mirror of
https://github.com/Zeal-Operating-System/ZealOS.git
synced 2024-12-30 17:26:31 +00:00
dbf8647d59
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.
168 lines
15 KiB
HTML
Executable file
168 lines
15 KiB
HTML
Executable file
<!DOCTYPE HTML>
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<html>
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<head>
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<meta http-equiv="Content-Type" content="text/html;charset=US-ASCII">
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<meta name="generator" content="ZealOS V0.08">
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<style type="text/css">
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body {background-color:#000000;}
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.cF0{color:#ffffff;background-color:#000000;}
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.cF1{color:#3465a4;background-color:#000000;}
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.cF2{color:#4e9a06;background-color:#000000;}
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.cF3{color:#06989a;background-color:#000000;}
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.cF4{color:#a24444;background-color:#000000;}
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.cF5{color:#75507b;background-color:#000000;}
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.cF6{color:#ce982f;background-color:#000000;}
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.cF7{color:#bcc0b9;background-color:#000000;}
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.cF8{color:#555753;background-color:#000000;}
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.cF9{color:#729fcf;background-color:#000000;}
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.cFA{color:#82bc49;background-color:#000000;}
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.cFB{color:#34e2e2;background-color:#000000;}
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.cFC{color:#ac3535;background-color:#000000;}
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.cFD{color:#ad7fa8;background-color:#000000;}
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.cFE{color:#fce94f;background-color:#000000;}
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.cFF{color:#000000;background-color:#000000;}
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</style>
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</head>
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<body>
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<pre style="font-family:monospace;font-size:12pt">
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<a name="l1"></a><span class=cF2>//Makes a mesh ball.</span><span class=cF0>
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<a name="l2"></a>
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<a name="l3"></a>#</span><span class=cF1>define</span><span class=cF0> VERTICES_NUM </span><span class=cFE>1024</span><span class=cF0>
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<a name="l4"></a>#</span><span class=cF1>define</span><span class=cF0> TRIS_NUM </span><span class=cFE>1024</span><span class=cF0>
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<a name="l5"></a>
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<a name="l6"></a></span><span class=cF1>class</span><span class=cF0> Ball
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<a name="l7"></a>{
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<a name="l8"></a> </span><span class=cF9>I32</span><span class=cF0> vertex_count;
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<a name="l9"></a> </span><span class=cF9>I32</span><span class=cF0> tri_count;
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<a name="l10"></a> </span><span class=cF9>CD3I32</span><span class=cF0> v[VERTICES_NUM];
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<a name="l11"></a> </span><span class=cF9>CMeshTri</span><span class=cF0> t[TRIS_NUM];
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<a name="l12"></a>
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<a name="l13"></a>} *b;
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<a name="l14"></a>
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<a name="l15"></a></span><span class=cF1>class</span><span class=cF0> BallDefineStruct
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<a name="l16"></a>{
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<a name="l17"></a> </span><span class=cF1>F64</span><span class=cF0> radius format </span><span class=cF6>"$DA-TRM,A=\"Radius :%8.3f\"$\n"</span><span class=cF0>;
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<a name="l18"></a> </span><span class=cF9>I64</span><span class=cF0> n_longitude format </span><span class=cF6>"$DA-TRM,A=\"Longitude Faces:%5d\"$\n"</span><span class=cF0>;
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<a name="l19"></a> </span><span class=cF9>I64</span><span class=cF0> n_lattitude format </span><span class=cF6>"$DA-TRM,A=\"Lattitude Rings:%5d\"$\n"</span><span class=cF0>;
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<a name="l20"></a>};
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<a name="l21"></a>
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<a name="l22"></a></span><span class=cF1>U0</span><span class=cF0> BDInit(BallDefineStruct *bd)
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<a name="l23"></a>{
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<a name="l24"></a> </span><span class=cF5>MemSet</span><span class=cF0>(bd, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>BallDefineStruct</span><span class=cF7>)</span><span class=cF0>);
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<a name="l25"></a> bd->n_longitude = </span><span class=cFE>16</span><span class=cF0>;
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<a name="l26"></a> bd->n_lattitude = </span><span class=cFE>8</span><span class=cF0>;
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<a name="l27"></a> bd->radius = </span><span class=cFE>20</span><span class=cF0>.</span><span class=cFE>0</span><span class=cF0>;
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<a name="l28"></a>}
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<a name="l29"></a>
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<a name="l30"></a></span><span class=cF1>U0</span><span class=cF0> BDCorrect(BallDefineStruct *bd)
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<a name="l31"></a>{
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<a name="l32"></a> bd->n_longitude = (bd->n_longitude + </span><span class=cFE>1</span><span class=cF0>) / </span><span class=cFE>2</span><span class=cF0>;
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<a name="l33"></a> bd->n_lattitude = (bd->n_lattitude + </span><span class=cFE>1</span><span class=cF0>) / </span><span class=cFE>2</span><span class=cF0>;
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<a name="l34"></a>}
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<a name="l35"></a>
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<a name="l36"></a></span><span class=cF9>I64</span><span class=cF0> AddVertex(BallDefineStruct *, </span><span class=cF9>I64</span><span class=cF0> x, </span><span class=cF9>I64</span><span class=cF0> y, </span><span class=cF9>I64</span><span class=cF0> z)
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<a name="l37"></a>{
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<a name="l38"></a> </span><span class=cF9>I64</span><span class=cF0> i;
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<a name="l39"></a>
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<a name="l40"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < b->vertex_count; i++)
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<a name="l41"></a> </span><span class=cF1>if</span><span class=cF0> (b->v[i].x == x && b->v[i].y == y && b->v[i].z == z)
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<a name="l42"></a> </span><span class=cF1>return</span><span class=cF0> i;
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<a name="l43"></a> i = b->vertex_count++;
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<a name="l44"></a> b->v[i].x = x;
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<a name="l45"></a> b->v[i].y = y;
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<a name="l46"></a> b->v[i].z = z;
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<a name="l47"></a>
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<a name="l48"></a> </span><span class=cF1>return</span><span class=cF0> i;
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<a name="l49"></a>}
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<a name="l50"></a>
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<a name="l51"></a></span><span class=cF9>I64</span><span class=cF0> AddTri(BallDefineStruct *, </span><span class=cF9>I64</span><span class=cF0> c, </span><span class=cF9>I64</span><span class=cF0> n0, </span><span class=cF9>I64</span><span class=cF0> n1, </span><span class=cF9>I64</span><span class=cF0> n2)
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<a name="l52"></a>{
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<a name="l53"></a> </span><span class=cF9>I64</span><span class=cF0> res = b->tri_count++;
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<a name="l54"></a>
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<a name="l55"></a> b->t[res].color = c;
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<a name="l56"></a> b->t[res].nums[</span><span class=cFE>0</span><span class=cF0>] = n0;
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<a name="l57"></a> b->t[res].nums[</span><span class=cFE>1</span><span class=cF0>] = n1;
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<a name="l58"></a> b->t[res].nums[</span><span class=cFE>2</span><span class=cF0>] = n2;
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<a name="l59"></a>
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<a name="l60"></a> </span><span class=cF1>return</span><span class=cF0> res;
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<a name="l61"></a>}
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<a name="l62"></a>
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<a name="l63"></a></span><span class=cF1>U8</span><span class=cF0> *Ball2CSprite()
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<a name="l64"></a>{
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<a name="l65"></a></span><span class=cF2>//See </span><a href="https://tomawezome.github.io/ZealOS/System/Gr/GrSpritePlot.CC.html#l1"><span class=cF4>::/System/Gr/GrSpritePlot.CC</span></a><span class=cF2> for how CSprite are stored.</span><span class=cF0>
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<a name="l66"></a> </span><span class=cF1>U8</span><span class=cF0> *res = </span><span class=cF5>MAlloc</span><span class=cF0>(</span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF9>CSpriteMeshU8s</span><span class=cF7>)</span><span class=cF0> +
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<a name="l67"></a> b->vertex_count * </span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF9>CD3I32</span><span class=cF7>)</span><span class=cF0> +
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<a name="l68"></a> b->tri_count * </span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF9>CMeshTri</span><span class=cF7>)</span><span class=cF0> + </span><span class=cFB>sprite_elem_base_sizes</span><span class=cF0>[</span><span class=cF3>SPT_END</span><span class=cF0>]),
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<a name="l69"></a> *dst = res;
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<a name="l70"></a> *dst++ = </span><span class=cF3>SPT_MESH</span><span class=cF0>;
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<a name="l71"></a> *dst(</span><span class=cF9>I32</span><span class=cF0> *)++ = b->vertex_count;
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<a name="l72"></a> *dst(</span><span class=cF9>I32</span><span class=cF0> *)++ = b->tri_count;
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<a name="l73"></a> </span><span class=cF5>MemCopy</span><span class=cF0>(dst, &b->v, b->vertex_count * </span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF9>CD3I32</span><span class=cF7>)</span><span class=cF0>);
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<a name="l74"></a> dst += b->vertex_count * </span><span class=cF1>sizeof</span><span class=cF0>(</span><span class=cF9>CD3I32</span><span class=cF0>);
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<a name="l75"></a> </span><span class=cF5>MemCopy</span><span class=cF0>(dst, &b->t, b->tri_count * </span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF9>CMeshTri</span><span class=cF7>)</span><span class=cF0>);
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<a name="l76"></a> dst += b->tri_count * </span><span class=cF1>sizeof</span><span class=cF0>(</span><span class=cF9>CMeshTri</span><span class=cF0>);
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<a name="l77"></a> *dst++ = </span><span class=cF3>SPT_END</span><span class=cF0>;
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<a name="l78"></a>
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<a name="l79"></a> </span><span class=cF1>return</span><span class=cF0> res;
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<a name="l80"></a>}
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<a name="l81"></a>
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<a name="l82"></a></span><span class=cF1>public</span><span class=cF0> </span><span class=cF1>U8</span><span class=cF0> *BallGen()
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<a name="l83"></a>{
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<a name="l84"></a> </span><span class=cF1>U8</span><span class=cF0> *res;
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<a name="l85"></a> </span><span class=cF9>I64</span><span class=cF0> i, j, n, m, c, p1, p2, p3, p4;
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<a name="l86"></a> BallDefineStruct bd1, bd2;
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<a name="l87"></a> </span><span class=cF1>F64</span><span class=cF0> r, r1, r2, z1, z2, d_a1, d_a2;
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<a name="l88"></a>
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<a name="l89"></a> BDInit(&bd1);
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<a name="l90"></a>
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<a name="l91"></a> </span><span class=cF1>while</span><span class=cF0> (</span><span class=cF3>TRUE</span><span class=cF0>)
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<a name="l92"></a> </span><span class=cF7>{</span><span class=cF0>
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<a name="l93"></a> </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF5>DocForm</span><span class=cF7>(</span><span class=cF0>&bd1</span><span class=cF7>)</span><span class=cF0>)
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<a name="l94"></a> </span><span class=cF1>return</span><span class=cF0> </span><span class=cF3>NULL</span><span class=cF0>;
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<a name="l95"></a> </span><span class=cF5>MemCopy</span><span class=cF0>(&bd2, &bd1, </span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>BallDefineStruct</span><span class=cF7>)</span><span class=cF0>);
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<a name="l96"></a> BDCorrect(&bd2);
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<a name="l97"></a>
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<a name="l98"></a> c = </span><span class=cF5>PopUpColorLighting</span><span class=cF0>;
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<a name="l99"></a> </span><span class=cF1>if</span><span class=cF0> (c < </span><span class=cFE>0</span><span class=cF0>)
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<a name="l100"></a> </span><span class=cF1>return</span><span class=cF0> </span><span class=cF3>NULL</span><span class=cF0>;
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<a name="l101"></a>
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<a name="l102"></a> b = </span><span class=cF5>CAlloc</span><span class=cF0>(</span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>Ball</span><span class=cF7>)</span><span class=cF0>);
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<a name="l103"></a> r = bd2.radius;
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<a name="l104"></a> n = bd2.n_lattitude;
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<a name="l105"></a> m = bd2.n_longitude;
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<a name="l106"></a> d_a1 = </span><span class=cFE>2</span><span class=cF0> * </span><span class=cF3>pi</span><span class=cF0> / n / </span><span class=cFE>4</span><span class=cF0>;
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<a name="l107"></a> d_a2 = </span><span class=cFE>2</span><span class=cF0> * </span><span class=cF3>pi</span><span class=cF0> / m / </span><span class=cFE>2</span><span class=cF0>;
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<a name="l108"></a> </span><span class=cF1>for</span><span class=cF0> (j = -n; j < n; j++)
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<a name="l109"></a> {
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<a name="l110"></a> r1 = r * </span><span class=cF5>Cos</span><span class=cF0>( j *d_a1);
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<a name="l111"></a> r2 = r * </span><span class=cF5>Cos</span><span class=cF0>(</span><span class=cF7>(</span><span class=cF0>j+</span><span class=cFE>1</span><span class=cF7>)</span><span class=cF0>*d_a1);
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<a name="l112"></a> z1 = r * </span><span class=cF5>Sin</span><span class=cF0>( j *d_a1);
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<a name="l113"></a> z2 = r * </span><span class=cF5>Sin</span><span class=cF0>(</span><span class=cF7>(</span><span class=cF0>j+</span><span class=cFE>1</span><span class=cF7>)</span><span class=cF0>*d_a1);
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<a name="l114"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i < m; i++)
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<a name="l115"></a> </span><span class=cF7>{</span><span class=cF0>
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<a name="l116"></a> p1 = AddVertex(&bd2, r1 * </span><span class=cF5>Cos</span><span class=cF7>(</span><span class=cF0>(</span><span class=cFE>2</span><span class=cF0> * i + j) * d_a2</span><span class=cF7>)</span><span class=cF0>, r1 * </span><span class=cF5>Sin</span><span class=cF7>(</span><span class=cF0>(</span><span class=cFE>2</span><span class=cF0> * i + j) * d_a2</span><span class=cF7>)</span><span class=cF0>, z1);
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<a name="l117"></a> p2 = AddVertex(&bd2, r1 * </span><span class=cF5>Cos</span><span class=cF7>(</span><span class=cF0>(</span><span class=cFE>2</span><span class=cF0> * i + </span><span class=cFE>2</span><span class=cF0> +j) * d_a2</span><span class=cF7>)</span><span class=cF0>, r1 * </span><span class=cF5>Sin</span><span class=cF7>(</span><span class=cF0>(</span><span class=cFE>2</span><span class=cF0> * i + </span><span class=cFE>2</span><span class=cF0> + j) * d_a2</span><span class=cF7>)</span><span class=cF0>, z1);
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<a name="l118"></a> p3 = AddVertex(&bd2, r2 * </span><span class=cF5>Cos</span><span class=cF7>(</span><span class=cF0>(</span><span class=cFE>2</span><span class=cF0> * i + </span><span class=cFE>1</span><span class=cF0> +j) * d_a2</span><span class=cF7>)</span><span class=cF0>, r2 * </span><span class=cF5>Sin</span><span class=cF7>(</span><span class=cF0>(</span><span class=cFE>2</span><span class=cF0> * i + </span><span class=cFE>1</span><span class=cF0> + j) * d_a2</span><span class=cF7>)</span><span class=cF0>, z2);
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<a name="l119"></a> p4 = AddVertex(&bd2, r2 * </span><span class=cF5>Cos</span><span class=cF7>(</span><span class=cF0>(</span><span class=cFE>2</span><span class=cF0> * i + </span><span class=cFE>3</span><span class=cF0> +j) * d_a2</span><span class=cF7>)</span><span class=cF0>, r2 * </span><span class=cF5>Sin</span><span class=cF7>(</span><span class=cF0>(</span><span class=cFE>2</span><span class=cF0> * i + </span><span class=cFE>3</span><span class=cF0> + j) * d_a2</span><span class=cF7>)</span><span class=cF0>, z2);
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<a name="l120"></a> AddTri(&bd2, c, p1, p2, p3);
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<a name="l121"></a> AddTri(&bd2, c, p3, p2, p4);
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<a name="l122"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l123"></a> }
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<a name="l124"></a>
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<a name="l125"></a> res = Ball2CSprite;
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<a name="l126"></a> </span><span class=cF6>"%h7c"</span><span class=cF0>, </span><span class=cF6>'\n'</span><span class=cF0>;
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<a name="l127"></a> </span><span class=cF5>Sprite</span><span class=cF0>(res, </span><span class=cF6>"\t\t$SP,\"<1>\",BI=%d$"</span><span class=cF0>);
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<a name="l128"></a> </span><span class=cF6>"%h7c"</span><span class=cF0>, </span><span class=cF6>'\n'</span><span class=cF0>;
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<a name="l129"></a> </span><span class=cF6>"Vertices:%d\n"</span><span class=cF0>, b->vertex_count;
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<a name="l130"></a> </span><span class=cF5>Free</span><span class=cF0>(b);
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<a name="l131"></a> </span><span class=cF6>"Do another"</span><span class=cF0>;
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<a name="l132"></a> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>YorN</span><span class=cF0>)
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<a name="l133"></a> </span><span class=cF5>Free</span><span class=cF0>(res);
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<a name="l134"></a> </span><span class=cF1>else</span><span class=cF0>
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<a name="l135"></a> </span><span class=cF1>break</span><span class=cF0>;
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<a name="l136"></a> </span><span class=cF7>}</span><span class=cF0>
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<a name="l137"></a>
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<a name="l138"></a> </span><span class=cF1>return</span><span class=cF0> res;
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<a name="l139"></a>}
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</span></pre></body>
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</html>
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