int main(int argc, char *argv[]) { Image *src; const int rows = 600; const int cols = 800; const int Resolution = 50; Color white; Color Grey; Color dkGrey; Color Red; Color Blue; Point unitCircle[Resolution]; Point unitSquare[4]; Point pt[Resolution]; Point ptt[Resolution]; int i, j, index = 0; Matrix VTM, GTM, LTM; Polygon *ship[50]; Color shipColor[50]; double theta = 0.0; double phaserAngle = 0.0; int firePhase = 0; color_set(&Grey, 180/255.0, 180/255.0, 183/255.0); color_set(&dkGrey, 140/255.0, 140/255.0, 143/255.0); color_set(&Red, 250/255.0, 40/255.0, 40/255.0); color_set(&Blue, 30/255.0, 20/255.0, 250/255.0); if(argc > 1) { theta = atoi(argv[1]); } printf("Drawing ship with orientation %.2f degrees\n", theta); if(argc > 2) { phaserAngle = atoi(argv[2]); firePhase = 1; printf("Drawing phaser with angle %.2f degrees\n", phaserAngle); } srand(42); src = image_create(rows, cols); color_set(&white, 1.0, 1.0, 1.0); for(i=0; i<rows; i++){ for(j=0; j<cols; j++){ if((rand()%50) == 13){ image_setColor(src, i, j, white); } } } // initialize the three matrices matrix_identity(&VTM); matrix_identity(>M); matrix_identity(<M); // Fix world coordinates as normal (x, y) // give the view window an origin at -180m, -150m // size is a 4x3 ratio // VTM = T(0, rows-1)S(cols/vx, rows/vy)T(180, 150) matrix_translate2D(&VTM, 120, 100); matrix_scale2D(&VTM, cols/(4*60), -rows/(3*60)); matrix_translate2D(&VTM, 0, rows-1); printf("VTM\n"); matrix_print(&VTM, stdout); // make a space ship oriented along the positive X axis // use the LTM to move simple primitives into place // use the GTM to rotate the ship // use the VTM to change the view // make a list of points that form the unit circle for(i=0;i<Resolution;i++) { point_set2D(&(unitCircle[i]), cos( i * 2.0 * M_PI / (float)Resolution), sin( i * 2.0 * M_PI / (float)Resolution)); } // set up the unit square point_set2D(&(unitSquare[0]), 0, 0); point_set2D(&(unitSquare[1]), 1, 0); point_set2D(&(unitSquare[2]), 1, 1); point_set2D(&(unitSquare[3]), 0, 1); // build a set of polygons that form the ship in model space // put the origin of the model between the engines // outline for the main disk matrix_identity(<M); matrix_scale2D(<M, 31, 31); // move it 20m along the X-axis matrix_translate2D(<M, 60, 0); // transform the circle points using LTM for(i=0;i<Resolution;i++) { matrix_xformPoint(<M, &(unitCircle[i]), &(pt[i])); } // add the polygon matrix_print(<M, stdout); ship[index] = polygon_createp(Resolution, pt); shipColor[index++] = Red; printf("Post-LTM\n"); polygon_print(ship[0], stdout); // main disk matrix_identity(<M); matrix_scale2D(<M, 30, 30); // move it 20m along the X-axis matrix_translate2D(<M, 60, 0); // transform the circle points using LTM for(i=0;i<Resolution;i++) { matrix_xformPoint(<M, &(unitCircle[i]), &(pt[i])); } // add the polygon matrix_print(<M, stdout); ship[index] = polygon_createp(Resolution, pt); shipColor[index++] = Grey; // central bridge disk matrix_identity(<M); matrix_scale2D(<M, 10, 10); // move it 20m along the X-axis matrix_translate2D(<M, 60, 0); // transform the circle points using LTM for(i=0;i<Resolution;i++) { matrix_xformPoint(<M, &(unitCircle[i]), &(pt[i])); } // add the polygon matrix_print(<M, stdout); ship[index] = polygon_createp(Resolution, pt); shipColor[index++] = dkGrey; // make the body disk elongated along the X axis matrix_identity(<M); matrix_scale2D(<M, 30, 12); matrix_translate2D(<M, 2.5, 0); // transform the circle points using LTM for(i=0;i<Resolution;i++) { matrix_xformPoint(<M, &(unitCircle[i]), &(pt[i])); } // add the polygon matrix_print(<M, stdout); ship[index] = polygon_createp(Resolution, pt); shipColor[index++] = Grey; // make a trapezoidal strut out of the unit square matrix_identity(<M); matrix_translate2D(<M, -0.5, 0.0); matrix_scale2D(<M, 10, 10); matrix_shear2D(<M, .2, 0.0); for(i=0;i<4;i++) { matrix_xformPoint(<M, &(unitSquare[i]), &(pt[i])); } // move the strut out from the origin along the Y axis matrix_identity(<M); matrix_translate2D(<M, 0, 12); for(i=0;i<4;i++) { matrix_xformPoint(<M, &(pt[i]), &(ptt[i])); } // add the polygon matrix_print(<M, stdout); ship[index] = polygon_createp(4, ptt); shipColor[index++] = Grey; // place the second strut matrix_identity(<M); matrix_scale2D(<M, 1, -1); matrix_translate2D(<M, 0, -12); for(i=0;i<4;i++) { matrix_xformPoint(<M, &(pt[i]), &(ptt[i])); } // add the polygon ship[index] = polygon_createp(4, ptt); shipColor[index++] = Grey; // create an engine outline from the unit circle matrix_identity(<M); matrix_scale2D(<M, 31, 6); // make the engine for(i=0;i<Resolution;i++) { matrix_xformPoint(<M, &(unitCircle[i]), &(pt[i])); } // send one engine to the right location matrix_identity(<M); matrix_translate2D(<M, -5, 27); // move the engine for(i=0;i<Resolution;i++) { matrix_xformPoint(<M, &(pt[i]), &(ptt[i])); } // add the polygon ship[index] = polygon_createp(Resolution, ptt); shipColor[index++] = Blue; // send the other engine to the right location matrix_identity(<M); matrix_translate2D(<M, -5, -27); // move the engine for(i=0;i<Resolution;i++) { matrix_xformPoint(<M, &(pt[i]), &(ptt[i])); } // add the polygon ship[index] = polygon_createp(Resolution, ptt); shipColor[index++] = Blue; // create an engine matrix_identity(<M); matrix_scale2D(<M, 30, 5); // make the engine for(i=0;i<Resolution;i++) { matrix_xformPoint(<M, &(unitCircle[i]), &(pt[i])); } // send one engine to the right location matrix_identity(<M); matrix_translate2D(<M, -5, 27); // move the engine for(i=0;i<Resolution;i++) { matrix_xformPoint(<M, &(pt[i]), &(ptt[i])); } // add the polygon ship[index] = polygon_createp(Resolution, ptt); shipColor[index++] = Grey; // send the other engine to the right location matrix_identity(<M); matrix_translate2D(<M, -5, -27); // move the engine for(i=0;i<Resolution;i++) { matrix_xformPoint(<M, &(pt[i]), &(ptt[i])); } // add the polygon ship[index] = polygon_createp(Resolution, ptt); shipColor[index++] = Grey; // set up the phaser if(firePhase) { matrix_identity(<M); matrix_scale2D(<M, 100, 2); // orient the phaser matrix_rotateZ(<M, cos(phaserAngle*M_PI/180.0), sin(phaserAngle*M_PI/180.0)); // translate it to the center of the disk and out matrix_translate2D(<M, 60 + 30 * cos(phaserAngle*M_PI/180.0), 30 * sin(phaserAngle*M_PI/180.0) ); // use the unit square for(i=0;i<4;i++) { matrix_xformPoint(<M, &(unitSquare[i]), &(pt[i])); } // add the polygon ship[index] = polygon_createp(4, pt); shipColor[index++] = Red; } matrix_rotateZ(>M, cos(theta*M_PI/180.0), sin(theta*M_PI/180.0)); printf("GTM:\n"); matrix_print(>M, stdout); printf("Pre-GTM/VTM\n"); polygon_print(ship[0], stdout); for(i=0;i<index;i++) { // multiply the polygon by the global transform matrix matrix_xformPolygon(>M, ship[i]); if(i==0) { printf("Pre-VTM\n"); polygon_print(ship[i], stdout); } // multiply the polygon by the view transformation matrix matrix_xformPolygon(&VTM, ship[i]); if(i==0) { printf("Pre-draw\n"); polygon_print(ship[i], stdout); } // draw the polygon polygon_drawFill(ship[i], src, shipColor[i]); } image_write(src, "space.ppm"); image_free(src); return(0); }
int main(int argc, char* argv[]){ Image* src; Module *scene; Module* GRAPHICS; View3D view; Matrix vtm, gtm; DrawState *ds; Lighting *light; Point center;//center of animation Polygon poly;//polygon that holds the animation path points int frameNum;//holds the frame number for animation char filename[100];//holds the frame name Color Red; Color Blue; Color Green; Color Grey; Color Lemon; Color Black; Color White; Color Yellow; Color DarkAmbiant; Color randColor[10]; //setting colors Color_set(&Red, 1.0, 0.2, 0.1 ); Color_set(&Blue, 0.1, 0.1, 1.0); Color_set(&Green, 0.1, 1, 0.1 ); Color_set(&White, 1, 1, 1 ); Color_set(&Grey, 0.7, 0.7, 0.7 ); Color_set(&Lemon, 1.0, 1.0, 0.8); Color_set(&Black, 0.05, 0.05, 0.05); Color_set(&Yellow, 1, 0.894118, 0.709804); Color_set(&DarkAmbiant, 0.3, 0.3, 0.3); Color_set(&randColor[0], 0, 1, 1); Color_set(&randColor[1], 0.498039, 1, 0); Color_set(&randColor[2], 1, 0.54902, 0); Color_set(&randColor[3], 1, 0.0784314, 0.576471); Color_set(&randColor[4], 1, 0.843137, 0); Color_set(&randColor[5], 0.960784, 1, 0.980392); Color_set(&randColor[6], 1, 0.647059, 0); Color_set(&randColor[7], 1, 0.270588, 0); Color_set(&randColor[8], 0, 1, 0.498039); Color_set(&randColor[9], 1, 1, 0); // setting the view point_set3D( &(view.vrp), 35, 60, 30 ); vector_set( &(view.vpn), -view.vrp.val[0]+35, -view.vrp.val[1], -view.vrp.val[2]); vector_set( &(view.vup), 0, 1, 0 ); view.d = 1; view.du = 1.6; view.dv = 0.9; view.f = 1; view.b = 200; view.screenx = 1280; view.screeny = 720; matrix_setView3D( &vtm, &view ); matrix_identity( >m ); //creating GRAPHICS module GRAPHICS = module_create(); module_alphabet_G(GRAPHICS); module_identity(GRAPHICS); module_translate(GRAPHICS, 10, 0, 0); module_alphabet_R(GRAPHICS); module_identity(GRAPHICS); module_translate(GRAPHICS, 20, 0, 0); module_alphabet_A(GRAPHICS); module_identity(GRAPHICS); module_translate(GRAPHICS, 30, 0, 0); module_alphabet_P(GRAPHICS); module_identity(GRAPHICS); module_translate(GRAPHICS, 40, 0, 0); module_alphabet_H(GRAPHICS); module_identity(GRAPHICS); module_translate(GRAPHICS, 50, 0, 0); module_alphabet_I(GRAPHICS); module_identity(GRAPHICS); module_translate(GRAPHICS, 56, 0, 0); module_alphabet_C(GRAPHICS); module_identity(GRAPHICS); module_translate(GRAPHICS, 68, 0, 0); module_alphabet_S(GRAPHICS); // setting the light light = lighting_create(); lighting_add( light, LightAmbient, &Lemon, NULL, NULL, 0, 0); lighting_add(light, LightPoint, &White , NULL, &view.vrp, 0, 0); lighting_add(light, LightSpot, &White, &view.vpn, &view.vrp, cos(10*M_PI/180), 40); //setting drawstate ds = drawstate_create(); point_copy(&(ds->viewer), &(view.vrp) ); ds->shade = ShadePhong; // ds->shade = ShadeDepth; drawstate_setBody(ds, Black); drawstate_setSurface(ds, Red); drawstate_setSurfaceCoeff(ds, 10); //Animation frameNum =0; //path #1 point_set3D(¢er, 40, 0, -10); view_rotate_circle(&poly, ¢er, 100, 50, 0, 0, 0); polygon_print(&poly, stdout); for(int k=0; k<100; k++){ frameNum++; point_set3D( &(view.vrp), poly.vertex[k].val[0], poly.vertex[k].val[1], poly.vertex[k].val[2]); vector_set( &(view.vpn), -view.vrp.val[0], -view.vrp.val[1], -view.vrp.val[2] ); matrix_setView3D( &vtm, &view ); //creating scene module scene = module_create(); module_module(scene, GRAPHICS); // image src = image_create( view.screeny, view.screenx ); image_fillrgb(src, 1.0, 1.0, 0.8); //Drawing module_draw( scene, &vtm, >m, ds, light, src ); sprintf(filename, "../images/frame_%.4d.ppm",frameNum); image_write( src, filename); } //path #2 point_set3D(¢er, 40, 0, -10); view_rotate_circle(&poly, ¢er, 100, 90, 0, 0 , 0); // polygon_print(&poly, stdout); for(int k=0; k<100; k++){ if(frameNum == 119){ point_print(&view.vrp, stdout); break; } view_rotate_circle(&poly, ¢er, 50, 50+k, 0-2*k, 0 , 0); frameNum++; point_set3D( &(view.vrp), poly.vertex[k].val[0], poly.vertex[k].val[1], poly.vertex[k].val[2]); vector_set( &(view.vpn), -view.vrp.val[0], -view.vrp.val[1], -view.vrp.val[2] ); matrix_setView3D( &vtm, &view ); //creating scene module scene = module_create(); module_module(scene, GRAPHICS); // image src = image_create( view.screeny, view.screenx ); image_fillrgb(src, 1.0, 1.0, 0.8); //Drawing module_draw( scene, &vtm, >m, ds, light, src ); sprintf(filename, "../images/frame_%.4d.ppm",frameNum); image_write( src, filename); } //path #3 for(int k=0; k<120; k++){ frameNum++; if(frameNum <= 160){ point_set3D( &(view.vrp), -3.345+(k), 36.298+(k), 28.391-(k/2.0)); vector_set( &(view.vpn), -view.vrp.val[0]+k, -view.vrp.val[1], -view.vrp.val[2]); matrix_setView3D( &vtm, &view ); } //creating scene module scene = module_create(); module_module(scene, GRAPHICS); if(frameNum == 160){ light = lighting_create(); lighting_add( light, LightAmbient, &Grey, NULL, NULL, 0, 0); } // setting the light if(frameNum == 165){ Point plight1; point_set3D(&plight1, -5, 10, -10); lighting_add(light, LightSpot, &White, &view.vpn, &plight1, cos(10*M_PI/180), 40); } if(frameNum == 175){ Point plight2; point_set3D(&plight2, 85, 10, -10); lighting_add(light, LightSpot, &White, &view.vpn, &plight2, cos(10*M_PI/180), 40); } if(frameNum == 180){ lighting_add(light, LightSpot, &White, &view.vpn, &view.vrp, cos(10*M_PI/180), 40); } if(frameNum >= 183){ light = lighting_create(); lighting_add( light, LightAmbient, &Grey, NULL, NULL, 0, 0); int output1 = 0 + (rand() % (int)(10 - 0 + 1)); int output2 = 0 + (rand() % (int)(10 - 0 + 1)); int output3 = 0 + (rand() % (int)(10 - 0 + 1)); Point plight1; point_set3D(&plight1, -5, 10, -10); lighting_add(light, LightSpot, &randColor[output1], &view.vpn, &plight1, cos(10*M_PI/180), 40); Point plight2; point_set3D(&plight2, 85, 10, -10); lighting_add(light, LightSpot, &randColor[output2], &view.vpn, &plight2, cos(10*M_PI/180), 40); lighting_add(light, LightSpot, &randColor[output3], &view.vpn, &view.vrp, cos(10*M_PI/180), 40); } // image src = image_create( view.screeny, view.screenx ); image_fillrgb(src, 1.0, 1.0, 0.8); //setting drawstate ds = drawstate_create(); point_copy(&(ds->viewer), &(view.vrp) ); ds->shade = ShadePhong; // ds->shade = ShadeDepth; drawstate_setBody(ds, Black); drawstate_setSurface(ds, Red); drawstate_setSurfaceCoeff(ds, 10); //Drawing module_draw( scene, &vtm, >m, ds, light, src ); sprintf(filename, "../images/frame_%.4d.ppm",frameNum); image_write( src, filename); } //***Uncomment for making the .gif animation*** printf("Making the demo.gif file....\n"); system("convert -delay 10 ../images/frame_*.ppm ../images/demo.gif"); printf("Cleaning up...\n"); system("rm -f ../images/frame_*.ppm"); printf("Finished Successfully :)\n"); return(0); }