9 #include "polyfill.h" /* just for struct pimage */
13 struct g3d_vertex *varr;
18 static int init(void);
19 static void destroy(void);
20 static void start(long trans_time);
21 static void draw(void);
22 static void draw_mesh(struct mesh *mesh);
23 static int gen_cube(struct mesh *mesh, float sz);
24 static int gen_torus(struct mesh *mesh, float rad, float ringrad, int usub, int vsub);
25 static void zsort(struct mesh *m);
26 static void draw_lowres_raster(void);
27 static int gen_texture(struct pimage *img, int xsz, int ysz);
29 static struct screen scr = {
37 static float cam_theta, cam_phi = 25;
38 static float cam_dist = 3;
39 static struct mesh cube, torus;
41 static struct pimage tex;
43 #define LOWRES_SCALE 10
44 static uint16_t *lowres_pixels;
45 static int lowres_width, lowres_height;
47 struct screen *polytest_screen(void)
57 gen_torus(&torus, 1.0, 0.25, 24, 12);
59 for(i=0; i<torus.vcount; i++) {
60 torus.varr[i].u *= 4.0;
61 torus.varr[i].v *= 2.0;
64 gen_texture(&tex, 128, 128);
67 lowres_width = fb_width / LOWRES_SCALE;
68 lowres_height = fb_height / LOWRES_SCALE;
69 lowres_pixels = malloc(lowres_width * lowres_height * 2);
70 scr.draw = draw_debug;
76 static void destroy(void)
84 static void start(long trans_time)
86 g3d_matrix_mode(G3D_PROJECTION);
88 g3d_perspective(50.0, 1.3333333, 0.5, 100.0);
90 g3d_enable(G3D_CULL_FACE);
91 g3d_enable(G3D_LIGHTING);
92 g3d_enable(G3D_LIGHT0);
94 g3d_polygon_mode(G3D_TEX_GOURAUD);
97 static void update(void)
99 static int prev_mx, prev_my;
100 static unsigned int prev_bmask;
103 if((mouse_bmask ^ prev_bmask) == 0) {
104 int dx = mouse_x - prev_mx;
105 int dy = mouse_y - prev_my;
108 if(mouse_bmask & 1) {
109 cam_theta += dx * 1.0;
112 if(cam_phi < -90) cam_phi = -90;
113 if(cam_phi > 90) cam_phi = 90;
115 if(mouse_bmask & 4) {
116 cam_dist += dy * 0.5;
118 if(cam_dist < 0) cam_dist = 0;
125 prev_bmask = mouse_bmask;
129 static void draw(void)
133 memset(fb_pixels, 0, fb_width * fb_height * 2);
135 g3d_matrix_mode(G3D_MODELVIEW);
137 g3d_translate(0, 0, -cam_dist);
138 g3d_rotate(cam_phi, 1, 0, 0);
139 g3d_rotate(cam_theta, 0, 1, 0);
141 g3d_light_pos(0, -10, 10, 20);
145 g3d_mtl_diffuse(0.4, 0.7, 1.0);
146 g3d_set_texture(tex.width, tex.height, tex.pixels);
150 /*draw_mesh(&cube);*/
151 swap_buffers(fb_pixels);
154 static void draw_debug(void)
158 memset(lowres_pixels, 0, lowres_width * lowres_height * 2);
160 g3d_matrix_mode(G3D_MODELVIEW);
162 g3d_translate(0, 0, -cam_dist);
163 g3d_rotate(cam_phi, 1, 0, 0);
164 g3d_rotate(cam_theta, 0, 1, 0);
166 g3d_framebuffer(lowres_width, lowres_height, lowres_pixels);
170 draw_lowres_raster();
173 g3d_framebuffer(fb_width, fb_height, fb_pixels);
175 g3d_polygon_mode(G3D_WIRE);
177 g3d_polygon_mode(G3D_FLAT);
179 swap_buffers(fb_pixels);
182 static void draw_mesh(struct mesh *mesh)
185 g3d_draw_indexed(mesh->prim, mesh->varr, mesh->vcount, mesh->iarr, mesh->icount);
187 g3d_draw(mesh->prim, mesh->varr, mesh->vcount);
191 #define NORMAL(vp, x, y, z) do { vp->nx = x; vp->ny = y; vp->nz = z; } while(0)
192 #define COLOR(vp, cr, cg, cb) do { vp->r = cr; vp->g = cg; vp->b = cb; } while(0)
193 #define TEXCOORD(vp, tu, tv) do { vp->u = tu; vp->v = tv; } while(0)
194 #define VERTEX(vp, vx, vy, vz) \
196 vp->x = vx; vp->y = vy; vp->z = vz; vp->w = 1.0f; \
200 static int gen_cube(struct mesh *mesh, float sz)
202 struct g3d_vertex *vptr;
203 float hsz = sz / 2.0;
205 mesh->prim = G3D_QUADS;
210 if(!(mesh->varr = malloc(mesh->vcount * sizeof *mesh->varr))) {
216 NORMAL(vptr, 0, 0, -1);
217 COLOR(vptr, 255, 0, 255);
218 VERTEX(vptr, hsz, -hsz, -hsz);
219 VERTEX(vptr, -hsz, -hsz, -hsz);
220 VERTEX(vptr, -hsz, hsz, -hsz);
221 VERTEX(vptr, hsz, hsz, -hsz);
223 NORMAL(vptr, 0, -1, 0);
224 COLOR(vptr, 0, 255, 255);
225 VERTEX(vptr, -hsz, -hsz, -hsz);
226 VERTEX(vptr, hsz, -hsz, -hsz);
227 VERTEX(vptr, hsz, -hsz, hsz);
228 VERTEX(vptr, -hsz, -hsz, hsz);
230 NORMAL(vptr, -1, 0, 0);
231 COLOR(vptr, 255, 255, 0);
232 VERTEX(vptr, -hsz, -hsz, -hsz);
233 VERTEX(vptr, -hsz, -hsz, hsz);
234 VERTEX(vptr, -hsz, hsz, hsz);
235 VERTEX(vptr, -hsz, hsz, -hsz);
237 NORMAL(vptr, 1, 0, 0);
238 COLOR(vptr, 255, 0, 0);
239 VERTEX(vptr, hsz, -hsz, hsz);
240 VERTEX(vptr, hsz, -hsz, -hsz);
241 VERTEX(vptr, hsz, hsz, -hsz);
242 VERTEX(vptr, hsz, hsz, hsz);
244 NORMAL(vptr, 0, 1, 0);
245 COLOR(vptr, 0, 255, 0);
246 VERTEX(vptr, -hsz, hsz, hsz);
247 VERTEX(vptr, hsz, hsz, hsz);
248 VERTEX(vptr, hsz, hsz, -hsz);
249 VERTEX(vptr, -hsz, hsz, -hsz);
251 NORMAL(vptr, 0, 0, 1);
252 COLOR(vptr, 0, 0, 255);
253 VERTEX(vptr, -hsz, -hsz, hsz);
254 VERTEX(vptr, hsz, -hsz, hsz);
255 VERTEX(vptr, hsz, hsz, hsz);
256 VERTEX(vptr, -hsz, hsz, hsz);
261 static void torusvec(float *res, float theta, float phi, float mr, float rr)
266 rx = -cos(phi) * rr + mr;
270 res[0] = rx * sin(theta) + rz * cos(theta);
272 res[2] = -rx * cos(theta) + rz * sin(theta);
275 static int gen_torus(struct mesh *mesh, float rad, float ringrad, int usub, int vsub)
278 int nfaces, uverts, vverts;
279 struct g3d_vertex *vptr;
282 mesh->prim = G3D_QUADS;
284 if(usub < 4) usub = 4;
285 if(vsub < 2) vsub = 2;
290 mesh->vcount = uverts * vverts;
291 nfaces = usub * vsub;
292 mesh->icount = nfaces * 4;
294 printf("generating torus with %d faces (%d vertices)\n", nfaces, mesh->vcount);
296 if(!(mesh->varr = malloc(mesh->vcount * sizeof *mesh->varr))) {
299 if(!(mesh->iarr = malloc(mesh->icount * sizeof *mesh->iarr))) {
305 for(i=0; i<uverts; i++) {
306 float u = (float)i / (float)(uverts - 1);
307 float theta = u * 2.0 * M_PI;
310 torusvec(rcent, theta, 0, rad, 0);
312 for(j=0; j<vverts; j++) {
313 float v = (float)j / (float)(vverts - 1);
314 float phi = v * 2.0 * M_PI;
315 int chess = (i & 1) == (j & 1);
317 torusvec(&vptr->x, theta, phi, rad, ringrad);
319 vptr->nx = (vptr->x - rcent[0]) / ringrad;
320 vptr->ny = (vptr->y - rcent[1]) / ringrad;
321 vptr->nz = (vptr->z - rcent[2]) / ringrad;
324 vptr->r = chess ? 255 : 64;
326 vptr->b = chess ? 64 : 255;
329 if(i < usub && j < vsub) {
330 int idx = i * vverts + j;
333 *iptr++ = idx + vverts + 1;
334 *iptr++ = idx + vverts;
343 struct g3d_vertex *varr;
347 static int zsort_cmp(const void *aptr, const void *bptr)
349 const int16_t *a = (const int16_t*)aptr;
350 const int16_t *b = (const int16_t*)bptr;
352 const float *m = zsort_cls.xform;
354 const struct g3d_vertex *va = zsort_cls.varr + a[0];
355 const struct g3d_vertex *vb = zsort_cls.varr + b[0];
357 float za = m[2] * va->x + m[6] * va->y + m[10] * va->z + m[14];
358 float zb = m[2] * vb->x + m[6] * vb->y + m[10] * vb->z + m[14];
360 va = zsort_cls.varr + a[2];
361 vb = zsort_cls.varr + b[2];
363 za += m[2] * va->x + m[6] * va->y + m[10] * va->z + m[14];
364 zb += m[2] * vb->x + m[6] * vb->y + m[10] * vb->z + m[14];
369 static void zsort(struct mesh *m)
371 int nfaces = m->icount / m->prim;
373 zsort_cls.varr = m->varr;
374 zsort_cls.xform = g3d_get_matrix(G3D_MODELVIEW, 0);
376 qsort(m->iarr, nfaces, m->prim * sizeof *m->iarr, zsort_cmp);
379 static void draw_huge_pixel(uint16_t *dest, int dest_width, uint16_t color)
382 uint16_t grid_color = PACK_RGB16(127, 127, 127);
384 for(i=0; i<LOWRES_SCALE; i++) {
385 for(j=0; j<LOWRES_SCALE; j++) {
386 dest[j] = i == 0 || j == 0 ? grid_color : color;
392 static void draw_lowres_raster(void)
395 uint16_t *sptr = lowres_pixels;
396 uint16_t *dptr = fb_pixels;
398 for(i=0; i<lowres_height; i++) {
399 for(j=0; j<lowres_width; j++) {
400 draw_huge_pixel(dptr, fb_width, *sptr++);
401 dptr += LOWRES_SCALE;
403 dptr += fb_width * LOWRES_SCALE - fb_width;
407 static int gen_texture(struct pimage *img, int xsz, int ysz)
412 if(!(img->pixels = malloc(xsz * ysz * sizeof *pix))) {
417 for(i=0; i<ysz; i++) {
418 for(j=0; j<xsz; j++) {
421 *pix++ = PACK_RGB16(val, val, val);