#ifndef __OUR_GL_H__ #define __OUR_GL_H__ #include "tgaimage.h" #include "geometry.h" Matrix viewport(int x, int y, int w, int h); Matrix projection(float coeff=0.f); // coeff = -1/c Matrix lookat(Vec3f eye, Vec3f center, Vec3f up); struct IShader { float m_nearPlane; float m_farPlane; virtual ~IShader(); virtual Vec4f vertex(int iface, int nthvert) = 0; virtual bool fragment(Vec3f bar, TGAColor &color) = 0; }; void triangle(mat<4,3,float> &pts, IShader &shader, TGAImage &image, float *zbuffer, const Matrix& viewPortMatrix); void triangle(mat<4,3,float> &pts, IShader &shader, TGAImage &image, float *zbuffer, int* segmentationMaskBuffer, const Matrix& viewPortMatrix, int objectIndex); void triangleClipped(mat<4,3,float> &clippedPts, mat<4,3,float> &pts, IShader &shader, TGAImage &image, float *zbuffer, const Matrix& viewPortMatrix); void triangleClipped(mat<4,3,float> &clippedPts, mat<4,3,float> &pts, IShader &shader, TGAImage &image, float *zbuffer, int* segmentationMaskBuffer, const Matrix& viewPortMatrix, int objectIndex); #endif //__OUR_GL_H__