int vport[4];
+ uint16_t clear_color, clear_depth;
+
/* immediate mode */
int imm_prim;
int imm_numv, imm_pcount;
g3d_light_ambient(0.1, 0.1, 0.1);
g3d_mtl_diffuse(1, 1, 1);
+
+ st->clear_depth = 65535;
}
void g3d_framebuffer(int width, int height, void *pixels)
st->width = width;
st->height = height;
- st->pixels = pixels;
pfill_fb.pixels = pixels;
pfill_fb.width = width;
/* set the framebuffer pointer, without resetting the size */
void g3d_framebuffer_addr(void *pixels)
{
- st->pixels = pixels;
pfill_fb.pixels = pixels;
}
st->vport[3] = h;
}
+void g3d_clear_color(unsigned char r, unsigned char g, unsigned char b)
+{
+ st->clear_color = PACK_RGB16(r, g, b);
+}
+
+void g3d_clear_depth(uint16_t zval)
+{
+ st->clear_depth = zval;
+}
+
+void g3d_clear(unsigned int mask)
+{
+ if(mask & G3D_COLOR_BUFFER_BIT) {
+ memset16(pfill_fb.pixels, st->clear_color, pfill_fb.width * pfill_fb.height);
+ }
+ if(mask & G3D_DEPTH_BUFFER_BIT) {
+ memset16(pfill_zbuf, st->clear_depth, pfill_fb.width * pfill_fb.height);
+ }
+}
+
void g3d_enable(unsigned int opt)
{
st->opt |= opt;
g3d_draw_indexed(prim, varr, varr_size, 0, 0);
}
+#define NEED_NORMALS (st->opt & (G3D_LIGHTING | G3D_TEXTURE_GEN))
+
void g3d_draw_indexed(int prim, const struct g3d_vertex *varr, int varr_size,
const uint16_t *iarr, int iarr_size)
{
tmpv = alloca(prim * 6 * sizeof *tmpv);
/* calc the normal matrix */
- memcpy(st->norm_mat, st->mat[G3D_MODELVIEW][mvtop], 16 * sizeof(float));
- st->norm_mat[12] = st->norm_mat[13] = st->norm_mat[14] = 0.0f;
+ if(NEED_NORMALS) {
+ memcpy(st->norm_mat, st->mat[G3D_MODELVIEW][mvtop], 16 * sizeof(float));
+ st->norm_mat[12] = st->norm_mat[13] = st->norm_mat[14] = 0.0f;
+ }
nfaces = (iarr ? iarr_size : varr_size) / prim;
v[i] = iarr ? varr[*iarr++] : *varr++;
xform4_vec3(st->mat[G3D_MODELVIEW][mvtop], &v[i].x);
- xform3_vec3(st->norm_mat, &v[i].nx);
- if(st->opt & G3D_LIGHTING) {
- shade(v + i);
- }
- if(st->opt & G3D_TEXTURE_GEN) {
- v[i].u = v[i].nx * 0.5 + 0.5;
- v[i].v = 0.5 - v[i].ny * 0.5;
+ if(NEED_NORMALS) {
+ xform3_vec3(st->norm_mat, &v[i].nx);
+ if(st->opt & G3D_LIGHTING) {
+ shade(v + i);
+ }
+ if(st->opt & G3D_TEXTURE_GEN) {
+ v[i].u = v[i].nx * 0.5 + 0.5;
+ v[i].v = 0.5 - v[i].ny * 0.5;
+ }
}
if(st->opt & G3D_TEXTURE_MAT) {
float *mat = st->mat[G3D_TEXTURE][st->mtop[G3D_TEXTURE]];
if(v[i].w != 0.0f) {
v[i].x /= v[i].w;
v[i].y /= v[i].w;
- /*v[i].z /= v[i].w;*/
+#ifdef ENABLE_ZBUFFER
+ if(st->opt & G3D_DEPTH_TEST) {
+ v[i].z /= v[i].w;
+ }
+#endif
}
/* viewport transformation */
/* convert pos to 24.8 fixed point */
pv[i].x = cround64(v[i].x * 256.0f);
pv[i].y = cround64(v[i].y * 256.0f);
+#ifdef ENABLE_ZBUFFER
+ if(st->opt & G3D_DEPTH_TEST) {
+ /* after div/w z is in [-1, 1], remap it to [0, 65535] */
+ pv[i].z = cround64(v[i].z * 32767.5f + 32767.5f);
+ }
+#endif
/* convert tex coords to 16.16 fixed point */
pv[i].u = cround64(v[i].u * 65536.0f);
pv[i].v = cround64(v[i].v * 65536.0f);
case 1:
if(st->opt & (G3D_ALPHA_BLEND | G3D_ADD_BLEND)) {
int r, g, b, inv_alpha;
- g3d_pixel *dest = st->pixels + (pv[0].y >> 8) * st->width + (pv[0].x >> 8);
+ g3d_pixel *dest = pfill_fb.pixels + (pv[0].y >> 8) * st->width + (pv[0].x >> 8);
if(st->opt & G3D_ALPHA_BLEND) {
inv_alpha = 255 - pv[0].a;
r = ((int)pv[0].r * pv[0].a + G3D_UNPACK_R(*dest) * inv_alpha) >> 8;
}
*dest++ = G3D_PACK_RGB(r, g, b);
} else {
- g3d_pixel *dest = st->pixels + (pv[0].y >> 8) * st->width + (pv[0].x >> 8);
+ g3d_pixel *dest = pfill_fb.pixels + (pv[0].y >> 8) * st->width + (pv[0].x >> 8);
*dest = G3D_PACK_RGB(pv[0].r, pv[0].g, pv[0].b);
}
break;
} else if(st->opt & G3D_ADD_BLEND) {
fill_mode |= POLYFILL_ADD_BIT;
}
+#ifdef ENABLE_ZBUFFER
+ if(st->opt & G3D_DEPTH_TEST) {
+ fill_mode |= POLYFILL_ZBUF_BIT;
+ }
+#endif
polyfill(fill_mode, pv, vnum);
}
}