ZealOS/docs/Demo/Graphics/LightTable.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>/*</span><span class=cF0>
<a name="l2"></a></span><span class=cF2>There is a coarse and a fine-grained.</span><span class=cF0>
<a name="l3"></a></span><span class=cF2>The coarse gets flood-filled but the</span><span class=cF0>
<a name="l4"></a></span><span class=cF2>fine grained is only outlines.</span><span class=cF0>
<a name="l5"></a></span><span class=cF2>*/</span><span class=cF0>
<a name="l6"></a>
<a name="l7"></a></span><span class=cF1>class</span><span class=cF0> Photon
<a name="l8"></a>{
<a name="l9"></a> Photon *next, *last;
<a name="l10"></a> </span><span class=cF9>CD3</span><span class=cF0> p, v, n, p_normal_inhibit;
<a name="l11"></a>
<a name="l12"></a>} p_root[</span><span class=cFB>mp_count</span><span class=cF0>];
<a name="l13"></a></span><span class=cF9>I64</span><span class=cF0> p_root_locks;
<a name="l14"></a>
<a name="l15"></a>#</span><span class=cF1>define</span><span class=cF0> ANIMATE_JIFFIES (</span><span class=cF3>JIFFY_FREQ</span><span class=cF0> * </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>01</span><span class=cF0>)
<a name="l16"></a></span><span class=cF9>I64</span><span class=cF0> master_sleep_jiffy;
<a name="l17"></a></span><span class=cF9>CTask</span><span class=cF0> *animate_tasks[</span><span class=cFB>mp_count</span><span class=cF0>];
<a name="l18"></a>
<a name="l19"></a>#</span><span class=cF1>define</span><span class=cF0> LENS_COLOR </span><span class=cF3>WHITE</span><span class=cF0>
<a name="l20"></a>#</span><span class=cF1>define</span><span class=cF0> MIRROR_COLOR </span><span class=cF3>DKGRAY</span><span class=cF0>
<a name="l21"></a></span><span class=cF9>CDC</span><span class=cF0> *map;
<a name="l22"></a>
<a name="l23"></a></span><span class=cF9>I64</span><span class=cF0> photon_count, mirror_count, snell_count, normal_inhibit, zero_normal;
<a name="l24"></a></span><span class=cF1>Bool</span><span class=cF0> full_speed, show_normals;
<a name="l25"></a>
<a name="l26"></a></span><span class=cF1>U8</span><span class=cF0> *bmp_refract, *bmp_reflect;
<a name="l27"></a></span><span class=cF1>F64</span><span class=cF0> bmp_scale, find_normal_dist_sqr;
<a name="l28"></a></span><span class=cF9>I64</span><span class=cF0> bmp_mem, bmp_width, bmp_height, bmp_norm_radius;
<a name="l29"></a>
<a name="l30"></a>#</span><span class=cF1>define</span><span class=cF0> BORDER </span><span class=cFE>10</span><span class=cF0>
<a name="l31"></a></span><span class=cF9>I64</span><span class=cF0> BmpPeek(</span><span class=cF1>U8</span><span class=cF0> *bmp, </span><span class=cF9>I64</span><span class=cF0> x, </span><span class=cF9>I64</span><span class=cF0> y)
<a name="l32"></a>{
<a name="l33"></a> </span><span class=cF1>return</span><span class=cF0> </span><span class=cF5>Bt</span><span class=cF0>(bmp, y * bmp_width + x);
<a name="l34"></a>}
<a name="l35"></a>
<a name="l36"></a></span><span class=cF1>U0</span><span class=cF0> BmpPlot(</span><span class=cF1>U8</span><span class=cF0> *bmp, </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>)
<a name="l37"></a>{
<a name="l38"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cFE>0</span><span class=cF0> &lt;= x &lt; bmp_width &amp;&amp; </span><span class=cFE>0</span><span class=cF0> &lt;= y &lt; bmp_height)
<a name="l39"></a> </span><span class=cF5>Bts</span><span class=cF0>(bmp, y * bmp_width + x);
<a name="l40"></a>}
<a name="l41"></a>
<a name="l42"></a></span><span class=cF1>U0</span><span class=cF0> BmpLine(</span><span class=cF1>U8</span><span class=cF0> *bmp, </span><span class=cF1>F64</span><span class=cF0> x1, </span><span class=cF1>F64</span><span class=cF0> y1, </span><span class=cF1>F64</span><span class=cF0> x2, </span><span class=cF1>F64</span><span class=cF0> y2)
<a name="l43"></a>{
<a name="l44"></a> </span><span class=cF5>Line</span><span class=cF0>(bmp, x1 * bmp_scale, y1 * bmp_scale, </span><span class=cFE>0</span><span class=cF0>, x2 * bmp_scale, y2 * bmp_scale, </span><span class=cFE>0</span><span class=cF0>, &amp;BmpPlot);
<a name="l45"></a>}
<a name="l46"></a>
<a name="l47"></a>Photon *PhotonNew()
<a name="l48"></a>{
<a name="l49"></a> </span><span class=cF9>I64</span><span class=cF0> num = photon_count++ % </span><span class=cFB>mp_count</span><span class=cF0>;
<a name="l50"></a> Photon *res = </span><span class=cF5>CAlloc</span><span class=cF0>(</span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>Photon</span><span class=cF7>)</span><span class=cF0>);
<a name="l51"></a>
<a name="l52"></a> </span><span class=cF1>while</span><span class=cF0> (</span><span class=cF5>LBts</span><span class=cF7>(</span><span class=cF0>&amp;p_root_locks, num</span><span class=cF7>)</span><span class=cF0>)
<a name="l53"></a> </span><span class=cF5>Yield</span><span class=cF0>;
<a name="l54"></a> </span><span class=cF5>QueueInsert</span><span class=cF0>(res, p_root[num].last);
<a name="l55"></a> </span><span class=cF5>LBtr</span><span class=cF0>(&amp;p_root_locks, num);
<a name="l56"></a>
<a name="l57"></a> </span><span class=cF1>return</span><span class=cF0> res;
<a name="l58"></a>}
<a name="l59"></a>
<a name="l60"></a>#</span><span class=cF1>define</span><span class=cF0> VECTOR </span><span class=cFE>20</span><span class=cF0>
<a name="l61"></a></span><span class=cF1>U0</span><span class=cF0> </span><span class=cF5>DrawIt</span><span class=cF0>(</span><span class=cF9>CTask</span><span class=cF0> *, </span><span class=cF9>CDC</span><span class=cF0> *dc)
<a name="l62"></a>{
<a name="l63"></a> </span><span class=cF9>I64</span><span class=cF0> i;
<a name="l64"></a> Photon *tmpp;
<a name="l65"></a>
<a name="l66"></a> </span><span class=cF5>GrBlot</span><span class=cF0>(dc, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>, map);
<a name="l67"></a> dc-&gt;color = </span><span class=cF3>WHITE</span><span class=cF0>;
<a name="l68"></a> </span><span class=cF5>GrPrint</span><span class=cF0>(dc, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cF6>&quot;Mem:0x%X %,dMeg Scale:%0.3f (%d,%d)--&gt;(%d,%d)&quot;</span><span class=cF0>,
<a name="l69"></a> bmp_mem, bmp_mem / </span><span class=cFE>1024</span><span class=cF0> / </span><span class=cFE>1024</span><span class=cF0>, bmp_scale,
<a name="l70"></a> map-&gt;width, map-&gt;height, bmp_width, bmp_height);
<a name="l71"></a> </span><span class=cF5>GrPrint</span><span class=cF0>(dc, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cF3>FONT_HEIGHT</span><span class=cF0>,
<a name="l72"></a> </span><span class=cF6>&quot;PhotonCount:%d MirrorCount:%d SnellCount:%d SnellInhibit:%d ZeroNormal:%d&quot;</span><span class=cF0>,
<a name="l73"></a> photon_count, mirror_count, snell_count, normal_inhibit, zero_normal);
<a name="l74"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i &lt; </span><span class=cFB>mp_count</span><span class=cF0>; i++)
<a name="l75"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l76"></a> </span><span class=cF1>while</span><span class=cF0> (</span><span class=cF5>LBts</span><span class=cF7>(</span><span class=cF0>&amp;p_root_locks, i</span><span class=cF7>)</span><span class=cF0>)
<a name="l77"></a> </span><span class=cF5>Yield</span><span class=cF0>;
<a name="l78"></a> tmpp = p_root[i].next;
<a name="l79"></a> </span><span class=cF1>while</span><span class=cF0> (tmpp != &amp;p_root[i])
<a name="l80"></a> {
<a name="l81"></a> dc-&gt;color = </span><span class=cF3>LTRED</span><span class=cF0>;
<a name="l82"></a> </span><span class=cF5>GrLine</span><span class=cF0>(dc, tmpp-&gt;p.x - VECTOR * tmpp-&gt;v.x, tmpp-&gt;p.y - VECTOR * tmpp-&gt;v.y, tmpp-&gt;p.x, tmpp-&gt;p.y);
<a name="l83"></a> </span><span class=cF1>if</span><span class=cF0> (show_normals)
<a name="l84"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l85"></a> dc-&gt;color = </span><span class=cF3>LTGREEN</span><span class=cF0>;
<a name="l86"></a> </span><span class=cF5>GrLine</span><span class=cF0>(dc, tmpp-&gt;p.x, tmpp-&gt;p.y, tmpp-&gt;p.x + VECTOR * tmpp-&gt;n.x, tmpp-&gt;p.y + VECTOR * tmpp-&gt;n.y);
<a name="l87"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l88"></a> tmpp = tmpp-&gt;next;
<a name="l89"></a> }
<a name="l90"></a> </span><span class=cF5>LBtr</span><span class=cF0>(&amp;p_root_locks, i);
<a name="l91"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l92"></a>}
<a name="l93"></a>
<a name="l94"></a>#</span><span class=cF1>define</span><span class=cF0> WING </span><span class=cFE>9</span><span class=cF0>
<a name="l95"></a>
<a name="l96"></a></span><span class=cF1>U0</span><span class=cF0> RayBurst(</span><span class=cF9>I64</span><span class=cF0> x1, </span><span class=cF9>I64</span><span class=cF0> y1, </span><span class=cF9>I64</span><span class=cF0> x2, </span><span class=cF9>I64</span><span class=cF0> y2)
<a name="l97"></a>{
<a name="l98"></a> </span><span class=cF9>CD3</span><span class=cF0> p, v, n, n2;
<a name="l99"></a> </span><span class=cF9>I64</span><span class=cF0> i;
<a name="l100"></a> Photon *tmpp;
<a name="l101"></a>
<a name="l102"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF7>(</span><span class=cF0>x1 != x2 || y1 != y2</span><span class=cF7>)</span><span class=cF0> &amp;&amp;
<a name="l103"></a> BORDER + WING &lt; x2 &lt; map-&gt;width - BORDER - WING &amp;&amp; BORDER + WING &lt; y2 &lt; map-&gt;height - BORDER-WING)
<a name="l104"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l105"></a> </span><span class=cF5>D3Equ</span><span class=cF0>(&amp;p, x2, y2);
<a name="l106"></a> </span><span class=cF5>D3Equ</span><span class=cF0>(&amp;v, x2 - x1, y2 - y1);
<a name="l107"></a> </span><span class=cF5>D3Unit</span><span class=cF0>(&amp;v);
<a name="l108"></a> </span><span class=cF5>D3Equ</span><span class=cF0>(&amp;n, v.y, -v.x);
<a name="l109"></a>
<a name="l110"></a> tmpp = PhotonNew;
<a name="l111"></a> </span><span class=cF5>D3Copy</span><span class=cF0>(&amp;tmpp-&gt;p, &amp;p);
<a name="l112"></a> </span><span class=cF5>D3Copy</span><span class=cF0>(&amp;tmpp-&gt;v, &amp;v);
<a name="l113"></a>
<a name="l114"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>2</span><span class=cF0>; i &lt;= WING; i += </span><span class=cFE>3</span><span class=cF0>)
<a name="l115"></a> {
<a name="l116"></a> </span><span class=cF5>D3Mul</span><span class=cF0>(&amp;n2, i, &amp;n);
<a name="l117"></a>
<a name="l118"></a> tmpp = PhotonNew;
<a name="l119"></a> </span><span class=cF5>D3Add</span><span class=cF0>(&amp;tmpp-&gt;p, &amp;p, &amp;n2);
<a name="l120"></a> </span><span class=cF5>D3Copy</span><span class=cF0>(&amp;tmpp-&gt;v, &amp;v);
<a name="l121"></a>
<a name="l122"></a> tmpp = PhotonNew;
<a name="l123"></a> </span><span class=cF5>D3Sub</span><span class=cF0>(&amp;tmpp-&gt;p, &amp;p, &amp;n2);
<a name="l124"></a> </span><span class=cF5>D3Copy</span><span class=cF0>(&amp;tmpp-&gt;v, &amp;v);
<a name="l125"></a> }
<a name="l126"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l127"></a>}
<a name="l128"></a>
<a name="l129"></a></span><span class=cF1>U0</span><span class=cF0> RandomBurst()
<a name="l130"></a>{
<a name="l131"></a> </span><span class=cF9>I64</span><span class=cF0> i;
<a name="l132"></a> </span><span class=cF1>F64</span><span class=cF0> theta;
<a name="l133"></a> Photon *tmpp;
<a name="l134"></a>
<a name="l135"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i &lt; </span><span class=cFE>256</span><span class=cF0>; i++)
<a name="l136"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l137"></a> tmpp = PhotonNew;
<a name="l138"></a> </span><span class=cF5>D3Equ</span><span class=cF0>(&amp;tmpp-&gt;p, </span><span class=cF7>(</span><span class=cF5>Fs</span><span class=cF0>-&gt;pix_width - BORDER * </span><span class=cFE>2</span><span class=cF7>)</span><span class=cF0> * </span><span class=cF5>Rand</span><span class=cF0> + BORDER, </span><span class=cF7>(</span><span class=cF5>Fs</span><span class=cF0>-&gt;pix_height - BORDER * </span><span class=cFE>2</span><span class=cF7>)</span><span class=cF0> * </span><span class=cF5>Rand</span><span class=cF0> + BORDER);
<a name="l139"></a> theta = </span><span class=cFE>2</span><span class=cF0> * </span><span class=cF3>pi</span><span class=cF0> * </span><span class=cF5>Rand</span><span class=cF0>;
<a name="l140"></a> </span><span class=cF5>D3Equ</span><span class=cF0>(&amp;tmpp-&gt;v, </span><span class=cF5>Cos</span><span class=cF7>(</span><span class=cF0>theta</span><span class=cF7>)</span><span class=cF0>, </span><span class=cF5>Sin</span><span class=cF7>(</span><span class=cF0>theta</span><span class=cF7>)</span><span class=cF0>);
<a name="l141"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l142"></a>}
<a name="l143"></a>
<a name="l144"></a></span><span class=cF1>U0</span><span class=cF0> FindNormal(</span><span class=cF1>U8</span><span class=cF0> *bmp, Photon *tmpp)
<a name="l145"></a>{
<a name="l146"></a> </span><span class=cF9>CD3</span><span class=cF0> p, p1, p2;
<a name="l147"></a> </span><span class=cF1>F64</span><span class=cF0> step, x, y, theta = </span><span class=cF5>Arg</span><span class=cF0>(tmpp-&gt;v.x, tmpp-&gt;v.y), phi;
<a name="l148"></a> </span><span class=cF9>I64</span><span class=cF0> state;
<a name="l149"></a>
<a name="l150"></a> </span><span class=cF5>D3Copy</span><span class=cF0>(&amp;tmpp-&gt;p_normal_inhibit, &amp;tmpp-&gt;p);
<a name="l151"></a>
<a name="l152"></a> </span><span class=cF2>//Coarse grains has black and white filled-in BSplines.</span><span class=cF0>
<a name="l153"></a> </span><span class=cF2>//Fine grained has only white outline without being filled-in.</span><span class=cF0>
<a name="l154"></a>
<a name="l155"></a> </span><span class=cF2>//Back-up a step and move forward to get a fined-grained value</span><span class=cF0>
<a name="l156"></a> </span><span class=cF2>//for the point of contact.</span><span class=cF0>
<a name="l157"></a> </span><span class=cF5>D3SubEqu</span><span class=cF0>(&amp;tmpp-&gt;p, &amp;tmpp-&gt;v);
<a name="l158"></a> </span><span class=cF5>D3Mul</span><span class=cF0>(&amp;p, bmp_scale, &amp;tmpp-&gt;p);
<a name="l159"></a> </span><span class=cF5>D3Copy</span><span class=cF0>(&amp;p1, &amp;p);
<a name="l160"></a> </span><span class=cF1>while</span><span class=cF0> (BmpPeek</span><span class=cF7>(</span><span class=cF0>bmp, p1.x, p1.y</span><span class=cF7>)</span><span class=cF0> == </span><span class=cF3>BLACK</span><span class=cF0> &amp;&amp; </span><span class=cF5>D3DistSqr</span><span class=cF7>(</span><span class=cF0>&amp;p, &amp;p1</span><span class=cF7>)</span><span class=cF0> &lt; find_normal_dist_sqr)
<a name="l161"></a> </span><span class=cF5>D3AddEqu</span><span class=cF0>(&amp;p1, &amp;tmpp-&gt;v);
<a name="l162"></a> </span><span class=cF5>D3Copy</span><span class=cF0>(&amp;p, &amp;p1);
<a name="l163"></a> </span><span class=cF5>D3Div</span><span class=cF0>(&amp;tmpp-&gt;p, &amp;p, bmp_scale);
<a name="l164"></a>
<a name="l165"></a> </span><span class=cF2>//Draw an arc one direction, finding point of contact.</span><span class=cF0>
<a name="l166"></a> </span><span class=cF1>for</span><span class=cF0> (step = </span><span class=cFE>1</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>; step &gt;= </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>01</span><span class=cF0>; step /= </span><span class=cFE>4</span><span class=cF0>)
<a name="l167"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l168"></a> </span><span class=cF1>for</span><span class=cF0> (phi = </span><span class=cFE>0</span><span class=cF0>; phi &lt;= </span><span class=cF3>pi</span><span class=cF0> / </span><span class=cFE>4</span><span class=cF0>; phi += step * </span><span class=cF3>pi</span><span class=cF0> / bmp_norm_radius)
<a name="l169"></a> {
<a name="l170"></a> x = p.x + bmp_norm_radius * </span><span class=cF5>Cos</span><span class=cF0>(theta + </span><span class=cF3>pi</span><span class=cF0> - </span><span class=cF3>pi</span><span class=cF0> / </span><span class=cFE>4</span><span class=cF0> - phi);
<a name="l171"></a> y = p.y + bmp_norm_radius * </span><span class=cF5>Sin</span><span class=cF0>(theta + </span><span class=cF3>pi</span><span class=cF0> - </span><span class=cF3>pi</span><span class=cF0> / </span><span class=cFE>4</span><span class=cF0> - phi);
<a name="l172"></a> </span><span class=cF1>if</span><span class=cF0> (state = BmpPeek</span><span class=cF7>(</span><span class=cF0>bmp, x, y</span><span class=cF7>)</span><span class=cF0>)
<a name="l173"></a> </span><span class=cF1>goto</span><span class=cF0> fn_p1;
<a name="l174"></a> x = p.x + bmp_norm_radius * </span><span class=cF5>Cos</span><span class=cF0>(theta + </span><span class=cF3>pi</span><span class=cF0> - </span><span class=cF3>pi</span><span class=cF0> / </span><span class=cFE>4</span><span class=cF0> + phi);
<a name="l175"></a> y = p.y + bmp_norm_radius * </span><span class=cF5>Sin</span><span class=cF0>(theta + </span><span class=cF3>pi</span><span class=cF0> - </span><span class=cF3>pi</span><span class=cF0> / </span><span class=cFE>4</span><span class=cF0> + phi);
<a name="l176"></a> </span><span class=cF1>if</span><span class=cF0> (state = BmpPeek</span><span class=cF7>(</span><span class=cF0>bmp, x, y</span><span class=cF7>)</span><span class=cF0>)
<a name="l177"></a> </span><span class=cF1>goto</span><span class=cF0> fn_p1;
<a name="l178"></a> }
<a name="l179"></a> </span><span class=cF1>for</span><span class=cF0> (; phi &lt;= </span><span class=cFE>3</span><span class=cF0> * </span><span class=cF3>pi</span><span class=cF0> / </span><span class=cFE>4</span><span class=cF0>; phi += step * </span><span class=cF3>pi</span><span class=cF0> / bmp_norm_radius)
<a name="l180"></a> {
<a name="l181"></a> x = p.x + bmp_norm_radius * </span><span class=cF5>Cos</span><span class=cF0>(theta + </span><span class=cF3>pi</span><span class=cF0> - </span><span class=cF3>pi</span><span class=cF0> / </span><span class=cFE>4</span><span class=cF0> - phi);
<a name="l182"></a> y = p.y + bmp_norm_radius * </span><span class=cF5>Sin</span><span class=cF0>(theta + </span><span class=cF3>pi</span><span class=cF0> - </span><span class=cF3>pi</span><span class=cF0> / </span><span class=cFE>4</span><span class=cF0> - phi);
<a name="l183"></a> </span><span class=cF1>if</span><span class=cF0> (state = BmpPeek</span><span class=cF7>(</span><span class=cF0>bmp, x, y</span><span class=cF7>)</span><span class=cF0>)
<a name="l184"></a> </span><span class=cF1>goto</span><span class=cF0> fn_p1;
<a name="l185"></a> }
<a name="l186"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l187"></a>fn_p1:
<a name="l188"></a> </span><span class=cF1>if</span><span class=cF0> (state)
<a name="l189"></a> </span><span class=cF5>D3Equ</span><span class=cF0>(&amp;p1, x, y);
<a name="l190"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l191"></a> </span><span class=cF5>D3Copy</span><span class=cF0>(&amp;p1, &amp;tmpp-&gt;p);
<a name="l192"></a>
<a name="l193"></a> </span><span class=cF2>//Draw an arc other direction, finding point of contact.</span><span class=cF0>
<a name="l194"></a> </span><span class=cF1>for</span><span class=cF0> (step = </span><span class=cFE>1</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>; step &gt;= </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>01</span><span class=cF0>; step /= </span><span class=cFE>4</span><span class=cF0>)
<a name="l195"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l196"></a> </span><span class=cF1>for</span><span class=cF0> (phi = </span><span class=cFE>0</span><span class=cF0>; phi &lt;= </span><span class=cF3>pi</span><span class=cF0> / </span><span class=cFE>4</span><span class=cF0>; phi += step * </span><span class=cF3>pi</span><span class=cF0> / bmp_norm_radius)
<a name="l197"></a> {
<a name="l198"></a> x = p.x + bmp_norm_radius * </span><span class=cF5>Cos</span><span class=cF0>(theta + </span><span class=cF3>pi</span><span class=cF0> + </span><span class=cF3>pi</span><span class=cF0> / </span><span class=cFE>4</span><span class=cF0> + phi);
<a name="l199"></a> y = p.y + bmp_norm_radius * </span><span class=cF5>Sin</span><span class=cF0>(theta + </span><span class=cF3>pi</span><span class=cF0> + </span><span class=cF3>pi</span><span class=cF0> / </span><span class=cFE>4</span><span class=cF0> + phi);
<a name="l200"></a> </span><span class=cF1>if</span><span class=cF0> (state = BmpPeek</span><span class=cF7>(</span><span class=cF0>bmp, x, y</span><span class=cF7>)</span><span class=cF0>)
<a name="l201"></a> </span><span class=cF1>goto</span><span class=cF0> fn_p2;
<a name="l202"></a> x = p.x + bmp_norm_radius * </span><span class=cF5>Cos</span><span class=cF0>(theta + </span><span class=cF3>pi</span><span class=cF0> + </span><span class=cF3>pi</span><span class=cF0> / </span><span class=cFE>4</span><span class=cF0> - phi);
<a name="l203"></a> y = p.y + bmp_norm_radius * </span><span class=cF5>Sin</span><span class=cF0>(theta + </span><span class=cF3>pi</span><span class=cF0> + </span><span class=cF3>pi</span><span class=cF0> / </span><span class=cFE>4</span><span class=cF0> - phi) ;
<a name="l204"></a> </span><span class=cF1>if</span><span class=cF0> (state = BmpPeek</span><span class=cF7>(</span><span class=cF0>bmp, x, y</span><span class=cF7>)</span><span class=cF0>)
<a name="l205"></a> </span><span class=cF1>goto</span><span class=cF0> fn_p2;
<a name="l206"></a> }
<a name="l207"></a> </span><span class=cF1>for</span><span class=cF0> (; phi &lt;= </span><span class=cFE>3</span><span class=cF0> * </span><span class=cF3>pi</span><span class=cF0> / </span><span class=cFE>4</span><span class=cF0>; phi += step * </span><span class=cF3>pi</span><span class=cF0> / bmp_norm_radius)
<a name="l208"></a> {
<a name="l209"></a> x = p.x + bmp_norm_radius * </span><span class=cF5>Cos</span><span class=cF0>(theta + </span><span class=cF3>pi</span><span class=cF0> + </span><span class=cF3>pi</span><span class=cF0> / </span><span class=cFE>4</span><span class=cF0> + phi);
<a name="l210"></a> y = p.y + bmp_norm_radius * </span><span class=cF5>Sin</span><span class=cF0>(theta + </span><span class=cF3>pi</span><span class=cF0> + </span><span class=cF3>pi</span><span class=cF0> / </span><span class=cFE>4</span><span class=cF0> + phi);
<a name="l211"></a> </span><span class=cF1>if</span><span class=cF0> (state = BmpPeek</span><span class=cF7>(</span><span class=cF0>bmp, x, y</span><span class=cF7>)</span><span class=cF0>)
<a name="l212"></a> </span><span class=cF1>goto</span><span class=cF0> fn_p2;
<a name="l213"></a> }
<a name="l214"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l215"></a>fn_p2:
<a name="l216"></a> </span><span class=cF1>if</span><span class=cF0> (state)
<a name="l217"></a> </span><span class=cF5>D3Equ</span><span class=cF0>(&amp;p2, x, y);
<a name="l218"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l219"></a> </span><span class=cF5>D3Copy</span><span class=cF0>(&amp;p2, &amp;tmpp-&gt;p);
<a name="l220"></a>
<a name="l221"></a> </span><span class=cF5>D3Sub</span><span class=cF0>(&amp;p, &amp;p1, &amp;p2);
<a name="l222"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>D3NormSqr</span><span class=cF7>(</span><span class=cF0>&amp;p</span><span class=cF7>)</span><span class=cF0> &lt; </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>01</span><span class=cF0>)
<a name="l223"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l224"></a> </span><span class=cF5>D3Equ</span><span class=cF0>(&amp;tmpp-&gt;n, </span><span class=cF5>Cos</span><span class=cF7>(</span><span class=cF0>theta</span><span class=cF7>)</span><span class=cF0>, </span><span class=cF5>Sin</span><span class=cF7>(</span><span class=cF0>theta</span><span class=cF7>)</span><span class=cF0>);
<a name="l225"></a> </span><span class=cF1>lock</span><span class=cF0> {zero_normal++;}
<a name="l226"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l227"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l228"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l229"></a> </span><span class=cF5>D3Equ</span><span class=cF0>(&amp;tmpp-&gt;n, p.y, -p.x);
<a name="l230"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>D3Dot</span><span class=cF7>(</span><span class=cF0>&amp;tmpp-&gt;n, &amp;tmpp-&gt;v</span><span class=cF7>)</span><span class=cF0> &lt; </span><span class=cFE>0</span><span class=cF0>)
<a name="l231"></a> </span><span class=cF5>D3Equ</span><span class=cF0>(&amp;tmpp-&gt;n, -p.y, p.x);
<a name="l232"></a> </span><span class=cF5>D3Unit</span><span class=cF0>(&amp;tmpp-&gt;n);
<a name="l233"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l234"></a>}
<a name="l235"></a>
<a name="l236"></a></span><span class=cF1>U0</span><span class=cF0> Mirror(Photon *tmpp)
<a name="l237"></a>{</span><span class=cF2>/*</span><span class=cFA>&lt;1&gt;/* Graphics Not Rendered in HTML */</span><span class=cF0>
<a name="l238"></a>
<a name="l239"></a>
<a name="l240"></a>
<a name="l241"></a>
<a name="l242"></a>
<a name="l243"></a>
<a name="l244"></a>
<a name="l245"></a>
<a name="l246"></a>
<a name="l247"></a>
<a name="l248"></a></span><span class=cF2>thetaout = pi+thetan - (thetain-thetan)</span><span class=cF0>
<a name="l249"></a>
<a name="l250"></a></span><span class=cF2>*/</span><span class=cF0>
<a name="l251"></a> </span><span class=cF1>F64</span><span class=cF0> theta = </span><span class=cF5>Arg</span><span class=cF0>(tmpp-&gt;v.x, tmpp-&gt;v.y), thetan;
<a name="l252"></a>
<a name="l253"></a> FindNormal(bmp_reflect, tmpp);
<a name="l254"></a> thetan = </span><span class=cF5>Arg</span><span class=cF0>(tmpp-&gt;n.x, tmpp-&gt;n.y);
<a name="l255"></a>
<a name="l256"></a> </span><span class=cF5>D3Equ</span><span class=cF0>(&amp;tmpp-&gt;v, </span><span class=cF5>Cos</span><span class=cF7>(</span><span class=cFE>2</span><span class=cF0> * thetan + </span><span class=cF3>pi</span><span class=cF0> - theta</span><span class=cF7>)</span><span class=cF0>, </span><span class=cF5>Sin</span><span class=cF7>(</span><span class=cFE>2</span><span class=cF0> * thetan + </span><span class=cF3>pi</span><span class=cF0> - theta</span><span class=cF7>)</span><span class=cF0>);
<a name="l257"></a> </span><span class=cF1>lock</span><span class=cF0> </span><span class=cF7>{</span><span class=cF0>mirror_count++;</span><span class=cF7>}</span><span class=cF0>
<a name="l258"></a>}
<a name="l259"></a>
<a name="l260"></a></span><span class=cF1>U0</span><span class=cF0> SnellsLaw(Photon *tmpp, </span><span class=cF9>I64</span><span class=cF0> last, </span><span class=cF9>I64</span><span class=cF0> next)
<a name="l261"></a>{
<a name="l262"></a></span><span class=cF2>//n1 and n2 are refraction index.</span><span class=cF0>
<a name="l263"></a></span><span class=cF2>//n1 Sin(theta1) == n2 Sin(theta2)</span><span class=cF0>
<a name="l264"></a> </span><span class=cF1>F64</span><span class=cF0> theta = </span><span class=cF5>Arg</span><span class=cF0>(tmpp-&gt;v.x, tmpp-&gt;v.y), thetan, n1, n2, theta1, theta2;
<a name="l265"></a>
<a name="l266"></a> </span><span class=cF1>if</span><span class=cF0> (last == LENS_COLOR)
<a name="l267"></a> n1 = </span><span class=cFE>1</span><span class=cF0>.</span><span class=cFE>5</span><span class=cF0>;
<a name="l268"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l269"></a> n1 = </span><span class=cFE>1</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
<a name="l270"></a> </span><span class=cF1>if</span><span class=cF0> (next == LENS_COLOR)
<a name="l271"></a> n2 = </span><span class=cFE>1</span><span class=cF0>.</span><span class=cFE>5</span><span class=cF0>;
<a name="l272"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l273"></a> n2 = </span><span class=cFE>1</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
<a name="l274"></a> FindNormal(bmp_refract, tmpp);
<a name="l275"></a> thetan = </span><span class=cF5>Arg</span><span class=cF0>(tmpp-&gt;n.x, tmpp-&gt;n.y);
<a name="l276"></a>
<a name="l277"></a> </span><span class=cF2>//Dot=m1m2Cos(theta);</span><span class=cF0>
<a name="l278"></a> theta1 = </span><span class=cF5>ACos</span><span class=cF0>(</span><span class=cF5>D3Dot</span><span class=cF7>(</span><span class=cF0>&amp;tmpp-&gt;n, &amp;tmpp-&gt;v</span><span class=cF7>)</span><span class=cF0>);
<a name="l279"></a> theta2 = </span><span class=cF5>ASin</span><span class=cF0>(n1 * </span><span class=cF5>Sin</span><span class=cF7>(</span><span class=cF0>theta1</span><span class=cF7>)</span><span class=cF0> / n2);
<a name="l280"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>Wrap</span><span class=cF7>(</span><span class=cF0>theta - thetan</span><span class=cF7>)</span><span class=cF0> &gt;= </span><span class=cFE>0</span><span class=cF0>)
<a name="l281"></a> theta = thetan + theta2;
<a name="l282"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l283"></a> theta = thetan - theta2;
<a name="l284"></a>
<a name="l285"></a> </span><span class=cF5>D3Equ</span><span class=cF0>(&amp;tmpp-&gt;v, </span><span class=cF5>Cos</span><span class=cF7>(</span><span class=cF0>theta</span><span class=cF7>)</span><span class=cF0>, </span><span class=cF5>Sin</span><span class=cF7>(</span><span class=cF0>theta</span><span class=cF7>)</span><span class=cF0>);
<a name="l286"></a> </span><span class=cF1>lock</span><span class=cF0> </span><span class=cF7>{</span><span class=cF0>snell_count++;</span><span class=cF7>}</span><span class=cF0>
<a name="l287"></a>}
<a name="l288"></a>
<a name="l289"></a></span><span class=cF1>U0</span><span class=cF0> AnimateTask(</span><span class=cF9>I64</span><span class=cF0>)
<a name="l290"></a>{
<a name="l291"></a> </span><span class=cF1>while</span><span class=cF0> (</span><span class=cF3>TRUE</span><span class=cF0>)
<a name="l292"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l293"></a> master_sleep_jiffy += ANIMATE_JIFFIES;
<a name="l294"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cFB>counts</span><span class=cF0>.jiffies &gt;= master_sleep_jiffy)
<a name="l295"></a> master_sleep_jiffy = </span><span class=cFB>counts</span><span class=cF0>.jiffies + ANIMATE_JIFFIES;
<a name="l296"></a> </span><span class=cF5>SleepUntil</span><span class=cF0>(master_sleep_jiffy);
<a name="l297"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l298"></a>}
<a name="l299"></a>
<a name="l300"></a>#</span><span class=cF1>define</span><span class=cF0> BABY_STEPS </span><span class=cFE>4</span><span class=cF0>
<a name="l301"></a>
<a name="l302"></a></span><span class=cF1>U0</span><span class=cF0> MPAnimateTask(</span><span class=cF9>I64</span><span class=cF0>)
<a name="l303"></a>{
<a name="l304"></a> </span><span class=cF9>I64</span><span class=cF0> i, last_master_jiffy = </span><span class=cFE>0</span><span class=cF0>,
<a name="l305"></a> timeout_jiffy = master_sleep_jiffy + ANIMATE_JIFFIES,
<a name="l306"></a> last, next;
<a name="l307"></a> </span><span class=cF1>Bool</span><span class=cF0> inhibit;
<a name="l308"></a> </span><span class=cF9>CD3</span><span class=cF0> step;
<a name="l309"></a> Photon *tmpp, *root = &amp;p_root[</span><span class=cF5>Gs</span><span class=cF0>-&gt;num];
<a name="l310"></a>
<a name="l311"></a> </span><span class=cF1>while</span><span class=cF0> (</span><span class=cF3>TRUE</span><span class=cF0>)
<a name="l312"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l313"></a> </span><span class=cF1>while</span><span class=cF0> (</span><span class=cF5>LBts</span><span class=cF7>(</span><span class=cF0>&amp;p_root_locks, </span><span class=cF5>Gs</span><span class=cF0>-&gt;num</span><span class=cF7>)</span><span class=cF0>)
<a name="l314"></a> </span><span class=cF5>Yield</span><span class=cF0>;
<a name="l315"></a> tmpp = root-&gt;next;
<a name="l316"></a> </span><span class=cF1>while</span><span class=cF0> (tmpp != root)
<a name="l317"></a> {
<a name="l318"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i &lt; BABY_STEPS; i++)
<a name="l319"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l320"></a> last = </span><span class=cF5>GrPeek</span><span class=cF0>(map, tmpp-&gt;p.x, tmpp-&gt;p.y);
<a name="l321"></a> </span><span class=cF5>D3Div</span><span class=cF0>(&amp;step, &amp;tmpp-&gt;v, BABY_STEPS);
<a name="l322"></a> </span><span class=cF5>D3AddEqu</span><span class=cF0>(&amp;tmpp-&gt;p, &amp;step);
<a name="l323"></a> </span><span class=cF1>if</span><span class=cF0> (tmpp-&gt;p.x &lt; BORDER)
<a name="l324"></a> {
<a name="l325"></a> tmpp-&gt;p.x = </span><span class=cFE>2</span><span class=cF0> * BORDER - tmpp-&gt;p.x;
<a name="l326"></a> tmpp-&gt;v.x = -tmpp-&gt;v.x;
<a name="l327"></a> }
<a name="l328"></a> </span><span class=cF1>if</span><span class=cF0> (tmpp-&gt;p.x &gt;= map-&gt;width-BORDER)
<a name="l329"></a> {
<a name="l330"></a> tmpp-&gt;p.x -= tmpp-&gt;p.x - map-&gt;width + BORDER;
<a name="l331"></a> tmpp-&gt;v.x = -tmpp-&gt;v.x;
<a name="l332"></a> }
<a name="l333"></a> </span><span class=cF1>if</span><span class=cF0> (tmpp-&gt;p.y &lt; BORDER)
<a name="l334"></a> {
<a name="l335"></a> tmpp-&gt;p.y = </span><span class=cFE>2</span><span class=cF0> * BORDER - tmpp-&gt;p.y;
<a name="l336"></a> tmpp-&gt;v.y = -tmpp-&gt;v.y;
<a name="l337"></a> }
<a name="l338"></a> </span><span class=cF1>if</span><span class=cF0> (tmpp-&gt;p.y &gt;= map-&gt;height - BORDER)
<a name="l339"></a> {
<a name="l340"></a> tmpp-&gt;p.y -= tmpp-&gt;p.y - map-&gt;height + BORDER;
<a name="l341"></a> tmpp-&gt;v.y = -tmpp-&gt;v.y;
<a name="l342"></a> }
<a name="l343"></a> next = </span><span class=cF5>GrPeek</span><span class=cF0>(map, tmpp-&gt;p.x, tmpp-&gt;p.y);
<a name="l344"></a>
<a name="l345"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>D3DistSqr</span><span class=cF7>(</span><span class=cF0>&amp;tmpp-&gt;p_normal_inhibit, &amp;tmpp-&gt;p</span><span class=cF7>)</span><span class=cF0> &lt; </span><span class=cFE>4</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>)
<a name="l346"></a> inhibit = </span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l347"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l348"></a> inhibit = </span><span class=cF3>FALSE</span><span class=cF0>;
<a name="l349"></a>
<a name="l350"></a> </span><span class=cF1>if</span><span class=cF0> (last != next)
<a name="l351"></a> {
<a name="l352"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF7>(</span><span class=cF0>last == </span><span class=cF3>BLACK</span><span class=cF0> &amp;&amp; next == LENS_COLOR</span><span class=cF7>)</span><span class=cF0> || </span><span class=cF7>(</span><span class=cF0>last == LENS_COLOR &amp;&amp; next == </span><span class=cF3>BLACK</span><span class=cF7>)</span><span class=cF0>)
<a name="l353"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l354"></a> </span><span class=cF1>if</span><span class=cF0> (inhibit)
<a name="l355"></a> </span><span class=cF1>lock</span><span class=cF0> {normal_inhibit++;}
<a name="l356"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l357"></a> SnellsLaw(tmpp, last, next);
<a name="l358"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l359"></a> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (last == </span><span class=cF3>BLACK</span><span class=cF0> &amp;&amp; next == MIRROR_COLOR)
<a name="l360"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l361"></a> </span><span class=cF1>if</span><span class=cF0> (inhibit)
<a name="l362"></a> </span><span class=cF1>lock</span><span class=cF0> {normal_inhibit++;}
<a name="l363"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l364"></a> Mirror(tmpp);
<a name="l365"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l366"></a> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (!inhibit)
<a name="l367"></a> </span><span class=cF5>D3Zero</span><span class=cF0>(&amp;tmpp-&gt;p_normal_inhibit);
<a name="l368"></a> }
<a name="l369"></a> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (!inhibit)
<a name="l370"></a> </span><span class=cF5>D3Zero</span><span class=cF0>(&amp;tmpp-&gt;p_normal_inhibit);
<a name="l371"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l372"></a>
<a name="l373"></a> tmpp = tmpp-&gt;next;
<a name="l374"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cFB>counts</span><span class=cF0>.jiffies &gt;= timeout_jiffy)
<a name="l375"></a> </span><span class=cF1>break</span><span class=cF0>;
<a name="l376"></a> }
<a name="l377"></a> </span><span class=cF5>LBtr</span><span class=cF0>(&amp;p_root_locks, </span><span class=cF5>Gs</span><span class=cF0>-&gt;num);
<a name="l378"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cFB>counts</span><span class=cF0>.jiffies &gt;= timeout_jiffy)
<a name="l379"></a> {
<a name="l380"></a> </span><span class=cF5>Sleep</span><span class=cF0>(</span><span class=cFE>1</span><span class=cF0>);
<a name="l381"></a> timeout_jiffy = master_sleep_jiffy + ANIMATE_JIFFIES;
<a name="l382"></a> }
<a name="l383"></a> </span><span class=cF1>if</span><span class=cF0> (!full_speed)
<a name="l384"></a> {
<a name="l385"></a> </span><span class=cF1>while</span><span class=cF0> (master_sleep_jiffy == last_master_jiffy)
<a name="l386"></a> </span><span class=cF5>Sleep</span><span class=cF0>(</span><span class=cFE>1</span><span class=cF0>);
<a name="l387"></a> last_master_jiffy = master_sleep_jiffy;
<a name="l388"></a> </span><span class=cF5>SleepUntil</span><span class=cF0>(master_sleep_jiffy);
<a name="l389"></a> timeout_jiffy = master_sleep_jiffy + ANIMATE_JIFFIES;
<a name="l390"></a> }
<a name="l391"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l392"></a>}
<a name="l393"></a>
<a name="l394"></a></span><span class=cF1>U0</span><span class=cF0> Init()
<a name="l395"></a>{
<a name="l396"></a> </span><span class=cF9>I64</span><span class=cF0> i;
<a name="l397"></a>
<a name="l398"></a> master_sleep_jiffy = </span><span class=cFB>counts</span><span class=cF0>.jiffies;
<a name="l399"></a> full_speed = show_normals = </span><span class=cF3>FALSE</span><span class=cF0>;
<a name="l400"></a> photon_count = mirror_count = snell_count = normal_inhibit = zero_normal = </span><span class=cFE>0</span><span class=cF0>;
<a name="l401"></a> map = </span><span class=cF5>DCNew</span><span class=cF0>(</span><span class=cF5>Fs</span><span class=cF0>-&gt;pix_width, </span><span class=cF5>Fs</span><span class=cF0>-&gt;pix_height);
<a name="l402"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i &lt; </span><span class=cFB>mp_count</span><span class=cF0>; i++)
<a name="l403"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l404"></a> </span><span class=cF1>while</span><span class=cF0> (</span><span class=cF5>LBts</span><span class=cF7>(</span><span class=cF0>&amp;p_root_locks, i</span><span class=cF7>)</span><span class=cF0>)
<a name="l405"></a> </span><span class=cF5>Yield</span><span class=cF0>;
<a name="l406"></a> </span><span class=cF5>QueueInit</span><span class=cF0>(&amp;p_root[i]);
<a name="l407"></a> </span><span class=cF5>LBtr</span><span class=cF0>(&amp;p_root_locks, i);
<a name="l408"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l409"></a> </span><span class=cF2>//x*y=bmp_mem*8</span><span class=cF0>
<a name="l410"></a> </span><span class=cF2>//x/y=640/480</span><span class=cF0>
<a name="l411"></a> </span><span class=cF2>//x=640/480*y</span><span class=cF0>
<a name="l412"></a> </span><span class=cF2>//640/480*y^2=bmp_mem*8</span><span class=cF0>
<a name="l413"></a> </span><span class=cF2>//y=Sqrt(bmp_mem*8*480/640)</span><span class=cF0>
<a name="l414"></a> </span><span class=cF2>//bmp_scale=Sqrt(bmp_mem*8*480/640)/480</span><span class=cF0>
<a name="l415"></a> bmp_scale = </span><span class=cF5>Sqrt</span><span class=cF0>(bmp_mem / </span><span class=cFE>2</span><span class=cF0> * </span><span class=cFE>8</span><span class=cF0> * </span><span class=cF5>Fs</span><span class=cF0>-&gt;pix_height / </span><span class=cF5>Fs</span><span class=cF0>-&gt;pix_width) / </span><span class=cF5>Fs</span><span class=cF0>-&gt;pix_height;
<a name="l416"></a>
<a name="l417"></a> find_normal_dist_sqr = </span><span class=cFE>2</span><span class=cF0> * </span><span class=cF5>Sqr</span><span class=cF0>(bmp_scale);
<a name="l418"></a>#</span><span class=cF1>assert</span><span class=cF0> </span><span class=cF5>Sqrt</span><span class=cF0>(</span><span class=cFE>2</span><span class=cF0>) &lt;= BORDER
<a name="l419"></a>
<a name="l420"></a> bmp_width = bmp_scale * </span><span class=cF5>Fs</span><span class=cF0>-&gt;pix_width;
<a name="l421"></a> bmp_height = bmp_scale * </span><span class=cF5>Fs</span><span class=cF0>-&gt;pix_height;
<a name="l422"></a> bmp_refract = </span><span class=cF5>CAlloc</span><span class=cF0>(bmp_width * bmp_height / </span><span class=cFE>8</span><span class=cF0>);
<a name="l423"></a> bmp_reflect = </span><span class=cF5>CAlloc</span><span class=cF0>(bmp_width * bmp_height / </span><span class=cFE>8</span><span class=cF0>);
<a name="l424"></a> bmp_norm_radius = </span><span class=cF5>Min</span><span class=cF0>(</span><span class=cFE>10</span><span class=cF0> * bmp_scale, </span><span class=cFE>250</span><span class=cF0>);
<a name="l425"></a>#</span><span class=cF1>assert</span><span class=cF0> </span><span class=cFE>10</span><span class=cF0> &lt;= BORDER
<a name="l426"></a>}
<a name="l427"></a>
<a name="l428"></a></span><span class=cF1>U0</span><span class=cF0> CleanUp()
<a name="l429"></a>{
<a name="l430"></a> </span><span class=cF9>I64</span><span class=cF0> i;
<a name="l431"></a>
<a name="l432"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i &lt; </span><span class=cFB>mp_count</span><span class=cF0>; i++)
<a name="l433"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l434"></a> </span><span class=cF1>while</span><span class=cF0> (</span><span class=cF5>LBts</span><span class=cF7>(</span><span class=cF0>&amp;p_root_locks, i</span><span class=cF7>)</span><span class=cF0>)
<a name="l435"></a> </span><span class=cF5>Yield</span><span class=cF0>;
<a name="l436"></a> </span><span class=cF5>QueueDel</span><span class=cF0>(&amp;p_root[i], </span><span class=cF3>TRUE</span><span class=cF0>);
<a name="l437"></a> </span><span class=cF5>LBtr</span><span class=cF0>(&amp;p_root_locks, i);
<a name="l438"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l439"></a> </span><span class=cF5>DCDel</span><span class=cF0>(map);
<a name="l440"></a> </span><span class=cF5>Free</span><span class=cF0>(bmp_refract);
<a name="l441"></a> </span><span class=cF5>Free</span><span class=cF0>(bmp_reflect);
<a name="l442"></a>}
<a name="l443"></a>
<a name="l444"></a>#</span><span class=cF1>define</span><span class=cF0> LTM_REFLECT_LINE </span><span class=cFE>0</span><span class=cF0>
<a name="l445"></a>#</span><span class=cF1>define</span><span class=cF0> LTM_REFLECT_SPLINE </span><span class=cFE>1</span><span class=cF0>
<a name="l446"></a>#</span><span class=cF1>define</span><span class=cF0> LTM_REFRACT_LINE </span><span class=cFE>2</span><span class=cF0>
<a name="l447"></a>#</span><span class=cF1>define</span><span class=cF0> LTM_REFRACT_SPLINE </span><span class=cFE>3</span><span class=cF0>
<a name="l448"></a>#</span><span class=cF1>define</span><span class=cF0> LTM_REFRACT_FLOOD_FILL </span><span class=cFE>4</span><span class=cF0>
<a name="l449"></a>#</span><span class=cF1>define</span><span class=cF0> LTM_TEST_RAY </span><span class=cFE>5</span><span class=cF0>
<a name="l450"></a>
<a name="l451"></a></span><span class=cF1>U0</span><span class=cF0> LTMenuSet(</span><span class=cF9>I64</span><span class=cF0> mode)
<a name="l452"></a>{
<a name="l453"></a> </span><span class=cF9>CMenuEntry</span><span class=cF0> *entry = </span><span class=cF5>MenuEntryFind</span><span class=cF0>(</span><span class=cF5>Fs</span><span class=cF0>-&gt;cur_menu, </span><span class=cF6>&quot;View/ToggleNormals&quot;</span><span class=cF0>);
<a name="l454"></a>
<a name="l455"></a> </span><span class=cF1>if</span><span class=cF0> (show_normals)
<a name="l456"></a> entry-&gt;checked = </span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l457"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l458"></a> entry-&gt;checked = </span><span class=cF3>FALSE</span><span class=cF0>;
<a name="l459"></a>
<a name="l460"></a> entry = </span><span class=cF5>MenuEntryFind</span><span class=cF0>(</span><span class=cF5>Fs</span><span class=cF0>-&gt;cur_menu, </span><span class=cF6>&quot;Mode/ReflectLine&quot;</span><span class=cF0>);
<a name="l461"></a> </span><span class=cF1>if</span><span class=cF0> (mode == LTM_REFLECT_LINE)
<a name="l462"></a> entry-&gt;checked = </span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l463"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l464"></a> entry-&gt;checked = </span><span class=cF3>FALSE</span><span class=cF0>;
<a name="l465"></a> entry = </span><span class=cF5>MenuEntryFind</span><span class=cF0>(</span><span class=cF5>Fs</span><span class=cF0>-&gt;cur_menu, </span><span class=cF6>&quot;Mode/ReflectSpline&quot;</span><span class=cF0>);
<a name="l466"></a> </span><span class=cF1>if</span><span class=cF0> (mode == LTM_REFLECT_SPLINE)
<a name="l467"></a> entry-&gt;checked = </span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l468"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l469"></a> entry-&gt;checked = </span><span class=cF3>FALSE</span><span class=cF0>;
<a name="l470"></a> entry = </span><span class=cF5>MenuEntryFind</span><span class=cF0>(</span><span class=cF5>Fs</span><span class=cF0>-&gt;cur_menu, </span><span class=cF6>&quot;Mode/RefractLine&quot;</span><span class=cF0>);
<a name="l471"></a> </span><span class=cF1>if</span><span class=cF0> (mode == LTM_REFRACT_LINE)
<a name="l472"></a> entry-&gt;checked = </span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l473"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l474"></a> entry-&gt;checked = </span><span class=cF3>FALSE</span><span class=cF0>;
<a name="l475"></a> entry = </span><span class=cF5>MenuEntryFind</span><span class=cF0>(</span><span class=cF5>Fs</span><span class=cF0>-&gt;cur_menu, </span><span class=cF6>&quot;Mode/RefractSpline&quot;</span><span class=cF0>);
<a name="l476"></a> </span><span class=cF1>if</span><span class=cF0> (mode == LTM_REFRACT_SPLINE)
<a name="l477"></a> entry-&gt;checked = </span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l478"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l479"></a> entry-&gt;checked = </span><span class=cF3>FALSE</span><span class=cF0>;
<a name="l480"></a> entry = </span><span class=cF5>MenuEntryFind</span><span class=cF0>(</span><span class=cF5>Fs</span><span class=cF0>-&gt;cur_menu, </span><span class=cF6>&quot;Mode/RefractFloodFill&quot;</span><span class=cF0>);
<a name="l481"></a> </span><span class=cF1>if</span><span class=cF0> (mode == LTM_REFRACT_FLOOD_FILL)
<a name="l482"></a> entry-&gt;checked = </span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l483"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l484"></a> entry-&gt;checked = </span><span class=cF3>FALSE</span><span class=cF0>;
<a name="l485"></a> entry = </span><span class=cF5>MenuEntryFind</span><span class=cF0>(</span><span class=cF5>Fs</span><span class=cF0>-&gt;cur_menu, </span><span class=cF6>&quot;Mode/TestRay&quot;</span><span class=cF0>);
<a name="l486"></a> </span><span class=cF1>if</span><span class=cF0> (mode == LTM_TEST_RAY)
<a name="l487"></a> entry-&gt;checked = </span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l488"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l489"></a> entry-&gt;checked = </span><span class=cF3>FALSE</span><span class=cF0>;
<a name="l490"></a>}
<a name="l491"></a>
<a name="l492"></a>#</span><span class=cF1>define</span><span class=cF0> PTS_NUM </span><span class=cFE>1024</span><span class=cF0>
<a name="l493"></a></span><span class=cF1>U0</span><span class=cF0> LightTable()
<a name="l494"></a>{
<a name="l495"></a> </span><span class=cF9>I64</span><span class=cF0> message_code, mode = LTM_REFLECT_LINE, i, count, arg1, arg2, x1, y1, x2, y2;
<a name="l496"></a> </span><span class=cF9>CD3I32</span><span class=cF0> *c = </span><span class=cF5>MAlloc</span><span class=cF0>(PTS_NUM * </span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF9>CD3I32</span><span class=cF7>)</span><span class=cF0>);
<a name="l497"></a>
<a name="l498"></a> p_root_locks = </span><span class=cFE>0</span><span class=cF0>;
<a name="l499"></a> </span><span class=cF5>MenuPush</span><span class=cF0>( </span><span class=cF6>&quot;File {&quot;</span><span class=cF0>
<a name="l500"></a> </span><span class=cF6>&quot; Restart(,'\n');&quot;</span><span class=cF0>
<a name="l501"></a> </span><span class=cF6>&quot; Abort(,CH_SHIFT_ESC);&quot;</span><span class=cF0>
<a name="l502"></a> </span><span class=cF6>&quot; Exit(,CH_ESC);&quot;</span><span class=cF0>
<a name="l503"></a> </span><span class=cF6>&quot;}&quot;</span><span class=cF0>
<a name="l504"></a> </span><span class=cF6>&quot;Mode {&quot;</span><span class=cF0>
<a name="l505"></a> </span><span class=cF6>&quot; ReflectLine(,'0');&quot;</span><span class=cF0>
<a name="l506"></a> </span><span class=cF6>&quot; ReflectSpline(,'1');&quot;</span><span class=cF0>
<a name="l507"></a> </span><span class=cF6>&quot; RefractLine(,'2');&quot;</span><span class=cF0>
<a name="l508"></a> </span><span class=cF6>&quot; RefractSpline(,'3');&quot;</span><span class=cF0>
<a name="l509"></a> </span><span class=cF6>&quot; RefractFloodFill(,'4');&quot;</span><span class=cF0>
<a name="l510"></a> </span><span class=cF6>&quot; TestRay(,'5');&quot;</span><span class=cF0>
<a name="l511"></a> </span><span class=cF6>&quot;}&quot;</span><span class=cF0>
<a name="l512"></a> </span><span class=cF6>&quot;Play {&quot;</span><span class=cF0>
<a name="l513"></a> </span><span class=cF6>&quot; RandomBurst(,'r');&quot;</span><span class=cF0>
<a name="l514"></a> </span><span class=cF6>&quot; ElapseTime(,'e');&quot;</span><span class=cF0>
<a name="l515"></a> </span><span class=cF6>&quot;}&quot;</span><span class=cF0>
<a name="l516"></a> </span><span class=cF6>&quot;View {&quot;</span><span class=cF0>
<a name="l517"></a> </span><span class=cF6>&quot; ToggleNormals(,'n');&quot;</span><span class=cF0>
<a name="l518"></a> </span><span class=cF6>&quot;}&quot;</span><span class=cF0>
<a name="l519"></a> );
<a name="l520"></a> LTMenuSet(mode);
<a name="l521"></a>
<a name="l522"></a> </span><span class=cF5>MemBIOSRep</span><span class=cF0>;
<a name="l523"></a> bmp_mem = </span><span class=cF5>I64Get</span><span class=cF0>(</span><span class=cF6>&quot;\n\n\nHow much memory for the high resolution\n&quot;</span><span class=cF0>
<a name="l524"></a> </span><span class=cF6>&quot;shadow bitmap that helps improve the\n&quot;</span><span class=cF0>
<a name="l525"></a> </span><span class=cF6>&quot;accuracy of the normal vector estimate?\n&quot;</span><span class=cF0>
<a name="l526"></a> </span><span class=cF6>&quot;You can choose up to the largest\n&quot;</span><span class=cF0>
<a name="l527"></a> </span><span class=cF6>&quot;contiguous chunk of physical memory.\n\n&quot;</span><span class=cF0>
<a name="l528"></a> </span><span class=cF6>&quot;Mem (0x%0X):&quot;</span><span class=cF0>, </span><span class=cFE>1024</span><span class=cF0> * </span><span class=cFE>1024</span><span class=cF0> * </span><span class=cFE>16</span><span class=cF0>);
<a name="l529"></a>
<a name="l530"></a> </span><span class=cF5>SettingsPush</span><span class=cF0>; </span><span class=cF2>//See </span><a href="https://zeal-operating-system.github.io/ZealOS/System/TaskSettings.CC.html#l3"><span class=cF4>SettingsPush</span></a><span class=cF0>
<a name="l531"></a> </span><span class=cF5>Fs</span><span class=cF0>-&gt;win_inhibit = </span><span class=cF3>WIG_TASK_DEFAULT</span><span class=cF0> - </span><span class=cF3>WIF_SELF_FOCUS</span><span class=cF0> - </span><span class=cF3>WIF_SELF_BORDER</span><span class=cF0> - </span><span class=cF3>WIF_FOCUS_TASK_MENU</span><span class=cF0>;
<a name="l532"></a> </span><span class=cF5>Fs</span><span class=cF0>-&gt;text_attr = </span><span class=cF3>BLACK</span><span class=cF0> &lt;&lt; </span><span class=cFE>4</span><span class=cF0> + </span><span class=cF3>WHITE</span><span class=cF0>; </span><span class=cF2>//Current </span><a href="https://zeal-operating-system.github.io/ZealOS/Kernel/KernelA.HH.html#l3982"><span class=cF4>CTask</span></a><span class=cF2> is Fs segment register.</span><span class=cF0>
<a name="l533"></a> </span><span class=cF5>AutoComplete</span><span class=cF0>;
<a name="l534"></a> </span><span class=cF5>WinBorder</span><span class=cF0>;
<a name="l535"></a> </span><span class=cF5>WinMax</span><span class=cF0>;
<a name="l536"></a> </span><span class=cF5>DocCursor</span><span class=cF0>;
<a name="l537"></a> </span><span class=cF5>DocClear</span><span class=cF0>;
<a name="l538"></a> Init;
<a name="l539"></a> </span><span class=cF5>Fs</span><span class=cF0>-&gt;draw_it = &amp;</span><span class=cF5>DrawIt</span><span class=cF0>;
<a name="l540"></a> </span><span class=cF5>Fs</span><span class=cF0>-&gt;animate_task = </span><span class=cF5>Spawn</span><span class=cF0>(&amp;AnimateTask, </span><span class=cF3>NULL</span><span class=cF0>, </span><span class=cF6>&quot;Animate&quot;</span><span class=cF0>,, </span><span class=cF5>Fs</span><span class=cF0>);
<a name="l541"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i &lt; </span><span class=cFB>mp_count</span><span class=cF0>; i++)
<a name="l542"></a> animate_tasks[i] = </span><span class=cF5>Spawn</span><span class=cF0>(&amp;MPAnimateTask, </span><span class=cF3>NULL</span><span class=cF0>, </span><span class=cF6>&quot;MPAnimate&quot;</span><span class=cF0>, i);
<a name="l543"></a> </span><span class=cF1>try</span><span class=cF0>
<a name="l544"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l545"></a> </span><span class=cF1>while</span><span class=cF0> (</span><span class=cF3>TRUE</span><span class=cF0>)
<a name="l546"></a> {
<a name="l547"></a> message_code = </span><span class=cF5>MessageGet</span><span class=cF0>(&amp;arg1, &amp;arg2,
<a name="l548"></a> </span><span class=cFE>1</span><span class=cF0> &lt;&lt; </span><span class=cF3>MESSAGE_KEY_DOWN</span><span class=cF0> + </span><span class=cFE>1</span><span class=cF0> &lt;&lt; </span><span class=cF3>MESSAGE_MS_L_DOWN</span><span class=cF0> + </span><span class=cFE>1</span><span class=cF0> &lt;&lt; </span><span class=cF3>MESSAGE_MS_L_UP</span><span class=cF0> + </span><span class=cFE>1</span><span class=cF0> &lt;&lt; </span><span class=cF3>MESSAGE_MS_R_UP</span><span class=cF0>);
<a name="l549"></a>lt_restart:
<a name="l550"></a> </span><span class=cF1>switch</span><span class=cF0> (message_code)
<a name="l551"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l552"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>MESSAGE_MS_L_UP</span><span class=cF0>:
<a name="l553"></a> </span><span class=cF5>Sweep</span><span class=cF0>(</span><span class=cFE>100</span><span class=cF0>, </span><span class=cFE>90</span><span class=cF0>, </span><span class=cFE>100</span><span class=cF0>);
<a name="l554"></a> x2 = arg1;
<a name="l555"></a> y2 = arg2;
<a name="l556"></a> </span><span class=cF1>switch</span><span class=cF0> (mode)
<a name="l557"></a> {
<a name="l558"></a> </span><span class=cF1>case</span><span class=cF0> LTM_REFRACT_FLOOD_FILL:
<a name="l559"></a> map-&gt;color = LENS_COLOR;
<a name="l560"></a> </span><span class=cF5>GrFloodFill</span><span class=cF0>(map, x2, y2);
<a name="l561"></a> mode = LTM_REFLECT_LINE;
<a name="l562"></a> LTMenuSet(mode);
<a name="l563"></a> </span><span class=cF1>break</span><span class=cF0>;
<a name="l564"></a>
<a name="l565"></a> </span><span class=cF1>case</span><span class=cF0> LTM_TEST_RAY:
<a name="l566"></a> RayBurst(x1, y1, x2, y2);
<a name="l567"></a> </span><span class=cF1>break</span><span class=cF0>;
<a name="l568"></a> }
<a name="l569"></a> </span><span class=cF1>break</span><span class=cF0>;
<a name="l570"></a>
<a name="l571"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>MESSAGE_MS_L_DOWN</span><span class=cF0>:
<a name="l572"></a> x1 = arg1;
<a name="l573"></a> y1 = arg2;
<a name="l574"></a> </span><span class=cF1>switch</span><span class=cF0> (mode)
<a name="l575"></a> {
<a name="l576"></a> </span><span class=cF1>case</span><span class=cF0> LTM_REFLECT_LINE:
<a name="l577"></a> </span><span class=cF1>case</span><span class=cF0> LTM_REFRACT_LINE:
<a name="l578"></a> </span><span class=cF1>if</span><span class=cF0> (mode == LTM_REFLECT_LINE)
<a name="l579"></a> map-&gt;color = </span><span class=cF3>ROP_XOR</span><span class=cF0> + MIRROR_COLOR;
<a name="l580"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l581"></a> map-&gt;color = </span><span class=cF3>ROP_XOR</span><span class=cF0> + LENS_COLOR;
<a name="l582"></a> </span><span class=cF1>while</span><span class=cF0> (</span><span class=cF3>TRUE</span><span class=cF0>)
<a name="l583"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l584"></a> x2 = arg1;
<a name="l585"></a> y2 = arg2;
<a name="l586"></a> </span><span class=cF5>GrLine</span><span class=cF0>(map, x1, y1, x2, y2);
<a name="l587"></a> message_code = </span><span class=cF5>MessageGet</span><span class=cF0>(&amp;arg1, &amp;arg2,
<a name="l588"></a> </span><span class=cFE>1</span><span class=cF0> &lt;&lt; </span><span class=cF3>MESSAGE_KEY_DOWN</span><span class=cF0> + </span><span class=cFE>1</span><span class=cF0> &lt;&lt; </span><span class=cF3>MESSAGE_MS_L_UP</span><span class=cF0> + </span><span class=cFE>1</span><span class=cF0> &lt;&lt; </span><span class=cF3>MESSAGE_MS_MOVE</span><span class=cF0>);
<a name="l589"></a> </span><span class=cF5>GrLine</span><span class=cF0>(map, x1, y1, x2, y2);
<a name="l590"></a> </span><span class=cF1>if</span><span class=cF0> (message_code == </span><span class=cF3>MESSAGE_KEY_DOWN</span><span class=cF0>)
<a name="l591"></a> </span><span class=cF1>goto</span><span class=cF0> lt_restart;
<a name="l592"></a> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (message_code == </span><span class=cF3>MESSAGE_MS_L_UP</span><span class=cF0>)
<a name="l593"></a> {
<a name="l594"></a> </span><span class=cF5>Sweep</span><span class=cF0>(</span><span class=cFE>100</span><span class=cF0>, </span><span class=cFE>90</span><span class=cF0>, </span><span class=cFE>100</span><span class=cF0>);
<a name="l595"></a> x2 = arg1;
<a name="l596"></a> y2 = arg2;
<a name="l597"></a> </span><span class=cF1>break</span><span class=cF0>;
<a name="l598"></a> }
<a name="l599"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l600"></a> </span><span class=cF1>if</span><span class=cF0> (mode == LTM_REFLECT_LINE)
<a name="l601"></a> map-&gt;color = MIRROR_COLOR;
<a name="l602"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l603"></a> map-&gt;color = LENS_COLOR;
<a name="l604"></a> </span><span class=cF5>GrLine</span><span class=cF0>(map, x1, y1, x2, y2);
<a name="l605"></a> </span><span class=cF1>if</span><span class=cF0> (mode == LTM_REFLECT_LINE)
<a name="l606"></a> BmpLine(bmp_reflect, x1, y1, x2, y2);
<a name="l607"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l608"></a> BmpLine(bmp_refract, x1, y1, x2, y2);
<a name="l609"></a> </span><span class=cF1>break</span><span class=cF0>;
<a name="l610"></a>
<a name="l611"></a> </span><span class=cF1>case</span><span class=cF0> LTM_REFLECT_SPLINE:
<a name="l612"></a> </span><span class=cF1>case</span><span class=cF0> LTM_REFRACT_SPLINE:
<a name="l613"></a> count = </span><span class=cFE>0</span><span class=cF0>;
<a name="l614"></a> </span><span class=cF1>if</span><span class=cF0> (mode == LTM_REFLECT_SPLINE)
<a name="l615"></a> map-&gt;color = </span><span class=cF3>ROP_XOR</span><span class=cF0> + MIRROR_COLOR;
<a name="l616"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l617"></a> map-&gt;color = </span><span class=cF3>ROP_XOR</span><span class=cF0> + LENS_COLOR;
<a name="l618"></a> </span><span class=cF1>do</span><span class=cF0>
<a name="l619"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l620"></a> c[count].x = arg1;
<a name="l621"></a> c[count].y = arg2;
<a name="l622"></a> c[count].z = </span><span class=cFE>0</span><span class=cF0>;
<a name="l623"></a> </span><span class=cF5>Gr2BSpline</span><span class=cF0>(map, c, count + </span><span class=cFE>1</span><span class=cF0>);
<a name="l624"></a> message_code = </span><span class=cF5>MessageGet</span><span class=cF0>(&amp;arg1, &amp;arg2, </span><span class=cFE>1</span><span class=cF0> &lt;&lt; </span><span class=cF3>MESSAGE_KEY_DOWN</span><span class=cF0> + </span><span class=cFE>1</span><span class=cF0> &lt;&lt; </span><span class=cF3>MESSAGE_MS_L_UP</span><span class=cF0> +
<a name="l625"></a> </span><span class=cFE>1</span><span class=cF0> &lt;&lt; </span><span class=cF3>MESSAGE_MS_MOVE</span><span class=cF0> + </span><span class=cFE>1</span><span class=cF0> &lt;&lt; </span><span class=cF3>MESSAGE_MS_R_UP</span><span class=cF0>);
<a name="l626"></a> </span><span class=cF5>Gr2BSpline</span><span class=cF0>(map, c, count + </span><span class=cFE>1</span><span class=cF0>);
<a name="l627"></a> </span><span class=cF1>if</span><span class=cF0> (message_code == </span><span class=cF3>MESSAGE_KEY_DOWN</span><span class=cF0>)
<a name="l628"></a> </span><span class=cF1>goto</span><span class=cF0> lt_restart;
<a name="l629"></a> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (message_code == </span><span class=cF3>MESSAGE_MS_L_UP</span><span class=cF0>)
<a name="l630"></a> {
<a name="l631"></a> </span><span class=cF5>Sweep</span><span class=cF0>(</span><span class=cFE>100</span><span class=cF0>, </span><span class=cFE>90</span><span class=cF0>, </span><span class=cFE>100</span><span class=cF0>);
<a name="l632"></a> count++;
<a name="l633"></a> }
<a name="l634"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l635"></a> </span><span class=cF1>while</span><span class=cF0> (count &lt; PTS_NUM - </span><span class=cFE>1</span><span class=cF0> &amp;&amp; message_code != </span><span class=cF3>MESSAGE_MS_R_UP</span><span class=cF0>);
<a name="l636"></a>
<a name="l637"></a> </span><span class=cF1>if</span><span class=cF0> (mode == LTM_REFLECT_SPLINE)
<a name="l638"></a> map-&gt;color = MIRROR_COLOR;
<a name="l639"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l640"></a> map-&gt;color = LENS_COLOR;
<a name="l641"></a> </span><span class=cF5>Gr2BSpline3</span><span class=cF0>(map, c, count);
<a name="l642"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i &lt; count; i++)
<a name="l643"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l644"></a> c[i].x *= bmp_scale;
<a name="l645"></a> c[i].y *= bmp_scale;
<a name="l646"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l647"></a> </span><span class=cF1>if</span><span class=cF0> (mode == LTM_REFLECT_SPLINE)
<a name="l648"></a> </span><span class=cF5>BSpline2</span><span class=cF0>(bmp_reflect, c, count, &amp;BmpPlot);
<a name="l649"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l650"></a> </span><span class=cF5>BSpline2</span><span class=cF0>(bmp_refract, c, count, &amp;BmpPlot);
<a name="l651"></a> mode = LTM_REFLECT_LINE;
<a name="l652"></a> LTMenuSet(mode);
<a name="l653"></a> </span><span class=cF1>break</span><span class=cF0>;
<a name="l654"></a> }
<a name="l655"></a> </span><span class=cF1>break</span><span class=cF0>;
<a name="l656"></a>
<a name="l657"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>MESSAGE_MS_R_UP</span><span class=cF0>:
<a name="l658"></a> i = </span><span class=cF5>PopUpPickList</span><span class=cF0>(</span><span class=cF6>&quot;Reflect Line\0Reflect Spline\0Refract Line\0&quot;</span><span class=cF0>
<a name="l659"></a> </span><span class=cF6>&quot;Refract Spline\0Refract Flood Fill\0TestRay\0&quot;</span><span class=cF0>);
<a name="l660"></a> </span><span class=cF1>if</span><span class=cF0> (i &gt;= </span><span class=cFE>0</span><span class=cF0>)
<a name="l661"></a> {
<a name="l662"></a> mode = i;
<a name="l663"></a> LTMenuSet(mode);
<a name="l664"></a> }
<a name="l665"></a> </span><span class=cF1>break</span><span class=cF0>;
<a name="l666"></a>
<a name="l667"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>MESSAGE_KEY_DOWN</span><span class=cF0>:
<a name="l668"></a> </span><span class=cF1>switch</span><span class=cF0> (arg1)
<a name="l669"></a> {
<a name="l670"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'\n'</span><span class=cF0>:
<a name="l671"></a> CleanUp;
<a name="l672"></a> Init;
<a name="l673"></a> mode = LTM_REFLECT_LINE;
<a name="l674"></a> LTMenuSet(mode);
<a name="l675"></a> </span><span class=cF1>break</span><span class=cF0>;
<a name="l676"></a>
<a name="l677"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'r'</span><span class=cF0>:
<a name="l678"></a> RandomBurst;
<a name="l679"></a> </span><span class=cF1>break</span><span class=cF0>;
<a name="l680"></a>
<a name="l681"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'e'</span><span class=cF0>:
<a name="l682"></a> full_speed = </span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l683"></a> </span><span class=cF5>Sleep</span><span class=cF0>(</span><span class=cFE>1500</span><span class=cF0>);
<a name="l684"></a> </span><span class=cF5>FlushMessages</span><span class=cF0>;
<a name="l685"></a> full_speed = </span><span class=cF3>FALSE</span><span class=cF0>;
<a name="l686"></a> </span><span class=cF1>break</span><span class=cF0>;
<a name="l687"></a>
<a name="l688"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'n'</span><span class=cF0>:
<a name="l689"></a> show_normals = !show_normals;
<a name="l690"></a> LTMenuSet(mode);
<a name="l691"></a> </span><span class=cF1>break</span><span class=cF0>;
<a name="l692"></a>
<a name="l693"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'0'</span><span class=cF0>...</span><span class=cF6>'5'</span><span class=cF0>:
<a name="l694"></a> mode = arg1-</span><span class=cF6>'0'</span><span class=cF0>;
<a name="l695"></a> LTMenuSet(mode);
<a name="l696"></a> </span><span class=cF1>break</span><span class=cF0>;
<a name="l697"></a>
<a name="l698"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>CH_ESC</span><span class=cF0>:
<a name="l699"></a> </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>CH_SHIFT_ESC</span><span class=cF0>:
<a name="l700"></a> </span><span class=cF1>goto</span><span class=cF0> lt_done;
<a name="l701"></a> }
<a name="l702"></a> </span><span class=cF1>break</span><span class=cF0>;
<a name="l703"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l704"></a> }
<a name="l705"></a>lt_done:
<a name="l706"></a> </span><span class=cF5>MessageGet</span><span class=cF0>(,, </span><span class=cFE>1</span><span class=cF0> &lt;&lt; </span><span class=cF3>MESSAGE_KEY_UP</span><span class=cF0>);
<a name="l707"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l708"></a> </span><span class=cF1>catch</span><span class=cF0>
<a name="l709"></a> </span><span class=cF5>PutExcept</span><span class=cF0>;
<a name="l710"></a> </span><span class=cF5>Free</span><span class=cF0>(c);
<a name="l711"></a> </span><span class=cF5>SettingsPop</span><span class=cF0>;
<a name="l712"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i &lt; </span><span class=cFB>mp_count</span><span class=cF0>; i++)
<a name="l713"></a> </span><span class=cF5>Kill</span><span class=cF0>(animate_tasks[i]);
<a name="l714"></a> CleanUp;
<a name="l715"></a> </span><span class=cF5>MenuPop</span><span class=cF0>;
<a name="l716"></a>}
<a name="l717"></a>
<a name="l718"></a>LightTable;
</span></pre></body>
</html>