#include <assert.h>
#include "3dgfx.h"
#include "polyfill.h"
+#include "polyclip.h"
#include "inttypes.h"
#include "util.h"
int width, height;
void *pixels;
+
+ int vport[4];
};
static void xform4_vec3(const float *mat, float *vec);
st->height = height;
st->pixels = pixels;
- pimg_fb.pixels = pixels;
- pimg_fb.width = width;
- pimg_fb.height = height;
+ pfill_fb.pixels = pixels;
+ pfill_fb.width = width;
+ pfill_fb.height = height;
+
+ st->vport[0] = st->vport[1] = 0;
+ st->vport[2] = width;
+ st->vport[3] = height;
+}
+
+void g3d_viewport(int x, int y, int w, int h)
+{
+ st->vport[0] = x;
+ st->vport[1] = y;
+ st->vport[2] = w;
+ st->vport[3] = h;
}
void g3d_enable(unsigned int opt)
st->mtl.shin = shin;
}
+static INLINE int calc_shift(unsigned int x)
+{
+ int res = -1;
+ while(x) {
+ x >>= 1;
+ ++res;
+ }
+ return res;
+}
+
+static INLINE int calc_mask(unsigned int x)
+{
+ return x - 1;
+}
+
+void g3d_set_texture(int xsz, int ysz, void *pixels)
+{
+ pfill_tex.pixels = pixels;
+ pfill_tex.width = xsz;
+ pfill_tex.height = ysz;
+
+ pfill_tex.xshift = calc_shift(xsz);
+ pfill_tex.yshift = calc_shift(ysz);
+ pfill_tex.xmask = calc_mask(xsz);
+ pfill_tex.ymask = calc_mask(ysz);
+}
+
void g3d_draw(int prim, const struct g3d_vertex *varr, int varr_size)
{
g3d_draw_indexed(prim, varr, varr_size, 0, 0);
const int16_t *iarr, int iarr_size)
{
int i, j, nfaces;
- struct pvertex pv[4];
- struct g3d_vertex v[4];
+ struct pvertex pv[16];
+ struct g3d_vertex v[16];
int vnum = prim; /* primitive vertex counts correspond to enum values */
int mvtop = st->mtop[G3D_MODELVIEW];
int ptop = st->mtop[G3D_PROJECTION];
xform4_vec3(st->mat[G3D_PROJECTION][ptop], &v[i].x);
}
- /* TODO clipping */
+ /* clipping */
+ for(i=0; i<6; i++) {
+ struct g3d_vertex orig[16];
+ memcpy(orig, v, vnum * sizeof *v);
+
+ if(clip_frustum(v, &vnum, orig, vnum, i) < 0) {
+ /* polygon completely outside of view volume. discard */
+ return;
+ }
+ }
for(i=0; i<vnum; i++) {
if(v[i].w != 0.0f) {
}
/* viewport transformation */
- v[i].x = (v[i].x * 0.5f + 0.5f) * (float)st->width;
- v[i].y = (0.5f - v[i].y * 0.5f) * (float)st->height;
+ v[i].x = (v[i].x * 0.5f + 0.5f) * (float)st->vport[2] + st->vport[0];
+ v[i].y = (0.5f - v[i].y * 0.5f) * (float)st->vport[3] + st->vport[1];
/* convert pos to 24.8 fixed point */
pv[i].x = cround64(v[i].x * 256.0f);