File: sipp.texinfo

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sipp 3.1-9
  • links: PTS
  • area: main
  • in suites: woody
  • size: 1,268 kB
  • ctags: 744
  • sloc: ansic: 8,534; makefile: 304; lex: 65; sh: 14
file content (5017 lines) | stat: -rw-r--r-- 168,958 bytes parent folder | download | duplicates (4)
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\input texinfo   @c -*-texinfo-*-

@comment Documentation for the SIPP  3D rendering library
@comment Copyright (C) 1992,93,94 Equivalent Software HB

@comment This file is part of the SIPP rendering library.

@comment SIPP is free software; you can redistribute it and/or modify
@comment it under the terms of the GNU General Public License as published by
@comment the Free Software Foundation; either version 1, or (at your option)
@comment any later version.

@comment SIPP is distributed in the hope that it will be useful,
@comment but WITHOUT ANY WARRANTY; without even the implied warranty of
@comment MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
@comment GNU General Public License for more details.

@comment You can receive a copy of the GNU General Public License from
@comment the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.

@setfilename sipp
@settitle SIPP - a 3D rendering library
@setchapternewpage on
     
@ifinfo
Copyright @copyright{} 1992 Jonas Yngvesson, Inge Wallin
@end ifinfo
     
@comment The titlepage section does not appear in the Info file.
@titlepage
@sp 4
@comment The title is printed in a large font.
@center @titlefont{User's Guide}
@sp
@center @titlefont{to}
@sp
@center @titlefont{SIPP - a 3D rendering library}
@sp 2
@center version 3.1
@sp 3
@center Jonas Yngvesson
@center Inge Wallin
@sp 3
@center last updated 20 April 1994

@comment  The following two commands start the copyright page
@comment  for the printed manual.  This will not appear in the Info file.
@page
@vskip 0pt plus 1filll
Copyright @copyright{} 1992,1993,1994 Jonas Yngvesson, Inge Wallin

Permission is granted to make and distribute verbatim copies of this
manual provided the copyright notice and this permission notice are
preserved on all copies.

Permission is granted to copy and distribute modified versions of this
manual under the conditions that the section entitled ``GNU General
Public License'' is included exactly as in the original, and provided
that the entire resulting derived work is distributed under the terms of
a permission notice identical to this one.

Permission is granted to copy and distribute translations of this manual
into another language under the above conditions for modified versions,
except that the section entitled ``GNU General Public License'' may
be included in a translation approved by the author instead of in the
original English.
@end titlepage

@comment ================================================================
@comment                   The real text starts here
@comment ================================================================

@ifinfo

@node    Top,               , (dir),    (dir)
@comment node-name, next,          previous, up
@cindex Introduction


This Info manual describes SIPP, a 3D rendering library.  
SIPP can be used for creating 3-dimensional scenes and rendering them
using a scan-line z-buffer algorithm. A scene is built up of objects
which can be transformed with rotation, translation and scaling. The
objects form hierarchies where each object can have arbitrarily many
subobjects and subsurfaces. A surface is a number of connected polygons
which are rendered with either Phong, Gouraud or flat shading.  An image
can also be rendered as a line drawing of the polygon edges without any
shading at all.


@end ifinfo
@menu
* License information::  Information about terms for copying SIPP.
* What is SIPP?::        An overview of SIPP.
* Installation::         How to install SIPP on your system.
* Getting started::      Tutorial introduction.
* Basic concepts::       Some basic concepts used in SIPP.
* Initializations::      Necessary and optional initializations.
* Creating objects::     How to build and install objects.
* Memory management::    Managing memory used by SIPP.
* Transformations::      Transformations of objects.
* Deformations::         Free form deformations.
* Lights::               How to lit the stage.
* Shadows::              How to create good looking shadows.
* Viewpoint and cameras::Specifying viewing parameters.
* Rendering::            The different rendering variants available.
* Shaders::              Issues regarding shading functions for SIPP
* Object primitives::    Object primitives included in the library.
* Future enhancements::  Possible future enhancements of SIPP.
* Reporting bugs::       Where do you report a bug you have found?

* Concept index::        Index over important concepts in SIPP.
* Function index::       Index over the available functions in SIPP.
@end menu

@node   License information,        What is SIPP?,   Top,    Top
@comment  node-name,    next,   previous,       up
@unnumbered GNU GENERAL PUBLIC LICENSE
@center Version 1, February 1989
@cindex license to copy SIPP
@cindex Copying license
@cindex General Public License

@display
Copyright @copyright{} 1989 Free Software Foundation, Inc.
675 Mass Ave, Cambridge, MA 02139, USA

Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
@end display

@unnumberedsec Preamble

  The license agreements of most software companies try to keep users
at the mercy of those companies.  By contrast, our General Public
License is intended to guarantee your freedom to share and change free
software---to make sure the software is free for all its users.  The
General Public License applies to the Free Software Foundation's
software and to any other program whose authors commit to using it.
You can use it for your programs, too.

  When we speak of free software, we are referring to freedom, not
price.  Specifically, the General Public License is designed to make
sure that you have the freedom to give away or sell copies of free
software, that you receive source code or can get it if you want it,
that you can change the software or use pieces of it in new free
programs; and that you know you can do these things.

  To protect your rights, we need to make restrictions that forbid
anyone to deny you these rights or to ask you to surrender the rights.
These restrictions translate to certain responsibilities for you if you
distribute copies of the software, or if you modify it.

  For example, if you distribute copies of a such a program, whether
gratis or for a fee, you must give the recipients all the rights that
you have.  You must make sure that they, too, receive or can get the
source code.  And you must tell them their rights.

  We protect your rights with two steps: (1) copyright the software, and
(2) offer you this license which gives you legal permission to copy,
distribute and/or modify the software.

  Also, for each author's protection and ours, we want to make certain
that everyone understands that there is no warranty for this free
software.  If the software is modified by someone else and passed on, we
want its recipients to know that what they have is not the original, so
that any problems introduced by others will not reflect on the original
authors' reputations.

  The precise terms and conditions for copying, distribution and
modification follow.

@iftex
@unnumberedsec TERMS AND CONDITIONS
@end iftex
@ifinfo
@center TERMS AND CONDITIONS
@end ifinfo

@enumerate
@item
This License Agreement applies to any program or other work which
contains a notice placed by the copyright holder saying it may be
distributed under the terms of this General Public License.  The
``Program'', below, refers to any such program or work, and a ``work based
on the Program'' means either the Program or any work containing the
Program or a portion of it, either verbatim or with modifications.  Each
licensee is addressed as ``you''.

@item
@cindex Distribution
You may copy and distribute verbatim copies of the Program's source
code as you receive it, in any medium, provided that you conspicuously and
appropriately publish on each copy an appropriate copyright notice and
disclaimer of warranty; keep intact all the notices that refer to this
General Public License and to the absence of any warranty; and give any
other recipients of the Program a copy of this General Public License
along with the Program.  You may charge a fee for the physical act of
transferring a copy.

@item
You may modify your copy or copies of the Program or any portion of
it, and copy and distribute such modifications under the terms of Paragraph
1 above, provided that you also do the following:

@itemize @bullet
@item
cause the modified files to carry prominent notices stating that
you changed the files and the date of any change; and

@item
cause the whole of any work that you distribute or publish, that
in whole or in part contains the Program or any part thereof, either
with or without modifications, to be licensed at no charge to all
third parties under the terms of this General Public License (except
that you may choose to grant warranty protection to some or all
third parties, at your option).

@item
If the modified program normally reads commands interactively when
run, you must cause it, when started running for such interactive use
in the simplest and most usual way, to print or display an
announcement including an appropriate copyright notice and a notice
that there is no warranty (or else, saying that you provide a
warranty) and that users may redistribute the program under these
conditions, and telling the user how to view a copy of this General
Public License.

@item
You may charge a fee for the physical act of transferring a
copy, and you may at your option offer warranty protection in
exchange for a fee.
@end itemize

Mere aggregation of another independent work with the Program (or its
derivative) on a volume of a storage or distribution medium does not bring
the other work under the scope of these terms.

@item
You may copy and distribute the Program (or a portion or derivative of
it, under Paragraph 2) in object code or executable form under the terms of
Paragraphs 1 and 2 above provided that you also do one of the following:

@itemize @bullet
@item
accompany it with the complete corresponding machine-readable
source code, which must be distributed under the terms of
Paragraphs 1 and 2 above; or,

@item
accompany it with a written offer, valid for at least three
years, to give any third party free (except for a nominal charge
for the cost of distribution) a complete machine-readable copy of the
corresponding source code, to be distributed under the terms of
Paragraphs 1 and 2 above; or,

@item
accompany it with the information you received as to where the
corresponding source code may be obtained.  (This alternative is
allowed only for noncommercial distribution and only if you
received the program in object code or executable form alone.)
@end itemize

Source code for a work means the preferred form of the work for making
modifications to it.  For an executable file, complete source code means
all the source code for all modules it contains; but, as a special
exception, it need not include source code for modules which are standard
libraries that accompany the operating system on which the executable
file runs, or for standard header files or definitions files that
accompany that operating system.

@item
You may not copy, modify, sublicense, distribute or transfer the
Program except as expressly provided under this General Public License.
Any attempt otherwise to copy, modify, sublicense, distribute or transfer
the Program is void, and will automatically terminate your rights to use
the Program under this License.  However, parties who have received
copies, or rights to use copies, from you under this General Public
License will not have their licenses terminated so long as such parties
remain in full compliance.

@item
By copying, distributing or modifying the Program (or any work based
on the Program) you indicate your acceptance of this license to do so,
and all its terms and conditions.

@item
Each time you redistribute the Program (or any work based on the
Program), the recipient automatically receives a license from the original
licensor to copy, distribute or modify the Program subject to these
terms and conditions.  You may not impose any further restrictions on the
recipients' exercise of the rights granted herein.

@item
The Free Software Foundation may publish revised and/or new versions
of the General Public License from time to time.  Such new versions will
be similar in spirit to the present version, but may differ in detail to
address new problems or concerns.

Each version is given a distinguishing version number.  If the Program
specifies a version number of the license which applies to it and ``any
later version'', you have the option of following the terms and conditions
either of that version or of any later version published by the Free
Software Foundation.  If the Program does not specify a version number of
the license, you may choose any version ever published by the Free Software
Foundation.

@item
If you wish to incorporate parts of the Program into other free
programs whose distribution conditions are different, write to the author
to ask for permission.  For software which is copyrighted by the Free
Software Foundation, write to the Free Software Foundation; we sometimes
make exceptions for this.  Our decision will be guided by the two goals
of preserving the free status of all derivatives of our free software and
of promoting the sharing and reuse of software generally.

@iftex
@heading NO WARRANTY
@end iftex
@ifinfo
@center NO WARRANTY
@end ifinfo

@item
BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY
FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW.  EXCEPT WHEN
OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES
PROVIDE THE PROGRAM ``AS IS'' WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED
OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.  THE ENTIRE RISK AS
TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU.  SHOULD THE
PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING,
REPAIR OR CORRECTION.

@item
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL
ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR
REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES,
INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES
ARISING OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT
LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES
SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE
WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN
ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
@end enumerate

@iftex
@heading END OF TERMS AND CONDITIONS
@end iftex
@ifinfo
@center END OF TERMS AND CONDITIONS
@end ifinfo

@page
@unnumberedsec Applying These Terms to Your New Programs

  If you develop a new program, and you want it to be of the greatest
possible use to humanity, the best way to achieve this is to make it
free software which everyone can redistribute and change under these
terms.

  To do so, attach the following notices to the program.  It is safest to
attach them to the start of each source file to most effectively convey
the exclusion of warranty; and each file should have at least the
``copyright'' line and a pointer to where the full notice is found.

@smallexample
@var{one line to give the program's name and a brief idea of what it does.}
Copyright (C) 19@var{yy}  @var{name of author}

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 1, or (at your option)
any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
@end smallexample

Also add information on how to contact you by electronic and paper mail.

If the program is interactive, make it output a short notice like this
when it starts in an interactive mode:

@smallexample
Gnomovision version 69, Copyright (C) 19@var{yy} @var{name of author}
Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
@end smallexample

The hypothetical commands `show w' and `show c' should show the
appropriate parts of the General Public License.  Of course, the
commands you use may be called something other than `show w' and `show
c'; they could even be mouse-clicks or menu items---whatever suits your
program.

You should also get your employer (if you work as a programmer) or your
school, if any, to sign a ``copyright disclaimer'' for the program, if
necessary.  Here a sample; alter the names:

@example
Yoyodyne, Inc., hereby disclaims all copyright interest in the
program `Gnomovision' (a program to direct compilers to make passes
at assemblers) written by James Hacker.

@var{signature of Ty Coon}, 1 April 1989
Ty Coon, President of Vice
@end example

That's all there is to it!

@node   What is SIPP?,   Installation,   License information,    Top
@comment  node-name,    next,   previous,       up
@chapter What is SIPP?
@cindex What is SIPP?
@cindex SIPP, what is it?

SIPP is a library for creating 3-dimensional scenes and rendering them
using a scan-line z-buffer algorithm. A scene is built up of objects
which can be transformed with rotation, translation and scaling. The
objects form hierarchies where each object can have arbitrarily many
subobjects and subsurfaces. A surface is a number of connected polygons
which are rendered with either Phong, Gouraud or flat shading.  An image
can also be rendered as a line drawing of the polygon edges without any
shading at all.

The library also provides 3-dimensional texture mapping with automatic
interpolation of texture coordinates. Simple anti-aliasing can be
performed through oversampling. The scene can be illuminated by an
arbitrary number of lightsources. These lightsources can be of three
basic types: directional, point or spotlight. Light from spotlights can
cast shadows.

It is possible to create several virtual cameras, and then specify one
of them to use when rendering the image.

A major feature in SIPP is the ability for a user to provide his own
shading function for a surface. This makes it easy to experiment with
various shading models and to do special effects. A basic shading
algorithm is provided with the library, and also a package of other,
more special shaders.

Images can be rendered directly onto a file in the Portable Pixmap
format (ppm) or, for line images, Portable Bitmap, (pbm) or, with a
function defined by the user, into anything that it is capable of
plotting a pixel (or drawing a line), e.g. a window in a window system
or even a plotter file.

The object creation functions in SIPP are on a rather low level so to
make it easier to build scenes, a set of object primitives, like sphere,
cylinder, prism etc., is included.


@menu
* Authors::             Authors of SIPP.
* Archives::            Where can I get a copy of SIPP?
@end menu

@node     Authors, Archives, ,What is SIPP?
@comment  node-name,  next,  previous,  up
@section Authors of SIPP
@cindex Authors

The following persons have written or contributed to SIPP.

@itemize @bullet
@item
Jonas Yngvesson wrote most of the otherwise unattributed functions in
SIPP as well as most of the documentation.

@item
Inge Wallin wrote the geometric functions, some object primitives, pixmap
functions, several demonstration programs and the rest of the
documentation.

@item
Mark Diekhans created the new object and surface structures and
suggested most of the new memory management support. He also wrote
the support for changing rendering direction, the callback function and
rendering abortion.

@item
David Jones provided the code for the prism and cone primitives.

@item
Jon Buller wrote the noise and Dnoise functions (not specifically for
SIPP though, they were posted on the net).

@item
Ray P. Bellis made the support for shared libraries under SunOS.

@item
Several other people have aided the development by reporting bugs,
suggested enhancements, etc. etc. I will not mention any names, you know
who you are.
@end itemize


@node     Archives, , Authors, What is SIPP?
@comment  node-name,  next,  previous,  up
@section Where can I get SIPP?
@cindex sites
@cindex Archives

There will probably be a number of sites archiving SIPP.
Currently the latest release can always be fetched via anonymous
ftp from @code{isy.liu.se}, (IP no. 130.236.1.3) in the directory
@code{pub/sipp}.

Two older versions (2.0 and 2.1) have been posted to comp.sources.misc.
They are in Volume 16 and Volume 21 respectively and should be on any
site that archives that group.


@node     Installation, Getting started, What is SIPP?,  Top
@comment  node-name,     next, previous, up
@chapter Installation
@cindex Installation

This section describes the installation of the SIPP rendering library.
You should install not only the library itself, but also the
on-line documentation so that your users will know how to use it.  You
can create typeset documentation from the file @file{sipp.texinfo} as
well as an on-line Info file.  The following steps are also described in
the file @file{INSTALL} in the directory @file{sipp-3.1}.

@menu
* Library installation::        How to install SIPP on your system.
* Info manual installation::    How to install the Info manual.
* Typeset manual installation:: How to create typeset documentation about SIPP.
@end menu

@node     Library installation,   Info manual installation, , Installation
@comment  node-name,  next,  previous,  up
@section Installation of the SIPP library
@cindex Library installation

Edit the file @file{Makefile} to reflect the situation at your site. The
things you might have to change are clearly marked in the beginning of
that file. They are also described below.

@itemize @bullet
@item
The @code{NOVOID} definition should be used if the C compiler on your
system does not understand the type @code{void}. 

@item
If the C library on your system does not contain the functions
@code{memcpy()} or @code{memset()}, or the include file @file{memory.h}
does not exist, you should use the @code{NOMEMCPY} definition.

@item
If your system does not support the @code{alloca()} function, the
@code{ALLOCA} definition should be used. This will cause SIPP to use the
portable version of @code{alloca()} available from the GNU project.

@item
The definitions of @code{LIBDIR}, @code{INCLUDEDIR}, @code{MANDIR} and
@code{MANEXT} determines where in your file hierarchy SIPP will be installed.
@code{LIBDIR} is the directory where the final library file
(@file{libsipp.a}) will be placed. When a program that uses SIPP is
linked, this directory should be in the path where the linker looks for
libraries, either direct or with the aid of the @code{-L} switch.
@code{INCLUDEDIR} is the directory where the include files necessary to
use SIPP will be placed. When a program that uses SIPP is compiled, this
directory should be in the path where the compiler searches for include
files, either direct or with the aid of the @code{-I} switch.
@code{MANDIR} is the directory in which to place the UNIX style
@file{man} page provided with SIPP. @code{MANEXT} determines what
extension that manual file will get.

@item
If you are on a Sun you can create SIPP as a shared library (it is
possible that this work for other systems too, but we have no way of
testing that). Uncomment the definitions of @code{LIBSH} and
@code{LIBHINST} and choose a set of C-compiler flags to match your
setup.
@end itemize


Apart from these SIPP specific definitions, the usual C compiler and
flags to this compiler must of course be set to values suitable on your
system.

The only other item, apart from the @file{Makefile}, is a definition in
the include-file @file{sipp.h} in the @file{libsipp} directory. In this
file a macro called @code{RANDOM()} is defined. If your system does not
have the @code{drand48()} function, you must change this definition. The
macro should return a random floating point number in the range (-1, 1).

By just typing @code{make} in the @file{sipp-3.1} directory, the library
and the demonstration programs will be compiled. The library is not
installed, but only compiled in place.

By typing @code{make library}, the library will be compiled in place but
the demonstration programs will not.

Typing @code{make demos} will compile the demonstration programs only.
Since the demos require it, however, the library will also be compiled
if it was not done before.

Finally, typing @code{make install} will compile the library if it was
not done before, and copy that, the include files and the manual pages
to their appropriate places.

@node Info manual installation, Typeset manual installation, Library installation, Installation
@comment  node-name,  next,  previous,  up
@section Installation of the on-line Info manual.
@cindex Manual installation (on-line)

@enumerate
@item
Create the Info files @file{sipp}, @file{sipp-1}, @file{sipp-2} and so
on from @file{sipp.texinfo}.  If you have the @code{makeinfo} program,
you can do this by running it on @file{sipp.texinfo}.  Otherwise you can
do it with emacs by running these steps:
@enumerate
@item
Read @file{sipp.texinfo} into an emacs buffer.
@item
Type `@code{M-X texinfo-format-buffer}'
@item
Save the newly created Info file @file{sipp}, @file{sipp-1},
@file{sipp-2} and so on .
@end enumerate

@item
Move the Info file @file{sipp}, @file{sipp-1}, @file{sipp-2} and so on
to the standard Info directory.  Usually this is
@file{/usr/gnu/emacs/info} or something similar. (See step 3 above).

@item
Edit the file @file{dir} in the info directory and enter one line to
contain a pointer to the Info file @file{sipp}.  The line can, for
instance, look like this:

@example
* SIPP: (sipp).       3D rendering library.
@end example

@end enumerate


@node Typeset manual installation, , Info manual installation, Installation 
@comment  node-name,  next,  previous,  up
@section How to make typeset documentation from sipp.texinfo
@cindex Manual installation (typeset)

You can also make a typeset manual from the file
@file{sipp.texinfo}.  To do this, you must have the @TeX{}
text formatting program installed.  Just follow these steps:

@enumerate
@item
If the file @file{texinfo.tex} is not properly installed in the path
given by the environment variable @var{TEXINPUTS}, get it and put it in
the same directory as @file{sipp.texinfo} (the @file{doc} directory of
SIPP).  This file contains macros used by the @TeX{} text formatting
program to produce typeset output from a texinfo file. You can get this
from, e.g., @code{prep.ai.mit.edu} in the US or from @code{isy.liu.se}
in Europe.

@item
Run @TeX{} by typing `@code{tex sipp.texinfo}'.  You might need to do
this twice to get all cross references correct.  If you have the
@code{texindex} program, you can create a sorted index by typing
`@code{texindex sipp.cp sipp.fn}' between the two @TeX{} passes.  If you
don't do this, you still get a typeset manual, but you will not get the
index.

@item
Convert the resulting device independent file @file{sipp.dvi} to a form
which your printer can output and print it.  If you have a postscript
printer there is a program, @code{dvi2ps}, which can do this.  There is
also a program which comes together with @TeX{}, @code{dvips}, which you
can use.

@end enumerate

@node     Getting started, Basic concepts ,Installation, Top    
@comment  node-name,  next,  previous,  up
@chapter Getting started
@cindex Getting started

This chapter will be a small introduction of SIPP. We will go through
the steps of creating a simple scene and then enhance it with some
special effects. No specific details about the functions we use will be
explained, they can be found in other parts of this manual.

The first two things in a program using SIPP should be inclusion of
@file{sipp.h} and a call to @code{sipp_init()}. Then we can start using
the functions in SIPP to create a scene:

@smallexample

#include <stdio.h>

#include <sipp.h>
#include <primitives.h>

main()
@{
        FILE     *image_fd;

        Object   *sphere;
        Surf_desc sphere_surface;


        sipp_init();

        sphere_surface.ambient = 0.4;
        sphere_surface.specular = 0.6;
        sphere_surface.c3 = 0.1;
        sphere_surface.color.red = 0.70; /* firebrick red */
        sphere_surface.color.grn = 0.13;
        sphere_surface.color.blu = 0.13;
        sphere_surface.opacity.red = 1.0; /* Totally opaque */
        sphere_surface.opacity.grn = 1.0;
        sphere_surface.opacity.blu = 1.0;

        sphere = sipp_sphere(2.0, 40, &sphere_surface, basic_shader, WORLD);
        object_add_subobj(sipp_world, sphere);

        lightsource_create(1.0, 1.0, 1.0,  1.0, 1.0, 1.0,  LIGHT_DIRECTION);

        camera_params(sipp_camera, 0.0, 10.0, 0.0,  
                      0.0, 0.0, 0.0,  0.0, 0.0, 1.0,  0.4);

        image_fd = fopen("ex1.ppm", "w");
        render_image_file(400, 400, image_fd, PHONG, 1);
@}

@end smallexample

If the program is stored in a file called @file{ex1.c} we can create an
executable program with the following command line:

@smallexample
cc -o ex1 ex1.c -lsipp -lm
@end smallexample

When run, the program will create a PPM-file containing a 400x400 image
of a red sphere lit by a single lightsource.

In the program we are going through the following steps: First we
initialize the library with a call to @code{sipp_init()}. Next we fill
in a description of surface properties in the kind of structure used in
SIPP's basic internal shader.  We then create a sphere that will be
shaded with the basic shader using the previously defined surface
properties and tell SIPP to install this sphere among the objects that
should be considered when rendering. We create a lightsource and define
where the camera is and where it is looking. Last we open a file and
tell SIPP to render the scene into that file.

@section Enhancing the scene

A single red sphere is not a very exciting image so we will now enhance
the image with some more interesting effects. We will put a wooden floor
under the sphere and exchange the lightsource for a spotlight that will
cast a shadow of the sphere onto the floor. The floor is created as a
simple block and we use the wood shader supplied in the library. There
will be rather high frequencies in the wood pattern so we will render
the image with some oversampling to make it look better. The code looks
like this:

@smallexample
#include <stdio.h>

#include <sipp.h>
#include <primitives.h>
#include <shaders.h>

main()
@{
        FILE     *image_fd;

        Object   *sphere;
        Object   *floor;
        Surf_desc sphere_surface;
        Wood_desc floor_surface;


        sipp_init();
        sipp_shadows(TRUE, 600);

        sphere_surface.ambient = 0.5;
        sphere_surface.specular = 0.6;
        sphere_surface.c3 = 0.1;
        sphere_surface.color.red = 0.70; /* firebrick red */
        sphere_surface.color.grn = 0.13;
        sphere_surface.color.blu = 0.13;
        sphere_surface.opacity.red = 1.0; /* Totally opaque */
        sphere_surface.opacity.grn = 1.0;
        sphere_surface.opacity.blu = 1.0;

        sphere = sipp_sphere(2.0, 40, &sphere_surface, basic_shader, WORLD);
        object_add_subobj(sipp_world, sphere);

        floor_surface.ambient = 0.5;
        floor_surface.specular = 0.0;
        floor_surface.c3 = 0.99;
        floor_surface.scale = 3.0;
        floor_surface.base.red = 0.770; /* Very light brown */
        floor_surface.base.grn = 0.568;
        floor_surface.base.blu = 0.405;
        floor_surface.ring.red = 0.468; /* Darker brown */
        floor_surface.ring.grn = 0.296;
        floor_surface.ring.blu = 0.156;

        floor = sipp_block(20.0, 20.0, 1.0, &floor_surface, wood_shader,
                           WORLD);
        object_move(floor, 0.0, 0.0, -2.5); /* Place it under the sphere */
        object_add_subobj(sipp_world, floor);

        spotlight_create(10.0, 10.0, 10.0,  0.0, 0.0, 0.0,  40.0, 
                         1.0, 1.0, 1.0,  SPOT_SOFT,  TRUE);

        camera_params(sipp_camera, 0.0, 10.0, 0.0,  
                      0.0, 0.0, 0.0,  0.0, 0.0, 1.0,  0.4);

        image_fd = fopen("ex2.ppm", "w");
        render_image_file(400, 400, image_fd, PHONG, 2);
@}
@end smallexample

@node     Basic concepts, Initializations, Getting started, Top    
@comment  node-name,  next,  previous,  up
@chapter Basic concepts
@cindex Basic concepts

This chapter introduces and briefly explains some of the basic concepts
used in SIPP. They will later be used in this manual without further
explanation.

@menu
* Polygons::            What kind of polygons are handled.
* Surfaces::            What is a surface.
* Objects::             What is an object.
* Texture coordinates:: What is texture coordinates.
* Shading functions::   What is a shading function.
* Surface descriptions::What is a surface description.
* Datatypes::           Datatypes defined by SIPP.
@end menu

@node     Polygons, Surfaces, ,Basic concepts
@comment  node-name,  next,  previous,  up
@section Polygons
@cindex Polygons

SIPP can actually only render polygons, so everything else must be built
from those. SIPP can handle planar, convex or concave, polygons without
holes. The polygons have a defined front and back side, and which is
which is defined by the order in which the polygon vertices are given.
Vertices must be given counterclockwise when looking at the front side
of the polygon.

@node     Surfaces, Objects, Polygons, Basic concepts
@comment  node-name,  next,  previous,  up
@section Surfaces
@cindex Surfaces

Surfaces are the first step above polygons in the object hierarchy
supported by SIPP. A surface is a collection of polygons that is shaded
by the same shader (@xref{Shading functions}) using the same surface
description (@xref{Surface descriptions}). A pointer to that shader and
surface description is stored in the surface. If polygons within a
surface share vertices, the surface normal will be interpolated across
the polygons at rendering time, to create the impression of a smooth
surface.


@node     Objects, Texture coordinates, Surfaces, Basic concepts
@comment  node-name,  next,  previous,  up
@section Objects
@cindex Objects

Objects are the highest level in the object hierarchy. An object is a
collection of surfaces and/or other objects, which are then called
subobjects. Object trees can be built to arbitrary depths.
Transformations can be applied to objects and if an object has
subobjects the transformation will propagate recursively down the object
tree.  Every object has its current transformation relative to its
parent object stored in a transformation matrix which can be read and
written.

There is a predefined object called @code{sipp_world}. When SIPP renders
a scene it always starts in this object, so all objects that are to be
rendered must be subobjects (or subsubobjects etc.) to it. The world
object can be transformed like any other object.

@node     Texture coordinates, Shading functions, Objects, Basic concepts
@comment  node-name,  next,  previous,  up
@section Texture coordinates
@cindex Texture coordinates

At each polygon vertex it is possible to specify up to three floating
point numbers called texture coordinates. These numbers are linearly
interpolated across the polygon and sent to the shader (@xref{Shading
functions}) at rendering time. It is up to the implementor of the shader
to decide what to use them for. Texture coordinates are not affected by
object transformations.

@node     Shading functions, Surface descriptions, Texture coordinates, Basic concepts
@comment  node-name,  next,  previous,  up
@section Shading functions
@cindex Shading functions

Every surface (@xref{Surfaces}) in a scene has a shading function (or
shader) associated with it. The shader is a regular C function, with a
well defined interface, which is called for every pixel in the surface
when it is rendered. SIPP supplies the shader with enough information
for it to do a shading calculation, i.e. decide what color that
particular pixel should have.  The shader is also responsible for
deciding the opacity of the surface.  Besides the information supplied
by SIPP (world position, lightsources, texture coordinates, etc.), the
shader also gets a surface description (@xref{Surface descriptions})
which the user has defined. 

@node     Surface descriptions, Datatypes, Shading functions, Basic concepts
@comment  node-name,  next,  previous,  up
@section Surface descriptions
@cindex Surface descriptions

Every surface (@xref{Surfaces}) has a description of its surface
properties. These properties can be e.g. color, material, opacity, etc.
Exactly what information is stored depends on which shader
(@xref{Shading functions}) is used for shading the surface. The exact
representation of this information is entirely up to the shader
implementor.

@node     Datatypes, , Surface descriptions, Basic concepts
@comment  node-name,  next,  previous,  up
@section Datatypes
@cindex Datatypes

The include file @file{sipp.h} defines several datatypes that are used
when working with SIPP. We will describe them briefly here and also give
the definitions for those that a user might need to access.

@itemize @bullet

@item
@code{bool}

A boolean type which can have the value @code{TRUE} or @code{FALSE}.

@item 
@code{Object}

This is an abstract data type holding information about an object.
Functions that creates objects returns pointers to @code{Object} and all
functions that operate on objects, e.g. transformations, take such
pointers as parameters.

@item 
@code{Surface}

Similar to @code{Object} but contains information about a surface. The user
only needs to handle pointers to this type also.

@item 
@code{Color}

This is a structure with three members describing a color in RGB-space.
Each member is a double and should have a value in the range [0, 1].
@smallexample
typedef struct @{
        double   red;
        double   grn;
        double   blu;
@} Color;
@end smallexample

@item 
@code{Vector}

Structure defining a 3-D vector. @xref{Vector operations} for more
detailed information.
@smallexample
typedef struct @{
        double x;
        double y;
        double z;
@} Vector;
@end smallexample

@item 
@code{Transf_mat}

A transformation matrix is used in every object to hold its current
transformation. The matrix is stored as a 4x3 matrix instead of a
complete 4x4 matrix in order to save space.  @xref{Matrix operations}
for more detailed information.
@smallexample
typedef struct @{
        double   mat[4][3];
@} Transf_mat;
@end smallexample

@item 
@code{Camera}

@code{Camera} is a structure holding a virtual camera. All functions
involved work with pointers to this type. SIPP provides a predefined
@code{Camera} and a pointer to it called @code{sipp_camera}. This
camera is the default viewpoint used when rendering a scene.

@item 
@code{Lightsource}

This structure hold information about a lightsource. Two members in the
struct are of interest to users writing their own shaders.
@smallexample
Color         color;
@end smallexample
and
@smallexample
Lightsource  *next;
@end smallexample
@code{color} decides the color of the light emitted from the lightsource
and @code{next} points to the next lightsource defined in the scene (or
NULL). @xref{Writing your own shaders} for a description of how to use this
information.

@item 
@code{Surf_desc}

This is the surface description (@xref{Surface descriptions}) for the
internal shader, @code{basic_shader()} (see @ref{The basic shader}). It
has the following definition:
@smallexample
typedef struct @{
        double  ambient;
        double  specular;
        double  c3;
        Color   color;
        Color   opacity;
@} Surf_desc;
@end smallexample
@itemize
@item
@code{ambient} is a number in the range [0, 1] specifying how much of
the surface color that is visible when the object is not lit by any
lightsource.

@item
@code{specular} is a number in the range [0, 1] specifying how much
light that is reflected in a specular highlight on the surface.

@item
@code{c3} is also a number in the range [0, 1]. It specifies how
"shiny" the surface is. 0 means a very shiny surface while 1 indicates a
rather dull one.

@item
@code{color} is simply the color of the surface.

@item
@code{opacity} specifies how opaque the surface is. This is stored as a
color to allow different opacities for the different color bands. The
values should be in the range [0, 1] with 1 indicating a completely
opaque object and 0 a completely transparent (invisible) one.

@end itemize

@item 
@code{Surf_desc_hdr}

Header used for memory management of dynamically allocated surface
descriptions. @xref{Surface description memory}
@smallexample
typedef struct @{
        int     ref_count;
        void  (*free_func)();
        void   *client_data;
@} Surf_desc_hdr;
@end smallexample
@itemize
@item
@code{ref_count} is the reference counter for the surface description.
This is for internal use by SIPP only!

@item
@code{free_func} point to a function which will be called to release the
memory used by the header and the surface description when there are no
more references to them.

@item
@code{client_data} is a generic pointer where the user can store
references to anything the @code{free_func} might need.

@end itemize

@end itemize

@node     Initializations, Creating objects, Basic concepts, Top    
@comment  node-name,  next,  previous,  up
@chapter Initializations
@cindex Initializations

Before using any of the functions, SIPP needs to be initialized.
Initialization is done with a call to the following function:
@findex @code{sipp_init()}
@smallexample
void
sipp_init()
@end smallexample
Apart from initializations, some default settings are created:
@itemize @bullet
@item 
Backfacing polygons are culled.
@item 
Background color is black.
@item
No shadows are cast.
@item
The camera is placed in (0 0 10), looking at the origin and with the
world y-axis as the up-axis.
@item
Rendering direction is top to bottom.
@end itemize
@code{sipp_init()} takes no parameters

There are also some functions that determine various global behavior of
SIPP. These functions can be called at any time:
@findex @code{sipp_background()}
@smallexample
void
sipp_background(red, green, blue)
        double  red;
        double  green;
        double  blue;
@end smallexample
This function sets the background color in the rendered image. The
parameters are doubles in the range [0, 1]. The default value (set by
@code{sipp_init()}) is black.

@findex @code{sipp_show_backfaces()}
@smallexample
void
sipp_show_backfaces(flag)
        bool  flag;
@end smallexample
Normally SIPP checks if a polygon is facing away from the viewpoint and
if that is the case, the polygon is not considered in the rendering.
There are times when this is not desirable. If one have a database of
polygons with inconsistent orientations (see @ref{Polygons}), it is
necessary to render all polygons in it. There are also cases when
objects have holes and backfacing polygons are visible through that
hole. If @code{flag} is @code{TRUE} SIPP will render all polygons, if
@code{flag} is @code{FALSE} (default), backfacing polygons will be
culled.

@findex @code{sipp_shadows()}
@smallexample
void
sipp_shadows(flag, size)
        bool  flag;
        int   size;
@end smallexample
This function tells SIPP if objects should cast shadows. When
@code{flag} is @code{TRUE} shadows are cast. The default is not to do
it. Only some types of lightsources are capable of producing shadows and
it is possible to turn that ability on and off for each such lightsource
(@xref{Lights}). SIPP uses a technique called @i{depth maps} to do
shadows (@xref{Shadows}). It is a kind of texture mapping and the size
of the depth maps are defined by the parameter @code{size}. As a rule of
thumb one could say that the depth maps should be at least as large as
the image itself but this may vary from case to case.

When @code{sipp_shadows()} have been called with argument @code{TRUE},
depthmaps will automatically be created at the start of a rendering and
deleted at the end of it. Sometimes this behaviour is undesirable, e.g.
when doing an animated walk-trough of a scene one would like to render
the depthmaps only once and then use them when rendering each frame
without having to regenerate them each time. This is supported through
the functions @code{shadowmaps_create()} and
@code{shadowmaps_destruct()} (@xref{Shadows}) which will explicitly create
depthmaps and keep them around until they are explicitly destructed.

A word of warning: Rendering images with shadows requires very large
amounts of memory and takes considerably longer time than doing it
without them.

@findex @code{sipp_render_direction()}
@smallexample
sipp_render_direction(direction)
        bool direction;
@end smallexample
Some image formats (notably Utah RLE) store images with the 
scanlines in the order bottom to top. The default file format in SIPP
(@file{ppm}) stores the image with the scanlines in the order top to
bottom. This function decides in which order SIPP should render the
scanlines. The @code{direction} argument can have the values
@code{TOP_TO_BOTTOM} or @code{BOTTOM_TO_TOP}.

@findex @code{sipp_set_update_callback()}
@smallexample
sipp_set_update_callback(proc, client_data, period)
        void  (*proc)();
        void   *client_data;
        int     period;
@end smallexample
If SIPP is used in a more interactive application, for instance under a
window system, it is very useful for the application to gain control
sometimes during a rendering. Perhaps one need to check for window
system events or something similar. This function registers a callback
function which SIPP will call at regular intervals during a rendering.
The callback function will be called with a single argument: the
@code{client_data} pointer. How often the function will be called is
controlled with the @code{period} argument. The unit for this period is
(very approximately) the time it takes to render one pixel. 

A useful capability for the callback function is to be able to terminate
the ongoing rendering in a reasonable way. This is supported through the
function @code{sipp_render_terminate} (@xref{Rendering}).

The next two functions are used to control some properties of the memory
management in SIPP. They are probably only of interest if you develop
fairly advanced applications on top of SIPP, @xref{Memory management}.

@findex @code{sipp_user_refcount()}
@smallexample
sipp_user_refcount(flag)
        bool  flag;
@end smallexample

Selects if user references to surfaces and objects should be counted. If
@code{flag} is @code{TRUE} they are counted otherwise not.
@xref{Objects and surfaces} for a detailed description of how this
affect things.

@findex @code{sipp_surface_desc_headers()}
@smallexample
bool
sipp_surface_desc_headers(flag)
        bool  flag;
@end smallexample
This function indicates if surface descriptions are equipped with
@code{Surf_desc_hdr} headers. If @code{flag} is @code{TRUE} they are
otherwise not. The function returns the old value of the flag. For a
more detailed description of how to use these headers:
@xref{Surface description memory}

@findex @code{sipp_ffd_desc_headers()}
@smallexample
bool
sipp_ffd_desc_headers(flag)
        bool  flag;
@end smallexample
Currently, in the experimental version, memory management for free form
deformation descriptions is handled in the same way as for surface
descriptions, even using the same optional header structure
(@code{Surf_desc_hdr}).

This function indicates if free form deformation descriptions are
equipped with @code{Surf_desc_hdr} headers. If @code{flag} is
@code{TRUE} they are otherwise not. The function returns the old value
of the flag. For a more detailed description of how to use these
headers: @xref{Surface description memory}

@node     Creating objects, Memory management, Initializations, Top    
@comment  node-name,  next,  previous,  up
@chapter Creating objects
@cindex Creating objects
@cindex Objects, creating

This chapter describes how to build SIPP objects from polygons and up.
In the library there are also a number of functions that create
complete objects on a higher level (see @ref{Object primitives}). Those
functions all use the low level tools described here.

@menu
* Creating polygons and surfaces::      The lowest levels.
* Building objects::                    Objects and hierarchies of them.
* Duplicating objects::                 More instances of old objects.
@end menu

@node Creating polygons and surfaces, Building objects, , Creating objects
@comment  node-name,  next,  previous,  up
@section Creating polygons and surfaces
@cindex Creating polygons and surfaces
@cindex Polygons, creating
@cindex Surfaces, creating

To build polygons and surfaces, SIPP uses two stacks, a vertex stack and
a polygon stack. Polygons are created by pushing vertices onto the
vertex stack and then calling a function that creates a polygon from
these vertices and push this newly created polygon onto the polygon
stack. When a number of polygons have been defined they can then be
combined into a surface.

The order in which vertices are pushed are important because this
determines the front and the back face of the polygon. Vertices should
be pushed in @i{counterclockwise} order when looking at the front face
of the polygon. 

Note also that if polygons share vertices, these vertices should be
pushed for each polygon. SIPP looks up shared vertices automagically.

The following functions are used in the described process:

@findex @code{vertex_push()}
@smallexample
void
vertex_push(x, y, z)
        double  x, y, z;
@end smallexample
Push a vertex onto the vertex stack.

@findex @code{vertex_tx_push()}
@smallexample
void
vertex_tx_push(x, y, z,  u, v, w)
        double  x, y, z;
        double  u, v, w;
@end smallexample
Push a vertex with texture coordinates defined by (u, v, w) onto the
vertex stack. Calls to @code{vertex_push()} and @code{vertex_tx_push()}
should not be mixed within a polygon since that would make texture
interpolation to produce garbage. @code{vertex_push()} gives the vertex
texture coordinates (0 0 0). 

@findex @code{vertex_n_push()}
@smallexample
void
vertex_n_push(x, y, z,  nx, ny, nz)
        double  x, y, z;
        double  nx, ny, nz;
@end smallexample
Push a vertex with a specified normal vector defined by (nx, ny, nz) onto
the vertex stack. @code{vertex_n_push()} gives the vertex texture
coordinates (0 0 0).

@findex @code{vertex_tx_n_push()}
@smallexample
void
vertex_n_tx_push(x, y, z,  u, v, w,  nx, ny, nz)
        double  x, y, z;
        double  u, v, w;
        double  nx, ny, nz;
@end smallexample
Push a vertex with texture coordinates defined by (u, v, w) and a
specified normal vector defined by (nx, ny, nz) onto the vertex stack.
The same consideration about mixing vertices with and without texture
coordinates within a polygon as in @code{vertex_tx_push()} applies here.

@findex @code{polygon_push()}
@smallexample
void
polygon_push()
@end smallexample
Takes all vertices currently on the vertex stack and creates a polygon
from them. The new polygon is pushed onto the polygon stack and the vertex
stack is emptied.

@findex @code{surface_basic_create()}
@smallexample
Surface *
surface_basic_create(ambient, red, green, blue, specular, c3, 
		     opred, opgreen, opblue)
        double  ambient;
        double  red, green, blue;
        double  specular;
        double  c3;
        double  opred, opgreen, opblue;
@end smallexample
Takes all polygons currently on the polygon stack, creates a surface
from them and returns a pointer to the new surface. The created surface
will be shaded with the basic shading function @code{basic_shader()} and
the arguments to @code{surface_basic_create()} are the values that will
be placed in the surface description, which for @code{basic_shader()} is
of type @code{Surf_desc}(see @ref{Basic concepts} and @ref{Shaders}).

@findex @code{surface_create()}
@smallexample
Surface *
surface_create(surface_desc, shader)
        void    *surface_desc;
        Shader  *shader;
@end smallexample
Takes all polygons currently on the polygon stack, creates a surface
from them and returns a pointer to the new surface. The created surface
will be shaded with the shading function @code{shader} using the surface
description pointed to by @code{surface_desc} (see @ref{Shaders}).

@findex @code{surface_unref()}
@smallexample
void
surface_unref(surface)
        Surface  *surface;
@end smallexample
Tell SIPP that the reference @code{surface} is not needed anymore. If
there are no other references to the structure @code{surface} pointed
to, it will be deleted. Note that the behavior changes slightly
dependent on the memory management approach selected with
@code{sipp_user_refcount()}, @xref{Objects and surfaces}.

@findex @code{surface_basic_shader()}
@smallexample
void
surface_basic_shader(surface, ambient, red, green, blue, specular, c3,
		     opred, opgreen, opblue)
        Surface *surface;
        double   ambient;
        double   red, green, blue;
        double   specular;
        double   c3;
        double   opred, opgreen, opblue;
@end smallexample
This function is used when a previously created surface should be
changed so that it is shaded with @code{basic_shader()}. This function
can also be used to set new values in the surface description if
@code{surface} is already shaded with @code{basic_shader()}.

@findex @code{surface_set_shader()}
@smallexample
void
surface_set_shader(surface, surface_desc, shader)
        Surface *surface;
        void    *surface_desc;
        Shader  *shader;
@end smallexample
This function is used when a previously created surface should be
changed so that it is shaded with another shader than the one specified
at creation time.


@node Building objects, Duplicating objects, Creating polygons and surfaces, Creating objects
@comment  node-name,  next,  previous,  up
@section Building objects
@cindex Building objects
@cindex Objects, building
@cindex Objects hierarchies
@cindex Hierarchies of objects


An object in SIPP is a more abstract concept than surfaces and polygons.
It is a general "container" which can hold several surfaces and also
several other objects, which are then called subobjects. Such
hierarchies, or trees, of objects can be built to arbitrary depths. When
an object is transformed in some way, the transformation is propagated
down to all objects below it in the tree. 

When SIPP renders a scene it begins in the predefined object
@code{sipp_world} and recursively traverses the tree under it, rendering
all objects it finds. This means that it is perfectly possible to create
objects that will not be rendered. For an object to be rendered it must
be installed somewhere in the tree below @code{sipp_world}.

To build objects and object trees the following functions are provided:

@findex @code{object_create()}
@smallexample
Object *
object_create()
@end smallexample
This function creates a new object and returns a pointer to it. The new
object contains no surfaces or subobjects, and is not installed in any
tree.

@findex @code{object_unref()}
@smallexample
void
object_unref(object)
        Object  *object;
@end smallexample
Tell SIPP that the reference @code{object} is not needed anymore. If
there are no other references to the structure @code{object} pointed to,
it will be deleted. SIPP keeps track of internal references though, and
if some parts of the tree below @code{object} are referenced from other
objects (see @ref{Duplicating objects}), those parts are not deleted.
Note that the behavior changes slightly dependent on the memory
management approach selected with @code{sipp_user_refcount()},
@xref{Objects and surfaces}. It is not possible to delete
@code{sipp_world}.

(This function used to be called @code{object_delete()} and that
function is still available for compatibility reasons but will disappear
in future versions.)

@findex @code{object_add_surface()}
@smallexample
void
object_add_surface(object, surface)
        Object  *object;
        Surface *surface;
@end smallexample
Install a surface in an object.

@findex @code{object_sub_surface()}
@smallexample
bool
object_sub_surface(object, surface)
        Object  *object;
        Surface *surface;
@end smallexample
Remove a surface from an object. If @code{surface} was not found in
@code{object}, @code{FALSE} is returned, otherwise @code{TRUE}.

@findex @code{object_add_subobj()}
@smallexample
void
object_add_subobj(object, subobject)
        Object  *object;
        Object  *subobject;
@end smallexample
Install @code{subobject} as a subobject in @code{object}. Any
transformations of @code{subobject} will now be performed relative the
local coordinate system in @code{object}.

A word of warning: There is no detection of "circular lists" in SIPP.
This means that if an object is installed as a subobject in an object
that is already below it in the tree, SIPP will go into eternal
recursion and crash when it tries to render the scene.

@findex @code{object_sub_subobj()}
@smallexample
bool
object_sub_subobj(object, subobject)
        Object  *object;
        Object  *subobject;
@end smallexample
Remove @code{subobject} as a subobject in @code{object}. If
@code{subobject} was not found in @code{object}, @code{FALSE} is
returned, otherwise @code{TRUE}.


@node Duplicating objects, , Building objects, Creating objects
@comment  node-name,  next,  previous,  up
@section Duplicating objects
@cindex Duplicating objects
@cindex Objects, duplicating

If a complicated object has been built, it is often convenient to be
able to copy and reuse it. SIPP supports three levels of copying object
hierarchies:

@findex @code{object_instance()}
@smallexample
Object *
object_instance(object)
        Object  *object;
@end smallexample
Create a new instance of an object and return a pointer to it. This is
the "shallowest" version of object copy in SIPP. It only creates a copy
of the top level object, pointed to by @code{object}, and let the new
instance reference the same surfaces and subobjects as the original.
This saves space but has the property that if a subobject of one of the
instances are changed in some way (transformed, new subobjects, etc.)
the same change will appear in the other. The new object will have the
identity matrix as its transformation matrix.

@findex @code{object_dup()}
@smallexample
Object *
object_dup(object)
        Object  *object;
@end smallexample
This version of object duplication copies not only the top level object,
but also all the subobjects recursively. All copied objects in the tree
will reference the same surfaces though, so even if object changes will
be unique in the two copies, surface changes (new color, new shader,
etc.) in one copy will affect both. The new object will have the
identity matrix as its transformation matrix.

@findex @code{object_deep_dup()}
@smallexample
Object *
object_deep_dup(object)
        Object  *object;
@end smallexample
Copy a complete object tree, objects, surfaces and all. The new object
will have the identity matrix as its transformation matrix.


@node     Memory management, Transformations, Creating objects, Top    
@comment  node-name,  next,  previous,  up
@chapter Memory management
@cindex Memory management

This chapter mostly concerns users who develop more advanced
applications on top of SIPP and need to worry about memory leaks and
such. If you only use SIPP as a simple tool for rendering, like the demo
programs (one program -> one scene) you can safely skip to the next
chapter.

@menu
* Objects and surfaces::        Managing memory for objects and surfaces
* Surface description memory::  Managing memory for surface descriptions
@end menu

@node     Objects and surfaces, Surface description memory, , Memory management
@comment  node-name,  next,  previous,  up
@section Objects and surfaces
@cindex Memory for objects and surfaces

Managing the memory used for surfaces and objects basically consist of
choosing one of two approaches: either follow a few simple rules and then
let SIPP handle it by itself or do more of it yourself and gain
some consistency. The first approach is the default. 

To illustrate the difference between the two modes we will give a small
example. Consider the following piece of code:
@smallexample
Object *obj1, *obj2;

obj1 = object_create();
obj2 = object_create();
object_add_subobj(obj1, obj2);
...
@end smallexample
When this is executed we get the following situation:
@smallexample
                      +-------+
        obj1--------->|  A    |
                      |       |
                      +-------+
                          |     
                          V
                      +-------+
        obj2--------->|  B    |
                      |       |
                      +-------+
@end smallexample
That is, the user has two pointers, @code{obj1} and @code{obj2}, and the
object referenced by @code{obj1} (@b{A}) has an internal reference to
the object referenced by @code{obj2} (@b{B}). All is well until the user
decides to delete one of the objects, then we run into a conflict. If,
for instance, the user calls @code{object_unref(obj2)}, what should we
do? We can not free the memory occupied by @b{B} since @b{A} has a
pointer to it and that would then point into freed memory. Obviously we
should keep @b{B} around until nothing else references it and then
delete it. The way to do this is to keep @i{reference counters} in the
objects. When a reference is added to an object, for instance with
@code{object_add_subobj()}, we increment the reference counter. When a
reference is removed we decrement it.

Reference counters work great as long as we only need to consider the
internal references between objects, since we have full control in the
library over when they are created and removed (if the user is nice and
only uses the library functions to manipulate the structures, of
course). The problem is the reference which the user gets upon creation
(@code{obj1} and @code{obj2} in the above example). Should they be
counted or not? 

If the users references are counted it is easy to create memory leaks.
Suppose the above example had read:
@smallexample
Object *obj1, *obj2;

obj1 = object_create();
object_add_subobj(obj1, object_create());
...
@end smallexample
There is no way for SIPP to know that the user never stored the result from
the second @code{object_create()}, but sent it directly as an argument
to a funtion. If the users references are counted, @b{B} would have a
reference count of 2 while there is actually only 1 reference. Thus
@b{B} will never be deleted.

If, on the other hand, users references are not counted we have a
potential for memory corruption instead. Consider the example:
@smallexample
Object *obj1, *obj2;

obj1 = object_create();
obj2 = object_create();
object_add_subobj(obj1, obj2);
object_unref(obj2);
...
@end smallexample
When @code{object_unref(obj2)} is called, @b{B} has only one reference
(the users are not counted, remember), it is decremented and reach zero
so @b{B} gets deleted. The internal reference in @b{A} now points to
freed memory...

SIPP uses reference counters in the @code{Surface} and @code{Object}
structures and let the user decide if users references shoud be counted
or not.  The default approach does not count them while the other does.
Which approach that should be used is selected with an initial call to
the function

@findex @code{sipp_user_refcount()}
@smallexample
void
sipp_user_refcount(flag)
        bool  flag;
@end smallexample

If @code{flag} is @code{FALSE} the default approach is used, if
@code{flag} is @code{TRUE} the users references will be counted.

IMPORTANT: Don't call this function more than once in an application! If
some objects are created in one mode and some in the other the
result is unpredictable!

So, how does this affect the user? Well, in the default approach the
user must be careful with what he does with his references since SIPP is
not "aware" of them.
The simple rule to follow in the default approach is:@*
NEVER call
@code{surface_unref()} or @code{object_unref()} on a surface or object
that you have installed somewhere in SIPP (using
@code{object_add_surface()} or @code{object_add_subobj()}). The only
exception is if you have subsequently uninstalled it (using
@code{object_sub_surface()} or @code{object_sub_subobj()}) and are
positive that nothing else reference it.


In the other approach, where the users reference are counted,
the user faces the
risk of creating memory leaks instead of memory corruption. Therefore
the user must always explicitly tell SIPP when he doesn't need his
references any longer. 

The rule here becomes:@*
ALWAYS call @code{surface_unref()} or @code{object_unref()} on a surface
or object which you don't need your own reference to any longer.

Note that this rule makes the following code illegal:
@smallexample
Object *obj;

obj = object_create();
object_add_surface(obj, surface_create(data, shader));
...
@end smallexample
This is because the users reference returned by @code{surface_create()} are
discarded without @code{surface_unref()} gets called on it.


@node     Surface description memory, , Objects and surfaces, Memory management
@comment  node-name,  next,  previous,  up
@section Surface descriptions
@cindex Memory for surface descriptions

Managing memory for surface descriptions is slightly more complicated
than for objects and surfaces. The reason is that SIPP has no control of
the data structure used in a surface description, or how they are
created. This is true also for the experimantal free form deformation
descriptions, and exactly the same approach is used to manage memory for
these as for the surface descriptions.

If you are only using statically allocated surface descriptions you will
have no problems, but if you are using dynamic allocation you need a way
to get the memory released when it is no longer needed. To support this
SIPP allows you to add a header to your surface description structures.
This header is of type @code{Surf_desc_hdr} and is defined in
@file{sipp.h} (@xref{Datatypes}. The header contains a reference
counter and a pointer to a function which will be called when it should be
deleted. It also contains a generic data pointer which can be used to
store any extra data the releasing function might need. 

The releasing function will be called with a pointer to the header as a
single argument.

When you create a surface with @code{surface_create()} (or installing a
new shader in an existing surface with @code{surface_set_shader()})
SIPP must know if the pointer you send it
is a direct pointer to the surface description, or a pointer to a
@code{Surf_desc_hdr}-header immediately preceding it. This is selected
by calling:
@findex @code{sipp_surface_desc_headers()}
@smallexample
bool
sipp_surface_desc_headers(flag)
        bool  flag;
@end smallexample
If @code{flag} is @code{TRUE} the surface descriptions installed from now
on are assumed to have headers. This will be the case until the function
is called with @code{flag} set to @code{FALSE}. The function returns the
old value of the flag. Default is @code{FALSE}. You can mix surface
descriptions with and without headers in an application without problem.

Note that if you are using "header-mode", it is the pointer to the
@i{header} that should be sent to @code{surface_create()} and
@code{surface_set_shader()}, not the pointer to the surface description
itself.

If you are satisfied with the simple malloc-free pair for allocating 
the surface descriptions, SIPP has two macros which comes in handy when
you want to use the described scheme with headers.

@code{SIPP_SURF_HDR_ALLOC(type)} allocates a contiguous piece of memory
which contains an initial @code{Surf_desc_hdr}-header immediately
followed by a data structure of type @code{type}. You have to fill in
the @code{free_func} and @code{client_data} elements of the header
yourself. When you have this piece of memory you need to get a pointer
to your surface description in it. You can use the macro
@code{SIPP_SURFP_HDR(type, hdr)} for that, here is an example:
@smallexample
Surf_desc_hdr    *surf_hdr;
My_pet_surf_desc *my_surf_desc;

surf_hdr = SIPP_SURF_HDR_ALLOC(My_pet_surf_desc);
surf_hdr->free_func = free;
surf_hdr->client_data = NULL; /* free() don't need anything here */
my_surf_desc = SIPP_SURFP_HDR(My_pet_surf_desc, surf_hdr);
@end smallexample

If you are using something other than malloc-free, you need to do more
work yourself. The best thing is of course if you can make your
allocating function include the header in its allocation. If not you
will need to fake it, for instance by using @code{malloc()} to allocate
something of the same size as your surface description but with a
header. Then you can copy the contents of your structure to the new one.
You can store the old pointer in the @code{client_data} element in the
header and then write your own releasing function which clean up this
mess.

@code{SIPP_SURF_HDR_ALLOC()} is @code{malloc()}-specific but
@code{SIPP_SURFP_HDR()} is general and works for any data structure
headed by a @code{Surf_desc_hdr} header, no matter how it was created.


@node     Transformations, Deformations, Memory management, Top    
@comment  node-name,  next,  previous,  up
@chapter Transformations
@cindex Transformations

All objects can be transformed with the usual homogeneous
transformations: scaling, translation and rotation. The transformation
is stored in a @i{transformation matrix} for each object. This matrix
can also be read and written directly.

The same transformations that can be applied to objects can also be
applied to the matrices directly.  There is also a @i{vector} type
defined and a number of operations defined on it.

@menu
* Geometric operations::        Vector and matrix operations.
* Object transformations::      Transformations of objects
@end menu

@node     Geometric operations, Object transformations, ,Transformations    
@comment  node-name,  next,  previous,  up
@section Geometric operations
@cindex Geometric operations

To use the vector and matrix functions and macros defined in the
following section, you must include the following line into your
program:
@smallexample
#include <geometric.h>
@end smallexample
In geometric.h include file, all data types, macros and functions
defined in this section are declared.

@menu
* Vector operations::    Operations on 3-dimensional vectors.
* Matrix operations::    Homogeneous transformations defined on matrices
@end menu

@node  Vector operations, Matrix operations, , Geometric operations
@comment  node-name,  next,  previous,  up
@subsection Vector operations
@cindex Vector operations

SIPP uses row vectors and not column vectors. A vector is defined as
follows:
@smallexample
typedef struct @{
    double   x;
    double   y;
    double   z;
@} Vector;
@end smallexample

This vector type is used both for directional vectors and points
positional vectors.  In the description below, lower case letters denote
scalar values and upper case letters denote vectors.  All operations are
macros except the last one, @code{vecnorm()}.

@table @code

@item MakeVector(V, xx, yy, zz)
@findex @code{MakeVector()}
Put @code{xx}, @code{yy} and @code{zz} in the @code{x}, @code{y} and
@code{z} slot of the Vector @code{V} respectively.

@item VecNegate(A)
@findex @code{VecNegate()}
Negate all components of the Vector @code{A}.

@item VecDot(A, B)
@findex @code{VecDot()}
Return the dot product of the two Vectors @code{A} and @code{B}.

@item VecLen(A)
@findex @code{VecLen()}
Return the length of the Vector @code{A}.

@item VecCopy(A, B)
@findex @code{VecCopy()}
Copy the Vector @code{B} to the Vector @code{A} (@code{A = B;} using C
notation).

@item VecAdd(C, A, B)
@findex @code{VecAdd()}
Add the two Vectors @code{A} and @code{B} and put the result in @code{C}
(@code{C = A + B;} using C notation).

@item VecSub(C, A, B)
@findex @code{VecSub()}
Subtract the Vector @code{B} from Vector @code{A} and put the result in
@code{C} (@code{C = A - B;} using C notation).

@item VecScalMul(B, a, A)
@findex @code{VecScalMul()}
Multiply the Vector @code{A} with the scalar @code{a} and put the result
in Vector @code{B} (@code{B = a * A;} using C notation).

@item VecAddS(C, a, A, B)
@findex @code{VecAddS()}
Multiply the Vector @code{A} with the scalar @code{a}, add it to Vector
@code{B} and put the result in Vector @code{C} (@code{C = a * A + B;}
using C notation).

@item VecComb(C, a, A, b, B)
@findex @code{VecComb()}
Linearly combine the two Vectors @code{A} and @code{B} and put the
result in Vector @code{C} (@code{C} = @code{a * A + b * B;} using C
notation).

@item VecCross(C, A, B)
@findex @code{VecCross()}
Cross multiply Vector @code{A} with Vector @code{B} and put the result
in @code{C} (@code{C = A} X @code{B;}).

@item void vecnorm(v)@*
@code{Vector *v;}
@findex @code{vecnorm()}

Normalize the vector @code{v}, i.e. keep the direction but make it have
length 1.  The length of @code{v} should not be equal to 0 to begin with.
@strong{NOTE:} This is the only function operating on vectors in sipp.
All the other operations are macros.

@end table


@node  Matrix operations, ,Vector operations, Geometric operations
@comment  node-name,  next,  previous,  up
@subsection Matrix operations
@cindex Matrix operations

An full homogeneous transformation matrix has 4 x 4 elements.  However,
all linear transformations use only 4 x 3 values so to save space a SIPP
transformation matrix only store 4 x 3 values.  Also, if 4 x 4 matrices
are used, all vectors must have 4 elements which we want to avoid.
Thus the transformation matrix used in sipp is defined as follows:
@smallexample
typedef struct @{
    double mat[4][3];
@} Transf_mat;
@end smallexample

We wrap a @code{struct} around the two-dimensional array since we want
to be able to say things like @code{&mat} without being forced to write
@code{(Transf_mat *) &mat[0]} which we find horrendously ugly.

SIPP has a predefined identity matrix declared in geometric.h which you
can use:
@smallexample
extern Transf_mat   ident_matrix;
@end smallexample
The rest of this section describes the macro and functions defined in
the SIPP library which operate on SIPP transformation matrices.

@table @code

@item MatCopy(A, B)
@findex @code{MatCopy()}
This macro copies the matrix @code{B} to the matrix @code{A}. @code{A}
and @code{B} must both be pointers. @strong{NOTE:} This is the only
macro operating on matrices in SIPP.  All other operations listed here
are functions.


@item Transf_mat *transf_mat_create(initmat)
@code{Transf_mat *initmat;}
@findex @code{transf_mat_create()}

Allocate memory for a new transformation matrix and if @code{initmat} is
equal to @code{NULL}, set the new matrix to the identity matrix.
Otherwise set the new matrix to the contents of @code{initmat}.  Return
a pointer to the new matrix.

@item Transf_mat *transf_mat_destruct(mat)
@code{Transf_mat *initmat;}
@findex @code{Transf_mat_destruct()}

Free the memory associated with the matrix @code{mat}.

@item void mat_translate(mat, dx, dy, dz)
@code{Transf_mat *mat;@*
double dx;@*
double dy;@*
double dz;}
@findex @code{mat_translate()}

Set @code{mat} to the transformation matrix that represents the
concatenation of the previous transformation in @code{mat} and a
translation along the vector (@code{dx}, @code{dy}, @code{dz}).

@item void mat_rotate_x(mat, ang)
@code{Transf_mat *mat;@*
double ang;}
@findex @code{mat_rotate_x()}

Set @code{mat} to the transformation matrix that represents the
concatenation of the previous transformation in @code{mat} and a
rotation with the angle @code{ang} around the X axis. The angle
@code{ang} is expressed in radians.

@item void mat_rotate_y(mat, ang)
@code{Transf_mat *mat;@*
double ang;}
@findex @code{mat_rotate_y()}

Set @code{mat} to the transformation matrix that represents the
concatenation of the previous transformation in @code{mat} and a
rotation with the angle @code{ang} around the Y axis.  The angle
@code{ang} is expressed in radians.

@item void mat_rotate_z(mat, ang)
@code{Transf_mat *mat;@*
double ang;}
@findex @code{mat_rotate_z()}

Set @code{mat} to the transformation matrix that represents the
concatenation of the previous transformation in @code{mat} and a
rotation with the angle @code{ang} around the Z axis.  The angle
@code{ang} is expressed in radians.

@item void mat_rotate(mat, point, vector, ang)
@code{Transf_mat *mat;@*
Vector *point;@*
Vector *vector;@*
double ang;}
@findex @code{mat_rotate()}

Set @code{mat} to the transformation matrix that represents the
concatenation of the previous transformation in @code{mat} and a
rotation with the angle @code{ang} around the line represented by the
point @code{point} and the vector @code{vector}.  The angle
@code{ang} is expressed in radians.

@item void mat_scale(mat, xscale, yscale, zscale)
@code{Transf_mat *mat;@*
double xscale;@*
double yscale;@*
double zscale;}
@findex @code{mat_scale()}

Set @code{mat} to the transformation matrix that represents the
concatenation of the previous transformation in @code{mat} and a scaling
with the scaling factors (@code{xscale}, @code{yscale}, @code{zscale}).

@item void mat_mirror_plane(mat, point, normal)
@code{Transf_mat *mat;@*
Vector *point;@*
Vector *normal;}
@findex @code{mat_mirror_plane()}

Set @code{mat} to the transformation matrix that represents the
concatenation of the previous transformation in @code{mat} and a
mirroring in the plane defined by the point @code{point} and the normal
vector @code{normal}.

@item void mat_mul(res, a, b)
@code{Transf_mat *res;@*
Transf_mat *a;@*
Transf_mat *b;}
@findex @code{mat_mul()}

Multiply the two matrices @code{a} and @code{b} and put the result in
the matrix @code{res}.  All three parameters are pointers to matrices.
It is possible for @code{res} to point at the same matrix as either
@code{a} or @code{b} since the result is stored in a temporary matrix
during the computations.

@item void point_transform(res, vec, mat)
@code{Vector *res;@*
Vector *vec;@*
Transf_mat *mat;}
@findex @code{point_transform()}

Transform the point (vector) @code{vec} with the transformation matrix
@code{mat} and put the result into the vector @code{res}.  The two
vectors @code{res} and @code{vec} should not be the same vector since no
temporary is used during the computations.

@end table

@node  Object transformations, , Geometric operations, Transformations    
@comment  node-name,  next,  previous,  up
@section Object transformations
@cindex Object transformations

There are two functions for reading and writing such matrices from and
to objects:

@findex @code{object_get_transf()}
@smallexample
Transf_mat *
object_get_transf(object, matrix)
        Object      *object;
        Transf_mat  *matrix;
@end smallexample
This function retrieves the transformation matrix of the object pointed
to by @code{object}. If @code{matrix} is @code{NULL} the function will
allocate space for a matrix, copy the object's matrix into this space
and return a pointer to the new matrix. If @code{matrix} is not
@code{NULL} the objects transformation matrix is copied into the space
its pointing to and the same pointer is returned.

@findex @code{object_set_transf()}
@smallexample
void
object_set_transf(object, matrix)
        Object      *object;
        Transf_mat  *matrix;
@end smallexample
This function copies the matrix pointed to by @code{matrix} into
@code{object}'s transformation matrix.

There is also a special function for resetting an object's
transformation matrix to the identity matrix, i.e. no transformation
at all:
@findex @code{object_clear_transf()}
@smallexample
void
object_clear_transf(object)
        Object  *object;
@end smallexample

@subsection Applying transformations
@cindex Transformations, applying

The transformations in this section are all applied to an object without
altering its previous transformations, i.e. they will be applied after
the previous transformations have been completed. What actually happens
is that the matrix that specifies the new transformation is post
multiplied into the objects current matrix.

There are four functions for rotating objects:
@findex @code{object_rot_x()}
@findex @code{object_rot_y()}
@findex @code{object_rot_z()}
@findex @code{object_rot()}
@smallexample
void
object_rot_x(object, angle)
        Object  *object;
        double   angle;

void
object_rot_y(object, angle)
        Object  *object;
        double   angle;

void
object_rot_z(object, angle)
        Object  *object;
        double   angle;

void
object_rot(object, point, vector, angle)
        Object  *object;
        Vector  *point;
        Vector  *vector;
        double   angle;
@end smallexample
The first three functions rotate an object about one of the primary axes
in the parent object's local coordinate system. @code{angle} is the
rotation angle given in radians. Positive rotation is given by the
"right hand rule", i.e. counterclockwise when looking along the axis
towards the origin.

The fourth function is a more general rotation. It specifies a rotation
of an object about an arbitrary axis. The axis is defined as passing
through @code{point} in the direction of @code{vector}, both are
described in the parent object's local coordinate system. @code{angle}
is the rotation angle in radians and positive rotation is defined in the
same way as for the previous three functions.

For scaling an object the following function is used:
@findex @code{object_scale()}
@smallexample
void
object_scale(object, sx, sy, sz)
        Object  *object;
        double   sx, sy, sz;
@end smallexample
The object pointed to by @code{object} is scaled towards the origin along the
three principal axes with the three scaling factors @code{sx, sy} and
@code{sz} respectively. 

The last standard transformation is translation:
@findex @code{object_move()}
@smallexample
void
object_move(object, dx, dy, dz)
        Object  *object;
        double   dx, dy, dz;
@end smallexample
The object is translated along the vector (@code{dx dy dz}) from its
current position. Note that the movement is relative and not absolute.
The translation vector is given in the parent coordinate system.

There is also a general transformation function that post-multiplies any
transformation matrix into the current matrix of an object:
@findex @code{object_transform()}
@smallexample
void
object_transform(object, matrix)
        Object      *object;
        Transf_mat  *matrix;
@end smallexample


@node     Deformations, Lights, Transformations, Top    
@comment  node-name,  next,  previous,  up
@chapter Deformations
@cindex Deformations

There is a rudimantary (end experimental) support for doing free form
deformations (ffd's or non affine transformations) of surfaces and
textures in SIPP. This is implemented in a way similar to shading
functions (@xref{Shaders}): In a surface the user can install a pointer
to a function which does the deformation. SIPP calls this function for
each vertex in the surface before the rendering starts. The function
computes new values for the position and texture coordinates and SIPP
will use these new values in the rendering. There is no restrictions on
the new values but too radical changes most probably will cause very strange
result. Most notably, if vertices are moved so that 
non planar polygons are created, the calculation of surface normals will
get unpredictable results. Either be careful about what you do or build
everything from triangles which are always planar.

The ffd funcion is called when the polygons are still in their original,
untransformed state. This means that the coordinates available inside
the function is exactly the same as those passed to the
vertex_push()-type function used when the polygon was initially created.

Note also that the ffd function is called for each @i{vertex} and not
for each pixel as the shaders. This means that coarsly tesselated
surfaces will probably look strange if you start moving the vertices
around. This is much less powerful than the RenderMan displacement- and
transformation shaders but it is still possible to get interesting
result if used with some care.

The deformation function should have the following interface:
@smallexample
void
my_ffd(ffd_data, world, texture, new_world, new_texture)
        void          *ffd_data;
        Vector        *position;
        Vector        *texture;
        Vector        *new_position;
        Vector        *new_texture;
@end smallexample
@itemize
@item 
@code{ffd_data} is a pointer to a data structure the user has
installed in the surface (see below). This should contain any other data
the user wants to pass to the deformation function.

@item 
@code{position} is the position in local object coordinates of the vertex
that is being deformed.

@item
@code{texture} contains the values of the texture coordinates at the vertex.

@item 
@code{new_position} is where the new value for the position should be
placed upon return.

@item
@code{new_texture} is where the new value for the texture coordinates
should be placed upon return.
@end itemize


To install a deformation funtion in a surface you call this function:
@findex @code{surface_set_ffd()}
@smallexample
void
surface_set_ffd(surface, ffd_func, ffd_data)
	Surface  *surface;
	void    (*ffd_func)();
	void     *ffd_data;
@end smallexample
@itemize
@item 
@code{surface} points to the surface to which the deformation should be
applied. 

@item
@code{ffd_func} is a pointer to a function with the interface described
above. 

@item 
@code{ffd_data} points to any data structure which the user want to pass
to the deformation function. This pointer is passed unaltered as the
first argument to @code{ffd_func}.
@end itemize



@node     Lights, Shadows, Deformations, Top    
@comment  node-name,  next,  previous,  up
@chapter Lights
@cindex Lights
@cindex Lightsources

SIPP supports two basic kinds of lights, simple @i{lightsources} and
@i{spotlights}. The main difference is that spotlights can cast shadows,
while simple lightsources can not. The functions that create any of
these lights return a pointer to a @code{Lightsource} structure. This
pointer is used for later manipulations of the light such as moving it
or turning it off or on. If there is no need for later manipulations
these pointers can safely be discarded. SIPP keeps track of all created
lightsources internally.

@menu
* Creating lights::     Creating lightsources and spotlights.
* Manipulating lights:: Changing already existing lights.
@end menu

@node     Creating lights, Manipulating lights, , Lights    
@comment  node-name,  next,  previous,  up
@section Creating lights
@cindex Lightsources, creating
@cindex Creating lightsources

Simple lightsources can be of two types, directional and point
lightsources. Directional lightsources emit light that is parallel in
every point in the scene, similar to light from the sun. Point
lightsources emit light from a single point in space.
@findex @code{lightsource_create()}
@smallexample
Lightsource *
lightsource_create(x, y, z, red, green, blue, type)
        double x, y, z;
        double red, green, blue;
        int    type;
@end smallexample
@itemize @bullet
@item
@code{x, y, z}

If a directional lightsource is created these numbers specifies a vector
pointing to the lightsource. If it is a point lightsource the numbers
specify the exact location of it. 

@item
@code{red, green, blue}

These numbers indicate the color of the emitted light. All three should
be in the range [0, 1].

@item
@code{type}

This parameter defines which type of lightsource that is created. It
should be one of the predefined values @code{LIGHT_DIRECTION} or
@code{LIGHT_POINT}.
@end itemize

A spotlight emits a "cone" of light. There are two types of spotlights
in SIPP. One has a sharp edge on its lightcone and the other has a soft
edge that blends out smoothly. Rendering scenes with soft edged
spotlights takes slightly longer time than scenes with only sharp edged
spotlights.
@findex @code{spotlight_create()}
@smallexample
Lightsource *
spotlight_create(x1, y1, z1, x2, y2, z2, opening, red, green, blue, 
                 type, shadow)
        double x1, y1, z1;
        double x2, y2, z2;
        double opening;
        double red, green, blue;
        int    type;
        bool   shadow;
@end smallexample
@itemize @bullet
@item
@code{x1, y1, z1}

This is the position of the spotlight.

@item
@code{x2, y2, z2}

This is a point at which the spotlight is pointing. It is in the middle
of the lightcone.

@item
@code{opening}

This defines, in degrees, the opening angle of the lightcone. The cone
defined will be completely lit, a soft edged lightcone will start to
blend out outside this angle.

@item
@code{red, green, blue}

The color of the emitted light. All three numbers are in the range [0, 1].

@item
@code{type}

Tells SIPP which type of spotlight to create. Should be one of the
predefined values @code{SPOT_SHARP} or @code{SPOT_SOFT}.

@item
@code{shadow}

If @code{TRUE}, the light from the spotlight will be able to cast
shadows, otherwise not. Whether shadows actually are cast or not depend
on which value @code{sipp_shadows()} (@xref{Initializations}) was called
with last.
@end itemize

There is also a function for releasing the memory used by a lightsource
or a spotlight.
@findex @code{light_destruct()}
@smallexample
void
light_destruct(light)
        Lightsource  *light;
@end smallexample
@itemize @bullet
@item
@code{light}

Pointer to the lightsource or spotlight that is to be destructed.
@end itemize

@node     Manipulating lights, , Creating lights, Lights    
@comment  node-name,  next,  previous,  up
@section Manipulating lights
@cindex Manipulating lightsources
@cindex Lightsources, manipulating
When lights have been created they can be manipulated in various ways.
There are functions that are specific for lightsources, functions
specific for spotlights and generic functions which works for both kind
of lights. 

@findex @code{lightsource_put()}
@smallexample
void
lightsource_put(lightsrc, x, y, z)
        Lightsource  *lightsrc;
        double        x, y, z;
@end smallexample
This function is used to modify the direction, or position, of a
lightsource. If (@code{x, y, z}) are interpreted as a position or as a
direction vector depends on whether @code{lightsrc} is pointing at a point
lightsource or a directional lightsource. 

@findex @code{spotlight_pos()}
@smallexample
void
spotlight_pos(spot, x, y, z)
        Lightsource  *spot;
        double        x, y, z;
@end smallexample
Modify the position of a spotlight.

@findex @code{spotlight_at()}
@smallexample
void
spotlight_at(spot, x, y, z)
        Lightsource  *spot;
        double        x, y, z;
@end smallexample
Modify the position the spotlight is pointing at.

@findex @code{spotlight_opening()}
@smallexample
void
spotlight_opening(spot, opening)
        Lightsource  *spot;
        double        opening;
@end smallexample
Modify the opening angle of the lightcone of a spotlight. @code{opening}
is given in degrees.

@findex @code{spotlight_shadows()}
@smallexample
void
spotlight_shadows(spot, flag)
        Lightsource  *spot;
        bool          flag;
@end smallexample
Turn shadow casting on or off for a specific spotlight. @code{flag} set
to @code{TRUE} means that the spotlight can cast shadows.

@findex @code{light_color()}
@smallexample
void
light_color(light, red, green, blue)
        Lightsource  *light;
        double        red, green, blue;
@end smallexample
Change the color of the emitted light from a lightsource or a spotlight.
(@code{red, green, blue}) are all numbers in the range [0, 1].

@findex @code{light_active()}
@smallexample
void
light_active(light, flag)
        Lightsource  *light;
        bool          flag;
@end smallexample
Turn a lightsource or a spotlight on or off. If @code{flag} is
@code{TRUE} the light is activated.

The last function is not really a manipulation function. It evaluates
how much light from a certain lightsource or spotlight that reaches a
specific point in the scene. It also calculates a vector pointing from
this point at the light. The return value is a number in the range [0,
1] where 1 means that all light from the lightsource reaches the point and 0
means that none of the light reaches it. The function is intended to be
used in shading functions.  We describe it formally here and refer to
the chapter on how to write your own shaders for instructions and
examples of how to use it (@xref{Writing your own shaders}).
@findex @code{light_eval()}
@smallexample
double
light_eval(light, position, light_vector)
        Lightsource  *light;
        Vector       *position;
        Vector       *light_vector;
@end smallexample
@itemize @bullet
@item
@code{light}

Pointer to the lightsource or spotlight to evaluate.

@item
@code{position}

Pointer to a vector specifying which point in the scene we want to check
the illumination for. The position is given in the world coordinate system.

@item
@code{light_vector}

Points to a space where @code{light_eval()} will store a normalized
vector pointing from @code{position} at the light.
@end itemize



@node     Shadows, Viewpoint and cameras, Lights, Top    
@comment  node-name,  next,  previous,  up
@chapter Shadows
@cindex Shadows



SIPP creates shadows with a technique called @i{depth maps}.
A detailed description of this technique can be found in the article
@i{Rendering Antialiased Shadows with Depth Maps} by Reeves, Salesin and Cook
in the Proceedings of SIGGRAPH 1987. 

In principle, a depth map is generated for each
light that should cast shadows. The depth map is simply an image
of the scene, as seen from the light, but instead of a color we
store the depth (Z-buffer value) in each "pixel". The finished map will
contain the distance to the object closest to the light in each
point. 

When the scene is rendered we transform each point we are shading into
depth map coordinates and if it is further away from the light
than the value stored in the corresponding point in the depth map, the
point is in shadow. The actual implementation is of course a bit more
complicated with some sampling and filtering but we won't go into that.

The reason we describe this algorithm at all is that it is easier to
understand how to get good looking shadows and why shadows sometimes
look weird if one have an understanding of the underlying process. 

First of all: The shadows are generated by sampling in the depth maps.
Sampling usually means we are in danger of aliasing and this is very
true in our case. SIPP automatically fits the depth map for a spotlight
so that it covers all area lit by the spotlight's light cone
(@xref{Creating lights}). If this area is large and the depth map
resolution is low, the shadows will get very jagged. 

Also, if we have a large surface that is close to perpendicular to the
depth map plane, the depth map "pixels" will be projected as long stripes
on that surface, so even if the depth map resolution is high, a shadow
cast on such a surface will suffer from aliasing (be jagged).

So, if the edges of a shadow look weird, try increasing the size of the
depth map (the depth map size is set with @code{sipp_shadows()},
@xref{Initializations}). If they still look weird, or you run out of
memory, try changing the position of the lightsource that generate the
shadow. After some tweaking it is usually possible to get fairly decent
shadows.

@section Generating depth maps

The are two ways to generate depth maps in SIPP, either automatically
for each new rendering, or explicitly on a command which will then keep
the depth maps around until they are explicitly deleted.

To make SIPP automatically generate the depth maps for each new
rendering, and delete them afterwards, call the function
@code{sipp_shadows()} with the argument @code{TRUE} before starting a
rendering (@xref{Initializations}). 

To explicitly create the depth maps call the following function:
@findex @code{shadowmaps_create()}
@smallexample
void
shadowmaps_create(size)
        int  size;
@end smallexample
The argument @code{size} determines the size of the generated depth maps,
they will be (@code{size x size}) "pixels". When a rendering is
performed after this function has been called, the generated depth maps
are used to create the shadows in the scene. The depth maps are @i{not}
deleted automatically afterwards. This is very useful if a static scene
is rendered several times, perhaps from different viewpoints, since the
time to generate depth maps is only spent once. 

Another usage is to generate the depth maps before some of the objects
are installed in the scene, if it is certain that they will never cast a
shadow on any other object (a floor being a typical example). The depth
map generation will the be considerably faster since fewer objects need
to be rendered.  When the remaining objects are installed, the rendering can
be started and shadows is still cast on them but not from them.

To delete the depth maps when they are not needed anymore, or the scene
has changed too much to use the same depth maps, call the following
function: 
@findex @code{shadowmaps_destruct()}
@smallexample
void
shadowmaps_destruct()
@end smallexample



@node     Viewpoint and cameras, Rendering, Shadows, Top    
@comment  node-name,  next,  previous,  up
@chapter Viewpoint and cameras
@cindex Viewpoint and cameras
@cindex Virtual cameras
@cindex Cameras and viewpoint

The viewpoint model used in SIPP are a fairly standard one. A point
where the camera is located, a point which the camera looks at, a vector
telling which direction is up and the focal distance in the camera.  The
user can create several @i{virtual cameras} and tell SIPP to use any of
them as viewpoint when rendering an image. There is also a predefined
camera called @code{sipp_camera} which is the default viewpoint. When
@code{sipp_init()} is called, this camera is initialized to be located in
(0 0 10), looking at the origin, with the world y-axis as the up
direction and a focal factor (see below) of 0.25. The user can of course
change these values to whatever he likes.

To create and manipulate cameras, SIPP provide the following functions:

@findex @code{camera_create()}
@smallexample
Camera *
camera_create()
@end smallexample
This function creates a new virtual camera and initializes it to the
same default setting as @code{sipp_init()} does with @code{sipp_camera}
(see above).

@findex @code{camera_destruct()}
@smallexample
void
camera_destruct(camera)
        Camera  *camera;
@end smallexample
Release the memory used by a virtual camera. @code{sipp_camera} can't be
destructed and if the camera which is currently used as viewpoint is
destructed, the current viewpoint will be reset to @code{sipp_camera}.

@findex @code{camera_position()}
@smallexample
void
camera_position(camera, x, y, z)
        Camera  *camera;
        double   x, y, z;
@end smallexample
Place @code{camera} at the position (@code{x, y, z}) in the world
coordinate system.

@findex @code{camera_look_at()}
@smallexample
void
camera_look_at(camera, x, y, z)
        Camera  *camera;
        double   x, y, z;
@end smallexample
Set @code{camera} to look at the point (@code{x, y, z}) in the world
coordinate system.

@findex @code{camera_up()}
@smallexample
void
camera_up(camera, x, y, z)
        Camera  *camera;
        double   x, y, z;
@end smallexample
Set the up direction of @code{camera} to be the vector (@code{x, y, z})
in the world coordinate system. The up direction is not allowed to be
parallel to the viewing direction, i.e. the vector from the camera
position to the point it is looking at.

@findex @code{camera_focal()}
@smallexample
void
camera_focal(camera, focal)
        Camera  *camera;
        double   focal;
@end smallexample
Set @code{camera}'s focal factor to be @code{focal}. The focal factor is
the ratio between half the screen height and the distance from the
viewpoint to the screen. Another way of describing it is tan(v/2) where
v is the opening angle of the view. A large focal factor will result in
a wide angle view while a small factor will give a telescopic effect.
See figure below:
@smallexample
                                screen
                                |
                                | s
    viewpoint                   |
        *-----------------------|
                    d           |
                                |
                                |


        focal = s / d
@end smallexample



@findex @code{camera_params()}
@smallexample
void
camera_params(camera, x1, y1, z1, x2, y2, z2, ux, uy, uz, focal)
        Camera  *camera;
        double   x1, y1, z1;
        double   x2, y2, z2;
        double   ux, uy, uz;
        double   focal;
@end smallexample
Set all parameters of a camera in one call. (@code{x1, y1, z1}) is the
position, (@code{x2, y2, z2}) is the point the camera is looking at,
(@code{ux, uy, uz}) is the up direction and @code{focal} is the focal
factor. Note that the up direction is not allowed to be parallel to the
viewing direction, i.e. the vector from the camera position to the point
it is looking at.

@findex @code{camera_use()}
@smallexample
void
camera_use(camera)
        Camera  *camera;
@end smallexample
Tell SIPP to use @code{camera} as the current viewpoint.

@node     Rendering, Shaders, Viewpoint and cameras, Top    
@comment  node-name,  next,  previous,  up
@chapter Rendering
@cindex Rendering

SIPP can render images in four different modes: 
@itemize @bullet
@item
@code{PHONG} rendering interpolates surface normal and texture
coordinates across polygons and calls the appropriate shading function
in each point. This mode is the slowest but produces the best results
and is the only mode where any texturing effects can be used. Note that
most of the interesting effects that is possible to produce with SIPP,
e.g. shadows and position dependent light (spotlights, point lights),
are in fact texturing effects.
@item
@code{GOURAUD} rendering only calls the shader in the vertices of the
polygons and then interpolates the calculated colors across them. The
opacities returned from the shader is interpolated in the same manner.
@item
@code{FLAT} rendering calls the shader once per polygon and then fills
the whole polygon with the resulting color. The whole polygon will also
get the opacity returned from the shader.
@item
@code{LINE} rendering will produce a monochrome line image with only the
edges of the polygons drawn. No shaders are involved. No hidden line
elimination are performed but backfacing polygons are not drawn unless
specifically ordered with @code{sipp_show_backfaces()}
(@xref{Initializations}).
@end itemize
 There are two ways of rendering the currently specified scene.
They differ in the place to which the rendered image is sent.

@menu
* Rendering to file::           Rendering into a PPM or PBM file.
* Rendering to other devices::  Rendering with a user specified function
* Rendering to in-core images:: Rendering to an image in memory
* Aborting a rendering::        Terminate a rendering prematurely
@end menu

@node   Rendering to file, Rendering to other devices, ,Rendering
@comment  node-name,  next,  previous,  up
@section Rendering to file
@cindex Rendering to file

There are two functions for rendering into a file.

@findex @code{render_image_file()}
@smallexample
void
render_image_file(width, height, file, mode, oversampling)
        int    width, height;
        FILE  *file;
        int    mode;
        int    oversampling;
@end smallexample

@itemize
@item 
@code{width, height}

These parameters specify the size of the image in pixels. If the two
sizes are different, the focal factor of the camera 
(@xref{Viewpoint and cameras})
is defined to refer to the smaller of the two.

@item
@code{file}

This is a pointer to an open file on which the image will be written. If
the system supports it, it could just as well be a pipe or a socket of
course.

@item
@code{mode}

This defines the rendering mode, @code{LINE}, @code{FLAT},
@code{GOURAUD} or @code{PHONG} as described earlier.

@item
@code{oversampling}

This parameter defines how much oversampling should be performed for
anti-aliasing. Each pixel will be rendered internally as a mesh of
(@code{oversampling x oversampling}) subpixels and the average color in
this mesh will be used to represent the final pixel. This parameter is
ignored in @code{LINE} mode.
@end itemize

The other function for rendering into a file is useful when doing
animations. Since video formats are usually interlaced, it is possible
to get a smoother motion if each @i{field} (half-frame) is rendered
separately and the motion is updated between these fields instead of
between frames. Unfortunately @code{LINE} rendering can not be used
when rendering fields.

@findex @code{render_field_file()}
@smallexample
void
render_field_file(width, height, file, mode, oversampling, field)
        int    width, height;
        FILE  *file;
        int    mode;
        int    oversampling;
        int    field;
@end smallexample

@itemize
@item 
@code{width, height}

These parameters specify the size of the image in pixels. It is the
height of the @i{frame} that should be specified in @code{height}, not
the field, the field height is determined internally.

@item
@code{file}

This is a pointer to an open file on which the field will be written. If
the system supports it, it could just as well be a pipe or a socket of
course.

@item
@code{mode}

This defines the rendering mode, @code{FLAT},
@code{GOURAUD} or @code{PHONG} as described earlier.

@item
@code{oversampling}

This parameter defines how much oversampling should be performed for
anti-aliasing. 

@item
@code{field}

This defines if an odd or even field should be produced. The
value should be one of the predefined constants @code{ODD} or @code{EVEN}.
@code{ODD} will result in only odd scanlines being rendered, with 0
being the top scanline.

@end itemize

@node   Rendering to other devices, Rendering to in-core images, Rendering to file, Rendering
@comment  node-name,  next,  previous,  up
@section Rendering to other devices
@cindex Rendering to other devices

Sometimes one does not want the rendered image to be stored in a file.
Perhaps it should be displayed in a window or further processed in some
way. SIPP provides a way to have a function called for each rendered
pixel, or for each line if a line image is rendered. The function is
given information about which pixel it is and what resulting color it
got.  Since one of the most used applications of this probably is
rendering to a pixmap in memory, SIPP has special support for that. 
@xref{Rendering to in-core images}.

Use a call to the following function to render to another device than a
file:

@findex @code{render_image_func()}
@smallexample
void
render_image_func(width, height, pix_func, data, mode, oversampling)
        int    width, height;
        void (*pix_func)();
        void  *data;
        int    mode;
        int    oversampling;
@end smallexample

@itemize
@item 
@code{width, height}

These parameters specify the size of the image in pixels. If the two
sizes are different, the focal factor of the camera 
(@xref{Viewpoint and cameras})
is defined to refer to the smaller of the two.

@item
@code{pix_func}

This is a pointer to a function that SIPP calls once for each rendered
pixel.  If @code{LINE} rendering is used it is called for each line
instead. The function must have the following interface:

@smallexample
void
my_pixel_function(data, col, row, red, green, blue)
        my_data       *data;
        int            col, row;
        unsigned char  red, green, blue;
@end smallexample
@itemize
@item
@code{data}
This is the same @code{data} pointer that was passed to
@code{render_image_func()}.
@item 
@code{col, row}
Specifies position of the pixel. (0, 0) is upper left.
@item 
@code{red, green, blue}
This is the color of the pixel quantified to 24 bits, 8 bits for each of
red, green and blue.
@end itemize

If @code{LINE} rendering is used instead, the user provided function is
called for each rendered line instead of each pixel and should have the
following interface:
@smallexample
void
my_line_function(data, col1, row1, col2, row2)
        my_data       *data;
        int            col1, row1;
        int            col2, row2;
@end smallexample
@itemize
@item 
@code{data}
This is the same @code{data} pointer that was passed to
@code{render_image_func()}.
@item 
@code{row1, col1, row2, col2}
Specification of the two endpoints of the line. (0, 0) is upper left,
@end itemize

@item
@code{data}

This is a pointer to any data structure that the pixel function (see
next item) needs. It could be a pointer to a specific pixmap or window
or whatever.

@item
@code{mode}

This defines the rendering mode, @code{LINE}, @code{FLAT},
@code{GOURAUD} or @code{PHONG} as described earlier.

@item
@code{oversampling}

This parameter defines how much oversampling should be performed for
anti-aliasing. Each pixel will be rendered internally as a mesh of
(@code{oversampling x oversampling}) subpixels and the average color in
this mesh will be used to represent the final pixel. This parameter is
ignored in @code{LINE} mode.
@end itemize


There is also a corresponding function to @code{render_field_file()} for
rendering a field into a user defined place. As in that function,
@code{LINE} rendering can not be used when rendering fields.

@findex @code{render_field_func()}
@smallexample
void
render_field_func(width, height, pix_func, data, mode, oversampling, field)
        int    width, height;
        void (*pix_func)();
        void  *data;
        int    mode;
        int    oversampling;
        int    field;
@end smallexample
All parameters have the same meaning as in @code{render_image_func()}
except the last one.

@itemize
@item 
@code{field}

This defines if an odd or even field should be produced. The
value should be one of the predefined constants @code{ODD} or @code{EVEN}.
@code{ODD} will result in only odd scanlines being rendered, with 0
being the top scanline.

@end itemize

@node   Rendering to in-core images, Aborting a rendering, Rendering to other devices, Rendering
@comment  node-name,  next,  previous,  up
@section Rendering to in-core images
@cindex Rendering to in-core images

To people who want to create images in memory, we provide two image
formats similar in kind to the Portable Pixmap (ppm) and Portable Bitmap
(pbm).  Only very simple operations are defined on them, but the
definition of the types are also given here, so those who want to write
their own functions operating on the images can do so.

@menu
* Sipp_pixmap:: The pixmap type (24 bits/pixel)
* Sipp_bitmap:: The pixmap type (1 bit/pixel)
@end menu

@node Sipp_pixmap, Sipp_bitmap, , Rendering to in-core images    
@comment  node-name,  next,  previous,  up
@subsection The Sipp_pixmap image data type
@cindex @code{Sipp_pixmap}

To use the pixmap operations you must put the following line into your
source file:
@smallexample
#include <sipp_pixmap.h>
@end smallexample
In this include file, the @code{Sipp_pixmap} data type is defined as
well as all operations operating on it.  Only the most basic operations
are defined.

A @code{Sipp_pixmap} is defined like this:
@smallexample
typedef struct @{
    int      width;             /* Width of the pixmap */
    int      height;            /* Height of the pixmap */
    unsigned char * buffer;     /* A pointer to the image. */
@} Sipp_pixmap;
@end smallexample
The pointer @code{buffer} is a pointer to the image where each pixel is
stored as three unsigned chars in the order red, green, blue.  Thus, the
buffer is 3 * @code{width} * @code{height} bytes long.

The following functions are defined for a @code{Sipp_pixmap}:

@smallexample
Sipp_pixmap *
sipp_pixmap_create(width, height)
        int  width;
        int  height;
@end smallexample
@findex @code{sipp_pixmap_create()}
Returns a newly created @code{Sipp_pixmap} with the given size.  The new
pixmap is filled with zeros on creation.

@smallexample
void
sipp_pixmap_destruct(pm)
        Sipp_pixmap *pm;
@end smallexample
@findex @code{sipp_pixmap_destruct()}
Frees all memory associated to the @code{Sipp_pixmap pm} and returns it
to the heap.

@smallexample
void
sipp_pixmap_set_pixel(pm, col, row, red, grn, blu)
        Sipp_pixmap   *pm;
        int            col;
        int            row;
        unsigned char  red;
        unsigned char  grn;
        unsigned char  blu;
@end smallexample
@findex @code{sipp_pixmap_set_pixel()}
Set the pixel at (@code{col}, @code{row}) in pixmap @code{pm} to be the
color (@code{red}, @code{grn}, @code{blu}). (0, 0) is upper left.  Note
that this function is directly usable in @code{render_image_func()}
defined in @ref{Rendering to other devices}, when using the @code{FLAT},
@code{GOURAUD} or @code{PHONG} mode of rendering.

@smallexample
void
sipp_pixmap_write(file, pm)
        FILE         *file;
        Sipp_pixmap  *pm;
@end smallexample
@findex @code{sipp_pixmap_write()}
Write the pixmap @code{pm} to the open file @code{file}.  The image is
written in the Portable Pixmap format P6 (raw ppm), the same format SIPP
is using when rendering to a file.

@node Sipp_bitmap, , Sipp_pixmap, Rendering to in-core images    
@comment  node-name,  next,  previous,  up
@subsection The Sipp_bitmap image data type
@cindex @code{Sipp_bitmap}

To use the pixmap operations you must put the following line into your
source file:
@smallexample
#include <sipp_bitmap.h>
@end smallexample

In this include file, the @code{Sipp_bitmap} data type is defined as
well as all operations operating on it.  Only the most basic operations
are defined.

A @code{Sipp_bitmap} is defined like this:
@smallexample
typedef struct @{
    int   width;                 /* Width of the bitmap in pixels */
    int   height;                /* Height of the bitmap in pixels */
    int   width_bytes;           /* Width of the bitmap in bytes. */
    unsigned char * buffer;             /* A pointer to the image. */
@} Sipp_bitmap;
@end smallexample
The pointer @code{buffer} is a pointer to the image where each pixel is
a bit in an unsigned char, eight pixels per char.  If the @code{width}
field is not a multiple of 8, the last bits in the last byte of a row
are not used.  The most significant bit in each byte is the leftmost
pixel. The entire buffer is @code{width_bytes} * @code{height} bytes
long.

The following functions operate on a @code{Sipp_bitmap}:

@smallexample
Sipp_bitmap *
sipp_bitmap_create(width, height)
        int width;
        int height;
@end smallexample
@findex @code{sipp_bitmap_create()}
Returns a new @code{Sipp_bitmap} with the given size.  The new bitmap is
filled with zeros on creation.

@smallexample
void
sipp_bitmap_destruct(bm)
        Sipp_bitmap  *bm;
@end smallexample
@findex @code{sipp_bitmap_destruct()}
Frees all memory associated to the @code{Sipp_bitmap bm} and returns it
to the heap.

@smallexample
void
sipp_bitmap_line(bm, col1, row1, col2, row2)
        Sipp_bitmap  *bm;
        int           col1;
        int           row1;
        int           col2;
        int           row2;
@end smallexample
@findex @code{sipp_bitmap_line()}
Draw a line from (@code{col1}, @code{row1}) to (@code{col2},
@code{row2}) in the bitmap @code{bm}. (0, 0) is upper left. Note that
this function is directly usable in @code{render_image_func()} defined
in @ref{Rendering to other devices}, when using the @code{LINE} mode of
rendering.

@smallexample
void
sipp_bitmap_write(file, bm)
        FILE         *file;
        Sipp_bitmap  *bm;
@end smallexample
@findex @code{sipp_bitmap_write()}
Write the bitmap @code{bm} to the open file @code{file}.  The image is
written in the Portable Bitmap format P4 (pbm), the same format SIPP is
using when rendering a line drawing to a file.

@node   Aborting a rendering, , Rendering to in-core images, Rendering
@comment  node-name,  next,  previous,  up
@section Aborting a rendering
@cindex Aborting a rendering

Sometimes there is a need to abort a rendering prematurely. A user may
have pressed a "cancel-button" in a GUI or some similar reason. To be
able to do this the application must gain control once in a while during
a rendering and SIPP provides a callback mechanism for this
@xref{Initializations}. To abort a rendering  gracefully, the callback
function should call the following function:

@smallexample
void
sipp_render_terminate()
@end smallexample
@findex @code{sipp_render_terminate()}

After this function has been called, it is @i{very} important that
control is returned to SIPP! Otherwise the rendering is not aborted as
it should. @code{sipp_render_terminate()} only indicates to SIPP that
the rendering should be terminated, the actual cleanup and exit is
performed only after control has been returned to SIPP.

@node     Shaders, Object primitives, Rendering, Top    
@comment  node-name,  next,  previous,  up
@chapter Shaders
@cindex Shaders


A major feature in SIPP is the very flexible way shading functions are
handled. Each surface has a pointer to a function that is called
whenever a point on that surface is rendered. The interface to these
shading functions is well defined so it is quite easy for a user to
write his own. SIPP also provides a number of shaders in the library for
various effects.

@menu
* Provided shaders::            Shaders provided with the library
* Writing your own shaders::    How to write your own shading functions
@end menu

@node Provided shaders, Writing your own shaders, , Shaders 
@comment  node-name,  next,  previous,  up
@section Provided shaders
@cindex Provided shaders
@cindex Shaders, provided

This section describes all the shaders that are provided with SIPP. To
use any of them, except @code{basic_shader()}, the program must contain
the following line:
@smallexample
#include <shaders.h>
@end smallexample
The most important thing to know when using a shader is how it
represents its surface description and what this description should
contain. All provided shaders in SIPP use a normal C struct as surface
description.

@menu
* The basic shader::    The basic shader used by most of the rest of
                        the shaders

* The Phong shader::    The standard Phong shading model.
* The Strauss shader::  More realistic shader by Paul Strauss.
* The marble shader::   A shader creating a marble pattern
* The granite shader::  A shader creating a granite like pattern
* The wood shader::     A shader creating a wooden pattern
* The bozo shader::     A somewhat whimsical shader creating a pattern
                        originally used by Bozo the clown.

* The mask shader::     A shader usable when the contents of a mask
                        should control which one of two shaders will
                        determine the color of each pixel.
* The bumpy shader::    A shader which creates the illusion of a bumpy
                        surface
* The planet shader::   Creates a 3-dimensional pattern of a planet surface 
@end menu

@node     The basic shader, The Phong shader, , Provided shaders
@comment  node-name,  next,  previous,  up
@subsection The basic shader
@cindex basic shader
@cindex shader, basic
@findex @code{basic_shader()}

The basic shader in SIPP, @code{basic_shader()}, is basically a Phong
shader but, with some influence from Blinn, the "shinyness" of the
surface is described with a number in the range [0, 1] and the
implemented "shinyness" function changes with this constant in a more
natural way (at least in our opinion).

Surface description:
@smallexample
typedef struct @{
        double ambient;
        double specular;
        double c3;
        Color  color;
        Color  opacity;
@} Surf_desc;
@end smallexample
@itemize
@item
@code{ambient} is a number in the range [0, 1] specifying how much of
the surface color that is visible when the object is not lit by any
lightsource.

@item
@code{specular} is a number in the range [0, 1] specifying how much
light that is reflected in a specular highlight on the surface.

@item
@code{c3} is also a number in the range [0, 1]. It specifies how
"shiny" the surface is. 0 means a very shiny surface while 1 indicates a
rather dull one.

@item
@code{color} is simply the color of the surface.

@item
@code{opacity} specifies how opaque the surface is. This is stored as a
color to allow different opacities for the different color bands. The
values should be in the range [0, 1] with 1 indicating a completely
opaque object and 0 a completely transparent (invisible) one.
@end itemize


@node     The Phong shader, The Strauss shader, The basic shader, Provided shaders
@comment  node-name,  next,  previous,  up
@subsection The Phong shader
@cindex Phong shader
@cindex shader, Phong
@findex @code{phong_shader()}

@code{phong_shader()} implements the well known Phong illumination
model. 

Surface description:
@smallexample
typedef struct @{
        double ambient;
        double diffuse;
        double specular;
        int    spec_exp;
        Color  color;
        Color  opacity;
@} Phong_desc;
@end smallexample
@itemize
@item
@code{ambient} is a number in the range [0, 1] specifying how much of
the surface color that is visible when the object is not lit by any
lightsource.

@item
@code{diffuse} is a number in the range [0, 1] specifying how much
light that is reflected diffusely from the surface.

@item
@code{specular} is a number in the range [0, 1] specifying how much
light that is reflected in a specular highlight on the surface.

@item
@code{spec_exp} is the exponent in the specular highlight calculation.
It specifies how "shiny" the surface is. Useful values are about 1 to
200, where 1 is a rather dull surface and 200 is a very shiny one.

@item
@code{color} is the color of the surface.

@item
@code{opacity} specifies how opaque the surface is. This is stored as a
color to allow different opacities for the different color bands. The
values should be in the range [0, 1] with 1 indicating a completely
opaque object and 0 a completely transparent (invisible) one.
@end itemize


@node     The Strauss shader, The marble shader, The Phong shader, Provided shaders
@comment  node-name,  next,  previous,  up
@subsection The Strauss shader
@cindex Strauss shader
@cindex shader, Strauss
@findex @code{strauss_shader()}

@code{strauss_shader()} is a shader designed by Paul Strauss at Silicon
Graphics Inc. and published in IEEE CG&A Nov. 1990. In his article he
explains that most shading models in use today, e.g. Phong,
Cook-Torrance, are difficult to use for non-experts, and this for
several reasons.  The parameters and their effect on a surface are non-
intuitive and/or complicated. The shading model Strauss designed has
parameters that is easy to grasp and have a reasonably deterministic
effect on a surface, but yet produces very realistic results.

Surface description:
@smallexample
typedef struct @{
        double  ambient;
        double  smoothness;
        double  metalness;
        Color   color;
        Color   opacity;
@} Strauss_desc;
@end smallexample
@itemize
@item
@code{ambient} is a number in the range [0, 1] specifying how much of
the surface color that is visible when the object is not lit by any
lightsource.

@item
@code{smoothness} is a number in the range [0, 1] that describes how smooth
the surface is. This parameter controls both diffuse and specular
reflections. 0 means a dull surface while 1 means a very smooth and
shiny one.

@item
@code{metalness} is a number in the range [0, 1]. It describes how
metallic the material is. It controls among other things how much of the
surface color should be mixed into the specular reflections at different
angles. 0 means a non-metal while 1 means a very metallic surface.

@item
@code{color} is the color of the surface.

@item
@code{opacity} specifies how opaque the surface is. This is stored as a
color to allow different opacities for the different color bands. The
values should be in the range [0, 1] with 1 indicating a completely
opaque object and 0 a completely transparent (invisible) one.
@end itemize


@node     The marble shader, The granite shader, The Strauss shader, Provided shaders
@comment  node-name,  next,  previous,  up
@subsection The marble shader
@cindex marble shader
@cindex shader, marble
@findex @code{marble_shader()}

@code{marble_shader()} uses a three dimensional texture to create the
appearance of marble. The texture is created by mixing distorted strips
of one color into another "base" color of the surface.

Surface description:
@smallexample
typedef struct @{
        double ambient;
        double specular;
        double c3;
        double scale;
        Color  base;
        Color  strip;
        Color  opacity;
@} Marble_desc;
@end smallexample
@itemize
@item
@code{ambient, specular, c3} and @code{opacity} have the same meaning as
in @code{basic_shader()} (see @ref{The basic shader}).

@item
@code{scale} describes how much the texture coordinates should be scaled
before applying the texture. When scaling get larger, the object will
get larger in comparison to the marble pattern.

@item
@code{base} is the base color of the surface.

@item
@code{strip} is the color of the strips which is mixed in with the base
color.
@end itemize


@node The granite shader, The wood shader, The marble shader, Provided shaders
@comment  node-name,  next,  previous,  up
@subsection The granite shader
@cindex granite shader
@cindex shader, granite
@findex @code{granite_shader()}

@code{granite_shader()} is very similar to @code{marble_shader()}. It
also mixes two colors to create a three dimensional texture, but the
mixing is done in a different manner so the result should look like granite.

Surface description:
@smallexample
typedef struct @{
        double ambient;
        double specular;
        double c3;
        double scale;
        Color  col1;
        Color  col2;
        Color  opacity;
@} Granite_desc;
@end smallexample
@itemize
@item
@code{ambient, specular, c3} and @code{opacity} have the same meaning as
in @code{basic_shader()} (see @ref{The basic shader}).

@item
@code{scale} describes how much the texture coordinates should be scaled
before applying the texture. When scaling get larger, the object will
get larger in comparison to the granite pattern.

@item
@code{col1} and @code{col2} are the two colors that are mixed.
@end itemize


@node The wood shader, The bozo shader, The granite shader, Provided shaders
@comment  node-name,  next,  previous,  up
@subsection The wood shader
@cindex wood shader
@cindex shader, wood
@findex @code{wood_shader()}

@code{wood_shader()} creates a simulated wood texture on a surface.  It
uses two colors, one as the base (often lighter) color of the wood and
one as the color of the (often darker) rings in it.  The rings are put
into the base color about the x-axis and are then distorted slightly. A
similar pattern is repeated at regular intervals to create an illusion
of logs or boards.

Surface description:
@smallexample
typedef struct @{
        double ambient;
        double specular;
        double c3;
        double scale;
        Color  base;
        Color  ring;
        Color  opacity;
@} Wood_desc;
@end smallexample
@itemize
@item
@code{ambient, specular, c3} and @code{opacity} have the same meaning as
in @code{basic_shader()} (see @ref{The basic shader}).

@item
@code{scale} describes how much the texture coordinates should be scaled
before applying the texture. When scaling get larger, the object will
get larger in comparison with the wood texture.

@item
@code{base} and @code{ring} are the colors in the wood.
@end itemize


@node The bozo shader, The mask shader, The wood shader, Provided shaders
@comment  node-name,  next,  previous,  up
@subsection The bozo shader
@cindex bozo shader
@cindex shader, bozo
@findex @code{bozo shader}

@code{bozo_shader()} uses a random number, correlated with the three
dimensional texture coordinates, to chose a color from a fixed set. The
user supplies an array of colors to choose from. 

Surface description:
@smallexample
typedef struct @{
        Color  colors[];
        int    no_of_cols;
        double ambient;
        double specular;
        double c3;
        double scale;
        Color  opacity;
@} Bozo_desc;
@end smallexample
@itemize
@item
@code{colors} are an array of colors with @code{no_of_cols} entries.

@item
@code{ambient, specular, c3} and @code{opacity} have the same meaning as
in @code{basic_shader()} (see @ref{The basic shader}).

@item
@code{scale} describes how much the texture coordinates should be scaled
before applying the texture.
@end itemize


@node The mask shader, The bumpy shader, The bozo shader, Provided shaders
@comment  node-name,  next,  previous,  up
@subsection The mask shader
@cindex mask shader
@cindex shader, mask
@findex @code{mask_shader()}

@code{mask_shader()} uses a user provided decision function to mask
between two different shaders. The decision function is passed all three
texture coordinates and returns TRUE or FALSE.

The decision function should have the following interface:
@smallexample
bool 
my_masker(mask, u, v, w)
        my_mask_data *mask;
        int           u, v, w;
@end smallexample
@itemize
@item 
@code{my_mask_data} is a pointer to any data structure that the decision
function needs. A common use for @code{mask_shader()} is to use a bitmap
to mask something onto a surface, in this case @code{my_mask_data} could
point to the bitmap itself.

@item 
@code{u, v} and @code{w} is the interpolated texture coordinates sent to
the shader.
@end itemize

Surface description:
@smallexample
typedef struct @{
        Shader *t_shader;
        void   *t_surface;
        Shader *f_shader;
        void   *f_surface;
        void   *mask_data;
        bool  (*masker)();
@} Mask_desc;
@end smallexample
@itemize
@item
The shader @code{t_shader} and the surface description @code{t_surface}
is used to shade the surface whenever the decision function returns TRUE.

@item
The shader @code{f_shader} and the surface description @code{f_surface}
is used to shade the surface whenever the decision function returns FALSE.

@item
@code{mask_data} points to any data structure the decision function need.

@item
@code{masker} is a pointer to the decision function.
@end itemize


@node  The bumpy shader, The planet shader, The mask shader, Provided shaders
@comment  node-name,  next,  previous,  up
@subsection The bumpy shader
@cindex bumpy shader
@cindex shader, bumpy
@findex @code{bumpy_shader()}

@code{bumpy_shader()} is a not really a shader. It is a function that
changes the surface normal to create the impression of a bumpy surface.
The bumps are dependent on the three dimensional texture coordinates.
Any other shader can be used to do the final shading calculations.

Surface description:
@smallexample
typedef struct @{
        Shader *shader;
        void   *surface;
        double scale;
        bool   bumpflag;
        bool   holeflag;
@} Bumby_desc;
@end smallexample
@itemize
@item
@code{shader} points to the shader that should be called to do the
actual shading calculations.

@item
@code{surface} is a pointer to the surface description that should be
used in @code{shader}.

@item
@code{scale} describes how much the texture coordinates should be scaled
before applying the texture. 

@item
@code{bumpflag} and @code{holeflag} make it possible to flatten out half
of the bumps. If only bumpflag is TRUE only bumps "standing out" from
the surface are visible.  The rest of the surface will be smooth.  If,
on the other hand, only holeflag is TRUE only bumps going "into" the
surface will be visible, thus giving the surface an eroded look. If
both flags are true, the whole surface will get a bumpy appearance,
rather like an orange.
@end itemize



@node     The planet shader, ,The bumpy shader, Provided shaders
@comment  node-name,  next,  previous,  up
@subsection The planet shader
@cindex planet shader
@cindex shader, planet
@findex @code{planet_shader()}

@code{planet_shader()} is a somewhat specialized shader that produces a
texture that resembles a planet surface. The planet is of the Tellus
type with a mixture of oceans and continents.  Some of the surface is
covered by semi-transparent clouds which enhances the effect greatly.
On the other hand, no polar caps are provided and this decreases the
realism.

The texture is 3-dimensional, so it is possible to create cube planets
or even planets with cut-out parts that still have surfaces that
resemble the earth surface.  The texture is not scalable, and is
designed to be used with texture coordinates in the range [-1, 1],
e.g. a unit sphere. The world coordinates need not have the
same order of magnitude of course .

Surface description: The planet shader uses the same surface description
as @code{basic_shader()}, a @code{Surf_desc} (see @ref{The basic
shader}), but the colors on the surface are hard coded in the shader, so
the color entry in the description is ignored.


@node     Writing your own shaders, , Provided shaders, Shaders    
@comment  node-name,  next,  previous,  up
@section Writing your own shaders
@cindex writing shaders
@cindex shaders, writing your own 

As mentioned earlier, SIPP calls a shading function for every point that
is rendered. To be able to perform all necessary calculations, the
shader needs quite a lot of information of the state the rendering is
in. All information are sent to the shader as pointers to the data used
internally in SIPP. It is very important that this information is left
unchanged. If any processing of the values is needed, e.g. normalization
of the surface normal, the result must be stored in local variables in
the shader.

The shading functions have the following interface:
@smallexample
void
my_shader(world, normal, texture, view_vec, lights, surface, color, opacity)
        Vector        *world;
        Vector        *normal;
        Vector        *texture;
        Vector        *view_vec;
        Lightsource   *lights;
        void          *surface;
        Color         *color;
        Color         *opacity;
@end smallexample
@itemize
@item 
@code{world} is the position in world coordinates of the point that is
rendered. 

@item
@code{normal} is the surface normal in the point. Note: this vector is NOT
normalized. 

@item
@code{texture} contains the interpolated values of the texture
coordinates.

@item
@code{view_vec} is a vector pointing from the rendered point at the
viewpoint, i.e. the currently active camera.

@item
@code{lights} points to the linked list holding all lights.

@item
@code{surface} is a pointer to a surface description, i.e. a data area
holding information specific for the rendered surface and the shader.
The implementor of the shader decides what to put in this area. It is
the same pointer that was sent to @code{surface_create()}
(@xref{Creating objects}).

@item
@code{color} points to an area where the shader should place the
calculated color of the point.

@item
@code{opacity} points to an area where the shader should place the calculated
opacity of the point.
@end itemize


Since shaders are regular C functions they can be "cascaded". If one do
not want to implement a complete illumination calculation but want to do
some special effect, like texture or bumpmapping, the easiest way is to
write a shader that only manipulates the surface color, normal or
whatever, and then calls another shader, like @code{phong_shader()}, to
do the actual shading. This is the way most of the shaders provided in
SIPP work (see @ref{Provided shaders}).

If one wants to implement a new shading model, things get slightly more
complicated. Lightsources and possible shadows must be considered. The
heart of such a shader must contain a loop over all lightsources, which
are stored in a linked list. Inside this loop every lightsource is
@i{evaluated} to see how much light from it that reaches the shaded
point. Here is an skeleton example of how the code could look:

@smallexample
void
my_shader(world, normal, texture, view_vec, lights, surface, color, opacity)
        Vector        *world;
        Vector        *normal;
        Vector        *texture;
        Vector        *view_vec;
        Lightsource   *lights;
        void          *surface;
        Color         *color;
        Color         *opacity;
@{
        Lightsource  *lp;            /* Current lightsource */
        Vector        light_vec;     /* Direction to current lightsource */
        double        light_factor;  /* Fraction of light reaching us */
        Color         light_color;   /* Resulting color from lightsource */

        /*
         * Other declarations and various initializations
         * ...
         * ...
         */     
        
        /*
         * Loop over all lightsources
         */

        for (lp = lights; lp != NULL; lp = lp->next)
        @{
                /* Find out where the lightsource are and */
                /* how much light from it that reaches us. */

                light_factor = light_eval(lp, world, &light_vec);

                /* Calculate contributed light from the lightsource */

                light_color.red = light_factor * lp->color.red;
                light_color.grn = light_factor * lp->color.grn;
                light_color.blu = light_factor * lp->color.blu;

                /*
                 * Calculate shading contribution from the
                 * lightsource using whatever model the shader
                 * implements.
                 * ...
                 * ...
                 */
        @}

        /*
         * Store the final calculated color and opacity
         * for the point where SIPP can find it and return.
         */

        color->red = ....
        color->grn = ....
        color->blu = ....

        opacity->red = ....
        opacity->grn = ....
        opacity->blu = ....
@}
@end smallexample

The function @code{light_eval()} and its parameters are described in
more detail in the chapter on lightsources (see @ref{Manipulating
lights}).


@node     Object primitives, Future enhancements, Shaders, Top    
@comment  node-name,  next,  previous,  up
@chapter Object primitives
@cindex Object primitives
@cindex primitive object

As mentioned before, SIPP only renders surfaces built up of polygons.
Sometimes this is too low a level for the user to program in, so some
higher level of abstraction is needed.  In the SIPP library a number of
functions are provided that generate higher level objects from ordinary
SIPP surfaces.  Most of them are simple geometric primitives, but some
are more sophisticated such as Bezier surfaces. If other types of
objects are needed the user has to build them by him/herself
(@xref{Creating objects}).

@cindex texture mapping, types of
Each object primitive which can be created in SIPP has an argument that
describes what kind of texture coordinates should be assigned to the
surface of the object. This parameter can have one of the following
predefined values:

@itemize @bullet
@item
@code{NATURAL}

This value tell SIPP to use a two dimensional mapping which is
"natural" for this particular object. It might be one of the other
available mappings or it might be something unique for the object. The
description of the functions for creating the individual objects
specifies how this mapping is done.

@item
@code{CYLINDRICAL}

A two dimensional mapping. The coordinates are assigned as if the object
were projected on a cylinder surrounding the object and centered on the
z-axis object. The coordinates are mapped so that @code{x} goes from 0
to 1 around the base of the cylinder and @code{y} goes from 0 to 1 from
bottom to top on it.

@item
@code{SPHERICAL}

Same as @code{CYLINDRICAL}, but the object are projected on a sphere
surrounding it instead.

@item
@code{WORLD}

A three dimensional mapping. The texture coordinates are the same three
dimensional coordinates as the world coordinates of the object at
creation time.

@end itemize

The following objects are provided in the standard SIPP distribution.
To use them, you must put the line
@smallexample
#include <primitives.h>
@end smallexample
into your @code{C} source file.

@menu
* The cube object::     Creating a cube
* The block object::    Creating a block
* The prism object::    Creating a prism
* The sphere object::   Creating a sphere
* The ellipsoid object::Creating a ellipsoid
* The cylinder object:: Creating a cylinder
* The cone object::     Creating a cone
* The torus object::    Creating a torus
* The Bezier patch::    Creating a Bezier patch from function calls
* The Bezier rotation curve:: Creating a Bezier surface from a rotated
                        Bezier curve
* The Bezier file::     Creating a Bezier patch from a data file
* The teapot::          Creating a "Utah Teapot"
@end menu

@node     The cube object, The block object, , Object primitives
@comment  node-name,  next,  previous,  up
@section The cube object
@cindex cube object
@cindex object, cube
@findex @code{sipp_cube()}

This function creates a cube centered about the origin. 

The @code{NATURAL} texture mapping is similar to @code{CYLINDRICAL} but
the @code{x} coordinate is not taken from projection on a cylinder but
is evenly distributed around the perimeter. An odd thing in all the 2D
mappings (all except @code{WORLD}) for the cube is that the top face
will have texture coordinates (0.0, 1.0) while the bottom will get 
(0.0, 0.0). 

@findex @code{sipp_cube()}
@smallexample
Object *
sipp_cube(size, surface, shader, texture)
        double   size;
        void    *surface;
        Shader  *shader;
        int      texture;
@end smallexample
@itemize
@item
@code{size}

Size of the sides on the cube.

@item
@code{surface}

Pointer to the surface description to use when shading the cube.

@item
@code{shader}

Shader to use when shading the cube.

@item
@code{texture}

Choice of texture mapping.
@end itemize

@node     The block object, The prism object, The cube object, Object primitives
@comment  node-name,  next,  previous,  up
@section The block object
@cindex block object
@cindex object, block
@findex @code{sipp_block()}

This function creates a rectangular block centered about the origin. 

The @code{NATURAL} texture mapping is similar to @code{CYLINDRICAL} but
the @code{x} coordinate is not taken from projection on a cylinder but
is evenly distributed around the perimeter. An odd thing in all the 2D
mappings (all except @code{WORLD}) for the block is that the top face
will have texture coordinates (0.0, 1.0) while the bottom will get 
(0.0, 0.0). 

@findex @code{sipp_block()}
@smallexample
Object *
sipp_block(xsize, ysize, zsize, surface, shader, texture)
        double   xsize, ysize, zsize;
        void    *surface;
        Shader  *shader;
        int      texture;
@end smallexample
@itemize
@item
@code{xsize, ysize, zsize}

Size of the sides on the block.

@item
@code{surface}

Pointer to the surface description to use when shading the block.

@item
@code{shader}

Shader to use when shading the block.

@item
@code{texture}

Choice of texture mapping.
@end itemize

@node     The prism object, The sphere object, The block object, Object primitives
@comment  node-name,  next,  previous,  up
@section The prism object
@cindex prism object
@cindex object, prism
@findex @code{sipp_prism(0}

This function creates a prism, i.e. a polygon in the x,y-plane which is
extruded along the z-axis.

The @code{NATURAL} texture mapping is similar to @code{CYLINDRICAL} but
the @code{x} coordinate is not taken from projection on a cylinder but
is evenly distributed around the perimeter. An odd thing in all the 2D
mappings (all except @code{WORLD}) for the prism is that the top face
will have texture coordinates (0.0, 1.0) while the bottom will get 
(0.0, 0.0). 

@findex @code{sipp_prism()}
@smallexample
Object *
sipp_prism(num_points, points, zsize, surface, shader, texture)
        int      num_points;
        Vector   points[];
        double   zsize;
        void    *surface;
        Shader  *shader;
        int      texture;
@end smallexample
@itemize
@item
@code{num_points}
Number of points defining the prism.

@item
@code{points}
Array of @code{num_points} points defining the prism. The points should
be given counterclockwise when looking at the prism from above (positive
Z). Only the @code{x} and @code{y} members in the vectors are
significant, the @code{z} member is ignored.

@item
@code{zsize}

Size of the prism along the z-axis.

@item
@code{surface}

Pointer to the surface description to use when shading the prism.

@item
@code{shader}

Shader to use when shading the prism.

@item
@code{texture}

Choice of texture mapping.
@end itemize


@node     The sphere object, The ellipsoid object, The prism object, Object primitives
@comment  node-name,  next,  previous,  up
@section The sphere object
@cindex sphere object
@cindex object, sphere
@findex @code{sipp_sphere()}

This function creates a sphere centered around the origin.

The @code{NATURAL} texture mapping is @code{SPHERICAL}.

@findex @code{sipp_sphere()}
@smallexample
Object *
sipp_sphere(radius, resol, surface, shader, texture)
        double   radius;
        int      resol;
        void    *surface;
        Shader  *shader;
        int      texture;
@end smallexample
@itemize
@item
@code{radius}

The radius of the sphere.

@item
@code{resol}

The sphere is tessellated into polygons. @code{resol} tells SIPP how
many polygons there should be around the "equator" of the sphere.

@item
@code{surface}

Pointer to the surface description to use when shading the sphere.

@item
@code{shader}

Shader to use when shading the sphere.

@item
@code{texture}

Choice of texture mapping.
@end itemize


@node     The ellipsoid object, The cylinder object, The sphere object, Object primitives
@comment  node-name,  next,  previous,  up
@section The ellipsoid object
@cindex ellipsoid object
@cindex object, ellipsoid

This function creates an ellipsoid centered around the origin.

The @code{NATURAL} texture mapping is @code{SPHERICAL}.

@findex @code{sipp_ellipsoid()}
@smallexample
Object *
sipp_ellipsoid(xradius, yradius, zradius, resol, surface, shader, texture)
        double   xradius;
        double   yradius;
        double   zradius;
        int      resol;
        void    *surface;
        Shader  *shader;
        int      texture;
@end smallexample
@itemize
@item
@code{xradius, yradius, zradius}

The radii of the ellipsoid in the principal axes directions.

@item
@code{resol}

The ellipsoid is tessellated into polygons. @code{resol} tells SIPP how
many polygons to generate around the "equator" of the ellipsoid.

@item
@code{surface}

Pointer to the surface description to use when shading the ellipsoid.

@item
@code{shader}

Shader to use when shading the ellipsoid.

@item
@code{texture}

Choice of texture mapping.
@end itemize


@node     The cylinder object, The cone object, The ellipsoid object, Object primitives
@comment  node-name,  next,  previous,  up
@section The cylinder object
@cindex cylinder object
@cindex object, cylinder

This function creates a cylinder centered around the z-axis and the origin.

The @code{NATURAL} texture mapping is @code{CYLINDRICAL}.

@findex @code{sipp_cylinder()}
@smallexample
Object *
sipp_cylinder(radius, resol, surface, shader, texture)
        double   radius;
        int      resol;
        void    *surface;
        Shader  *shader;
        int      texture;
@end smallexample
@itemize
@item
@code{radius}

Radius of the cylinder.

@item
@code{resol}

The cylinder is tessellated into polygons, @code{resol} tells SIPP how
many polygons there should be around it.

@item
@code{surface}

Pointer to the surface description to use when shading the cylinder.

@item
@code{shader}

Shader to use when shading the cylinder.

@item
@code{texture}

Choice of texture mapping.
@end itemize


@node     The cone object, The torus object, The cylinder object, Object primitives
@comment  node-name,  next,  previous,  up
@section The cone object
@cindex cone object
@cindex object, cone

This function creates a, possibly truncated, cone centered around the
z-axis and the origin.

The @code{NATURAL} texture mapping is @code{CYLINDRICAL}.

@findex @code{sipp_cone()}
@smallexample
Object *
sipp_cone(topradius, bottomradius, resol, surface, shader, texture)
        double   topradius;
        double   bottomradius;
        int      resol;
        void    *surface;
        Shader  *shader;
        int      texture;
@end smallexample
@itemize
@item
@code{topradius, bottomradius}

Radius of the cone at the top and bottom. If the cone should be pointed
at one of the end, specify 0 as radius.

@item
@code{resol}

The cone is tessellated into polygons, @code{resol} tells SIPP how
many polygons there should be around it.

@item
@code{surface}

Pointer to the surface description to use when shading the cone.

@item
@code{shader}

Shader to use when shading the cone.

@item
@code{texture}

Choice of texture mapping.
@end itemize

@node     The torus object, The Bezier patch, The cone object, Object primitives
@comment  node-name,  next,  previous,  up
@section The torus object
@cindex torus object
@cindex object, torus

This function creates a torus centered around the z-axis and the origin.

The @code{NATURAL} texture mapping is a two dimensional mapping with the
@code{x} coordinate going around the "small" circle and the @code{y}
coordinate going around the "large" circle.

@findex @code{sipp_torus()}
@smallexample
Object *
sipp_torus(bigradius, smallradius, res1, res2, surface, shader, texture)
        double   bigradius;
        double   smallradius;
        int      res1;
        int      res2;
        void    *surface;
        Shader  *shader;
        int      texture;
@end smallexample
@itemize
@item
@code{bigradius, smallradius}

Radius of the big and small circle defining the torus, the small circle
is swept along the big one to sweep out the torus.

@item
@code{res1, res2}

The torus will be tessellated into @code{res1 x res2} polygons.
@code{res1} is the number of vertices around the big circle and
@code{rad2} is the number of vertices around the small one.

@item
@code{surface}

Pointer to the surface description to use when shading the torus.

@item
@code{shader}

Shader to use when shading the torus.

@item
@code{texture}

Choice of texture mapping.
@end itemize


@node     The Bezier patch, The Bezier rotation curve, The torus object, Object primitives
@comment  node-name,  next,  previous,  up
@section The Bezier patch
@cindex Bezier patch
@cindex object, Bezier patch

This function creates one or more Bezier patches. All created patches in
a call will belong to the same surface.

The texture coordinates are a bit special for the Bezier patches.
@code{CYLINDRICAL} and @code{SPHERICAL} coordinates are not applicable,
if they are specified, SIPP will use @code{NATURAL} anyway. The
@code{NATURAL} mapping is a two dimensional mapping using the surface
parameters @i{u} and @i{v}, see figure below. Note that these parameters
range from 0 to 1 within each patch!

The patches are defined with a list of vertex coordinates and a set
of 16 indices into that list for each patch. The following figure show
in which order the indices to vertices corresponding to control points for
the patch should be given (and how @i{u} and @i{v} varies over the patch):
@smallexample
  v=1  13____14____15____16
        |     |     |     |
        |     |     |     |
        9____10____11____12
        |     |     |     |
        |     |     |     |
        5_____6_____7_____8
        |     |     |     |
        |     |     |     |
  v=0   1_____2_____3_____4

       u=0               u=1
@end smallexample
@findex @code{sipp_bezier_patch()}
@smallexample
Object *
sipp_bezier_patch(num_vertex, vertex, num_patch, vx_index, resol, 
                  surface, shader, texture)
        int      num_vertex;
        Vector   vertex[];
        int      num_patch;
        int      vx_index[];
        int      resol;
        void    *surface;
        Shader  *shader;
        int      texture;
@end smallexample
@itemize
@item
@code{num_vertex, vertex}

The array @code{vertex} contains a list of @code{num_vertex} vertices.

@item
@code{num_patch}

The number of patches that should be defined.

@item
@code{vx_index}

A list of @code{16 * num_patch} indices into @code{vertex} defining the
control mesh of the patches. The vertices for each patch should be
specified in the order indicated in the figure above.

@item
@code{resol}

Each patch will be tessellated into @code{resol x resol} polygons.

@item
@code{surface}

Pointer to the surface description to use when shading the patches.

@item
@code{shader}

Shader to use when shading the patches.

@item
@code{texture}

Choice of texture mapping (only @code{NATURAL} and @code{WORLD} is
applicable.
@end itemize


@node     The Bezier rotation curve, The Bezier file, The Bezier patch, Object primitives
@comment  node-name,  next,  previous,  up
@section The Bezier rotation curve
@cindex Bezier rotation curve
@cindex object, Bezier rotation curve

This function creates a surface by rotating one or more Bezier curves
about the world z-axis.

The texture coordinates are a bit special for these surfaces.
@code{SPHERICAL} and @code{CYLINDRICAL} mappings are not applicable, and
@code{NATURAL} mapping will apply to the piece of surface created by
each Bezier curve separately. The @code{NATURAL} mapping uses the curve
parameter @i{u} along each curve as @code{x} coordinate and goes from 0
to 1 around the perimeter of the rotational surface on the other axis

The curves are defined with a list of vertex coordinates and a set
of 4 indices into that list for each curve. The following figure show
in which order the indices to vertices corresponding to control points for
the curve should be given.
@smallexample
        4  u=1
z-axis   \
    ^     \
    |      3
    |      |
    |      |
    |      2
    |       \
    |        \
    |         1  u=0
@end smallexample
@findex @code{sipp_bezier_rotcurve()}
@smallexample
Object *
sipp_bezier_rotcurve(num_vertex, vertex, num_curve, vx_index, resol, 
                  surface, shader, texture)
        int      num_vertex;
        Vector   vertex[];
        int      num_curve;
        int      vx_index[];
        int      resol;
        void    *surface;
        Shader  *shader;
        int      texture;
@end smallexample
@itemize
@item
@code{num_vertex, vertex}

The array @code{vertex} contains a list of @code{num_vertex} vertices.

@item
@code{num_patch}

The number of curves that should be defined.

@item
@code{vx_index}

A list of @code{4 * num_patch} indices into @code{vertex} defining the
control polygon for the curves. The vertices for each curve should be
specified in the order indicated in the figure above.

@item
@code{resol}

Each rotational surface will be tessellated into @code{resol x 4*resol}
polygons, @code{resol} vertices along the curve and @code{4*resol}
vertices around the perimeter.

@item
@code{surface}

Pointer to the surface description to use when shading the surface.

@item
@code{shader}

Shader to use when shading the surface.

@item
@code{texture}

Choice of texture mapping (only @code{NATURAL} and @code{WORLD} is
applicable.
@end itemize


@node     The Bezier file, The teapot, The Bezier rotation curve, Object primitives
@comment  node-name,  next,  previous,  up
@section The Bezier file
@cindex Bezier file

This functions reads descriptions of Bezier patches or Bezier curves
in a predefined format from a file and creates objects out of them. The
file can contain a description of patches or curves, but not both. If
curves are defined, a surface will be created by rotating them about the
world z-axis. The file contain basically the same information as the
parameters to a call to @code{sipp_bezier_patch()} or
@code{sipp_bezier_rotcurve()} and texture mapping is applied in the same
way as in these functions too.

The format of the file is very simple. Please note however, that the
format differs slightly from the way the data were specified in the
previous two functions. This is for compatibility with older versions.
The differences are noted in detail at the spots marked @i{Diff:} below.

First in the file is a keyword defining the type of description in the
file, @code{bezier_curves:} or @code{bezier_patches:}. Then follows a
description of the vertices (control points). First the word
@code{vertices:} followed by an integer number that tells how many
vertices there are in the description, then the word @code{vertex_list:}
followed by the x, y and z coordinates for each vertex. The number of
vertices must be same as the number given above. This is, however, not
checked for.

If the file contains curves, the keyword @code{curves:} followed by the
number of Bezier curves in the file is on the next line. After this
line, a line with the single keyword @code{curve_list:} follows. Lastly,
the Bezier curves themselves follow as numbers in groups of four by
four.@*
@i{Diff:} Each number is an index into the vertex list with the first index
having number 1.@*
@i{Diff:} The indices are given in the opposit order compared to @code{sipp_bezier_rotcurve()}.

If the file contains patches, the format is the same with the following
exceptions: The word @code{patches:} is substituted for @code{curves:},
the word @code{patch_list:} is substituted for @code{curve_list:} and
the indices into the vertex list are grouped 16 by 16 instead of 4 by 4.@*
@i{Diff:} Each number is an index into the vertex list with the first index
having number 1.

Comments can be inserted anywhere in a Bezier curve/patch description
file by using the hashmark character, @code{#}. The comment lasts to the end of
the line.

As an example of a Bezier file is here the body of a standard Newell
teapot:
@smallexample
# Bezier curves (rotational body) for teapot body.

bezier_curves:

vertices: 10
vertex_list:
    3.500000E-01    0.000000E+00    5.625000E-01
    3.343750E-01    0.000000E+00    5.953125E-01
    3.593750E-01    0.000000E+00    5.953125E-01
    3.750000E-01    0.000000E+00    5.625000E-01
    4.375000E-01    0.000000E+00    4.312500E-01
    5.000000E-01    0.000000E+00    3.000000E-01
    5.000000E-01    0.000000E+00    1.875000E-01
    5.000000E-01    0.000000E+00    7.500000E-02
    3.750000E-01    0.000000E+00    1.875000E-02
    3.750000E-01    0.000000E+00    0.000000E+00

curves:    3
curve_list:

  1 2 3 4

  4 5 6 7

  7 8 9 10

#End of teapot bezier file
@end smallexample
@findex @code{sipp_bezier_file()}
@smallexample
Object *
sipp_bezier_file(file, resol, surface, shader, texture)
        FILE    *file;
        int      resol;
        void    *surface;
        Shader  *shader;
        int      texture;
@end smallexample
@itemize
@item
@code{file}

An open filepointer to the file containing the descriptions.

@item
@code{resol}

Each rotational surface will be tessellated into @code{resol x 4*resol}
polygons, @code{resol} vertices along the curve and @code{4*resol}
vertices around the perimeter.

Patches will be tessellated into @code{resol x resol} polygons.

@item
@code{surface}

Pointer to the surface description to use when shading the surfaces.

@item
@code{shader}

Shader to use when shading the surfaces.

@item
@code{texture}

Choice of texture mapping (only @code{NATURAL} and @code{WORLD} is
applicable.
@end itemize


@node     The teapot, , The Bezier file, Object primitives
@comment  node-name,  next,  previous,  up
@section The teapot
@cindex teapot

This function creates a model of the famous "Utah Teapot" as a SIPP
object. The model is built as a combination of four subobjects: the
body, the lid, the handle and the spout. These subobjects are also
available as separate primitive objects.

@menu
* The teapot body::     Creating a teapot body 
* The teapot lid::      Creating a teapot lid
* The teapot handle::   Creating a teapot handle
* The teapot spout::    Creating a teapot spout
@end menu

The body and the lid are created as Bezier rotation curves while the
handle and the spout are created as sets of four Bezier patches each.
Texture coordinates and resolution are assigned in the same way as for
these primitives (@xref{The Bezier rotation curve} and @xref{The Bezier
patch}).

@findex @code{sipp_teapot()}
@smallexample
Object *
sipp_teapot(resol, surface, shader, texture)
        int      resol;
        void    *surface;
        Shader  *shader;
        int      texture;
@end smallexample
@itemize
@item
@code{resol}

Each rotational surface will be tessellated into @code{resol x 4*resol}
polygons, @code{resol} vertices along the curve and @code{4*resol}
vertices around the perimeter. The teapot body is built from three
rotational surfaces and the lid from two.

Patches will be tessellated into @code{resol x resol} polygons. Both the
handle and the spout are built from four patches.

@item
@code{surface}

Pointer to the surface description to use when shading the surfaces.

@item
@code{shader}

Shader to use when shading the surfaces.

@item
@code{texture}

Choice of texture mapping (only @code{NATURAL} and @code{WORLD} is
applicable.
@end itemize


@node     The teapot body, The teapot lid, , The teapot    
@comment  node-name,  next,  previous,  up
@subsection The teapot body
@cindex teapot body

This function creates the body of the "Utah Teapot" from three Bezier
rotational curves. 

@findex @code{sipp_teapot_body()}
@smallexample
Object *
sipp_teapot_body(resol, surface, shader, texture)
        int      resol;
        void    *surface;
        Shader  *shader;
        int      texture;
@end smallexample
@itemize
@item
@code{resol}

Each rotational surface will be tessellated into @code{resol x 4*resol}
polygons, @code{resol} vertices along the curve and @code{4*resol}
vertices around the perimeter. The teapot body is built from three
rotational surfaces.

@item
@code{surface}

Pointer to the surface description to use when shading the surfaces.

@item
@code{shader}

Shader to use when shading the surfaces.

@item
@code{texture}

Choice of texture mapping (only @code{NATURAL} and @code{WORLD} is
applicable.
@end itemize

@node     The teapot lid, The teapot handle, The teapot body, The teapot    
@comment  node-name,  next,  previous,  up
@subsection The teapot lid
@cindex teapot lid

This function creates the lid of the "Utah Teapot" from two Bezier
rotational curves. 

@findex @code{sipp_teapot_lid()}
@smallexample
Object *
sipp_teapot_lid(resol, surface, shader, texture)
        int      resol;
        void    *surface;
        Shader  *shader;
        int      texture;
@end smallexample
@itemize
@item
@code{resol}

Each rotational surface will be tessellated into @code{resol x 4*resol}
polygons, @code{resol} vertices along the curve and @code{4*resol}
vertices around the perimeter. The teapot lid is built from two
rotational surfaces.

@item
@code{surface}

Pointer to the surface description to use when shading the surfaces.

@item
@code{shader}

Shader to use when shading the surfaces.

@item
@code{texture}

Choice of texture mapping (only @code{NATURAL} and @code{WORLD} is
applicable.
@end itemize

@node     The teapot handle, The teapot spout, The teapot lid, The teapot    
@comment  node-name,  next,  previous,  up
@subsection The teapot handle
@cindex teapot handle

This function creates the handle of the "Utah Teapot" from four Bezier
patches.

@findex @code{sipp_teapot_handle()}
@smallexample
Object *
sipp_teapot_handle(resol, surface, shader, texture)
        int      resol;
        void    *surface;
        Shader  *shader;
        int      texture;
@end smallexample
@itemize
@item
@code{resol}

Each patch will be tessellated into @code{resol x resol} polygons.

@item
@code{surface}

Pointer to the surface description to use when shading the surfaces.

@item
@code{shader}

Shader to use when shading the surfaces.

@item
@code{texture}

Choice of texture mapping (only @code{NATURAL} and @code{WORLD} is
applicable.
@end itemize

@node     The teapot spout, , The teapot handle, The teapot    
@comment  node-name,  next,  previous,  up
@subsection The teapot spout
@cindex teapot spout

This function creates the spout of the "Utah Teapot" from four Bezier
patches.

@findex @code{sipp_teapot_spout()}
@smallexample
Object *
sipp_teapot_spout(resol, surface, shader, texture)
        int      resol;
        void    *surface;
        Shader  *shader;
        int      texture;
@end smallexample
@itemize
@item
@code{resol}

Each patch will be tessellated into @code{resol x resol} polygons.

@item
@code{surface}

Pointer to the surface description to use when shading the surfaces.

@item
@code{shader}

Shader to use when shading the surfaces.

@item
@code{texture}

Choice of texture mapping (only @code{NATURAL} and @code{WORLD} is
applicable.
@end itemize


@node     Future enhancements, Reporting bugs, Object primitives, Top    
@comment  node-name,  next,  previous,  up
@chapter Future enhancements
@cindex Enhancements

SIPP is constantly under development and we often run into new
interesting things that we would like to see included. Here is a small
list of such things, some more realistic than others. If you feel like
adding to this list, please do! Check out the chapter on bug reports
(@ref{Reporting bugs}) for information on how to get in touch with us.

@itemize @bullet
@item
More sophisticated anti-aliasing. This should not be so difficult with the
new pixel buffer.

@item
Generalized interface to lightsources, much in the same way as the
shader interface. This would allow users to design "lightsource shaders"

@item
Better support for animation.

@item
Support for some more advanced object primitives, especially patches
(Hermite, NURBS, etc.)

@item
Four channel output. Write out an alpha channel together with RGB. This
is troublesome if we want to stick with the ppm-format which does not
support this. Possible solutions include switching to Utah Raster format
or writing the alpha channel in a separate pgm-file.

@item
Curved surface rendering (this would mean a name change I guess... :-) )

@item
Use some sort of "virtual memory" by swapping things to disk. This would
make it possible to run SIPP on machines with brain-damaged OS and/or
hardware which doesn't support real VM.

@item
Front-end for reading RIB-files (RenderMan Interface Bytestream). This
might not be as impossible as it may sound.

@item
Store objects in a "higher order" format, and tessellate to polygons at
rendering time. This could allow generalizing the object interface too
so users could supply their own objects, with tessellation functions.
(Yes, I have been reading the RenderMan specs...)
@end itemize

@section Contributions

We are grateful for all donations of code that we can receive. We are
especially looking for new primitive objects and interesting shaders.

@node     Reporting bugs, Concept index, Future enhancements, Top    
@comment  node-name,  next,  previous,  up
@chapter Reporting bugs
@cindex Reporting bugs
@cindex Bugs, reporting

We have tried to test SIPP thoroughly, but since it is constantly being
developed, there are probably numerous bugs remaining, both in the
source code and in the documentation.  If you find a bug in either,
please send a bug report to either @code{jonas-y@@isy.liu.se} or
@code{ingwa@@isy.liu.se}. We will try to be as quick as possible in
fixing the bugs and redistributing the fixes.

/Jonas Yngvesson & Inge Wallin


@node    Concept index, Function index, Reporting bugs, Top
@comment node-name,    next,  previous,      up
@unnumbered Concept index

@printindex cp

@node    Function index,    ,  Concept index, Top
@comment node-name,    next,  previous,      up
@unnumbered Function index

@printindex fn

@contents
@bye