Polygon rendering



void polygon3d(BITMAP *bmp, int type, BITMAP *texture, int vc, V3D *vtx[]);
void polygon3d_f(BITMAP *bmp, int type, BITMAP *texture, int vc, V3D_f *vtx[]);
Draw 3d polygons onto the specified bitmap, using the specified rendering mode. Unlike the regular polygon() function, these routines don't support concave or self-intersecting shapes, and they can't draw onto mode-X screen bitmaps (if you want to write 3d code in mode-X, draw onto a memory bitmap and then blit to the screen). The width and height of the texture bitmap must be powers of two, but can be different, eg. a 64x16 texture is fine, but a 17x3 one is not. The vertex count parameter (vc) should be followed by an array containing the appropriate number of pointers to vertex structures: polygon3d() uses the fixed point V3D structure, while polygon3d_f() uses the floating point V3D_f structure. These are defined as:

   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;

How the vertex data is used depends on the rendering mode:

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 the position of the point in the texture bitmap, for example 0, 0 maps the vertex onto the top left corner of the texture, and if the texture is sized 32x32, setting u=32 and v=16 maps the vertex to the point half way down the right edge of the texture. The u/v coordinates wrap at the edge of the texture, so with a 32x32 texture, u=v=32 is the same as u=v=0. This can be used to tile textures several times across a 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.

If the cpu_mmx global variable is set, the GRGB and truecolor *LIT routines will be optimised using MMX instructions. If the cpu_3dnow global variable is set, the truecolor PTEX*LIT routines will take advantage of the 3DNow! CPU extensions. For this reason, it is a good idea to call check_cpu() before using the polygon functions.

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.

void triangle3d(BITMAP *bmp, int type, BITMAP *tex, V3D *v1, *v2, *v3);
void triangle3d_f(BITMAP *bmp, int type, BITMAP *tex, V3D_f *v1, *v2, *v3);
Draw 3d triangles, using either fixed or floating point vertex structures. These are equivalent to calling polygon3d(bmp, type, tex, 3, v1, v2, v3); or polygon3d_f(bmp, type, tex, 3, v1, v2, v3);

void quad3d(BITMAP *bmp, int type, BITMAP *tex, V3D *v1, *v2, *v3, *v4);
void quad3d_f(BITMAP *bmp, int type, BITMAP *tex, V3D_f *v1, *v2, *v3, *v4);
Draw 3d quads, using either fixed or floating point vertex structures. These are equivalent to calling polygon3d(bmp, type, tex, 4, v1, v2, v3, v4); or polygon3d_f(bmp, type, tex, 4, v1, v2, v3, v4);

int clip3d_f(int type, float min_z, float max_z, int vc,
V3D_f *vtx[], V3D_f *vout[], V3D_f *vtmp[], int out[]);
Clips the polygon given in vtx. The number of vertices is vc, the result goes in vout, and vtmp and out are needed for internal purposes. The pointers in vtx, vout and vtmp must point to valid V3D_f structures. The size of vout, vtmp and out should be at least vc*2 (additional vertices may appear in the process of clipping). The frustum (viewing volume) is defined by -z<x<z, -z<y<z, 0<min_z<z<max_z. If max_z<=min_z, the z<max_z clipping is not done. As you can see, clipping is done in the camera space, with perspective in mind, so this routine should be called after you apply the camera matrix, but before the perspective projection. The routine will correctly interpolate u, v, and c in the vertex structure. However, no provision is made for high/truecolor GCOL.




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