How the vertex data is used depends on the rendering mode:typedef struct V3D { fixed x, y, z; - position fixed u, v; - texture map coordinates int c; - color } V3D; typedef struct V3D_f { float x, y, z; - position float u, v; - texture map coordinates int c; - color } V3D_f;
The x and y values specify the position of the vertex in 2d screen coordinates.
The z value is only required when doing perspective correct texture mapping, and specifies the depth of the point in 3d world coordinates.
The u and v coordinates are only required when doing texture mapping, and specify a point on the texture plane to be mapped on to this vertex. The texture plane is an infinite plane with the texture bitmap tiled across it. Each vertex in the polygon has a corresponding vertex on the texture plane, and the image of the resulting polygon in the texture plane will be mapped on to the polygon on the screen.
We refer to pixels in the texture plane as texels. Each texel is a block, not just a point, and whole numbers for u and v refer to the top-left corner of a texel. This has a few implications. If you want to draw a rectangular polygon and map a texture sized 32x32 on to it, you would use the texture coordinates (0,0), (0,32), (32,32) and (32,0), assuming the vertices are specified in anticlockwise order. The texture will then be mapped perfectly on to the polygon. However, note that when we set u=32, the last column of texels seen on the screen is the one at u=31, and the same goes for v. This is because the coordinates refer to the top-left corner of the texels. In effect, texture coordinates at the right and bottom on the texture plane are exclusive.
There is another interesting point here. If you have two polygons side by side sharing two vertices (like the two parts of folded piece of cardboard), and you want to map a texture across them seamlessly, the values of u and v on the vertices at the join will be the same for both polygons. For example, if they are both rectangular, one polygon may use (0,0), (0,32), (32,32) and (32,0), and the other may use (32,0), (32,32), (64,32), (64,0). This would create a seamless join.
Of course you can specify fractional numbers for u and v to indicate a point part-way across a texel. In addition, since the texture plane is infinite, you can specify larger values than the size of the texture. This can be used to tile the texture several times across the polygon.
The c value specifies the vertex color, and is interpreted differently by various rendering modes.
The type parameter specifies the polygon rendering mode, and can be any of the values:
POLYTYPE_FLAT:
A simple flat shaded polygon, taking the color from the c value of the
first vertex. This polygon type is affected by the drawing_mode()
function, so it can be used to render XOR or translucent polygons.
POLYTYPE_GCOL:
A single-color gouraud shaded polygon. The colors for each vertex are
taken from the c value, and interpolated across the polygon. This is
very fast, but will only work in 256 color modes if your palette
contains a smooth gradient between the colors. In truecolor modes it
interprets the color as a packed, display-format value as produced by
the makecol() function.
POLYTYPE_GRGB:
A gouraud shaded polygon which interpolates RGB triplets rather than a
single color. In 256 color modes this uses the global rgb_map table to
convert the result to an 8 bit paletted color, so it must only be used
after you have set up the RGB mapping table! The colors for each
vertex are taken from the c value, which is interpreted as a 24 bit
RGB triplet (0xFF0000 is red, 0x00FF00 is green, and 0x0000FF is
blue).
POLYTYPE_ATEX:
An affine texture mapped polygon. This stretches the texture across
the polygon with a simple 2d linear interpolation, which is fast but
not mathematically correct. It can look ok if the polygon is fairly
small or flat-on to the camera, but because it doesn't deal with
perspective foreshortening, it can produce strange warping artifacts.
To see what I mean, run test.exe and see what happens to the
polygon3d() test when you zoom in very close to the cube.
POLYTYPE_PTEX:
A perspective-correct texture mapped polygon. This uses the z value
from the vertex structure as well as the u/v coordinates, so textures
are displayed correctly regardless of the angle they are viewed from.
Because it involves division calculations in the inner texture mapping
loop, this mode is a lot slower than POLYTYPE_ATEX, and it uses
floating point so it will be very slow on anything less than a Pentium
(even with an FPU, a 486 can't overlap floating point division with
other integer operations like the Pentium can).
POLYTYPE_ATEX_MASK:
POLYTYPE_PTEX_MASK:
Like POLYTYPE_ATEX and POLYTYPE_PTEX, but zero texture map pixels are
skipped, allowing parts of the texture map to be transparent.
POLYTYPE_ATEX_LIT:
POLYTYPE_PTEX_LIT:
Like POLYTYPE_ATEX and POLYTYPE_PTEX, but the global color_map table
(for 256 color modes) or blender function (for non-MMX truecolor
modes) is used to blend the texture with a light level taken from the
c value in the vertex structure. This must only be used after you have
set up the color mapping table or blender functions!
POLYTYPE_ATEX_MASK_LIT:
POLYTYPE_PTEX_MASK_LIT:
Like POLYTYPE_ATEX_LIT and POLYTYPE_PTEX_LIT, but zero texture map
pixels are skipped, allowing parts of the texture map to be
transparent.
POLYTYPE_ATEX_TRANS:
POLYTYPE_PTEX_TRANS:
Render translucent textures. All the general rules for drawing
translucent things apply. However, these modes have a major
limitation: they only work with memory bitmaps or linear frame
buffers (not with banked frame buffers). Don't even try, they do not
check and your program will die horribly (or at least draw wrong
things).
POLYTYPE_ATEX_MASK_TRANS:
POLYTYPE_PTEX_MASK_TRANS:
Like POLYTYPE_ATEX_TRANS and POLYTYPE_PTEX_TRANS, but zero texture map
pixels are skipped.
If the CPU_MMX flag of the cpu_capabilities global variable is set, the GRGB and truecolor *LIT routines will be optimised using MMX instructions. If the CPU_3DNOW flag is set, the truecolor PTEX*LIT routines will take advantage of the 3DNow! CPU extensions.
Using MMX for *LIT routines has a side effect: normally (without MMX), these routines use the blender functions used also for other lighting functions, set with set_trans_blender() or set_blender_mode(). The MMX versions only use the RGB value passed to set_trans_blender() and do the linear interpolation themselves. Therefore a new set of blender functions passed to set_blender_mode() is ignored.
See also: triangle3d, quad3d, polygon, clip3d, cpu_capabilities.
See also: polygon3d, quad3d, triangle.
See also: polygon3d, triangle3d.
See also: polygon3d, clip3d.
See also: polygon3d, clip3d_f.
A Z-buffer stores the depth of each pixel that is drawn on a viewport. When a 3D object is rendered, the depth of each of its pixels is compared against the value stored into the Z-buffer: if the pixel is closer it is drawn, otherwise it is skipped.
No polygon sorting is needed. However, backface culling should be done because it prevents many invisible polygons being compared against the Z-buffer. Z-buffered rendering is the only algorithm supported by Allegro that directly solves penetrating shapes (see example exzbuf.c, for instance). The price to pay is more complex (and slower) routines.
Z-buffered polygons are designed as an extension of the normal POLYTYPE_* rendering styles. Just OR the POLYTYPE with the value POLYTYPE_ZBUF, and the normal polygon3d(), polygon3d_f(), quad3d(), etc. functions will render z-buffered polygons.
Example:
polygon3d(bmp, POLYTYPE_ATEX | POLYTYPE_ZBUF, tex, vc, vtx);
Of course, the z coordinates have to be valid regardless of rendering style.
A Z-buffered rendering procedure looks like a double-buffered rendering procedure. You should follow four steps: create a Z-buffer at the beginning of the program and make the library use it by calling set_zbuffer(). Then, for each frame, clear the Z-buffer and draw polygons with POLYTYPE_* | POLYTYPE_ZBUF and finally destroy the Z-buffer when leaving the program.
Notes on Z-buffered renderers:
See also: create_sub_zbuffer, set_zbuffer, clear_zbuffer, destroy_zbuffer.
When drawing z-buffered to a bitmap, the top left corner of the bitmap is always mapped to the top left corner of the current z-buffer. So this function is primarily useful if you want to draw to a sub-bitmap and use the corresponding sub-area of the z-buffer. In other cases, eg. if you just want to draw to a sub-bitmap of screen (and not to other parts of screen), then you would usually want to create a normal z-buffer (not sub-z-buffer) the size of the visible screen. You don't need to first create a z-buffer the size of the virtual screen and then a sub-z-buffer of that.
See also: create_zbuffer, create_sub_bitmap, destroy_zbuffer.
See also: create_zbuffer, clear_zbuffer, destroy_zbuffer.
See also: create_zbuffer, set_zbuffer, destroy_zbuffer.
See also: create_zbuffer, set_zbuffer, clear_zbuffer.
Allegro provides two simple approaches to remove hidden surfaces:
The scene rendering has approximately the following steps:
For each horizontal line in the viewport an x-sorted edge list is used to keep track of what polygons are "in" and which is the nearest. Vertical coherency is used - the edge list for a scanline is sorted starting from the previous one - it won't change much. The scene rendering routines use the same low-level asm routines as normal polygon3d().
Notes on scene rendering:
Z-buffered rendering works also within the scene renderer. It may be helpful when you have a few intersecting polygons, but most of the polygons may be safely rendered by the normal scanline sorting algo. Same as before: just OR the POLYTYPE with POLYTYPE_ZBUF. Also, you have to clear the z-buffer at the start of the frame. Example:
clear_scene(buffer); if (some_polys_are_zbuf) clear_zbuffer(0.); while (polygons) { ... if (this_poly_is_zbuf) type |= POLYTYPE_ZBUF; scene_polygon3d(type, tex, vc, vtx); } render_scene();
The memory allocated is a little less than 150 * (nedge + npoly) bytes. Returns zero on success, or a negative number if allocations fail.
See also: scene_polygon3d, render_scene, clear_scene, destroy_scene, scene_gap, create_zbuffer.
See also: create_scene, scene_polygon3d, render_scene, destroy_scene, scene_gap.
See also: create_scene, scene_polygon3d, clear_scene, render_scene, scene_gap.
Arguments are the same as for polygon3d(), except the bitmap is missing. The one passed to clear_scene() will be used.
Unlike polygon3d(), the polygon may be concave or self-intersecting. Shapes that penetrate one another may look OK, but they are not really handled by this code.
Note that the texture is stored as a pointer only, and you should keep the actual bitmap around until render_scene(), where it is used.
Since the FLAT style is implemented with the low-level hline() funtion, the FLAT style is subject to DRAW_MODEs. All these modes are valid. Along with the polygon, this mode will be stored for the rendering moment, and also all the other related variables (color_map pointer, pattern pointer, anchor, blender values).
The settings of the CPU_MMX and CPU_3DNOW flags of the cpu_capabilities global variable on entry in this routine affect the choice of low-level asm routine that will be used by render_scene() for this polygon.
Returns zero on success, or a negative number if it won't be rendered for lack of a rendering routine.
See also: create_scene, clear_scene, render_scene, destroy_scene, polygon3d, cpu_capabilities.
Note that between clear_scene() and render_scene() you shouldn't change the clip rectangle of the destination bitmap. For speed reasons, you should set the clip rectangle to the minimum.
Note also that all the textures passed to scene_polygon3d() are stored as pointers only and actually used in render_scene().
See also: create_scene, clear_scene, destroy_scene, scene_gap, scene_polygon3d.
The default value means that if the 1/z values (in projected space) differ by only 1/100 (one percent), they are considered to be equal and the x-slopes of the planes are used to find out which plane is getting closer when we move to the right.
Larger values means narrower margins, and increasing the chance of missing true adjacent edges/planes. Smaller values means larger margins, and increasing the chance of mistaking close polygons for adjacent ones. The value of 100 is close to the optimum. However, the optimum shifts slightly with resolution, and may be application-dependent. It is here for you to fine-tune.
See also: create_scene, clear_scene, destroy_scene, render_scene, scene_polygon3d.