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polygon3d(3) Allegro manual polygon3d(3)
NAME
polygon3d, polygon3d_f - Draws a 3d polygon onto the specified bitmap.
Allegro game programming library.
SYNOPSIS
#include <allegro.h>
void polygon3d(BITMAP *bmp, int type, BITMAP *texture, int vc, V3D
*vtx[]);
void polygon3d_f(BITMAP *bmp, int type, BITMAP *texture, int vc, V3D_f
*vtx[]);
DESCRIPTION
Draw 3d polygons onto the specified bitmap, using the specified
rendering mode. Unlike the regular polygon() function, these routines
don't support concave or self-intersecting shapes, and they can't draw
onto mode-X screen bitmaps (if you want to write 3d code in mode-X,
draw onto a memory bitmap and then blit to the screen). The width and
height of the texture bitmap must be powers of two, but can be
different, eg. a 64x16 texture is fine, but a 17x3 one is not. The
vertex count parameter (vc) should be followed by an array containing
the appropriate number of pointers to vertex structures: polygon3d()
uses the fixed point V3D structure, while polygon3d_f() uses the
floating point V3D_f structure. These are defined as:
typedef struct V3D
{
fixed x, y, z; - position
fixed u, v; - texture map coordinates
int c; - color
} V3D;
typedef struct V3D_f
{
float x, y, z; - position
float u, v; - texture map coordinates
int c; - color
} V3D_f;
How the vertex data is used depends on the rendering mode:
The `x' and `y' values specify the position of the vertex in 2d screen
coordinates.
The `z' value is only required when doing perspective correct texture
mapping, and specifies the depth of the point in 3d world coordinates.
The `u' and `v' coordinates are only required when doing texture
mapping, and specify a point on the texture plane to be mapped on to
this vertex. The texture plane is an infinite plane with the texture
bitmap tiled across it. Each vertex in the polygon has a corresponding
vertex on the texture plane, and the image of the resulting polygon in
the texture plane will be mapped on to the polygon on the screen.
We refer to pixels in the texture plane as texels. Each texel is a
block, not just a point, and whole numbers for u and v refer to the
top-left corner of a texel. This has a few implications. If you want to
draw a rectangular polygon and map a texture sized 32x32 on to it, you
would use the texture coordinates (0,0), (0,32), (32,32) and (32,0),
assuming the vertices are specified in anticlockwise order. The texture
will then be mapped perfectly on to the polygon. However, note that
when we set u=32, the last column of texels seen on the screen is the
one at u=31, and the same goes for v. This is because the coordinates
refer to the top-left corner of the texels. In effect, texture
coordinates at the right and bottom on the texture plane are exclusive.
There is another interesting point here. If you have two polygons side
by side sharing two vertices (like the two parts of folded piece of
cardboard), and you want to map a texture across them seamlessly, the
values of u and v on the vertices at the join will be the same for both
polygons. For example, if they are both rectangular, one polygon may
use (0,0), (0,32), (32,32) and (32,0), and the other may use (32,0),
(32,32), (64,32), (64,0). This would create a seamless join.
Of course you can specify fractional numbers for u and v to indicate a
point part-way across a texel. In addition, since the texture plane is
infinite, you can specify larger values than the size of the texture.
This can be used to tile the texture several times across the polygon.
The `c' value specifies the vertex color, and is interpreted
differently by various rendering modes. Read the beginning of chapter
"Polygon rendering" for a list of rendering types you can use with this
function.
SEE ALSO
triangle3d(3), quad3d(3), polygon(3), clip3d(3), cpu_capabilities(3),
excamera(3)
Allegro version 4.4.2 polygon3d(3)