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1b75d91002
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.
49 lines
6.7 KiB
HTML
Executable file
49 lines
6.7 KiB
HTML
Executable file
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<pre style="font-family:monospace;font-size:12pt">
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<a name="l1"></a><a href="https://zeal-operating-system.github.io/ZealOS/Kernel/KernelA.HH.html#l4304"><span class=cF4>CDC</span></a><span class=cF0>'s have a 4x4 matrix for rotating, scaling, skewing and shifting in 3 dimensions. To make the graphics routines use the
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<a name="l2"></a>transform, you must set the </span><a href="https://zeal-operating-system.github.io/ZealOS/Kernel/KernelA.HH.html#l4275"><span class=cF4>DCF_TRANSFORMATION</span></a><span class=cF0> flag.
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<a name="l3"></a>
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<a name="l4"></a>The matrix consists of ints that have been scaled 32 bits (</span><a href="https://zeal-operating-system.github.io/ZealOS/System/Gr/GrDC.CC.html#l4"><span class=cF4>GR_SCALE</span></a><span class=cF0>). See </span><a href="https://zeal-operating-system.github.io/ZealOS/Demo/Lectures/FixedPoint.CC.html#l1"><span class=cF4>::/Demo/Lectures/FixedPoint.CC</span></a><span class=cF0> to learn why.
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<a name="l5"></a>
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<a name="l6"></a>See </span><a href="https://zeal-operating-system.github.io/ZealOS/System/Gr/GrDC.CC.html#l27"><span class=cF4>Mat4x4IdentEqu</span></a><span class=cF0>(), </span><a href="https://zeal-operating-system.github.io/ZealOS/System/Gr/GrDC.CC.html#l38"><span class=cF4>Mat4x4IdentNew</span></a><span class=cF0>(), </span><a href="https://zeal-operating-system.github.io/ZealOS/System/Gr/GrMath.CC.html#l130"><span class=cF4>Mat4x4Equ</span></a><span class=cF0>() and </span><a href="https://zeal-operating-system.github.io/ZealOS/System/Gr/GrMath.CC.html#l137"><span class=cF4>Mat4x4New</span></a><span class=cF0>(). See </span><a href="https://zeal-operating-system.github.io/ZealOS/System/Gr/GrMath.CC.html#l142"><span class=cF4>Mat4x4RotX</span></a><span class=cF0>(), </span><a href="https://zeal-operating-system.github.io/ZealOS/System/Gr/GrMath.CC.html#l158"><span class=cF4>Mat4x4RotY</span></a><span class=cF0>(), </span><a href="https://zeal-operating-system.github.io/ZealOS/System/Gr/GrMath.CC.html#l174"><span class=cF4>Mat4x4RotZ</span></a><span class=cF0>() and </span><span class=cF4>
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<a name="l7"></a></span><a href="https://zeal-operating-system.github.io/ZealOS/System/Gr/GrMath.CC.html#l190"><span class=cF4>Mat4x4Scale</span></a><span class=cF0>() to rotate about axes and scale. Combine them with </span><a href="https://zeal-operating-system.github.io/ZealOS/System/Gr/GrMath.CC.html#l104"><span class=cF4>Mat4x4MulMat4x4Equ</span></a><span class=cF0>()/</span><a href="https://zeal-operating-system.github.io/ZealOS/System/Gr/GrMath.CC.html#l124"><span class=cF4>Mat4x4MulMat4x4New</span></a><span class=cF0>() and assign them to
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<a name="l8"></a>the </span><a href="https://zeal-operating-system.github.io/ZealOS/Kernel/KernelA.HH.html#l4304"><span class=cF4>CDC</span></a><span class=cF0>.</span><span class=cF2>dc</span><span class=cF0> with </span><a href="https://zeal-operating-system.github.io/ZealOS/System/Gr/GrDC.CC.html#l51"><span class=cF4>DCMat4x4Set</span></a><span class=cF0>(). See </span><a href="https://zeal-operating-system.github.io/ZealOS/Demo/Graphics/Box.CC.html#l1"><span class=cF4>::/Demo/Graphics/Box.CC</span></a><span class=cF0>.
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<a name="l9"></a>
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<a name="l10"></a>You can rotate single points using </span><a href="https://zeal-operating-system.github.io/ZealOS/System/Gr/GrDC.CC.html#l6"><span class=cF4>Mat4x4MulXYZ</span></a><span class=cF0>().
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<a name="l11"></a>
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<a name="l12"></a>The 4th dimension allows a neat trick where you can place pos shifts (translations), into the matrix and </span><a href="https://zeal-operating-system.github.io/ZealOS/System/Gr/GrMath.CC.html#l104"><span class=cF4>Mat4x4MulMat4x4Equ</span></a><span class=cF0>/</span><span class=cF4>
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<a name="l13"></a></span><a href="https://zeal-operating-system.github.io/ZealOS/System/Gr/GrMath.CC.html#l124"><span class=cF4>Mat4x4MulMat4x4New</span></a><span class=cF0> them to combine rotation/shift operations. Normally, you can't combine pos shift operations. See </span><span class=cF4>
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<a name="l14"></a></span><a href="https://zeal-operating-system.github.io/ZealOS/System/Gr/GrMath.CC.html#l216"><span class=cF4>Mat4x4TranslationEqu</span></a><span class=cF0>() and </span><a href="https://zeal-operating-system.github.io/ZealOS/Demo/Graphics/Transform.CC.html#l1"><span class=cF4>::/Demo/Graphics/Transform.CC</span></a><span class=cF0>.
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<a name="l15"></a>
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<a name="l16"></a>Finally, </span><a href="https://zeal-operating-system.github.io/ZealOS/Kernel/KernelA.HH.html#l4304"><span class=cF4>CDC</span></a><span class=cF0>'s have an </span><span class=cF2>x</span><span class=cF0>, </span><span class=cF2>y</span><span class=cF0> and </span><span class=cF2>z</span><span class=cF0> which is an additional shift (translation).
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<a name="l17"></a>
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<a name="l18"></a>The transformation is implemented as a callback on the </span><a href="https://zeal-operating-system.github.io/ZealOS/Kernel/KernelA.HH.html#l4304"><span class=cF4>CDC</span></a><span class=cF0>'s </span><span class=cF2>transform()</span><span class=cF0> member. The default </span><span class=cF2>transform()</span><span class=cF0> callback is </span><span class=cF4>
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<a name="l19"></a></span><a href="https://zeal-operating-system.github.io/ZealOS/System/Gr/GrDC.CC.html#l18"><span class=cF4>DCTransform</span></a><span class=cF0>(). See </span><a href="https://zeal-operating-system.github.io/ZealOS/Demo/Games/Talons.CC.html#l1"><span class=cF4>::/Demo/Games/Talons.CC</span></a><span class=cF0> or </span><a href="https://zeal-operating-system.github.io/ZealOS/Demo/Games/CastleFrankenstein.CC.html#l1"><span class=cF4>::/Demo/Games/CastleFrankenstein.CC</span></a><span class=cF0> to see how to change the </span><span class=cF2>transform()</span><span class=cF0>
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<a name="l20"></a>callback for foreshortening.
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</span></pre></body>
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