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rend.h
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#include "disp.h" /* include your own disp.h file (e.g. hw1)*/
/* Camera defaults */
#define DEFAULT_FOV 35.0
#define DEFAULT_IM_Z (-10.0) /* world coords for image plane origin */
#define DEFAULT_IM_Y (5.0) /* default look-at point = 0,0,0 */
#define DEFAULT_IM_X (-10.0)
#define DEFAULT_AMBIENT {0.1, 0.1, 0.1}
#define DEFAULT_DIFFUSE {0.7, 0.6, 0.5}
#define DEFAULT_SPECULAR {0.2, 0.3, 0.4}
#define DEFAULT_SPEC 32
#define MATLEVELS 100 /* how many matrix pushes allowed */
#define MAX_LIGHTS 10 /* how many lights allowed */
#ifndef GZRENDER
#define GZRENDER
typedef struct { /* define a renderer */
GzDisplay *display;
GzCamera camera;
short matlevel; /* top of stack - current xform */
GzMatrix Ximage[MATLEVELS]; /* stack of xforms (Xsm) */
GzMatrix Xnorm[MATLEVELS]; /* xforms for norms (Xim) */
GzMatrix Xsp; /* NDC to screen (pers-to-screen) */
GzColor flatcolor; /* color state for flat shaded triangles */
int interp_mode;
int numlights;
GzLight lights[MAX_LIGHTS];
GzLight ambientlight;
GzColor Ka, Kd, Ks;
float spec; /* specular power */
GzTexture tex_fun; /* tex_fun(float u, float v, GzColor color) */
float Xoffset;
float Yoffset;
float weight;
} GzRender;
#endif
// Function declaration
// HW2
int GzNewRender(GzRender **render, GzDisplay *display);
int GzFreeRender(GzRender *render);
int GzBeginRender(GzRender *render);
int GzPutAttribute(GzRender *render, int numAttributes, GzToken *nameList,
GzPointer *valueList);
int GzPutTriangle(GzRender *render, int numParts, GzToken *nameList,
GzPointer *valueList);
// HW3
int GzPutCamera(GzRender *render, GzCamera *camera);
int GzPushMatrix(GzRender *render, GzMatrix matrix);
int GzPopMatrix(GzRender *render);
// HW5
int GzFreeTexture();
// Object Translation
int GzRotXMat(float degree, GzMatrix mat);
int GzRotYMat(float degree, GzMatrix mat);
int GzRotZMat(float degree, GzMatrix mat);
int GzTrxMat(GzCoord translate, GzMatrix mat);
int GzScaleMat(GzCoord scale, GzMatrix mat);