ZealOS/docs/Demo/Graphics/Shading.CC.html
TomAwezome dbf8647d59 Fixed non-writable drive throw on F5 and Ctrl-S.
Added top & right borders to RawDr.
Improved spacing in some debug and compiler reporting.
Fixed RawPutChar and EdLite tab width.
Fixed Ui missing '0x' prefix syntax highlighter bug.
Added 32BitPaint demo.
2021-07-14 18:38:02 -04:00

214 lines
24 KiB
HTML
Executable file

<!DOCTYPE HTML>
<html>
<head>
<meta http-equiv="Content-Type" content="text/html;charset=US-ASCII">
<meta name="generator" content="ZealOS V0.08">
<style type="text/css">
body {background-color:#000000;}
.cF0{color:#ffffff;background-color:#000000;}
.cF1{color:#3465a4;background-color:#000000;}
.cF2{color:#4e9a06;background-color:#000000;}
.cF3{color:#06989a;background-color:#000000;}
.cF4{color:#a24444;background-color:#000000;}
.cF5{color:#75507b;background-color:#000000;}
.cF6{color:#ce982f;background-color:#000000;}
.cF7{color:#bcc0b9;background-color:#000000;}
.cF8{color:#555753;background-color:#000000;}
.cF9{color:#729fcf;background-color:#000000;}
.cFA{color:#82bc49;background-color:#000000;}
.cFB{color:#34e2e2;background-color:#000000;}
.cFC{color:#ac3535;background-color:#000000;}
.cFD{color:#ad7fa8;background-color:#000000;}
.cFE{color:#fce94f;background-color:#000000;}
.cFF{color:#000000;background-color:#000000;}
</style>
</head>
<body>
<pre style="font-family:monospace;font-size:12pt">
<a name="l1"></a><span class=cF2>//&quot;ls&quot; is light source.</span><span class=cF0>
<a name="l2"></a>
<a name="l3"></a></span><span class=cF1>U0</span><span class=cF0> Lighting(</span><span class=cF9>CDC</span><span class=cF0> *dc, </span><span class=cF9>CD3I32</span><span class=cF0> *ls, </span><span class=cF9>CD3I32</span><span class=cF0> *poly, </span><span class=cF9>I64</span><span class=cF0> color)
<a name="l4"></a>{</span><span class=cF2>//color is a color from 0-7</span><span class=cF0>
<a name="l5"></a> </span><span class=cF9>CD3I32</span><span class=cF0> v1, v2;
<a name="l6"></a> </span><span class=cF9>I64</span><span class=cF0> *r = dc-&gt;r, i, vn_x, vn_y, vn_z;
<a name="l7"></a> </span><span class=cF1>F64</span><span class=cF0> d;
<a name="l8"></a>
<a name="l9"></a> v1.x = poly[</span><span class=cFE>0</span><span class=cF0>].x - poly[</span><span class=cFE>1</span><span class=cF0>].x;
<a name="l10"></a> v1.y = poly[</span><span class=cFE>0</span><span class=cF0>].y - poly[</span><span class=cFE>1</span><span class=cF0>].y;
<a name="l11"></a> v1.z = poly[</span><span class=cFE>0</span><span class=cF0>].z - poly[</span><span class=cFE>1</span><span class=cF0>].z;
<a name="l12"></a>
<a name="l13"></a> v2.x = poly[</span><span class=cFE>2</span><span class=cF0>].x - poly[</span><span class=cFE>1</span><span class=cF0>].x;
<a name="l14"></a> v2.y = poly[</span><span class=cFE>2</span><span class=cF0>].y - poly[</span><span class=cFE>1</span><span class=cF0>].y;
<a name="l15"></a> v2.z = poly[</span><span class=cFE>2</span><span class=cF0>].z - poly[</span><span class=cFE>1</span><span class=cF0>].z;
<a name="l16"></a>
<a name="l17"></a> </span><span class=cF2>//V1 and V2 are vects along two sides</span><span class=cF0>
<a name="l18"></a> </span><span class=cF2>//of the polygon joined at point[1].</span><span class=cF0>
<a name="l19"></a>
<a name="l20"></a> vn_x = v1.y * v2.z - v1.z * v2.y;
<a name="l21"></a> vn_y = v1.z * v2.x - v1.x * v2.z;
<a name="l22"></a> vn_z = v1.x * v2.y - v1.y * v2.x;
<a name="l23"></a>
<a name="l24"></a> </span><span class=cF1>if</span><span class=cF0> (d = </span><span class=cF5>Sqrt</span><span class=cF7>(</span><span class=cF5>SqrI64</span><span class=cF0>(vn_x) + </span><span class=cF5>SqrI64</span><span class=cF0>(vn_y) + </span><span class=cF5>SqrI64</span><span class=cF0>(vn_z)</span><span class=cF7>)</span><span class=cF0>)
<a name="l25"></a> d = </span><span class=cFE>1</span><span class=cF0> &lt;&lt; </span><span class=cFE>16</span><span class=cF0> / d;
<a name="l26"></a> vn_x *= d;
<a name="l27"></a> vn_y *= d;
<a name="l28"></a> vn_z *= d;
<a name="l29"></a> </span><span class=cF2>//Vn is the cross product of V1 and V3</span><span class=cF0>
<a name="l30"></a> </span><span class=cF2>//which means it is perpendicular. It</span><span class=cF0>
<a name="l31"></a> </span><span class=cF2>//is the normal vect to the surface.</span><span class=cF0>
<a name="l32"></a> </span><span class=cF2>//It has been scaled to length 65536.</span><span class=cF0>
<a name="l33"></a> </span><span class=cF5>Mat4x4MulXYZ</span><span class=cF0>(r, &amp;vn_x, &amp;vn_y, &amp;vn_z);
<a name="l34"></a> i = (vn_x * ls-&gt;x + vn_y * ls-&gt;y + vn_z * ls-&gt;z) &gt;&gt; </span><span class=cFE>16</span><span class=cF0>;
<a name="l35"></a> </span><span class=cF2>//The dot product of the light source</span><span class=cF0>
<a name="l36"></a> </span><span class=cF2>//vect and the surface normal</span><span class=cF0>
<a name="l37"></a> </span><span class=cF2>//gives an illumination number.</span><span class=cF0>
<a name="l38"></a>
<a name="l39"></a> </span><span class=cF2>//ZealOS will generate a random U16</span><span class=cF0>
<a name="l40"></a> </span><span class=cF2>//and compare to dither_probability_u16 and</span><span class=cF0>
<a name="l41"></a> </span><span class=cF2>//will pick from two colors.</span><span class=cF0>
<a name="l42"></a> </span><span class=cF2>//Probability dithering does not work with thick&gt;1 at this time.</span><span class=cF0>
<a name="l43"></a> </span><span class=cF1>if</span><span class=cF0> (i &lt; </span><span class=cFE>0</span><span class=cF0>)
<a name="l44"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l45"></a> dc-&gt;color = </span><span class=cF3>ROPF_PROBABILITY_DITHER</span><span class=cF0> + </span><span class=cF3>BLACK</span><span class=cF0> &lt;&lt; </span><span class=cFE>16</span><span class=cF0> + color;
<a name="l46"></a> dc-&gt;dither_probability_u16 = -i;
<a name="l47"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l48"></a> </span><span class=cF1>else</span><span class=cF0>
<a name="l49"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l50"></a> dc-&gt;color = </span><span class=cF3>ROPF_PROBABILITY_DITHER</span><span class=cF0> + (color ^ </span><span class=cFE>8</span><span class=cF0>) &lt;&lt; </span><span class=cFE>16</span><span class=cF0> + color;
<a name="l51"></a> dc-&gt;dither_probability_u16 = i;
<a name="l52"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l53"></a>}
<a name="l54"></a>
<a name="l55"></a>#</span><span class=cF1>define</span><span class=cF0> RINGS </span><span class=cFE>8</span><span class=cF0>
<a name="l56"></a>#</span><span class=cF1>define</span><span class=cF0> FACES </span><span class=cFE>32</span><span class=cF0>
<a name="l57"></a>#</span><span class=cF1>define</span><span class=cF0> SLOP </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>03</span><span class=cF0> </span><span class=cF2>//Gaps appear without this.</span><span class=cF0>
<a name="l58"></a>
<a name="l59"></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> *task, </span><span class=cF9>CDC</span><span class=cF0> *dc)
<a name="l60"></a>{
<a name="l61"></a> </span><span class=cF9>CCtrl</span><span class=cF0> *c = </span><span class=cF5>CtrlFindUnique</span><span class=cF0>(task, </span><span class=cF3>CTRLT_VIEWING_ANGLES</span><span class=cF0>);
<a name="l62"></a> </span><span class=cF9>CViewAngles</span><span class=cF0> *s = c-&gt;state;
<a name="l63"></a> </span><span class=cF1>F64</span><span class=cF0> tt = </span><span class=cFE>0</span><span class=cF0>.</span><span class=cFE>5</span><span class=cF0> * (</span><span class=cF5>Sin</span><span class=cF7>(</span><span class=cF3>pi</span><span class=cF0> * </span><span class=cFE>2</span><span class=cF0> * (</span><span class=cF5>tS</span><span class=cF0> % </span><span class=cFE>10</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>) / </span><span class=cFE>10</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF7>)</span><span class=cF0> + </span><span class=cFE>2</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>),
<a name="l64"></a> theta, theta2, phi, phi2, radius, d;
<a name="l65"></a> </span><span class=cF9>I64</span><span class=cF0> i, j, cx = task-&gt;pix_width / </span><span class=cFE>2</span><span class=cF0>, cy = task-&gt;pix_height / </span><span class=cFE>2</span><span class=cF0>;
<a name="l66"></a> </span><span class=cF9>CD3I32</span><span class=cF0> poly[</span><span class=cFE>3</span><span class=cF0>], ls;
<a name="l67"></a>
<a name="l68"></a> dc-&gt;flags |= </span><span class=cF3>DCF_TRANSFORMATION</span><span class=cF0>;
<a name="l69"></a> </span><span class=cF5>DCDepthBufAlloc</span><span class=cF0>(dc);
<a name="l70"></a>
<a name="l71"></a> </span><span class=cF5>Mat4x4IdentEqu</span><span class=cF0>(dc-&gt;r);
<a name="l72"></a> </span><span class=cF5>Mat4x4RotZ</span><span class=cF0>(dc-&gt;r, s-&gt;az);
<a name="l73"></a> </span><span class=cF5>Mat4x4RotY</span><span class=cF0>(dc-&gt;r, s-&gt;ay);
<a name="l74"></a> </span><span class=cF5>Mat4x4RotX</span><span class=cF0>(dc-&gt;r, s-&gt;ax + </span><span class=cF3>pi</span><span class=cF0>);
<a name="l75"></a> </span><span class=cF5>Mat4x4Scale</span><span class=cF0>(dc-&gt;r, tt);
<a name="l76"></a> </span><span class=cF5>DCMat4x4Set</span><span class=cF0>(dc, dc-&gt;r);
<a name="l77"></a>
<a name="l78"></a> ls.x = -(</span><span class=cFB>mouse</span><span class=cF0>.pos.x - task-&gt;pix_left - task-&gt;scroll_x - cx);
<a name="l79"></a> ls.y = -(</span><span class=cFB>mouse</span><span class=cF0>.pos.y - task-&gt;pix_top - task-&gt;scroll_y - cy);
<a name="l80"></a> ls.z = </span><span class=cF3>GR_WIDTH</span><span class=cF0> / </span><span class=cFE>8</span><span class=cF0>;
<a name="l81"></a> d = </span><span class=cFE>1</span><span class=cF0> &lt;&lt; </span><span class=cFE>16</span><span class=cF0> / </span><span class=cF5>D3I32Norm</span><span class=cF0>(&amp;ls);
<a name="l82"></a> ls.x *= d;
<a name="l83"></a> ls.y *= d;
<a name="l84"></a> ls.z *= d;
<a name="l85"></a>
<a name="l86"></a> dc-&gt;x = cx;
<a name="l87"></a> dc-&gt;y = cy;
<a name="l88"></a> dc-&gt;z = </span><span class=cF5>MaxI64</span><span class=cF0>(cx, cy);
<a name="l89"></a> radius = </span><span class=cF5>MinI64</span><span class=cF0>(cx, cy) / </span><span class=cFE>2</span><span class=cF0>;
<a name="l90"></a>
<a name="l91"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i &lt; RINGS; i++)
<a name="l92"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l93"></a> phi = i * </span><span class=cF3>pi</span><span class=cF0> / </span><span class=cFE>2</span><span class=cF0> / RINGS;
<a name="l94"></a> phi2 = (i + </span><span class=cFE>1</span><span class=cF0>) * </span><span class=cF3>pi</span><span class=cF0> / </span><span class=cFE>2</span><span class=cF0> / RINGS + SLOP;
<a name="l95"></a> </span><span class=cF1>for</span><span class=cF0> (j = </span><span class=cFE>0</span><span class=cF0>; j &lt; FACES; j++)
<a name="l96"></a> {
<a name="l97"></a> theta = j * </span><span class=cFE>2</span><span class=cF0> * </span><span class=cF3>pi</span><span class=cF0> /FACES;
<a name="l98"></a> theta2 = (j + </span><span class=cFE>1</span><span class=cF0>) * </span><span class=cFE>2</span><span class=cF0> * </span><span class=cF3>pi</span><span class=cF0> / FACES + SLOP;
<a name="l99"></a>
<a name="l100"></a> </span><span class=cF2>//Upper half</span><span class=cF0>
<a name="l101"></a> poly[</span><span class=cFE>0</span><span class=cF0>].x = radius * </span><span class=cF5>Cos</span><span class=cF0>(phi) * </span><span class=cF5>Cos</span><span class=cF0>(theta);
<a name="l102"></a> poly[</span><span class=cFE>0</span><span class=cF0>].y = radius * </span><span class=cF5>Cos</span><span class=cF0>(phi) * </span><span class=cF5>Sin</span><span class=cF0>(theta);
<a name="l103"></a> poly[</span><span class=cFE>0</span><span class=cF0>].z = radius * </span><span class=cF5>Sin</span><span class=cF0>(phi);
<a name="l104"></a> poly[</span><span class=cFE>1</span><span class=cF0>].x = radius * </span><span class=cF5>Cos</span><span class=cF0>(phi) * </span><span class=cF5>Cos</span><span class=cF0>(theta2);
<a name="l105"></a> poly[</span><span class=cFE>1</span><span class=cF0>].y = radius * </span><span class=cF5>Cos</span><span class=cF0>(phi) * </span><span class=cF5>Sin</span><span class=cF0>(theta2);
<a name="l106"></a> poly[</span><span class=cFE>1</span><span class=cF0>].z = radius * </span><span class=cF5>Sin</span><span class=cF0>(phi);
<a name="l107"></a> poly[</span><span class=cFE>2</span><span class=cF0>].x = radius * </span><span class=cF5>Cos</span><span class=cF0>(phi2) * </span><span class=cF5>Cos</span><span class=cF0>(theta + </span><span class=cFE>2</span><span class=cF0> * </span><span class=cF3>pi</span><span class=cF0> / FACES / </span><span class=cFE>2</span><span class=cF0>);
<a name="l108"></a> poly[</span><span class=cFE>2</span><span class=cF0>].y = radius * </span><span class=cF5>Cos</span><span class=cF0>(phi2) * </span><span class=cF5>Sin</span><span class=cF0>(theta + </span><span class=cFE>2</span><span class=cF0> * </span><span class=cF3>pi</span><span class=cF0> / FACES / </span><span class=cFE>2</span><span class=cF0>);
<a name="l109"></a> poly[</span><span class=cFE>2</span><span class=cF0>].z = radius * </span><span class=cF5>Sin</span><span class=cF0>(phi2);
<a name="l110"></a> Lighting(dc, &amp;ls, poly, </span><span class=cF3>BLUE</span><span class=cF0>);
<a name="l111"></a> </span><span class=cF5>GrFillPoly3</span><span class=cF0>(dc, </span><span class=cFE>3</span><span class=cF0>, poly);
<a name="l112"></a>
<a name="l113"></a> poly[</span><span class=cFE>2</span><span class=cF0>].x = radius * </span><span class=cF5>Cos</span><span class=cF0>(phi2) * </span><span class=cF5>Cos</span><span class=cF0>(theta + </span><span class=cFE>2</span><span class=cF0> * </span><span class=cF3>pi</span><span class=cF0> / FACES / </span><span class=cFE>2</span><span class=cF0>);
<a name="l114"></a> poly[</span><span class=cFE>2</span><span class=cF0>].y = radius * </span><span class=cF5>Cos</span><span class=cF0>(phi2) * </span><span class=cF5>Sin</span><span class=cF0>(theta + </span><span class=cFE>2</span><span class=cF0> * </span><span class=cF3>pi</span><span class=cF0> / FACES / </span><span class=cFE>2</span><span class=cF0>);
<a name="l115"></a> poly[</span><span class=cFE>2</span><span class=cF0>].z = radius * </span><span class=cF5>Sin</span><span class=cF0>(phi2);
<a name="l116"></a> poly[</span><span class=cFE>1</span><span class=cF0>].x = radius * </span><span class=cF5>Cos</span><span class=cF0>(phi2) * </span><span class=cF5>Cos</span><span class=cF0>(theta2 + </span><span class=cFE>2</span><span class=cF0> * </span><span class=cF3>pi</span><span class=cF0> / FACES / </span><span class=cFE>2</span><span class=cF0>);
<a name="l117"></a> poly[</span><span class=cFE>1</span><span class=cF0>].y = radius * </span><span class=cF5>Cos</span><span class=cF0>(phi2) * </span><span class=cF5>Sin</span><span class=cF0>(theta2 + </span><span class=cFE>2</span><span class=cF0> * </span><span class=cF3>pi</span><span class=cF0> / FACES / </span><span class=cFE>2</span><span class=cF0>);
<a name="l118"></a> poly[</span><span class=cFE>1</span><span class=cF0>].z = radius * </span><span class=cF5>Sin</span><span class=cF0>(phi2);
<a name="l119"></a> poly[</span><span class=cFE>0</span><span class=cF0>].x = radius * </span><span class=cF5>Cos</span><span class=cF0>(phi) * </span><span class=cF5>Cos</span><span class=cF0>(theta2);
<a name="l120"></a> poly[</span><span class=cFE>0</span><span class=cF0>].y = radius * </span><span class=cF5>Cos</span><span class=cF0>(phi) * </span><span class=cF5>Sin</span><span class=cF0>(theta2);
<a name="l121"></a> poly[</span><span class=cFE>0</span><span class=cF0>].z = radius * </span><span class=cF5>Sin</span><span class=cF0>(phi);
<a name="l122"></a> Lighting(dc, &amp;ls, poly, </span><span class=cF3>BLUE</span><span class=cF0>);
<a name="l123"></a> </span><span class=cF5>GrFillPoly3</span><span class=cF0>(dc, </span><span class=cFE>3</span><span class=cF0>, poly);
<a name="l124"></a>
<a name="l125"></a> </span><span class=cF2>//Lower half</span><span class=cF0>
<a name="l126"></a> poly[</span><span class=cFE>2</span><span class=cF0>].x = radius * </span><span class=cF5>Cos</span><span class=cF0>(phi) * </span><span class=cF5>Cos</span><span class=cF0>(theta);
<a name="l127"></a> poly[</span><span class=cFE>2</span><span class=cF0>].y = radius * </span><span class=cF5>Cos</span><span class=cF0>(phi) * </span><span class=cF5>Sin</span><span class=cF0>(theta);
<a name="l128"></a> poly[</span><span class=cFE>2</span><span class=cF0>].z = -radius * </span><span class=cF5>Sin</span><span class=cF0>(phi);
<a name="l129"></a> poly[</span><span class=cFE>1</span><span class=cF0>].x = radius * </span><span class=cF5>Cos</span><span class=cF0>(phi) * </span><span class=cF5>Cos</span><span class=cF0>(theta2);
<a name="l130"></a> poly[</span><span class=cFE>1</span><span class=cF0>].y = radius * </span><span class=cF5>Cos</span><span class=cF0>(phi) * </span><span class=cF5>Sin</span><span class=cF0>(theta2);
<a name="l131"></a> poly[</span><span class=cFE>1</span><span class=cF0>].z = -radius * </span><span class=cF5>Sin</span><span class=cF0>(phi);
<a name="l132"></a> poly[</span><span class=cFE>0</span><span class=cF0>].x = radius * </span><span class=cF5>Cos</span><span class=cF0>(phi2) * </span><span class=cF5>Cos</span><span class=cF0>(theta + </span><span class=cFE>2</span><span class=cF0> * </span><span class=cF3>pi</span><span class=cF0> / FACES / </span><span class=cFE>2</span><span class=cF0>);
<a name="l133"></a> poly[</span><span class=cFE>0</span><span class=cF0>].y = radius * </span><span class=cF5>Cos</span><span class=cF0>(phi2) * </span><span class=cF5>Sin</span><span class=cF0>(theta + </span><span class=cFE>2</span><span class=cF0> * </span><span class=cF3>pi</span><span class=cF0> / FACES / </span><span class=cFE>2</span><span class=cF0>);
<a name="l134"></a> poly[</span><span class=cFE>0</span><span class=cF0>].z = -radius * </span><span class=cF5>Sin</span><span class=cF0>(phi2);
<a name="l135"></a> Lighting(dc, &amp;ls, poly, </span><span class=cF3>RED</span><span class=cF0>);
<a name="l136"></a> </span><span class=cF5>GrFillPoly3</span><span class=cF0>(dc, </span><span class=cFE>3</span><span class=cF0>, poly);
<a name="l137"></a>
<a name="l138"></a> poly[</span><span class=cFE>0</span><span class=cF0>].x = radius * </span><span class=cF5>Cos</span><span class=cF0>(phi2) * </span><span class=cF5>Cos</span><span class=cF0>(theta + </span><span class=cFE>2</span><span class=cF0> * </span><span class=cF3>pi</span><span class=cF0> / FACES / </span><span class=cFE>2</span><span class=cF0>);
<a name="l139"></a> poly[</span><span class=cFE>0</span><span class=cF0>].y = radius * </span><span class=cF5>Cos</span><span class=cF0>(phi2) * </span><span class=cF5>Sin</span><span class=cF0>(theta + </span><span class=cFE>2</span><span class=cF0> * </span><span class=cF3>pi</span><span class=cF0> / FACES / </span><span class=cFE>2</span><span class=cF0>);
<a name="l140"></a> poly[</span><span class=cFE>0</span><span class=cF0>].z = -radius * </span><span class=cF5>Sin</span><span class=cF0>(phi2);
<a name="l141"></a> poly[</span><span class=cFE>1</span><span class=cF0>].x = radius * </span><span class=cF5>Cos</span><span class=cF0>(phi2) * </span><span class=cF5>Cos</span><span class=cF0>(theta2 + </span><span class=cFE>2</span><span class=cF0> * </span><span class=cF3>pi</span><span class=cF0> / FACES / </span><span class=cFE>2</span><span class=cF0>);
<a name="l142"></a> poly[</span><span class=cFE>1</span><span class=cF0>].y = radius * </span><span class=cF5>Cos</span><span class=cF0>(phi2) * </span><span class=cF5>Sin</span><span class=cF0>(theta2 + </span><span class=cFE>2</span><span class=cF0> * </span><span class=cF3>pi</span><span class=cF0> / FACES / </span><span class=cFE>2</span><span class=cF0>);
<a name="l143"></a> poly[</span><span class=cFE>1</span><span class=cF0>].z = -radius * </span><span class=cF5>Sin</span><span class=cF0>(phi2);
<a name="l144"></a> poly[</span><span class=cFE>2</span><span class=cF0>].x = radius * </span><span class=cF5>Cos</span><span class=cF0>(phi) * </span><span class=cF5>Cos</span><span class=cF0>(theta2);
<a name="l145"></a> poly[</span><span class=cFE>2</span><span class=cF0>].y = radius * </span><span class=cF5>Cos</span><span class=cF0>(phi) * </span><span class=cF5>Sin</span><span class=cF0>(theta2);
<a name="l146"></a> poly[</span><span class=cFE>2</span><span class=cF0>].z = -radius * </span><span class=cF5>Sin</span><span class=cF0>(phi);
<a name="l147"></a> Lighting(dc, &amp;ls, poly, </span><span class=cF3>RED</span><span class=cF0>);
<a name="l148"></a> </span><span class=cF5>GrFillPoly3</span><span class=cF0>(dc, </span><span class=cFE>3</span><span class=cF0>, poly);
<a name="l149"></a> }
<a name="l150"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l151"></a>}
<a name="l152"></a>
<a name="l153"></a></span><span class=cF2>//See </span><a href="https://tomawezome.github.io/ZealOS/Demo/Graphics/SpritePlot3D.CC.html#l1"><span class=cF4>::/Demo/Graphics/SpritePlot3D.CC</span></a><span class=cF2>.</span><span class=cF0>
<a name="l154"></a></span><span class=cF2>//for a CSprite example.</span><span class=cF0>
<a name="l155"></a>
<a name="l156"></a></span><span class=cF2>//See </span><a href="https://tomawezome.github.io/ZealOS/System/Gr/SpriteMesh.CC.html#l1103"><span class=cF4>SpriteMeshEd</span></a><span class=cF2>() for a fancy example.</span><span class=cF0>
<a name="l157"></a>
<a name="l158"></a></span><span class=cF1>U0</span><span class=cF0> Main()
<a name="l159"></a>{
<a name="l160"></a> </span><span class=cF9>CCtrl</span><span class=cF0> *c = </span><span class=cF5>ViewAnglesNew</span><span class=cF0>;
<a name="l161"></a> </span><span class=cF9>CViewAngles</span><span class=cF0> *s = c-&gt;state;
<a name="l162"></a>
<a name="l163"></a> s-&gt;sx = </span><span class=cFE>2</span><span class=cF0> * </span><span class=cF3>VIEWANGLES_SNAP</span><span class=cF0>;
<a name="l164"></a> s-&gt;sy = </span><span class=cFE>7</span><span class=cF0> * </span><span class=cF3>VIEWANGLES_SNAP</span><span class=cF0>;
<a name="l165"></a> s-&gt;sz = </span><span class=cFE>6</span><span class=cF0> * </span><span class=cF3>VIEWANGLES_SNAP</span><span class=cF0>;
<a name="l166"></a>
<a name="l167"></a> </span><span class=cF5>SettingsPush</span><span class=cF0>; </span><span class=cF2>//See </span><a href="https://tomawezome.github.io/ZealOS/System/TaskSettings.CC.html#l3"><span class=cF4>SettingsPush</span></a><span class=cF0>
<a name="l168"></a> </span><span class=cF5>AutoComplete</span><span class=cF0>;
<a name="l169"></a> </span><span class=cF5>WinBorder</span><span class=cF0>;
<a name="l170"></a> </span><span class=cF5>WinMax</span><span class=cF0>;
<a name="l171"></a> </span><span class=cF5>DocClear</span><span class=cF0>;
<a name="l172"></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="l173"></a> </span><span class=cF1>try</span><span class=cF0>
<a name="l174"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l175"></a> </span><span class=cF6>&quot;\n\nMove mouse to change light source.\n\n&quot;</span><span class=cF0>;
<a name="l176"></a> </span><span class=cF5>PressAKey</span><span class=cF0>;
<a name="l177"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l178"></a> </span><span class=cF1>catch</span><span class=cF0>
<a name="l179"></a> </span><span class=cF5>PutExcept</span><span class=cF0>;
<a name="l180"></a> </span><span class=cF5>DocClear</span><span class=cF0>;
<a name="l181"></a> </span><span class=cF5>SettingsPop</span><span class=cF0>;
<a name="l182"></a> </span><span class=cF5>ViewAnglesDel</span><span class=cF0>;
<a name="l183"></a>}
<a name="l184"></a>
<a name="l185"></a>Main;
</span></pre></body>
</html>