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exzbuf.c from Allegro game programming library at Krugle


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/*
 *    Example program for the Allegro library, by Bertrand Coconnier.
 *
 *    This program demonstrates how to use Z-buffered polygons and 
 *    floating point 3D math routines. It also provides a simple way
 *    to compute fps (frames per second) using the interrupt handler.
 *
 */


#include <stdio.h>
#include "allegro.h"



typedef struct FACE
{
  int v1, v2, v3, v4;
} FACE;


AL_V3D_F cube1[] =
{
   { -32., -32., -32., 0., 0., 72},
   { -32.,  32., -32., 0., 0., 80},
   {  32.,  32., -32., 0., 0., 95},
   {  32., -32., -32., 0., 0., 88},
   { -32., -32.,  32., 0., 0., 72},
   { -32.,  32.,  32., 0., 0., 80},
   {  32.,  32.,  32., 0., 0., 95},
   {  32., -32.,  32., 0., 0., 88}
};


AL_V3D_F cube2[] =
{
   { -32., -32., -32., 0., 0., 104},
   { -32.,  32., -32., 0., 0., 112},
   {  32.,  32., -32., 0., 0., 127},
   {  32., -32., -32., 0., 0., 120},
   { -32., -32.,  32., 0., 0., 104},
   { -32.,  32.,  32., 0., 0., 112},
   {  32.,  32.,  32., 0., 0., 127},
   {  32., -32.,  32., 0., 0., 120}
};


FACE faces[] =
{
   { 2, 1, 0, 3 },
   { 4, 5, 6, 7 },
   { 0, 1, 5, 4 },
   { 2, 3, 7, 6 },
   { 4, 7, 3, 0 },
   { 1, 2, 6, 5 }
};



volatile int t;


/* timer interrupt handler */
void tick(void)
{
   t++;
}

AL_END_OF_FUNCTION(tick);



/* update cube positions */
void anim_cube(AL_MATRIX_F* matrix1, AL_MATRIX_F* matrix2, AL_V3D_F x1[], AL_V3D_F x2[])
{
   int i;

   for (i=0; i<8; i++) {
      al_apply_matrix_f(matrix1, cube1[i].x, cube1[i].y, cube1[i].z, &(x1[i].x), &(x1[i].y), &(x1[i].z));
      al_apply_matrix_f(matrix2, cube2[i].x, cube2[i].y, cube2[i].z, &(x2[i].x), &(x2[i].y), &(x2[i].z));
      al_persp_project_f(x1[i].x, x1[i].y, x1[i].z, &(x1[i].x), &(x1[i].y));
      al_persp_project_f(x2[i].x, x2[i].y, x2[i].z, &(x2[i].x), &(x2[i].y));
   }
}



/* cull backfaces and draw cubes */
void draw_cube(AL_BITMAP* buffer, AL_V3D_F x1[], AL_V3D_F x2[])
{
   int i;
   
   for (i=0; i<6; i++) {
      AL_V3D_F vtx1, vtx2, vtx3, vtx4;
      
      vtx1 = x1[faces[i].v1];
      vtx2 = x1[faces[i].v2];
      vtx3 = x1[faces[i].v3];
      vtx4 = x1[faces[i].v4];
      if (al_polygon_z_normal_f(&vtx1, &vtx2, &vtx3) > 0)
         al_quad_3d_f(buffer, POLYTYPE_GCOL | POLYTYPE_ZBUF, NULL, &vtx1, &vtx2, &vtx3, &vtx4);

      vtx1 = x2[faces[i].v1];
      vtx2 = x2[faces[i].v2];
      vtx3 = x2[faces[i].v3];
      vtx4 = x2[faces[i].v4];
      if (al_polygon_z_normal_f(&vtx1, &vtx2, &vtx3) > 0)
         al_quad_3d_f(buffer, POLYTYPE_GCOL | POLYTYPE_ZBUF, NULL, &vtx1, &vtx2, &vtx3, &vtx4);
   }
}



int main()
{
   AL_ZBUFFER *zbuf;
   AL_BITMAP *buffer;
   AL_PALETTE pal;
   AL_MATRIX_F matrix1, matrix2;
   AL_V3D_F x1[8], x2[8];

   int i;
   int c = AL_GFX_AUTODETECT;
   int w, h, bpp;
   
   int frame = 0;
   float fps = 0.;
   
   float rx1, ry1, rz1;		/* cube #1 rotations */
   float drx1, dry1, drz1;	/* cube #1 rotation speed */
   float rx2, ry2, rz2;		/* cube #2 rotations */
   float drx2, dry2, drz2;	/* cube #1 rotation speed */
   float tx = 16.;		/* x shift between cubes */
   float tz1 = 100.;		/* cube #1 z coordinate */
   float tz2 = 105.;		/* cube #2 z coordinate */
   
   allegro_init();
   al_install_keyboard();
   al_install_mouse();
   al_install_timer();
   
   LOCK_VARIABLE(t);
   LOCK_FUNCTION(tick);
   
   al_create_timer(tick, MSEC_TO_TIMER(10));
   
   /* color 0 = black */
   pal[0].r = pal[0].g = pal[0].b = 0;
   /* color 1 = red */
   pal[1].r = 255;
   pal[1].g = pal[1].b = 0;

   /* copy the desktop palette */
   for (i=1; i<64; i++)
      pal[i] = al_desktop_palette[i];

   /* make a blue gradient */
   for (i=64; i<96; i++) {
      pal[i].b = (i-64)*2;
      pal[i].g = pal[i].r = 0;
   }

   /* make a green gradient */
   for (i=96; i<128; i++) {
      pal[i].g = (i-96)*2;
      pal[i].r = pal[i].b = 0;
   }

   /* set the graphics mode */
   if (al_set_gfx_mode(AL_GFX_SAFE, 320, 200, 0, 0) != 0) {
      al_set_gfx_mode(AL_GFX_NONE, 0, 0, 0, 0);
      al_show_message("Unable to set any graphic mode\n%s\n", al_error);
      return 1;
   }
   al_set_palette(al_desktop_palette);

   w = AL_SCREEN_W;
   h = AL_SCREEN_H;
   bpp = al_bitmap_color_depth(al_screen);
   if (!al_select_gfx_mode(&c, &w, &h, &bpp)) {
      al_remove_system();
      return 1;
   }

   al_set_color_depth(bpp);

   if (al_set_gfx_mode(c, w, h, 0, 0) != 0) {
      al_set_gfx_mode(AL_GFX_NONE, 0, 0, 0, 0);
      al_show_message("Error setting graphics mode\n%s\n", al_error);
      return 1;
   }

   al_set_palette(pal);

   /* double buffer the animation and create the Z-buffer */
   buffer = al_create_bitmap(AL_SCREEN_W, AL_SCREEN_H);
   zbuf = al_create_zbuffer(buffer);
   al_set_zbuffer(zbuf);

   /* set up the viewport for the perspective projection */
   al_set_projection_viewport(0, 0, AL_SCREEN_W, AL_SCREEN_H);
   
   /* compute rotations and speed rotation */
   rx1 = ry1 = rz1 = 0.;
   rx2 = ry2 = rz2 = 0.;
   
   drx1 = ((rand() & 31) - 16) / 4.;
   dry1 = ((rand() & 31) - 16) / 4.;
   drz1 = ((rand() & 31) - 16) / 4.;

   drx2 = ((rand() & 31) - 16) / 4.;
   dry2 = ((rand() & 31) - 16) / 4.;
   drz2 = ((rand() & 31) - 16) / 4.;

   /* set the transformation matrices */
   al_get_transformation_matrix_f(&matrix1, 1., rx1, ry1, rz1, tx, 0., tz1);
   al_get_transformation_matrix_f(&matrix2, 1., rx2, ry2, rz2, -tx, 0., tz2);

   /* set colors */
   for (i=0; i<8; i++) {
      x1[i].c = al_palette_color[cube1[i].c];
      x2[i].c = al_palette_color[cube2[i].c];
   }

   /* main loop */
   while(1) {
      al_clear_bitmap(buffer);
      al_clear_zbuffer(zbuf, 0.);
      
      anim_cube(&matrix1, &matrix2, x1, x2);
      draw_cube(buffer, x1, x2);
      
      /* update transformation matrices */
      rx1 += drx1;
      ry1 += dry1;
      rz1 += drz1;
      rx2 += drx2;
      ry2 += dry2;
      rz2 += drz2;
      al_get_transformation_matrix_f(&matrix1, 1., rx1, ry1, rz1, tx, 0., tz1);
      al_get_transformation_matrix_f(&matrix2, 1., rx2, ry2, rz2, -tx, 0., tz2);

      al_printf_text(buffer, al_font_8x8, 10, 1, al_palette_color[1], "Z-buffered polygons (%.1f fps)", fps);
   
      al_vsync();
      al_blit(buffer, al_screen, 0, 0, 0, 0, AL_SCREEN_W, AL_SCREEN_H);
      frame++;
      
      if (t > 100) {
	 fps = (100. * frame) / t;
	 t = 0;
	 frame = 0;
      }

      if (al_key_pressed()){
	 if ((al_read_key() & 0xFF) == 27)
	    break;
      }
   }

   al_destroy_bitmap(buffer);
   al_destroy_zbuffer(zbuf);
   
   return 0;
}

AL_END_OF_MAIN();




See more files for this project here

Allegro game programming library

Allegro is a cross-platform library intended for use in computer games and other types of multimedia programming.

Project homepage: http://sourceforge.net/projects/alleg
Programming language(s): Assembly,C,Shell Script
License: other

  allegro.pcx
  ex12bit.c
  ex3buf.c
  ex3d.c
  exaccel.c
  exalpha.c
  example.dat
  example.h
  examples.txt
  exbitmap.c
  exblend.c
  excamera.c
  excolmap.c
  excustom.c
  exdata.c
  exdbuf.c
  exdodgy.c
  exexedat.c
  exfixed.c
  exflame.c
  exflip.c
  exgui.c
  exhello.c
  exjoy.c
  exkeys.c
  exlights.c
  exmem.c
  exmidi.c
  exmouse.c
  expal.c
  expat.c
  exquat.c
  exrgbhsv.c
  exsample.c
  exscale.c
  exscn3d.c
  exscroll.c
  exshade.c
  exspline.c
  exsprite.c
  exstars.c
  exstream.c
  exswitch.c
  extimer.c
  extrans.c
  extruec.c
  exunicod.c
  exupdate.c
  exxfade.c
  exzbuf.c
  mysha.pcx
  planet.pcx
  running.dat
  running.h
  unifont.dat