#include <string.h>
#include <math.h>
#include <assert.h>
+#if defined(__WATCOMC__) || defined(_MSC_VER) || defined(__DJGPP__)
+#include <malloc.h>
+#else
+#include <alloca.h>
+#endif
#include "3dgfx.h"
+#include "gfxutil.h"
#include "polyfill.h"
#include "polyclip.h"
#include "inttypes.h"
+#include "demo.h"
#include "util.h"
#define STACK_SIZE 8
typedef float g3d_matrix[16];
-#define MAX_VBUF_SIZE 256
#define MAX_LIGHTS 4
+#define IMM_VBUF_SIZE 256
+
+#define NORMALIZE(v) \
+ do { \
+ float len = sqrt((v)[0] * (v)[0] + (v)[1] * (v)[1] + (v)[2] * (v)[2]); \
+ if(len != 0.0) { \
+ float s = 1.0 / len; \
+ (v)[0] *= s; \
+ (v)[1] *= s; \
+ (v)[2] *= s; \
+ } \
+ } while(0)
+
+enum {LT_POS, LT_DIR};
struct light {
+ int type;
float x, y, z;
float r, g, b;
};
struct g3d_state {
unsigned int opt;
int frontface;
- int fill_mode;
+ int polymode;
g3d_matrix mat[G3D_NUM_MATRICES][STACK_SIZE];
int mtop[G3D_NUM_MATRICES];
struct material mtl;
int width, height;
- void *pixels;
+ g3d_pixel *pixels;
int vport[4];
+
+ /* immediate mode */
+ int imm_prim;
+ int imm_numv, imm_pcount;
+ struct g3d_vertex imm_curv;
+ struct g3d_vertex imm_vbuf[IMM_VBUF_SIZE];
};
-static void xform4_vec3(const float *mat, float *vec);
-static void xform3_vec3(const float *mat, float *vec);
+static void imm_flush(void);
+static __inline void xform4_vec3(const float *mat, float *vec);
+static __inline void xform3_vec3(const float *mat, float *vec);
static void shade(struct g3d_vertex *v);
static struct g3d_state *st;
fprintf(stderr, "failed to allocate G3D context\n");
return -1;
}
- st->fill_mode = POLYFILL_FLAT;
+ st->opt = G3D_CLIP_FRUSTUM;
+ st->polymode = POLYFILL_FLAT;
for(i=0; i<G3D_NUM_MATRICES; i++) {
g3d_matrix_mode(i);
pfill_fb.width = width;
pfill_fb.height = height;
- st->vport[0] = st->vport[1] = 0;
- st->vport[2] = width;
- st->vport[3] = height;
+ g3d_viewport(0, 0, width, height);
+}
+
+/* set the framebuffer pointer, without resetting the size */
+void g3d_framebuffer_addr(void *pixels)
+{
+ st->pixels = pixels;
+ pfill_fb.pixels = pixels;
}
void g3d_viewport(int x, int y, int w, int h)
void g3d_polygon_mode(int pmode)
{
- st->fill_mode = pmode;
+ st->polymode = pmode;
}
void g3d_matrix_mode(int mmode)
{
int mvtop = st->mtop[G3D_MODELVIEW];
+ st->lt[idx].type = LT_POS;
st->lt[idx].x = x;
st->lt[idx].y = y;
st->lt[idx].z = z;
xform4_vec3(st->mat[G3D_MODELVIEW][mvtop], &st->lt[idx].x);
}
+void g3d_light_dir(int idx, float x, float y, float z)
+{
+ int mvtop = st->mtop[G3D_MODELVIEW];
+
+ st->lt[idx].type = LT_DIR;
+ st->lt[idx].x = x;
+ st->lt[idx].y = y;
+ st->lt[idx].z = z;
+
+ /* 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;
+
+ xform4_vec3(st->norm_mat, &st->lt[idx].x);
+
+ NORMALIZE(&st->lt[idx].x);
+}
+
void g3d_light_color(int idx, float r, float g, float b)
{
st->lt[idx].r = r;
}
void g3d_draw_indexed(int prim, const struct g3d_vertex *varr, int varr_size,
- const int16_t *iarr, int iarr_size)
+ const uint16_t *iarr, int iarr_size)
{
- int i, j, nfaces;
+ int i, j, vnum, nfaces, fill_mode;
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];
+ struct g3d_vertex *tmpv;
+
+ 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;
- nfaces = (iarr ? iarr_size : varr_size) / vnum;
+ nfaces = (iarr ? iarr_size : varr_size) / prim;
for(j=0; j<nfaces; j++) {
+ vnum = prim; /* reset vnum for each iteration */
for(i=0; i<vnum; i++) {
v[i] = iarr ? varr[*iarr++] : *varr++;
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 = v[i].ny * 0.5 + 0.5;
+ }
+ if(st->opt & G3D_TEXTURE_MAT) {
+ float *mat = st->mat[G3D_TEXTURE][st->mtop[G3D_TEXTURE]];
+ float x = mat[0] * v[i].u + mat[4] * v[i].v + mat[12];
+ float y = mat[1] * v[i].u + mat[5] * v[i].v + mat[13];
+ float w = mat[3] * v[i].u + mat[7] * v[i].v + mat[15];
+ v[i].u = x / w;
+ v[i].v = y / w;
+ }
xform4_vec3(st->mat[G3D_PROJECTION][ptop], &v[i].x);
}
/* 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;
+ if(st->opt & G3D_CLIP_FRUSTUM) {
+ for(i=0; i<6; i++) {
+ memcpy(tmpv, v, vnum * sizeof *v);
+
+ if(clip_frustum(v, &vnum, tmpv, vnum, i) < 0) {
+ /* polygon completely outside of view volume. discard */
+ vnum = 0;
+ break;
+ }
}
+
+ if(!vnum) continue;
}
for(i=0; i<vnum; i++) {
pv[i].r = v[i].r;
pv[i].g = v[i].g;
pv[i].b = v[i].b;
+ pv[i].a = v[i].a;
}
/* backface culling */
int32_t ay = pv[1].y - pv[0].y;
int32_t bx = pv[2].x - pv[0].x;
int32_t by = pv[2].y - pv[0].y;
- int32_t cross_z = ax * (by >> 8) - ay * (bx >> 8);
+ int32_t cross_z = (ax >> 4) * (by >> 4) - (ay >> 4) * (bx >> 4);
int sign = (cross_z >> 31) & 1;
if(!(sign ^ st->frontface)) {
}
}
- polyfill(st->fill_mode, pv, vnum);
+ switch(vnum) {
+ case 1:
+ if(st->opt & G3D_BLEND) {
+ int r, g, b;
+ int inv_alpha = 255 - pv[0].a;
+ g3d_pixel *dest = st->pixels + (pv[0].y >> 8) * st->width + (pv[0].x >> 8);
+ r = ((int)pv[0].r * pv[0].a + G3D_UNPACK_R(*dest) * inv_alpha) >> 8;
+ g = ((int)pv[0].g * pv[0].a + G3D_UNPACK_G(*dest) * inv_alpha) >> 8;
+ b = ((int)pv[0].b * pv[0].a + G3D_UNPACK_B(*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);
+ *dest = G3D_PACK_RGB(pv[0].r, pv[0].g, pv[0].b);
+ }
+ break;
+
+ case 2:
+ {
+ g3d_pixel col = G3D_PACK_RGB(pv[0].r, pv[0].g, pv[0].b);
+ draw_line(pv[0].x >> 8, pv[0].y >> 8, pv[1].x >> 8, pv[1].y >> 8, col);
+ }
+ break;
+
+ default:
+ fill_mode = st->polymode;
+ if(st->opt & G3D_TEXTURE_2D) {
+ fill_mode |= POLYFILL_TEX_BIT;
+ }
+ if(st->opt & G3D_BLEND) {
+ fill_mode |= POLYFILL_BLEND_BIT;
+ }
+ polyfill(fill_mode, pv, vnum);
+ }
+ }
+}
+
+void g3d_begin(int prim)
+{
+ st->imm_prim = prim;
+ st->imm_pcount = prim;
+ st->imm_numv = 0;
+}
+
+void g3d_end(void)
+{
+ imm_flush();
+}
+
+static void imm_flush(void)
+{
+ int numv = st->imm_numv;
+ st->imm_numv = 0;
+ g3d_draw_indexed(st->imm_prim, st->imm_vbuf, numv, 0, 0);
+}
+
+void g3d_vertex(float x, float y, float z)
+{
+ struct g3d_vertex *vptr = st->imm_vbuf + st->imm_numv++;
+ *vptr = st->imm_curv;
+ vptr->x = x;
+ vptr->y = y;
+ vptr->z = z;
+ vptr->w = 1.0f;
+
+ if(!--st->imm_pcount) {
+ if(st->imm_numv >= IMM_VBUF_SIZE - st->imm_prim) {
+ imm_flush();
+ }
+ st->imm_pcount = st->imm_prim;
}
}
-static void xform4_vec3(const float *mat, float *vec)
+void g3d_normal(float x, float y, float z)
+{
+ st->imm_curv.nx = x;
+ st->imm_curv.ny = y;
+ st->imm_curv.nz = z;
+}
+
+#define CLAMP(x, a, b) ((x) < (a) ? (a) : ((x) > (b) ? (b) : (x)))
+#define MIN(a, b) ((a) < (b) ? (a) : (b))
+
+void g3d_color3b(unsigned char r, unsigned char g, unsigned char b)
+{
+ st->imm_curv.r = MIN(r, 255);
+ st->imm_curv.g = MIN(g, 255);
+ st->imm_curv.b = MIN(b, 255);
+ st->imm_curv.a = 255;
+}
+
+void g3d_color4b(unsigned char r, unsigned char g, unsigned char b, unsigned char a)
+{
+ st->imm_curv.r = MIN(r, 255);
+ st->imm_curv.g = MIN(g, 255);
+ st->imm_curv.b = MIN(b, 255);
+ st->imm_curv.a = MIN(a, 255);
+}
+
+void g3d_color3f(float r, float g, float b)
+{
+ int ir = r * 255.0f;
+ int ig = g * 255.0f;
+ int ib = b * 255.0f;
+ st->imm_curv.r = CLAMP(ir, 0, 255);
+ st->imm_curv.g = CLAMP(ig, 0, 255);
+ st->imm_curv.b = CLAMP(ib, 0, 255);
+ st->imm_curv.a = 255;
+}
+
+void g3d_color4f(float r, float g, float b, float a)
+{
+ int ir = r * 255.0f;
+ int ig = g * 255.0f;
+ int ib = b * 255.0f;
+ int ia = a * 255.0f;
+ st->imm_curv.r = CLAMP(ir, 0, 255);
+ st->imm_curv.g = CLAMP(ig, 0, 255);
+ st->imm_curv.b = CLAMP(ib, 0, 255);
+ st->imm_curv.a = CLAMP(ia, 0, 255);
+}
+
+void g3d_texcoord(float u, float v)
+{
+ st->imm_curv.u = u;
+ st->imm_curv.v = v;
+}
+
+static __inline void xform4_vec3(const float *mat, float *vec)
{
float x = mat[0] * vec[0] + mat[4] * vec[1] + mat[8] * vec[2] + mat[12];
float y = mat[1] * vec[0] + mat[5] * vec[1] + mat[9] * vec[2] + mat[13];
float z = mat[2] * vec[0] + mat[6] * vec[1] + mat[10] * vec[2] + mat[14];
- float w = mat[3] * vec[0] + mat[7] * vec[1] + mat[11] * vec[2] + mat[15];
-
- vec[0] = x;
- vec[1] = y;
+ vec[3] = mat[3] * vec[0] + mat[7] * vec[1] + mat[11] * vec[2] + mat[15];
vec[2] = z;
- vec[3] = w;
+ vec[1] = y;
+ vec[0] = x;
}
-static void xform3_vec3(const float *mat, float *vec)
+static __inline void xform3_vec3(const float *mat, float *vec)
{
float x = mat[0] * vec[0] + mat[4] * vec[1] + mat[8] * vec[2];
float y = mat[1] * vec[0] + mat[5] * vec[1] + mat[9] * vec[2];
- float z = mat[2] * vec[0] + mat[6] * vec[1] + mat[10] * vec[2];
-
- vec[0] = x;
+ vec[2] = mat[2] * vec[0] + mat[6] * vec[1] + mat[10] * vec[2];
vec[1] = y;
- vec[2] = z;
+ vec[0] = x;
}
-#define NORMALIZE(v) \
- do { \
- float len = sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]); \
- if(len != 0.0) { \
- float s = 1.0 / len; \
- v[0] *= s; \
- v[1] *= s; \
- v[2] *= s; \
- } \
- } while(0)
-
static void shade(struct g3d_vertex *v)
{
int i, r, g, b;
continue;
}
- ldir[0] = st->lt[i].x - v->x;
- ldir[1] = st->lt[i].y - v->y;
- ldir[2] = st->lt[i].z - v->z;
- NORMALIZE(ldir);
+ ldir[0] = st->lt[i].x;
+ ldir[1] = st->lt[i].y;
+ ldir[2] = st->lt[i].z;
+
+ if(st->lt[i].type != LT_DIR) {
+ ldir[0] -= v->x;
+ ldir[1] -= v->y;
+ ldir[2] -= v->z;
+ NORMALIZE(ldir);
+ }
if((ndotl = v->nx * ldir[0] + v->ny * ldir[1] + v->nz * ldir[2]) < 0.0f) {
ndotl = 0.0f;
color[0] += st->mtl.kd[0] * st->lt[i].r * ndotl;
color[1] += st->mtl.kd[1] * st->lt[i].g * ndotl;
color[2] += st->mtl.kd[2] * st->lt[i].b * ndotl;
+
+ /*
+ if(st->opt & G3D_SPECULAR) {
+ float ndoth;
+ ldir[2] += 1.0f;
+ NORMALIZE(ldir);
+ if((ndoth = v->nx * ldir[0] + v->ny * ldir[1] + v->nz * ldir[2]) < 0.0f) {
+ ndoth = 0.0f;
+ }
+ ndoth = pow(ndoth, st->mtl.shin);
+
+ color[0] += st->mtl.ks[0] * st->lt[i].r * ndoth;
+ color[1] += st->mtl.ks[1] * st->lt[i].g * ndoth;
+ color[2] += st->mtl.ks[2] * st->lt[i].b * ndoth;
+ }
+ */
}
r = cround64(color[0] * 255.0);