File: spacefill_color.c

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/* Copyright (C) 2000-2002 Damir Zucic */

/*=============================================================================

				spacefill_color.c

Purpose:
	Prepare the color for a single pixel which is on the atomic sphere
	surface.

Input:
	(1) Pointer to AtomS structure.
	(2) Pointer to GUIS structure.
	(3) Cosine of the angle between  the vector from sphere center and
	    the current pixel and the light source unit vector.

Output:
	(1) Return value.

Return value:
	The pixel (color) value.

Notes:
	(1) This function uses left, right and black color.  Note that the
	    middle color is not used here!

	(2) This function may be quite slow (a lot of math).

=============================================================================*/

#include <stdio.h>

#include <math.h>

#include <X11/Xlib.h>
#include <X11/Xutil.h>
#include <X11/Xos.h>
#include <X11/Xatom.h>

#include "defines.h"
#include "typedefs.h"

/*======spacefill color:=====================================================*/

unsigned long SpacefillColor_ (AtomS *curr_atomSP,
			       GUIS *guiSP,
			       double cos_angle)
{
static long double	w1, w2;
static unsigned long	colorID;
static unsigned long	red_mask, green_mask, blue_mask;
static unsigned long	red1, red2, red;
static unsigned long	green1, green2, green;
static unsigned long	blue1, blue2, blue;
static long double	r1, r2, g1, g2, b1, b2;
static long double	r, g, b;

/* Factors which are used to weight colors: */
w1 = cos_angle * cos_angle;
w2 = 1 - w1;

/* Copy masks: */
red_mask   = guiSP->visual_infoS.red_mask;
green_mask = guiSP->visual_infoS.green_mask;
blue_mask  = guiSP->visual_infoS.blue_mask;

/* Bright side (cos_angle between zero and one): */
if (cos_angle >= 0.0)
	{
	/* Extract input color components: */
	red1   = curr_atomSP->left_colorID  & red_mask;
	red2   = curr_atomSP->right_colorID & red_mask;
	green1 = curr_atomSP->left_colorID  & green_mask;
	green2 = curr_atomSP->right_colorID & green_mask;
	blue1  = curr_atomSP->left_colorID  & blue_mask;
	blue2  = curr_atomSP->right_colorID & blue_mask;

	/* Convert to doubles: */
	r1 = (double) red1;
	r2 = (double) red2;
	g1 = (double) green1;
	g2 = (double) green2;
	b1 = (double) blue1;
	b2 = (double) blue2;

	/* Calculate new color components: */
	r = w1 * r1 + w2 * r2;
	g = w1 * g1 + w2 * g2;
	b = w1 * b1 + w2 * b2;
	}

/* Dark side (cos_angle between minus one and zero): */
else
	{
	/* Extract input color components: */
	red1   = curr_atomSP->right_colorID  & red_mask;
	red2   = guiSP->black_colorID & red_mask;
	green1 = curr_atomSP->right_colorID  & green_mask;
	green2 = guiSP->black_colorID & green_mask;
	blue1  = curr_atomSP->right_colorID  & blue_mask;
	blue2  = guiSP->black_colorID & blue_mask;

	/* Convert to doubles: */
	r1 = (double) red1;
	r2 = (double) red2;
	g1 = (double) green1;
	g2 = (double) green2;
	b1 = (double) blue1;
	b2 = (double) blue2;

	/* Calculate new color components: */
	r = w2 * r1 + w1 * r2;
	g = w2 * g1 + w1 * g2;
	b = w2 * b1 + w1 * b2;
	}

/* Check new color components: */
if (r < 0.0) r = 0.0;
if (g < 0.0) g = 0.0;
if (b < 0.0) b = 0.0;

/* Convert new color components: */
red   = ((unsigned long) r) & red_mask;
green = ((unsigned long) g) & green_mask;
blue  = ((unsigned long) b) & blue_mask;

/* Combine new color components: */
colorID = red | green | blue;

/* Return the pixel value: */
return colorID;
}

/*===========================================================================*/