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root/radiance/ray/src/px/pmapgen.c
Revision: 2.4
Committed: Sun Mar 28 20:33:14 2004 UTC (20 years, 1 month ago) by schorsch
Content type: text/plain
Branch: MAIN
CVS Tags: rad5R4, rad5R2, rad4R2P2, rad5R0, rad5R1, rad3R7P2, rad3R7P1, rad4R2, rad4R1, rad4R0, rad3R6, rad3R6P1, rad3R8, rad3R9, rad4R2P1, rad5R3, HEAD
Changes since 2.3: +15 -9 lines
Log Message:
Continued ANSIfication, and other fixes and clarifications.

File Contents

# User Rev Content
1 greg 2.1 #ifndef lint
2 schorsch 2.4 static const char RCSid[] = "$Id: pmapgen.c,v 2.3 2003/02/22 02:07:27 greg Exp $";
3 greg 2.1 #endif
4     /*
5     * pmapgen.c: general routines for 2-D perspective mappings.
6     * These routines are independent of the poly structure,
7     * so we do not think in terms of texture and screen space.
8     *
9     * Paul Heckbert 5 Nov 85, 12 Dec 85
10     */
11    
12     #include <stdio.h>
13     #include "pmap.h"
14     #include "mx3.h"
15    
16     #define TOLERANCE 1e-13
17     #define ZERO(x) ((x)<TOLERANCE && (x)>-TOLERANCE)
18    
19 greg 2.2 #define X(i) qdrl[i][0] /* quadrilateral x and y */
20     #define Y(i) qdrl[i][1]
21 greg 2.1
22     /*
23     * pmap_quad_rect: find mapping between quadrilateral and rectangle.
24     * The correspondence is:
25     *
26 greg 2.2 * qdrl[0] --> (u0,v0)
27     * qdrl[1] --> (u1,v0)
28     * qdrl[2] --> (u1,v1)
29     * qdrl[3] --> (u0,v1)
30 greg 2.1 *
31     * This method of computing the adjoint numerically is cheaper than
32     * computing it symbolically.
33     */
34    
35 schorsch 2.4 extern int
36     pmap_quad_rect(
37     double u0, /* bounds of rectangle */
38     double v0,
39     double u1,
40     double v1,
41     double qdrl[4][2], /* vertices of quadrilateral */
42     double QR[3][3] /* qdrl->rect transform (returned) */
43     )
44 greg 2.1 {
45     int ret;
46     double du, dv;
47 greg 2.2 double RQ[3][3]; /* rect->qdrl transform */
48 greg 2.1
49     du = u1-u0;
50     dv = v1-v0;
51     if (du==0. || dv==0.) {
52     fprintf(stderr, "pmap_quad_rect: null rectangle\n");
53     return PMAP_BAD;
54     }
55    
56     /* first find mapping from unit uv square to xy quadrilateral */
57 greg 2.2 ret = pmap_square_quad(qdrl, RQ);
58 greg 2.1 if (ret==PMAP_BAD) return PMAP_BAD;
59    
60     /* concatenate transform from uv rectangle (u0,v0,u1,v1) to unit square */
61     RQ[0][0] /= du;
62     RQ[1][0] /= dv;
63     RQ[2][0] -= RQ[0][0]*u0 + RQ[1][0]*v0;
64     RQ[0][1] /= du;
65     RQ[1][1] /= dv;
66     RQ[2][1] -= RQ[0][1]*u0 + RQ[1][1]*v0;
67     RQ[0][2] /= du;
68     RQ[1][2] /= dv;
69     RQ[2][2] -= RQ[0][2]*u0 + RQ[1][2]*v0;
70    
71     /* now RQ is transform from uv rectangle to xy quadrilateral */
72     /* QR = inverse transform, which maps xy to uv */
73     if (mx3d_adjoint(RQ, QR)==0.)
74     fprintf(stderr, "pmap_quad_rect: warning: determinant=0\n");
75     return ret;
76     }
77    
78     /*
79     * pmap_square_quad: find mapping between unit square and quadrilateral.
80     * The correspondence is:
81     *
82 greg 2.2 * (0,0) --> qdrl[0]
83     * (1,0) --> qdrl[1]
84     * (1,1) --> qdrl[2]
85     * (0,1) --> qdrl[3]
86 greg 2.1 */
87    
88 schorsch 2.4 extern int
89     pmap_square_quad(
90     register double qdrl[4][2], /* vertices of quadrilateral */
91     register double SQ[3][3] /* square->qdrl transform */
92     )
93 greg 2.1 {
94     double px, py;
95    
96     px = X(0)-X(1)+X(2)-X(3);
97     py = Y(0)-Y(1)+Y(2)-Y(3);
98    
99     if (ZERO(px) && ZERO(py)) { /* affine */
100     SQ[0][0] = X(1)-X(0);
101     SQ[1][0] = X(2)-X(1);
102     SQ[2][0] = X(0);
103     SQ[0][1] = Y(1)-Y(0);
104     SQ[1][1] = Y(2)-Y(1);
105     SQ[2][1] = Y(0);
106     SQ[0][2] = 0.;
107     SQ[1][2] = 0.;
108     SQ[2][2] = 1.;
109     return PMAP_LINEAR;
110     }
111     else { /* perspective */
112     double dx1, dx2, dy1, dy2, del;
113    
114     dx1 = X(1)-X(2);
115     dx2 = X(3)-X(2);
116     dy1 = Y(1)-Y(2);
117     dy2 = Y(3)-Y(2);
118     del = DET2(dx1,dx2, dy1,dy2);
119     if (del==0.) {
120     fprintf(stderr, "pmap_square_quad: bad mapping\n");
121     return PMAP_BAD;
122     }
123     SQ[0][2] = DET2(px,dx2, py,dy2)/del;
124     SQ[1][2] = DET2(dx1,px, dy1,py)/del;
125     SQ[2][2] = 1.;
126     SQ[0][0] = X(1)-X(0)+SQ[0][2]*X(1);
127     SQ[1][0] = X(3)-X(0)+SQ[1][2]*X(3);
128     SQ[2][0] = X(0);
129     SQ[0][1] = Y(1)-Y(0)+SQ[0][2]*Y(1);
130     SQ[1][1] = Y(3)-Y(0)+SQ[1][2]*Y(3);
131     SQ[2][1] = Y(0);
132     return PMAP_PERSP;
133     }
134     }