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- // c_render.cpp
- // Drawing code for the graphics window
- // Copyright (C)/©/¸ Codemist Ltd, 1995-2001
- /* Signature: 66b0240a 08-Apr-2002 */
- /*
- * This code may be used and modified, and redistributed in binary
- * or source form, subject to the "CCL Public License", which should
- * accompany it. This license is a variant on the BSD license, and thus
- * permits use of code derived from this in either open and commercial
- * projects: but it does require that updates to this code be made
- * available back to the originators of the package.
- * Before merging other code in with this or linking this code
- * with other packages or libraries please check that the license terms
- * of the other material are compatible with those of this.
- */
- #ifdef GRAPHICS_WINDOW
- #include "cwin.hpp"
- // I have two serious concerns here. The first is the amount of space needed
- // to store descriptions of objects that I might draw. The second is the
- // potential performance-bottleneck of floating point arithmetic on many
- // PCs. To try to alleviate these difficulties I will do much of my work
- // using fixed point arithmetic and with data packed into 16-bit fields
- // in structures.
- // I will store 3D points (after rotation and so on) with X and Y
- // coordinates in the range 0 to 64K, and I will translate & clip this
- // so that objects at (0x8000, 0x8000) appear in the middle of my screen.
- // But I will leave myself a full range of integers for the Z coordinate
- // so that I do not have to worry so much about fine-tuning the
- // transformations I use in that respect.
- // The odd-looking range for X and Y is so I can use unsigned bitfield
- // components in the following structure.
- // If I want to do Phong shading at some stage (that puts nice highlights
- // onto rendered surfaces) I should extend the representation of an
- // XYZPoint to include a surface normal. It should be enough to use 10
- // bits for each of the three direction cosines, since I do not have
- // that many bits of discrimination in my control over display brightness.
- // I put the field in now so that using it later on will be easy, but
- // will probably not fill in the values to start with. Note that the
- // direction cosines need to be signed fields, so I should normalise them
- // to the range -511 to +511 (nb NOT 512). The typedef is in my main
- // header file but is replicated here to make it easier to read this code.
- //-- typedef struct tagXYZPoint
- //-- {
- //-- unsigned int x:16;
- //-- unsigned int y:16;
- //-- int z;
- //-- signed int nx:10, ny:10, nz:10;
- //-- unsigned int red:8, green:8, blue:8, spare:8;
- //-- } XYZPoint;
- // I will build up images out of triangles. When I need a rectangle or
- // bigger polygon I will just split it into triangles. I will assume that
- // all the vertices I will ever use have been stored in a linear array
- // of type XYZPoint[].
- // A triangle is then represented as a triple of XYZPoints each denoted
- // by their index values in the array, say v1, v2, v3.
- // The vertices should be listed in clockwise when viewed from the "outside"
- // of the object, and if pairs of triangles are used to form rectangles
- // then the diagonal of the rectangle should be given as the first pair of
- // vertices.
- // When a triangle is drawn some or all of its edges can be drawn in with
- // a pen that will often have a contrasting colour to that used for the
- // interior of the cell. The need to have only SOME edges drawn in this
- // way arises when larger polygons have been split into multiple triangles
- // for processing - the edges of the original polygon may need drawing but
- // synthetic interior joins do not. The three flag bits edge1, edge2 and
- // edge3 are used to control which (if any) edges get drawn. All edges
- // in an entire figure will end up drawn in the same colour: no provision is
- // made for giving all the edges their own separate colours.
- //***** What follows has not been implemented yet *****
- // So that axes and other line-art can be included there is special support
- // for straight line "triangles". These have the flag "lineflag" set and then
- // do not need to use vertex3, which should be set equal to vertex2.
- // A record with lineflag set represents a straight line segment from vertex1
- // to vertex2. If edge1 is set it is drawn in the outline colour (as used for
- // edges of proper triangles) while otherwise it uses its own R-G-B colour.
- // If vertex1 is equal to vertex2 when lineflag is set then the record would
- // appear to represent a point (and vertex3 will be equal to vertex1 and
- // vertex2). I am inclined to believe that I do not want to draw individual
- // points.
- typedef struct tagTriangle
- { // Observe that each line packs to just 16 bits.
- // At present I leave 15 bits spare! I used to keep a colour in
- // that slot but now I keep colous with vertices not faces, so do
- // not need that space.
- unsigned int lineflag:1, moved:1, spare:14;
- unsigned int edge1:1, vertex1:15;
- unsigned int edge2:1, vertex2:15;
- unsigned int edge3:1, vertex3:15;
- } Triangle;
- // The above layout has several uncomfortable limitations. Perhaps the
- // most obvious is that it can only handle 32K points. This represents
- // a grid 180 by 180. A brief experiment with "gnuplot" suggests that it
- // runs out of space well before that, and many plots I have seen demonstrated
- // use a grid that is more like 20 by 20, The examples in the Jenks and
- // Sutor book on Axiom have their most impressive pictures using under
- // 25K vertices (a bit tight....) and I think that only their fractal
- // images (eg Antoine's Necklace) would defeat the structure I have here.
- // I could keep my triangle records the same size but allow for up to
- // about 1000000 vertices by packing vertex numbers in a way that would
- // cross word boundaries. I will consider that possibility later on.
- // I will do a somewhat crude job clipping triangles that do not intersect
- // the part of the screen that is being re-drawn.
- // I will also assume that triangles never intersect, so a version
- // of the painter's algorithm will do for rendering.
- XYZPoint *points;
- Triangle *triangles;
- int triangleCount = 0;
- #define x_steps 27
- #define y_steps 29
- XYZPoint vertices[(x_steps+1)*(y_steps+1)];
- Triangle faces[x_steps*y_steps*2];
- // I will want to colour faces based on their Z coordinate or some other
- // parameter. The following function maps an integer into a colour in
- // such a way that increasing the integer leads to a sequence of colours
- // that cycles through the rainbow and then back from blue to red via
- // magenta.
- void selectColour(int z, int &red, int &green, int &blue)
- {
- while (z < 0) z += (6*255)*0x00100000;
- z = z % (6*255);
- switch (z / 255)
- {
- case 0: red = 255;
- green = z % 255;
- blue = 0;
- return;
- case 1: red = 255 - z % 255;
- green = 255;
- blue = 0;
- return;
- case 2: red = 0;
- green = 255;
- blue = z % 255;
- return;
- case 3: red = 0;
- green = 255 - z % 255;
- blue = 255;
- return;
- case 4: red = z % 255;
- green = 0;
- blue = 255;
- return;
- case 5: red = 255;
- green = 0;
- blue = 255 - z % 255;
- return;
- }
- }
- // The "raw data" section of this code is really for debugging purposes only
- // and will need to be replaced by something that can accept surface
- // specifications from some external source.
- typedef struct tagRealPoint
- {
- double x, y, z;
- } RealPoint;
- RealPoint rawData[x_steps+1][y_steps+1];
- CBrush thirtyTwoBrushes[32];
- void initRawData()
- {
- int x, y;
- for (x=0; x<=x_steps; x++)
- { double rx = (6.0*(double)x)/(double)x_steps - 3.0;
- for (y=0; y<=y_steps; y++)
- { int n = x+(x_steps+1)*y;
- double ry = (6.0*(double)y)/(double)y_steps - 3.0;
- double rz = 3.0*cos(3.0*sqrt(rx*rx+ry*ry));
- rawData[x][y].x = rx;
- rawData[x][y].y = ry;
- rawData[x][y].z = rz;
- }
- }
- for (int i=0; i<32; i++)
- { int red, green, blue;
- selectColour((255*6*i)/32, red, green, blue);
- thirtyTwoBrushes[i].CreateSolidBrush(RGB(red, green, blue));
- }
- }
- static doneInit = 0;
- // I truncate at 2^30 because that is slightly easier than using the
- // whole of the integer range, and the cases where it makes a difference
- // will not arise very often.
- #define IntegerRange 1073741824.0 // 2^30
- void CGraphicsWindow::initSurface()
- {
- if (doneInit == 0)
- { initRawData();
- doneInit = 1;
- }
- int x, y, sx, sy;
- points = vertices;
- for (x=0; x<=x_steps; x++)
- { for (y=0; y<=y_steps; y++)
- { int n = x+(x_steps+1)*y;
- double rx = rawData[x][y].x;
- double ry = rawData[x][y].y;
- double rz = rawData[x][y].z;
- double aw = xform[3][3];
- double ax = (xform[0][0]*rx+xform[1][0]*ry+xform[2][0]*rz+xform[3][0])/aw;
- double ay = (xform[0][1]*rx+xform[1][1]*ry+xform[2][1]*rz+xform[3][1])/aw;
- double az = (xform[0][2]*rx+xform[1][2]*ry+xform[2][2]*rz+xform[3][2])/aw;
- double rw = perspecDistance/(perspecDistance - az);
- ax *= rw;
- ay *= rw;
- if (ax < -IntegerRange) sx = 0;
- else if (ax > IntegerRange) sx = 0xffff;
- else sx = 0x8000+(int)ax;
- if (sx < 0) sx = 0; else if (sx > 0xffff) sx = 0xffff;
- points[n].x = sx;
- if (ay < -IntegerRange) sy = 0;
- else if (ay > IntegerRange) sy = 0xffff;
- else sy = 0x8000+(int)ay;
- if (sy < 0) sy = 0; else if (sy > 0xffff) sy = 0xffff;
- points[n].y = sy;
- if (az < -IntegerRange) az = -IntegerRange;
- else if (az > IntegerRange) az = IntegerRange;
- points[n].z = (int)az;
- int red, green, blue;
- selectColour((int)(400.0*rz), red, green, blue);
- points[n].red = red;
- points[n].green = green;
- points[n].blue = blue;
- points[n].spare = 0xff & (int)(100*rz);
- }
- }
- triangles = faces;
- triangleCount = 0;
- for (x=0; x<x_steps; x++)
- { for (y=0; y<y_steps; y++)
- { int n = x+(x_steps+1)*y;
- // I set things up here so that edges 1 and 2 of each triangle are the
- // ones that form the diagonal of the rectangle that is being divided. I
- // do this so that it is at least partially reasonable to select a colour
- // for the whole of a triangle by averaging these...
- triangles[triangleCount].lineflag = 0;
- triangles[triangleCount].edge1 = 0;
- triangles[triangleCount].edge2 = 1;
- triangles[triangleCount].edge3 = 1;
- triangles[triangleCount+1].lineflag = 0;
- triangles[triangleCount+1].edge1 = 0;
- triangles[triangleCount+1].edge2 = 1;
- triangles[triangleCount+1].edge3 = 1;
- // Note I make the triangles clockwise here
- int x1 = points[n].x, y1 = points[n].y, z1 = points[n].z;
- int x2 = points[n+1].x, y2 = points[n+1].y, z2 = points[n+1].z;
- int x3 = points[n+x_steps+1].x, y3 = points[n+x_steps+1].y, z3 = points[n+x_steps+1].z;
- int x4 = points[n+x_steps+2].x, y4 = points[n+x_steps+2].y, z4 = points[n+x_steps+2].z;
- int d1 = x4-x1, d2 = y4-y1, d3 = z4-z1;
- int d4 = x3-x2, d5 = y3-y2, d6 = z3-z2;
- if (d1*d1+d2*d2+d3*d3 >= d4*d4+d5*d5+d6*d6)
- { triangles[triangleCount].vertex1 = n + x_steps + 1;
- triangles[triangleCount].vertex2 = n + 1;
- triangles[triangleCount].vertex3 = n;
- triangles[triangleCount+1].vertex1 = n + 1;
- triangles[triangleCount+1].vertex2 = n + x_steps + 1;
- triangles[triangleCount+1].vertex3 = n + x_steps + 2;
- }
- else
- { triangles[triangleCount].vertex1 = n + x_steps + 2;
- triangles[triangleCount].vertex2 = n;
- triangles[triangleCount].vertex3 = n + x_steps + 1;
- triangles[triangleCount+1].vertex1 = n;
- triangles[triangleCount+1].vertex2 = n + x_steps + 2;
- triangles[triangleCount+1].vertex3 = n + 1;
- }
- triangleCount += 2;
- }
- }
- sortTriangles();
- }
- int triangleLeft(const Triangle *a)
- {
- int w, r;
- r = points[a->vertex1].x;
- if ((w = points[a->vertex2].x) < r) r = w;
- if ((w = points[a->vertex3].x) < r) r = w;
- return r;
- }
- int triangleRight(const Triangle *a)
- {
- int w, r;
- r = points[a->vertex1].x;
- if ((w = points[a->vertex2].x) > r) r = w;
- if ((w = points[a->vertex3].x) > r) r = w;
- return r;
- }
- int triangleBottom(const Triangle *a)
- {
- int w, r;
- r = points[a->vertex1].y;
- if ((w = points[a->vertex2].y) < r) r = w;
- if ((w = points[a->vertex3].y) < r) r = w;
- return r;
- }
- int triangleTop(const Triangle *a)
- {
- int w, r;
- r = points[a->vertex1].y;
- if ((w = points[a->vertex2].y) > r) r = w;
- if ((w = points[a->vertex3].y) > r) r = w;
- return r;
- }
- int triangleFar(const Triangle *a)
- {
- int w, r;
- r = points[a->vertex1].z;
- if ((w = points[a->vertex2].z) < r) r = w;
- if ((w = points[a->vertex3].z) < r) r = w;
- return r;
- }
- int triangleNear(const Triangle *a)
- {
- int w, r;
- r = points[a->vertex1].z;
- if ((w = points[a->vertex2].z) > r) r = w;
- if ((w = points[a->vertex3].z) > r) r = w;
- return r;
- }
- int orderTriangles(const void *va, const void *vb)
- {
- int za = triangleFar((const Triangle *)va);
- int zb = triangleFar((const Triangle *)vb);
- if (za < zb) return -1;
- else if (za > zb) return 1;
- else return 0;
- }
- // The next function returns 1 is the line (a1-a2) lies above (and thus
- // obscures) the line (b1-b2), or -1 if there is an obscuring that goes
- // the other way.
- int linesCross(XYZPoint *a1, XYZPoint *a2, XYZPoint *b1, XYZPoint *b2)
- {
- // Firstly I will discard all cases where the line segments are not incident.
- int l1 = a1->y-a2->y, m1 = a2->x-a1->x, n1 = a1->x*a2->y-a2->x*a1->y;
- int u1 = l1*b1->x+m1*b1->y+n1, u2 = l1*b2->x+m1*b2->y+n1;
- if (u1 >= 0 && u2 >= 0) return 0;
- if (u1 <= 0 && u2 <= 0) return 0;
- int l2 = b1->y-b2->y, m2 = b2->x-b1->x, n2 = b1->x*b2->y-b2->x*b1->y;
- int v1 = l2*a1->x+m2*a1->y+n2, v2 = l2*a2->x+m2*a2->y+n2;
- if (v1 >= 0 && v2 >= 0) return 0;
- if (v1 <= 0 && v2 <= 0) return 0;
- // Now I know that the line segments cross in their XY projections, so I
- // compute the Z coordinates of the intersection.
- double z1 = ((double)v1*(double)a2->z-(double)v2*(double)a1->z)/
- (double)(v1-v2);
- double z2 = ((double)u1*(double)b2->z-(double)u2*(double)b1->z)/
- (double)(u1-u2);
- if (z1 > z2) return 1;
- if (z1 < z2) return -1;
- // The position here is possibly nasty - the two triangles DO overlap, but
- // at the point where the edges cross they have the same distance. I should
- // do something more here, but that can come later on.
- return 0;
- }
- int insideTriangle(XYZPoint *a, XYZPoint *b1, XYZPoint *b2, XYZPoint *b3)
- {
- // place-holder
- return 0;
- }
- int triangleObscures(Triangle *a, Triangle *b)
- {
- XYZPoint *a1 = &points[a->vertex1],
- *a2 = &points[a->vertex2],
- *a3 = &points[a->vertex3];
- XYZPoint *b1 = &points[b->vertex1],
- *b2 = &points[b->vertex2],
- *b3 = &points[b->vertex3];
- int v;
- if ((v = linesCross(a1, a2, b1, b2)) != 0) return (v > 0);
- if ((v = linesCross(a1, a2, b2, b3)) != 0) return (v > 0);
- if ((v = linesCross(a1, a2, b3, b1)) != 0) return (v > 0);
- if ((v = linesCross(a2, a3, b1, b2)) != 0) return (v > 0);
- if ((v = linesCross(a2, a3, b2, b3)) != 0) return (v > 0);
- if ((v = linesCross(a2, a3, b3, b1)) != 0) return (v > 0);
- if ((v = linesCross(a3, a1, b1, b2)) != 0) return (v > 0);
- if ((v = linesCross(a3, a1, b2, b3)) != 0) return (v > 0);
- if ((v = linesCross(a3, a1, b3, b1)) != 0) return (v > 0);
- if ((v = insideTriangle(a1, b1, b2, b3)) != 0) return v;
- if ((v = insideTriangle(a2, b1, b2, b3)) != 0) return v;
- if ((v = insideTriangle(a3, b1, b2, b3)) != 0) return v;
- if ((v = insideTriangle(b1, a1, a2, a3)) != 0) return v;
- if ((v = insideTriangle(b2, a1, a2, a3)) != 0) return v;
- if ((v = insideTriangle(b3, a1, a2, a3)) != 0) return v;
- return 0;
- }
- // After setting up the list of triangles (which must be re-done each time
- // I rotate or re-scale) I must call the following to Z-sort the data
- void CGraphicsWindow::sortTriangles()
- {
- // First I do a simple and direct sort based on the lowest point in each
- // triangle.
- qsort(triangles, triangleCount, sizeof(Triangle), orderTriangles);
- // Now the ordering I am left with is NOT guaranteed adequate, since I might
- // have a tall triangle whose lowest point is very low but where some
- // other triangle that starts higher up is in fact underneath it where they
- // happen to cross. I will do something more like an insertion sort
- // now to try to fix up such cases.
- int i;
- for (i=0; i<triangleCount; i++) triangles[i].moved = 0;
- i = 0;
- while (i<triangleCount-1)
- { int l = triangleLeft(&triangles[i]),
- r = triangleRight(&triangles[i]),
- t = triangleTop(&triangles[i]),
- b = triangleBottom(&triangles[i]),
- n = triangleNear(&triangles[i]);
- for (int j=i+1;j<triangleCount;j++)
- { if (triangleFar(&triangles[j]) >= n) break;
- if (triangleLeft(&triangles[j]) >= r) continue;
- if (triangleRight(&triangles[j]) <= l) continue;
- if (triangleBottom(&triangles[j]) >= t) continue;
- if (triangleTop(&triangles[j]) <= b) continue;
- if (triangleObscures(&triangles[i], &triangles[j]))
- { if (triangles[j].moved) continue;
- triangles[i].moved = 1;
- Triangle w = triangles[j];
- for (int k=j-1; k>=i; k--)
- triangles[k+1] = triangles[k];
- triangles[i] = w;
- i--;
- break;
- }
- }
- i++;
- }
- }
- // Supposing that the triangles have been sorted so that the bottom-most
- // one is at the front of the vector, I can just paint all the data...
- void CGraphicsWindow::paintTriangles(CDC *dc, RECT *clip, int width, int height)
- {
- // TESTING CODE HERE
- initSurface();
- // END OF TESTING CODE
- Triangle *p = triangles;
- int i;
- for (i=0; i<triangleCount; i++, p++)
- { BOOL lineflag = p->lineflag;
- XYZPoint *v1 = &points[p->vertex1],
- *v2 = &points[p->vertex2],
- *v3 = &points[p->vertex3];
- int xscale = (65536*width)/10000,
- yscale = (65536*height)/10000;
- int xoff = width/2, yoff = height/2;
- int x1 = xoff + ((((int)v1->x-32768)*xscale)>>16),
- y1 = yoff - ((((int)v1->y-32768)*yscale)>>16);
- int x2 = xoff + ((((int)v2->x-32768)*xscale)>>16),
- y2 = yoff - ((((int)v2->y-32768)*yscale)>>16);
- int x3 = xoff + ((((int)v3->x-32768)*xscale)>>16),
- y3 = yoff - ((((int)v3->y-32768)*yscale)>>16);
- if (clip != NULL)
- { int left = clip->left,
- top = clip->top,
- right = clip->right,
- bottom = clip->bottom;
- if (x1 < left && x2 < left && x3 < left) continue;
- if (x1 > right && x2 > right && x3 > right) continue;
- if (y1 < top && y2 < top && y3 < top) continue;
- if (y1 > bottom && y2 > bottom && y3 > bottom) continue;
- }
- int red1 = v1->red, green1 = v1->green, blue1 = v1->blue;
- int red2 = v2->red, green2 = v2->green, blue2 = v2->blue;
- int red3 = v3->red, green3 = v3->green, blue3 = v3->blue;
- BOOL e1 = p->edge1, e2 = p->edge2, e3 = p->edge3;
- if (fullRender || !wirePreview || !viewpointShown)
- { if (!drawWire && drawSurface != IDM_NOSURFACE) e1 = e2 = e3 = 0;
- switch (drawSurface)
- {
- case IDM_NOSURFACE:
- break;
- case IDM_SURFACE:
- { CBrush *b = &thirtyTwoBrushes[v1->spare & 0x1f];
- POINT tri[3];
- tri[0].x = x1; tri[0].y = y1;
- tri[1].x = x2; tri[1].y = y2;
- tri[2].x = x3; tri[2].y = y3;
- dc->SelectObject(b);
- dc->SelectStockObject(NULL_PEN);
- dc->Polygon(tri, 3);
- dc->SelectStockObject(BLACK_BRUSH);
- break;
- }
- case IDM_SQUARES:
- { CBrush b(RGB((red1+red2)/2, (green1+green2)/2, (blue1+blue2)/2));
- POINT tri[3];
- tri[0].x = x1; tri[0].y = y1;
- tri[1].x = x2; tri[1].y = y2;
- tri[2].x = x3; tri[2].y = y3;
- dc->SelectObject(&b);
- dc->SelectStockObject(NULL_PEN);
- dc->Polygon(tri, 3);
- dc->SelectStockObject(BLACK_BRUSH);
- break;
- }
- case IDM_TRIANGLES:
- { CBrush b(RGB((red1+red2+red3)/3,
- (green1+green2+green3)/3,
- (blue1+blue2+blue3)/3));
- POINT tri[3];
- tri[0].x = x1; tri[0].y = y1;
- tri[1].x = x2; tri[1].y = y2;
- tri[2].x = x3; tri[2].y = y3;
- dc->SelectObject(&b);
- dc->SelectStockObject(NULL_PEN);
- dc->Polygon(tri, 3);
- dc->SelectStockObject(BLACK_BRUSH);
- break;
- }
- case IDM_SMOOTH:
- dc->SelectStockObject(NULL_PEN);
- SubTriangle(dc, x1, y1, red1, green1, blue1,
- x2, y2, red2, green2, blue2,
- x3, y3, red3, green3, blue3, 2);
- break;
- case IDM_HISMOOTH:
- dc->SelectStockObject(NULL_PEN);
- SubTriangle(dc, x1, y1, red1, green1, blue1,
- x2, y2, red2, green2, blue2,
- x3, y3, red3, green3, blue3, 4);
- break;
- }
- }
- if (e1 && e3)
- { dc->SelectStockObject(BLACK_PEN);
- dc->MoveTo(x3, y3);
- dc->LineTo(x1, y1);
- dc->LineTo(x2, y2);
- if (e2) dc->LineTo(x3, y3);
- }
- else if (e1)
- { dc->SelectStockObject(BLACK_PEN);
- dc->MoveTo(x1, y1);
- dc->LineTo(x2, y2);
- if (e2) dc->LineTo(x3, y3);
- }
- else if (e2)
- { dc->SelectStockObject(BLACK_PEN);
- dc->MoveTo(x2, y2);
- dc->LineTo(x3, y3);
- if (e3) dc->LineTo(x1, y1);
- }
- else if (e3)
- { dc->SelectStockObject(BLACK_PEN);
- dc->MoveTo(x3, y3);
- dc->LineTo(x1, y1);
- }
- }
- if (!GetUpdateRect(NULL, FALSE))
- { fullyRendered = fullRender;
- fullRender = 0;
- }
- }
- #endif
- // end of c_render.cpp
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