#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"
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;
- uint16_t *pixels;
+ g3d_pixel *pixels;
int vport[4];
};
static void imm_flush(void);
-static void xform4_vec3(const float *mat, float *vec);
-static void xform3_vec3(const float *mat, float *vec);
+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);
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)
{
st->vport[0] = x;
void g3d_polygon_mode(int pmode)
{
- st->fill_mode = pmode;
+ st->polymode = pmode;
}
void g3d_matrix_mode(int mmode)
}
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 */
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 tmpv[16];
- 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(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;
+ if(!vnum) continue;
+ }
for(i=0; i<vnum; i++) {
if(v[i].w != 0.0f) {
if(st->opt & G3D_BLEND) {
int r, g, b;
int inv_alpha = 255 - pv[0].a;
- uint16_t *dest = st->pixels + (pv[0].y >> 8) * st->width + (pv[0].x >> 8);
- r = ((int)pv[0].r * pv[0].a + UNPACK_R16(*dest) * inv_alpha) >> 8;
- g = ((int)pv[0].g * pv[0].a + UNPACK_G16(*dest) * inv_alpha) >> 8;
- b = ((int)pv[0].b * pv[0].a + UNPACK_B16(*dest) * inv_alpha) >> 8;
- *dest++ = PACK_RGB16(r, g, b);
+ 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 {
- uint16_t *dest = st->pixels + (pv[0].y >> 8) * st->width + (pv[0].x >> 8);
- *dest = PACK_RGB16(pv[0].r, pv[0].g, pv[0].b);
+ 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:
- /* TODO: draw line */
+ {
+ 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:
- polyfill(st->fill_mode, pv, vnum);
+ 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);
}
}
}
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 = r;
- st->imm_curv.g = g;
- st->imm_curv.b = 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 = r;
- st->imm_curv.g = g;
- st->imm_curv.b = b;
- st->imm_curv.a = 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 = ir > 255 ? 255 : ir;
- st->imm_curv.g = ig > 255 ? 255 : ig;
- st->imm_curv.b = ib > 255 ? 255 : ib;
+ 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;
}
int ig = g * 255.0f;
int ib = b * 255.0f;
int ia = a * 255.0f;
- st->imm_curv.r = ir > 255 ? 255 : ir;
- st->imm_curv.g = ig > 255 ? 255 : ig;
- st->imm_curv.b = ib > 255 ? 255 : ib;
- st->imm_curv.a = ia > 255 ? 255 : ia;
+ 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.v = v;
}
-static void xform4_vec3(const float *mat, float *vec)
+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) \