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QUADRILATERAL(3GC) AVIATOR GRAPHICS INTERFACE CLASSES QUADRILATERAL(3GC)
NAME
FB_CLASS__QUADRILATERAL_2DS_OVERLAPPING,
FB_CLASS__QUADRILATERAL_2DS_NONOVERLAPPING,
FB_CLASS__QUADRILATERAL_2DX_OVERLAPPING,
FB_CLASS__QUADRILATERAL_2DX_NONOVERLAPPING,
FB_CLASS__QUADRILATERAL_3DX_OVERLAPPING,
FB_CLASS__QUADRILATERAL_3DX_NONOVERLAPPING,
FB_CLASS__QUADRILATERAL_4DX_OVERLAPPING,
FB_CLASS__QUADRILATERAL_4DX_NONOVERLAPPING - quadrilateral classes
SYNOPSIS
#include <agi.h>
register Fbuffer fbp;
fbstart(fbp, FB_CLASS__QUADRILATERAL_2DS_OVERLAPPING) {
} fbend(fbp);
fbstart(fbp, FB_CLASS__QUADRILATERAL_2DS_NONOVERLAPPING) {
} fbend(fbp);
fbstart(fbp, FB_CLASS__QUADRILATERAL_2DX_OVERLAPPING) {
} fbend(fbp);
fbstart(fbp, FB_CLASS__QUADRILATERAL_2DX_NONOVERLAPPING) {
} fbend(fbp);
fbstart(fbp, FB_CLASS__QUADRILATERAL_3DX_OVERLAPPING) {
} fbend(fbp);
fbstart(fbp, FB_CLASS__QUADRILATERAL_3DX_NONOVERLAPPING) {
} fbend(fbp);
fbstart(fbp, FB_CLASS__QUADRILATERAL_4DX_OVERLAPPING) {
} fbend(fbp);
fbstart(fbp, FB_CLASS__QUADRILATERAL_4DX_NONOVERLAPPING) {
} fbend(fbp);
DESCRIPTION
The classes FB_CLASS__QUADRILATERAL_2DS_OVERLAPPING and
FB_CLASS__QUADRILATERAL_2DS_NONOVERLAPPING are used for rendering
quadrilaterals and quadrilateral meshes in two dimensional screen
coordinates with no matrix transform applied. Legal members for these
classes are:
X, Y
The classes FB_CLASS__QUADRILATERAL_2DX_OVERLAPPING and
FB_CLASS__QUADRILATERAL_2DX_NONOVERLAPPING are used for rendering 2
dimensional quadrilaterals and quadrilateral meshes in with the
current matrix transform applied. Legal members for these classes
are:
X, Y
The classes FB_CLASS__QUADRILATERAL_3DX_OVERLAPPING and
FB_CLASS__QUADRILATERAL_3DX_NONOVERLAPPING are used for rendering 3
dimensional quadrilaterals and quadrilateral meshes in with the
current matrix transform applied. Legal members for these classes
are:
X, Y, Z
The classes FB_CLASS__QUADRILATERAL_4DX_OVERLAPPING and
FB_CLASS__QUADRILATERAL_4DX_NONOVERLAPPING are used for rendering 4
dimensional quadrilaterals and quadrilateral meshes in with the
current matrix transform applied. Legal members for these classes
are:
X, Y, Z, W
Overlapping quadrilaterals have the characteristic that two adjacent
quadrilaterals using the same two points will overlap by exactly a
line. If two adjacent quadrilaterals are rendered with the
exclusive-OR raster operation, a line connecting the two points in
common will be the original image.
Nonoverlapping quadrilaterals have the characteristic that two
adjacent quadrilaterals using the same two points will have no pixels
in common.
Drawing chained quadrilaterals are drawn by storing four points for
the first quadrilateral and then rendering. The following
quadrilaterals are drawn by loading two additional points and then
rendering.
MEMBERS
The following public members can be accessed by using routines
fbput(3G) and fbget(3G). These 32 bit numbers can be signed integer,
signed 16.16 fixed point, or IEEE single precision floating point
format. The coordinate (0,0) is the upper left corner of the paint
canvas, or the upper left corner of the frame buffer when running
without a windowing system.
FB_MEMBER__X__INTEGER
FB_MEMBER__X__FIXED
FB_MEMBER__X__FLOAT
X is the x component of the end point of the quadrilateral
currently being defined.
FB_MEMBER__Y__INTEGER
FB_MEMBER__Y__FIXED
FB_MEMBER__Y__FLOAT
Y is the y component of the end point of the quadrilateral
currently being defined.
FB_MEMBER__Z__INTEGER
FB_MEMBER__Z__FIXED
FB_MEMBER__Z__FLOAT
Z is the z component of the end point of the quadrilateral
currently being defined.
FB_MEMBER__W__INTEGER
FB_MEMBER__W__FIXED
FB_MEMBER__W__FLOAT
W is the w component of the end point of the quadrilateral
currently being defined.
FUNCTIONS
The following public functions can be called by using the fbcall(3G)
routine:
FB_FUNCTION__STORE_INCREMENT
The STORE function stores the current point (X, Y, Z, and W)
into the frame buffer. The point reference is then
incremented to reference the next point on the quadrilateral.
FB_FUNCTION__RENDER
The RENDER function causes the frame buffer to render the
quadrilateral.
SEE ALSO
fbcall(3G), fbend(3G), fbget(3G), fbput(3G), fbstart(3G)
PERFORMANCE
INTEGER is the fastest format for the QUADRILATERAL_2DS classes.
AGI Release 1.8 Last change: 25 December 1991