight); status |= GzNewDisplay(&m_pDisplay, GZ_RGBAZ_DISPLAY, m_nWidth, m_nHeight); status |= GzGetDisplayParams(m_pDisplay, &xRes, &yRes, &dispClass); status |= GzInitDisplay(m_pDisplay); status |= GzNewRender(&m_pRender, GZ_Z_BUFFER_RENDER, m_pDisplay); /* Translation matrix */ GzMatrix scale = { 3.25, 0.0, 0.0, 0.0, 0.0, 3.25, 0.0, -3.25, 0.0, 0.0, 3.25, 3.5, 0.0, 0.0, 0.0, 1.0 }; GzMatrix rotateX = { 1.0, 0.0, 0.0, 0.0, 0.0, .7071, .7071, 0.0, 0.0, -.7071, .7071, 0.0, 0.0, 0.0, 0.0, 1.0 }; GzMatrix rotateY = { .866, 0.0, -0.5, 0.0, 0.0, 1.0, 0.0, 0.0, 0.5, 0.0, .866, 0.0, 0.0, 0.0, 0.0, 1.0 }; #if 1 /* set up app-defined camera if desired, else use camera defaults */ camera.position[X] = 13.2; camera.position[Y] = -8.7; camera.position[Z] = -14.8; camera.lookat[X] = 0.8; camera.lookat[Y] = 0.7; camera.lookat[Z] = 4.5; camera.worldup[X] = -0.2; camera.worldup[Y] = 1.0; camera.worldup[Z] = 0.0; camera.FOV = 53.7; /* degrees */ status |= GzPutCamera(m_pRender, &camera); #endif /* Start Renderer */ status |= GzBeginRender(m_pRender); /* Light */ GzLight light1 = { {-0.7071, 0.7071, 0}, {0.5, 0.5, 0.9} }; GzLight light2 = { {0, -0.7071, -0.7071}, {0.9, 0.2, 0.3} }; GzLight light3 = { {0.7071, 0.0, -0.7071}, {0.2, 0.7, 0.3} }; GzLight ambientlight = { {0, 0, 0}, {0.3, 0.3, 0.3} }; /* Material property */ GzColor specularCoefficient = { 0.3, 0.3, 0.3 }; GzColor ambientCoefficient = { 0.1, 0.1, 0.1 }; GzColor diffuseCoefficient = {0.7, 0.7, 0.7}; /* renderer is ready for frame --- define lights and shader at start of frame */ /* * Tokens associated with light parameters */ nameListLights[0] = GZ_DIRECTIONAL_LIGHT; valueListLights[0] = (GzPointer)&light1; nameListLights[1] = GZ_DIRECTIONAL_LIGHT; valueListLights[1] = (GzPointer)&light2; nameListLights[2] = GZ_DIRECTIONAL_LIGHT; valueListLights[2] = (GzPointer)&light3; status |= GzPutAttribute(m_pRender, 3, nameListLights, valueListLights); nameListLights[0] = GZ_AMBIENT_LIGHT; valueListLights[0] = (GzPointer)&ambientlight; status |= GzPutAttribute(m_pRender, 1, nameListLights, valueListLights); /* * Tokens associated with shading */ nameListShader[0] = GZ_DIFFUSE_COEFFICIENT; valueListShader[0] = (GzPointer)diffuseCoefficient; /* * Select either GZ_COLOR or GZ_NORMALS as interpolation mode */ nameListShader[1] = GZ_INTERPOLATE; #if 0 interpStyle = GZ_COLOR; /* Gouraud shading */ #else interpStyle = GZ_NORMALS; /* Phong shading */ #endif valueListShader[1] = (GzPointer)&interpStyle; nameListShader[2] = GZ_AMBIENT_COEFFICIENT; valueListShader[2] = (GzPointer)ambientCoefficient; nameListShader[3] = GZ_SPECULAR_COEFFICIENT; valueListShader[3] = (GzPointer)specularCoefficient; nameListShader[4] = GZ_DISTRIBUTION_COEFFICIENT; specpower = 32; valueListShader[4] = (GzPointer)&specpower; status |= GzPutAttribute(m_pRender, 5, nameListShader, valueListShader); status |= GzPushMatrix(m_pRender, scale); status |= GzPushMatrix(m_pRender, rotateY); status |= GzPushMatrix(m_pRender, rotateX); if (status) exit(GZ_FAILURE); if (status) return(GZ_FAILURE); else return(GZ_SUCCESS); }
int Application1::Render() { int i, j; int xRes, yRes, dispClass; /* display parameters */ int status; status = 0; /* * initialize the display and the renderer */ m_nWidth = 512; // frame buffer and display width m_nHeight = 512; // frame buffer and display height status |= GzNewFrameBuffer(&m_pFrameBuffer, m_nWidth, m_nHeight); status |= GzNewDisplay(&m_pDisplay, GZ_RGBAZ_DISPLAY, m_nWidth, m_nHeight); status |= GzGetDisplayParams(m_pDisplay, &xRes, &yRes, &dispClass); status |= GzInitDisplay(m_pDisplay); /* init for new frame */ if (status) exit(GZ_FAILURE); // I/O File open FILE *infile; if( (infile = fopen( INFILE1 , "r" )) == NULL ) { AfxMessageBox( "The input file was not opened\n" ); return GZ_FAILURE; } FILE *outfile; if( (outfile = fopen( OUTFILE1 , "wb" )) == NULL ) { AfxMessageBox( "The output file was not opened\n" ); return GZ_FAILURE; } int ulx, uly, lrx, lry, r, g, b; while( fscanf(infile, "%d %d %d %d %d %d %d", &ulx, &uly, &lrx, &lry, &r, &g, &b) == 7) { for (j = uly; j <= lry; j++) { for (i = ulx; i <= lrx; i++) { GzPutDisplay(m_pDisplay, i, j, r, g, b, 1, 0); } } } GzFlushDisplay2File(outfile, m_pDisplay); /* write out or update display to file*/ GzFlushDisplay2FrameBuffer(m_pFrameBuffer, m_pDisplay); // write out or update display to frame buffer /* * Clean up and exit */ if( fclose( infile ) ) AfxMessageBox( "The input file was not closed\n" ); if( fclose( outfile ) ) AfxMessageBox( "The output file was not closed\n" ); status |= GzFreeDisplay(m_pDisplay); if (status) return(GZ_FAILURE); else return(GZ_SUCCESS); }
int Application2::Render() { GzToken nameListTriangle[3]; /* vertex attribute names */ GzPointer valueListTriangle[3]; /* vertex attribute pointers */ GzToken nameListColor[3]; /* color type names */ GzPointer valueListColor[3]; /* color type rgb pointers */ GzColor color; GzCoord vertexList[3]; /* vertex position coordinates */ GzCoord normalList[3]; /* vertex normals */ GzTextureIndex uvList[3]; /* vertex texture map indices */ char dummy[256]; int i; int xRes, yRes, dispClass; /* display parameters */ int status; status = 0; /* * initialize the display and the renderer */ m_nWidth = 256; // frame buffer and display width m_nHeight = 256; // frame buffer and display height status |= GzNewFrameBuffer(&m_pFrameBuffer, m_nWidth, m_nHeight); status |= GzNewDisplay(&m_pDisplay, GZ_RGBAZ_DISPLAY, m_nWidth, m_nHeight); status |= GzGetDisplayParams(m_pDisplay, &xRes, &yRes, &dispClass); status |= GzInitDisplay(m_pDisplay); status |= GzNewRender(&m_pRender, GZ_Z_BUFFER_RENDER, m_pDisplay); status |= GzBeginRender(m_pRender); if (status) exit(GZ_FAILURE); /* * Tokens associated with triangle vertex values */ nameListTriangle[0] = GZ_POSITION; /* define vert coordinates only */ // I/O File open FILE *infile; if( (infile = fopen( INFILE2 , "r" )) == NULL ) { AfxMessageBox( "The input file was not opened\n" ); return GZ_FAILURE; } FILE *outfile; if( (outfile = fopen( OUTFILE2 , "wb" )) == NULL ) { AfxMessageBox( "The output file was not opened\n" ); return GZ_FAILURE; } /* * Walk through the list of triangles, set color * and pass vert info to render/scan convert each triangle */ i = 0; while( fscanf(infile, "%s", dummy) == 1) { /* read in tri word */ fscanf(infile, "%f %f %f %f %f %f %f %f", &(vertexList[0][0]), &(vertexList[0][1]), &(vertexList[0][2]), &(normalList[0][0]), &(normalList[0][1]), &(normalList[0][2]), &(uvList[0][0]), &(uvList[0][1]) ); fscanf(infile, "%f %f %f %f %f %f %f %f", &(vertexList[1][0]), &(vertexList[1][1]), &(vertexList[1][2]), &(normalList[1][0]), &(normalList[1][1]), &(normalList[1][2]), &(uvList[1][0]), &(uvList[1][1]) ); fscanf(infile, "%f %f %f %f %f %f %f %f", &(vertexList[2][0]), &(vertexList[2][1]), &(vertexList[2][2]), &(normalList[2][0]), &(normalList[2][1]), &(normalList[2][2]), &(uvList[2][0]), &(uvList[2][1]) ); /* * Set up shading attributes for each triangle */ shade2(normalList[0], color);/* shade based on the norm of vert0 */ valueListColor[0] = (GzPointer)color; nameListColor[0] = GZ_RGB_COLOR; GzPutAttribute(m_pRender, 1, nameListColor, valueListColor); /* * Set the value pointers to the first vertex of the * triangle, then feed it to the renderer */ valueListTriangle[0] = (GzPointer)vertexList; GzPutTriangle(m_pRender, 1, nameListTriangle, valueListTriangle); } GzFlushDisplay2File(outfile, m_pDisplay); /* write out or update display to file*/ GzFlushDisplay2FrameBuffer(m_pFrameBuffer, m_pDisplay); // write out or update display to frame buffer /* * Clean up and exit */ if( fclose( infile ) ) AfxMessageBox( "The input file was not closed\n" ); if( fclose( outfile ) ) AfxMessageBox( "The output file was not closed\n" ); status |= GzFreeRender(m_pRender); status |= GzFreeDisplay(m_pDisplay); if (status) return(GZ_FAILURE); else return(GZ_SUCCESS); }
int Application4::Initialize() { GzCamera camera; int xRes = 0, yRes = 0, dispClass; /* display parameters */ GzToken nameListShader[9]; /* shader attribute names */ GzPointer valueListShader[9]; /* shader attribute pointers */ GzToken nameListLights[10]; /* light info */ GzPointer valueListLights[10]; GzToken nameListShifts[10]; /* Shift info */ GzPointer valueListShifts[10]; int shaderType, interpStyle; float specpower; int status; int index = 0; status = 0; /* * Allocate memory for user input */ m_pUserInput = new GzInput; /* * initialize the display and the renderer */ m_nWidth = 256; // frame buffer and display width m_nHeight = 256; // frame buffer and display height /* Translation matrix */ GzMatrix scale = { 3.25, 0.0, 0.0, 0.0, 0.0, 3.25, 0.0, -3.25, 0.0, 0.0, 3.25, 3.5, 0.0, 0.0, 0.0, 1.0 }; GzMatrix rotateX = { 1.0, 0.0, 0.0, 0.0, 0.0, .7071, .7071, 0.0, 0.0, -.7071, .7071, 0.0, 0.0, 0.0, 0.0, 1.0 }; GzMatrix rotateY = { .866, 0.0, -0.5, 0.0, 0.0, 1.0, 0.0, 0.0, 0.5, 0.0, .866, 0.0, 0.0, 0.0, 0.0, 1.0 }; /* Light */ GzLight light1 = { {-0.7071, 0.7071, 0}, {0.5, 0.5, 0.9} }; GzLight light2 = { {0, -0.7071, -0.7071}, {0.9, 0.2, 0.3} }; GzLight light3 = { {0.7071, 0.0, -0.7071}, {0.2, 0.7, 0.3} }; GzLight ambientlight = { {0, 0, 0}, {0.3, 0.3, 0.3} }; /* Material property */ GzColor specularCoefficient = { 0.3, 0.3, 0.3 }; GzColor ambientCoefficient = { 0.1, 0.1, 0.1 }; GzColor diffuseCoefficient = {0.7, 0.7, 0.7}; #if 0 /* set up app-defined camera if desired, else use camera defaults */ camera.position[X] = -3; camera.position[Y] = -25; camera.position[Z] = -4; camera.lookat[X] = 7.8; camera.lookat[Y] = 0.7; camera.lookat[Z] = 6.5; camera.worldup[X] = -0.2; camera.worldup[Y] = 1.0; camera.worldup[Z] = 0.0; camera.FOV = 63.7; /* degrees * /* degrees */ status |= GzPutCamera(m_pRender, &camera); #endif status |= GzNewFrameBuffer(&m_pFrameBuffer, m_nWidth, m_nHeight); // **************************************************************************************** // START HW6 CHANGE // **************************************************************************************** // Create multiple displays and framebuffers(display framebuffers) for(index = 0; index < AAKERNEL_SIZE; index++){ status |= GzNewDisplay(&m_pDisplay[index], GZ_RGBAZ_DISPLAY, m_nWidth, m_nHeight); status |= GzGetDisplayParams(m_pDisplay[index], &xRes, &yRes, &dispClass); status |= GzInitDisplay(m_pDisplay[index]); status |= GzNewRender(&m_pRender[index], GZ_Z_BUFFER_RENDER, m_pDisplay[index]); /* Start Renderer */ status |= GzBeginRender(m_pRender[index]); /* * Tokens associated with light parameters */ nameListLights[0] = GZ_DIRECTIONAL_LIGHT; valueListLights[0] = (GzPointer)&light1; nameListLights[1] = GZ_DIRECTIONAL_LIGHT; valueListLights[1] = (GzPointer)&light2; nameListLights[2] = GZ_DIRECTIONAL_LIGHT; valueListLights[2] = (GzPointer)&light3; // store the Directional Light values in the render structures status |= GzPutAttribute(m_pRender[index], 3, nameListLights, valueListLights); nameListLights[0] = GZ_AMBIENT_LIGHT; valueListLights[0] = (GzPointer)&ambientlight; // store the Ambient Light values in the render structures status |= GzPutAttribute(m_pRender[index], 1, nameListLights, valueListLights); /* * Tokens associated with shading */ nameListShader[0] = GZ_DIFFUSE_COEFFICIENT; valueListShader[0] = (GzPointer)diffuseCoefficient; /* * Select either GZ_COLOR or GZ_NORMALS as interpolation mode */ nameListShader[1] = GZ_INTERPOLATE; #if 0 interpStyle = GZ_COLOR; /* Gourand shading */ #else interpStyle = GZ_NORMALS; /* Phong shading */ #endif valueListShader[1] = (GzPointer)&interpStyle; nameListShader[2] = GZ_AMBIENT_COEFFICIENT; valueListShader[2] = (GzPointer)ambientCoefficient; nameListShader[3] = GZ_SPECULAR_COEFFICIENT; valueListShader[3] = (GzPointer)specularCoefficient; nameListShader[4] = GZ_DISTRIBUTION_COEFFICIENT; specpower = 32; valueListShader[4] = (GzPointer)&specpower; nameListShader[5] = GZ_TEXTURE_MAP; #if 1 /* set up null texture function or valid pointer */ valueListShader[5] = (GzPointer)0; #else valueListShader[5] = (GzPointer)(tex_fun); /* or use ptex_fun */ #endif // store the Ambient shading values in the render structures status |= GzPutAttribute(m_pRender[index], 6, nameListShader, valueListShader); // Pass the Sample offset X for the renderer defined for handling that jittered sample nameListShifts[0] = GZ_AASHIFTX; valueListShifts[0] = (GzPointer)&AAFilter[index][X]; status |= GzPutAttribute(m_pRender[index], 1, nameListShifts, valueListShifts); // Pass the Sample offset Y for the renderer defined for handling that jittered sample nameListShifts[0] = GZ_AASHIFTY; valueListShifts[0] = (GzPointer)&AAFilter[index][Y]; status |= GzPutAttribute(m_pRender[index], 1, nameListShifts, valueListShifts); // Push the transformation matrices into all the renderer stacks status |= GzPushMatrix(m_pRender[index], scale); status |= GzPushMatrix(m_pRender[index], rotateY); status |= GzPushMatrix(m_pRender[index], rotateX); } // **************************************************************************************** // END HW6 CHANGE // **************************************************************************************** if (status) exit(GZ_FAILURE); if (status) return(GZ_FAILURE); else return(GZ_SUCCESS); }
int Application4::Render() { GzToken nameListTriangle[3]; /* vertex attribute names */ GzPointer valueListTriangle[3]; /* vertex attribute pointers */ GzCoord vertexList[3], tempVertexList[3]; /* vertex position coordinates */ GzCoord normalList[3], tempNormalList[3]; /* vertex normals */ GzTextureIndex uvList[3], tempUVList[3]; /* vertex texture map indices */ char dummy[256]; int status; int index = 0, x = 0, y = 0, disp_i = 0; int xRes, yRes, dispClass; int i = 0, j = 0; // **************************************************************************************** // START HW6 CHANGE // **************************************************************************************** /* Initialize Display */ for(index = 0; index < AAKERNEL_SIZE; index++){ status |= GzInitDisplay(m_pDisplay[index]); } // **************************************************************************************** // END HW6 CHANGE // **************************************************************************************** /* * Tokens associated with triangle vertex values */ nameListTriangle[0] = GZ_POSITION; nameListTriangle[1] = GZ_NORMAL; nameListTriangle[2] = GZ_TEXTURE_INDEX; // I/O File open FILE *infile; if( (infile = fopen( INFILE , "r" )) == NULL ) { AfxMessageBox( "The input file was not opened\n" ); return GZ_FAILURE; } FILE *outfile; if( (outfile = fopen( OUTFILE , "wb" )) == NULL ) { AfxMessageBox( "The output file was not opened\n" ); return GZ_FAILURE; } /* * Walk through the list of triangles, set color * and render each triangle */ while( fscanf(infile, "%s", dummy) == 1) { /* read in tri word */ fscanf(infile, "%f %f %f %f %f %f %f %f", &(vertexList[0][0]), &(vertexList[0][1]), &(vertexList[0][2]), &(normalList[0][0]), &(normalList[0][1]), &(normalList[0][2]), &(uvList[0][0]), &(uvList[0][1]) ); fscanf(infile, "%f %f %f %f %f %f %f %f", &(vertexList[1][0]), &(vertexList[1][1]), &(vertexList[1][2]), &(normalList[1][0]), &(normalList[1][1]), &(normalList[1][2]), &(uvList[1][0]), &(uvList[1][1]) ); fscanf(infile, "%f %f %f %f %f %f %f %f", &(vertexList[2][0]), &(vertexList[2][1]), &(vertexList[2][2]), &(normalList[2][0]), &(normalList[2][1]), &(normalList[2][2]), &(uvList[2][0]), &(uvList[2][1]) ); for(i = 0; i < 3; i++) for(j = 0; j < 3; j++) tempVertexList[i][j] = vertexList[i][j]; for(i = 0; i < 3; i++) for(j = 0; j < 3; j++) tempNormalList[i][j] = normalList[i][j]; for(i = 0; i < 3; i++) for(j = 0; j < 2; j++) tempUVList[i][j] = uvList[i][j]; /* * Set the value pointers to the first vertex of the * triangle, then feed it to the renderer * NOTE: this sequence matches the nameList token sequence */ // **************************************************************************************** // START HW6 CHANGE // **************************************************************************************** for(index = 0; index < AAKERNEL_SIZE; index++) { for(i = 0; i < 3; i++) for(j = 0; j < 3; j++) vertexList[i][j] = tempVertexList[i][j]; for(i = 0; i < 3; i++) for(j = 0; j < 3; j++) normalList[i][j] = tempNormalList[i][j]; for(i = 0; i < 3; i++) for(j = 0; j < 2; j++) uvList[i][j] = tempUVList[i][j]; valueListTriangle[0] = (GzPointer)vertexList; valueListTriangle[1] = (GzPointer)normalList; valueListTriangle[2] = (GzPointer)uvList; GzPutTriangle(m_pRender[index], 3, nameListTriangle, valueListTriangle); } // **************************************************************************************** // END HW6 CHANGE // **************************************************************************************** } // **************************************************************************************** // START HW6 CHANGE // **************************************************************************************** // Create The final display for rendering it into the framebuffer status |= GzNewDisplay(&m_pFinalDisplay, GZ_RGBAZ_DISPLAY, m_nWidth, m_nHeight); status |= GzGetDisplayParams(m_pFinalDisplay, &xRes, &yRes, &dispClass); status |= GzInitDisplay(m_pFinalDisplay); GzColor finalColor; for(y = 0; y <= RESOLUTIONY; y++){ for(x = 0; x <= RESOLUTIONX; x++){ disp_i = (x+(y*256)); finalColor[RED]=0; finalColor[GREEN]=0; finalColor[BLUE]=0; for(index = 0; index < AAKERNEL_SIZE; index++){ finalColor[RED] += ((float)m_pRender[index]->display->fbuf[disp_i].red * AAFilter[index][2]); finalColor[GREEN] += ((float)m_pRender[index]->display->fbuf[disp_i].green * AAFilter[index][2]); finalColor[BLUE] += ((float)m_pRender[index]->display->fbuf[disp_i].blue * AAFilter[index][2]); } m_pFinalDisplay->fbuf[disp_i].red = (short)finalColor[RED]; m_pFinalDisplay->fbuf[disp_i].green = (short)finalColor[GREEN]; m_pFinalDisplay->fbuf[disp_i].blue = (short)finalColor[BLUE]; } } /* // update the renderers with the sample weights for(index = 0; index < 1; index++){ for(y = 0; y <= RESOLUTIONY; y++){ for(x = 0; x <= RESOLUTIONX; x++){ disp_i = (x+(y*256)); m_pRender[index]->display->fbuf[disp_i].red *= AAFilter[index][2]; m_pRender[index]->display->fbuf[disp_i].green *= AAFilter[index][2]; m_pRender[index]->display->fbuf[disp_i].blue *= AAFilter[index][2]; } } } // Compute the final pixel colors to render in the framebuffer for(index = 0; index < 1; index++){ for(y = 0; y <= RESOLUTIONY; y++){ for(x = 0; x <= RESOLUTIONX; x++){ disp_i = (x+(y*256)); m_pFinalDisplay->fbuf[disp_i].red += m_pRender[index]->display->fbuf[disp_i].red; m_pFinalDisplay->fbuf[disp_i].green += m_pRender[index]->display->fbuf[disp_i].green; m_pFinalDisplay->fbuf[disp_i].blue += m_pRender[index]->display->fbuf[disp_i].blue; } } } */ // **************************************************************************************** // END HW6 CHANGE // **************************************************************************************** GzFlushDisplay2File(outfile, m_pFinalDisplay); /* write out or update display to file*/ GzFlushDisplay2FrameBuffer(m_pFrameBuffer, m_pFinalDisplay); // write out or update display to frame buffer /* * Close file */ if( fclose( infile ) ) AfxMessageBox( "The input file was not closed\n" ); if( fclose( outfile ) ) AfxMessageBox( "The output file was not closed\n" ); if (status) return(GZ_FAILURE); else return(GZ_SUCCESS); }
int Application5::Render() { GzToken nameListTriangle[3]; /* vertex attribute names */ GzPointer valueListTriangle[3]; /* vertex attribute pointers */ GzCoord vertexList[3]; /* vertex position coordinates */ GzCoord normalList[3]; /* vertex normals */ GzTextureIndex uvList[3]; /* vertex texture map indices */ char dummy[256]; int status; /* Initialize Display */ /////for (int i = 0; i < AAKERNEL_SIZE; i++) ////status |= GzInitDisplay(m_pDisplay); /////for (int i = 0; i < AAKERNEL_SIZE; i++) { /////GzNewDisplay(&AArender->display, GZ_RGBAZ_DISPLAY, m_pRender->display->xres, m_pRender->display->yres); /////} /* * Tokens associated with triangle vertex values */ nameListTriangle[0] = GZ_POSITION; nameListTriangle[1] = GZ_NORMAL; nameListTriangle[2] = GZ_TEXTURE_INDEX; // I/O File open FILE *infile; if( (infile = fopen( INFILE , "r" )) == NULL ) { AfxMessageBox(_T( "The input file was not opened\n" )); return GZ_FAILURE; } FILE *outfile; if( (outfile = fopen( OUTFILE , "wb" )) == NULL ) { AfxMessageBox(_T("The output file was not opened\n")); return GZ_FAILURE; } /* * Walk through the list of triangles, set color * and render each triangle */ ////m_pAADisplays = (GzDisplay **)malloc(6 * sizeof(GzDisplay*)); ////m_pAADisplays = new GzDisplay*[6]; ////m_pAARenders = (GzRender **)malloc(6 * sizeof(GzRender*)); ////m_pAARenders = new GzRender*[6]; for (int i = 0; i < AAKERNEL_SIZE; i++) { /////status |= GzNewRender(&m_pAARenders[i], m_pAADisplays[i]); m_pAARenders[i] = new GzRender(); memcpy(m_pAARenders[i], m_pRender, sizeof(GzRender)); status |= GzNewDisplay(&m_pAADisplays[i], m_nWidth, m_nHeight); status |= GzInitDisplay(m_pAADisplays[i]); m_pAARenders[i]->display = m_pAADisplays[i]; m_pAARenders[i]->Xshift = AAFilter[i][0]; m_pAARenders[i]->Yshift = AAFilter[i][1]; m_pAARenders[i]->Weight = AAFilter[i][2]; } while (fscanf(infile, "%s", dummy) == 1) { /* read in tri word */ fscanf(infile, "%f %f %f %f %f %f %f %f", &(vertexList[0][0]), &(vertexList[0][1]), &(vertexList[0][2]), &(normalList[0][0]), &(normalList[0][1]), &(normalList[0][2]), &(uvList[0][0]), &(uvList[0][1])); fscanf(infile, "%f %f %f %f %f %f %f %f", &(vertexList[1][0]), &(vertexList[1][1]), &(vertexList[1][2]), &(normalList[1][0]), &(normalList[1][1]), &(normalList[1][2]), &(uvList[1][0]), &(uvList[1][1])); fscanf(infile, "%f %f %f %f %f %f %f %f", &(vertexList[2][0]), &(vertexList[2][1]), &(vertexList[2][2]), &(normalList[2][0]), &(normalList[2][1]), &(normalList[2][2]), &(uvList[2][0]), &(uvList[2][1])); /* * Set the value pointers to the first vertex of the * triangle, then feed it to the renderer * NOTE: this sequence matches the nameList token sequence */ valueListTriangle[0] = (GzPointer)vertexList; valueListTriangle[1] = (GzPointer)normalList; valueListTriangle[2] = (GzPointer)uvList; GzPutTriangle(m_pRender, 3, nameListTriangle, valueListTriangle); //#if ANTIALIASING for (int i = 0; i < AAKERNEL_SIZE; i++) GzPutTriangle(m_pAARenders[i], 3, nameListTriangle, valueListTriangle); //#endif } GzInitDisplay(m_pRender->display); for (int y = 0; y < m_pRender->display->yres; y++) { for (int x = 0; x < m_pRender->display->xres; x++) { GzDisplay* display = m_pRender->display; int index = ARRAY(x, y); for (int i = 0; i < AAKERNEL_SIZE; i++) { m_pRender->display->fbuf[index].red += m_pAARenders[i]->display->fbuf[index].red * m_pAARenders[i]->Weight; m_pRender->display->fbuf[index].green += m_pAARenders[i]->display->fbuf[index].green * m_pAARenders[i]->Weight; m_pRender->display->fbuf[index].blue += m_pAARenders[i]->display->fbuf[index].blue * m_pAARenders[i]->Weight; } } } GzFlushDisplay2File(outfile, m_pDisplay); /* write out or update display to file*/ GzFlushDisplay2FrameBuffer(m_pFrameBuffer, m_pDisplay); // write out or update display to frame buffer /* * Close file */ if( fclose( infile ) ) AfxMessageBox(_T("The input file was not closed\n")); if( fclose( outfile ) ) AfxMessageBox(_T("The output file was not closed\n")); if (status) return(GZ_FAILURE); else return(GZ_SUCCESS); }
void copyRender(GzRender* &AArender, GzRender* m_pRender) { AArender = new GzRender(); memcpy(AArender, m_pRender, sizeof(GzRender)); GzNewDisplay(&AArender->display, GZ_RGBAZ_DISPLAY, m_pRender->display->xres, m_pRender->display->yres); }