ZealOS/docs/Apps/GrModels/BallGen.CC.html
TomAwezome 1b75d91002 Fix Mount AHCI Port selection.
Add arg to SATARep to specify drive types to show.
Add checks in AHCIPortInit to verify port signatures, add helper method to get signatures from port.
2021-08-02 16:40:05 -04:00

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<a name="l1"></a><span class=cF2>//Makes a mesh ball.</span><span class=cF0>
<a name="l2"></a>
<a name="l3"></a>#</span><span class=cF1>define</span><span class=cF0> VERTICES_NUM </span><span class=cFE>1024</span><span class=cF0>
<a name="l4"></a>#</span><span class=cF1>define</span><span class=cF0> TRIS_NUM </span><span class=cFE>1024</span><span class=cF0>
<a name="l5"></a>
<a name="l6"></a></span><span class=cF1>class</span><span class=cF0> Ball
<a name="l7"></a>{
<a name="l8"></a> </span><span class=cF9>I32</span><span class=cF0> vertex_count;
<a name="l9"></a> </span><span class=cF9>I32</span><span class=cF0> tri_count;
<a name="l10"></a> </span><span class=cF9>CD3I32</span><span class=cF0> v[VERTICES_NUM];
<a name="l11"></a> </span><span class=cF9>CMeshTri</span><span class=cF0> t[TRIS_NUM];
<a name="l12"></a>
<a name="l13"></a>} *b;
<a name="l14"></a>
<a name="l15"></a></span><span class=cF1>class</span><span class=cF0> BallDefineStruct
<a name="l16"></a>{
<a name="l17"></a> </span><span class=cF1>F64</span><span class=cF0> radius format </span><span class=cF6>&quot;$DA-TRM,A=\&quot;Radius :%8.3f\&quot;$\n&quot;</span><span class=cF0>;
<a name="l18"></a> </span><span class=cF9>I64</span><span class=cF0> n_longitude format </span><span class=cF6>&quot;$DA-TRM,A=\&quot;Longitude Faces:%5d\&quot;$\n&quot;</span><span class=cF0>;
<a name="l19"></a> </span><span class=cF9>I64</span><span class=cF0> n_lattitude format </span><span class=cF6>&quot;$DA-TRM,A=\&quot;Lattitude Rings:%5d\&quot;$\n&quot;</span><span class=cF0>;
<a name="l20"></a>};
<a name="l21"></a>
<a name="l22"></a></span><span class=cF1>U0</span><span class=cF0> BDInit(BallDefineStruct *bd)
<a name="l23"></a>{
<a name="l24"></a> </span><span class=cF5>MemSet</span><span class=cF0>(bd, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>BallDefineStruct</span><span class=cF7>)</span><span class=cF0>);
<a name="l25"></a> bd-&gt;n_longitude = </span><span class=cFE>16</span><span class=cF0>;
<a name="l26"></a> bd-&gt;n_lattitude = </span><span class=cFE>8</span><span class=cF0>;
<a name="l27"></a> bd-&gt;radius = </span><span class=cFE>20</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
<a name="l28"></a>}
<a name="l29"></a>
<a name="l30"></a></span><span class=cF1>U0</span><span class=cF0> BDCorrect(BallDefineStruct *bd)
<a name="l31"></a>{
<a name="l32"></a> bd-&gt;n_longitude = (bd-&gt;n_longitude + </span><span class=cFE>1</span><span class=cF0>) / </span><span class=cFE>2</span><span class=cF0>;
<a name="l33"></a> bd-&gt;n_lattitude = (bd-&gt;n_lattitude + </span><span class=cFE>1</span><span class=cF0>) / </span><span class=cFE>2</span><span class=cF0>;
<a name="l34"></a>}
<a name="l35"></a>
<a name="l36"></a></span><span class=cF9>I64</span><span class=cF0> AddVertex(BallDefineStruct *, </span><span class=cF9>I64</span><span class=cF0> x, </span><span class=cF9>I64</span><span class=cF0> y, </span><span class=cF9>I64</span><span class=cF0> z)
<a name="l37"></a>{
<a name="l38"></a> </span><span class=cF9>I64</span><span class=cF0> i;
<a name="l39"></a>
<a name="l40"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i &lt; b-&gt;vertex_count; i++)
<a name="l41"></a> </span><span class=cF1>if</span><span class=cF0> (b-&gt;v[i].x == x &amp;&amp; b-&gt;v[i].y == y &amp;&amp; b-&gt;v[i].z == z)
<a name="l42"></a> </span><span class=cF1>return</span><span class=cF0> i;
<a name="l43"></a> i = b-&gt;vertex_count++;
<a name="l44"></a> b-&gt;v[i].x = x;
<a name="l45"></a> b-&gt;v[i].y = y;
<a name="l46"></a> b-&gt;v[i].z = z;
<a name="l47"></a>
<a name="l48"></a> </span><span class=cF1>return</span><span class=cF0> i;
<a name="l49"></a>}
<a name="l50"></a>
<a name="l51"></a></span><span class=cF9>I64</span><span class=cF0> AddTri(BallDefineStruct *, </span><span class=cF9>I64</span><span class=cF0> c, </span><span class=cF9>I64</span><span class=cF0> n0, </span><span class=cF9>I64</span><span class=cF0> n1, </span><span class=cF9>I64</span><span class=cF0> n2)
<a name="l52"></a>{
<a name="l53"></a> </span><span class=cF9>I64</span><span class=cF0> res = b-&gt;tri_count++;
<a name="l54"></a>
<a name="l55"></a> b-&gt;t[res].color = c;
<a name="l56"></a> b-&gt;t[res].nums[</span><span class=cFE>0</span><span class=cF0>] = n0;
<a name="l57"></a> b-&gt;t[res].nums[</span><span class=cFE>1</span><span class=cF0>] = n1;
<a name="l58"></a> b-&gt;t[res].nums[</span><span class=cFE>2</span><span class=cF0>] = n2;
<a name="l59"></a>
<a name="l60"></a> </span><span class=cF1>return</span><span class=cF0> res;
<a name="l61"></a>}
<a name="l62"></a>
<a name="l63"></a></span><span class=cF1>U8</span><span class=cF0> *Ball2CSprite()
<a name="l64"></a>{
<a name="l65"></a></span><span class=cF2>//See </span><a href="https://zeal-operating-system.github.io/ZealOS/System/Gr/GrSpritePlot.CC.html#l1"><span class=cF4>::/System/Gr/GrSpritePlot.CC</span></a><span class=cF2> for how CSprite are stored.</span><span class=cF0>
<a name="l66"></a> </span><span class=cF1>U8</span><span class=cF0> *res = </span><span class=cF5>MAlloc</span><span class=cF0>(</span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF9>CSpriteMeshU8s</span><span class=cF7>)</span><span class=cF0> +
<a name="l67"></a> b-&gt;vertex_count * </span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF9>CD3I32</span><span class=cF7>)</span><span class=cF0> +
<a name="l68"></a> b-&gt;tri_count * </span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF9>CMeshTri</span><span class=cF7>)</span><span class=cF0> + </span><span class=cFB>sprite_elem_base_sizes</span><span class=cF0>[</span><span class=cF3>SPT_END</span><span class=cF0>]),
<a name="l69"></a> *dst = res;
<a name="l70"></a> *dst++ = </span><span class=cF3>SPT_MESH</span><span class=cF0>;
<a name="l71"></a> *dst(</span><span class=cF9>I32</span><span class=cF0> *)++ = b-&gt;vertex_count;
<a name="l72"></a> *dst(</span><span class=cF9>I32</span><span class=cF0> *)++ = b-&gt;tri_count;
<a name="l73"></a> </span><span class=cF5>MemCopy</span><span class=cF0>(dst, &amp;b-&gt;v, b-&gt;vertex_count * </span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF9>CD3I32</span><span class=cF7>)</span><span class=cF0>);
<a name="l74"></a> dst += b-&gt;vertex_count * </span><span class=cF1>sizeof</span><span class=cF0>(</span><span class=cF9>CD3I32</span><span class=cF0>);
<a name="l75"></a> </span><span class=cF5>MemCopy</span><span class=cF0>(dst, &amp;b-&gt;t, b-&gt;tri_count * </span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF9>CMeshTri</span><span class=cF7>)</span><span class=cF0>);
<a name="l76"></a> dst += b-&gt;tri_count * </span><span class=cF1>sizeof</span><span class=cF0>(</span><span class=cF9>CMeshTri</span><span class=cF0>);
<a name="l77"></a> *dst++ = </span><span class=cF3>SPT_END</span><span class=cF0>;
<a name="l78"></a>
<a name="l79"></a> </span><span class=cF1>return</span><span class=cF0> res;
<a name="l80"></a>}
<a name="l81"></a>
<a name="l82"></a></span><span class=cF1>public</span><span class=cF0> </span><span class=cF1>U8</span><span class=cF0> *BallGen()
<a name="l83"></a>{
<a name="l84"></a> </span><span class=cF1>U8</span><span class=cF0> *res;
<a name="l85"></a> </span><span class=cF9>I64</span><span class=cF0> i, j, n, m, c, p1, p2, p3, p4;
<a name="l86"></a> BallDefineStruct bd1, bd2;
<a name="l87"></a> </span><span class=cF1>F64</span><span class=cF0> r, r1, r2, z1, z2, d_a1, d_a2;
<a name="l88"></a>
<a name="l89"></a> BDInit(&amp;bd1);
<a name="l90"></a>
<a name="l91"></a> </span><span class=cF1>while</span><span class=cF0> (</span><span class=cF3>TRUE</span><span class=cF0>)
<a name="l92"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l93"></a> </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF5>DocForm</span><span class=cF7>(</span><span class=cF0>&amp;bd1</span><span class=cF7>)</span><span class=cF0>)
<a name="l94"></a> </span><span class=cF1>return</span><span class=cF0> </span><span class=cF3>NULL</span><span class=cF0>;
<a name="l95"></a> </span><span class=cF5>MemCopy</span><span class=cF0>(&amp;bd2, &amp;bd1, </span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>BallDefineStruct</span><span class=cF7>)</span><span class=cF0>);
<a name="l96"></a> BDCorrect(&amp;bd2);
<a name="l97"></a>
<a name="l98"></a> c = </span><span class=cF5>PopUpColorLighting</span><span class=cF0>;
<a name="l99"></a> </span><span class=cF1>if</span><span class=cF0> (c &lt; </span><span class=cFE>0</span><span class=cF0>)
<a name="l100"></a> </span><span class=cF1>return</span><span class=cF0> </span><span class=cF3>NULL</span><span class=cF0>;
<a name="l101"></a>
<a name="l102"></a> b = </span><span class=cF5>CAlloc</span><span class=cF0>(</span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>Ball</span><span class=cF7>)</span><span class=cF0>);
<a name="l103"></a> r = bd2.radius;
<a name="l104"></a> n = bd2.n_lattitude;
<a name="l105"></a> m = bd2.n_longitude;
<a name="l106"></a> d_a1 = </span><span class=cFE>2</span><span class=cF0> * </span><span class=cF3>pi</span><span class=cF0> / n / </span><span class=cFE>4</span><span class=cF0>;
<a name="l107"></a> d_a2 = </span><span class=cFE>2</span><span class=cF0> * </span><span class=cF3>pi</span><span class=cF0> / m / </span><span class=cFE>2</span><span class=cF0>;
<a name="l108"></a> </span><span class=cF1>for</span><span class=cF0> (j = -n; j &lt; n; j++)
<a name="l109"></a> {
<a name="l110"></a> r1 = r * </span><span class=cF5>Cos</span><span class=cF0>( j *d_a1);
<a name="l111"></a> r2 = r * </span><span class=cF5>Cos</span><span class=cF0>(</span><span class=cF7>(</span><span class=cF0>j+</span><span class=cFE>1</span><span class=cF7>)</span><span class=cF0>*d_a1);
<a name="l112"></a> z1 = r * </span><span class=cF5>Sin</span><span class=cF0>( j *d_a1);
<a name="l113"></a> z2 = r * </span><span class=cF5>Sin</span><span class=cF0>(</span><span class=cF7>(</span><span class=cF0>j+</span><span class=cFE>1</span><span class=cF7>)</span><span class=cF0>*d_a1);
<a name="l114"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i &lt; m; i++)
<a name="l115"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l116"></a> p1 = AddVertex(&amp;bd2, r1 * </span><span class=cF5>Cos</span><span class=cF7>(</span><span class=cF0>(</span><span class=cFE>2</span><span class=cF0> * i + j) * d_a2</span><span class=cF7>)</span><span class=cF0>, r1 * </span><span class=cF5>Sin</span><span class=cF7>(</span><span class=cF0>(</span><span class=cFE>2</span><span class=cF0> * i + j) * d_a2</span><span class=cF7>)</span><span class=cF0>, z1);
<a name="l117"></a> p2 = AddVertex(&amp;bd2, r1 * </span><span class=cF5>Cos</span><span class=cF7>(</span><span class=cF0>(</span><span class=cFE>2</span><span class=cF0> * i + </span><span class=cFE>2</span><span class=cF0> +j) * d_a2</span><span class=cF7>)</span><span class=cF0>, r1 * </span><span class=cF5>Sin</span><span class=cF7>(</span><span class=cF0>(</span><span class=cFE>2</span><span class=cF0> * i + </span><span class=cFE>2</span><span class=cF0> + j) * d_a2</span><span class=cF7>)</span><span class=cF0>, z1);
<a name="l118"></a> p3 = AddVertex(&amp;bd2, r2 * </span><span class=cF5>Cos</span><span class=cF7>(</span><span class=cF0>(</span><span class=cFE>2</span><span class=cF0> * i + </span><span class=cFE>1</span><span class=cF0> +j) * d_a2</span><span class=cF7>)</span><span class=cF0>, r2 * </span><span class=cF5>Sin</span><span class=cF7>(</span><span class=cF0>(</span><span class=cFE>2</span><span class=cF0> * i + </span><span class=cFE>1</span><span class=cF0> + j) * d_a2</span><span class=cF7>)</span><span class=cF0>, z2);
<a name="l119"></a> p4 = AddVertex(&amp;bd2, r2 * </span><span class=cF5>Cos</span><span class=cF7>(</span><span class=cF0>(</span><span class=cFE>2</span><span class=cF0> * i + </span><span class=cFE>3</span><span class=cF0> +j) * d_a2</span><span class=cF7>)</span><span class=cF0>, r2 * </span><span class=cF5>Sin</span><span class=cF7>(</span><span class=cF0>(</span><span class=cFE>2</span><span class=cF0> * i + </span><span class=cFE>3</span><span class=cF0> + j) * d_a2</span><span class=cF7>)</span><span class=cF0>, z2);
<a name="l120"></a> AddTri(&amp;bd2, c, p1, p2, p3);
<a name="l121"></a> AddTri(&amp;bd2, c, p3, p2, p4);
<a name="l122"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l123"></a> }
<a name="l124"></a>
<a name="l125"></a> res = Ball2CSprite;
<a name="l126"></a> </span><span class=cF6>&quot;%h7c&quot;</span><span class=cF0>, </span><span class=cF6>'\n'</span><span class=cF0>;
<a name="l127"></a> </span><span class=cF5>Sprite</span><span class=cF0>(res, </span><span class=cF6>&quot;\t\t$SP,\&quot;&lt;1&gt;\&quot;,BI=%d$&quot;</span><span class=cF0>);
<a name="l128"></a> </span><span class=cF6>&quot;%h7c&quot;</span><span class=cF0>, </span><span class=cF6>'\n'</span><span class=cF0>;
<a name="l129"></a> </span><span class=cF6>&quot;Vertices:%d\n&quot;</span><span class=cF0>, b-&gt;vertex_count;
<a name="l130"></a> </span><span class=cF5>Free</span><span class=cF0>(b);
<a name="l131"></a> </span><span class=cF6>&quot;Do another&quot;</span><span class=cF0>;
<a name="l132"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>YorN</span><span class=cF0>)
<a name="l133"></a> </span><span class=cF5>Free</span><span class=cF0>(res);
<a name="l134"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l135"></a> </span><span class=cF1>break</span><span class=cF0>;
<a name="l136"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l137"></a>
<a name="l138"></a> </span><span class=cF1>return</span><span class=cF0> res;
<a name="l139"></a>}
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