#include "cfgopt.h"
#include "mesh.h"
#include "bsptree.h"
+#include "util.h"
static int init(void);
static void destroy(void);
static uint16_t *lowres_pixels;
static int lowres_width, lowres_height;
+static int use_zbuf;
+
+
struct screen *polytest_screen(void)
{
return &scr;
}
*/
- gen_texture(&tex, 128, 128);
+ gen_texture(&tex, 64, 64);
#ifdef DEBUG_POLYFILL
- lowres_width = fb_width / LOWRES_SCALE;
- lowres_height = fb_height / LOWRES_SCALE;
+ lowres_width = FB_WIDTH / LOWRES_SCALE;
+ lowres_height = FB_HEIGHT / LOWRES_SCALE;
lowres_pixels = malloc(lowres_width * lowres_height * 2);
scr.draw = draw_debug;
#endif
{
g3d_matrix_mode(G3D_PROJECTION);
g3d_load_identity();
- g3d_perspective(50.0, 1.3333333, 0.5, 100.0);
+ g3d_perspective(50.0, 1.3333333, 1.0, 10.0);
g3d_enable(G3D_CULL_FACE);
g3d_enable(G3D_LIGHTING);
g3d_polygon_mode(G3D_GOURAUD);
g3d_enable(G3D_TEXTURE_2D);
+
+ g3d_clear_color(20, 30, 50);
}
static void update(void)
update();
- memset(fb_pixels, 0, fb_width * fb_height * 2);
+ if(use_zbuf) {
+ g3d_clear(G3D_COLOR_BUFFER_BIT | G3D_DEPTH_BUFFER_BIT);
+ g3d_enable(G3D_DEPTH_TEST);
+ } else {
+ g3d_clear(G3D_COLOR_BUFFER_BIT);
+ g3d_disable(G3D_DEPTH_TEST);
+ }
+
g3d_matrix_mode(G3D_MODELVIEW);
g3d_load_identity();
g3d_rotate(cam_theta, 0, 1, 0);
}
- g3d_light_pos(0, -10, 10, 20);
-
- g3d_mtl_diffuse(0.4, 0.7, 1.0);
+ g3d_light_dir(0, -10, 10, 10);
+ g3d_mtl_diffuse(1.0, 1.0, 1.0);
g3d_set_texture(tex.width, tex.height, tex.pixels);
if(use_bsp) {
draw_bsp(&torus_bsp, vdir[0], vdir[1], vdir[2]);
} else {
- zsort_mesh(&torus);
+ if(!use_zbuf) {
+ zsort_mesh(&torus);
+ }
draw_mesh(&torus);
}
+ /* show zbuffer */
+ /*{
+ int i;
+ for(i=0; i<FB_WIDTH*FB_HEIGHT; i++) {
+ unsigned int z = pfill_zbuf[i];
+ fb_pixels[i] = (z >> 5) & 0x7e0;
+ }
+ }*/
+
+ cs_dputs(fb_pixels, 140, 0, use_zbuf ? "zbuffer" : "zsort");
+
/*draw_mesh(&cube);*/
swap_buffers(fb_pixels);
}
draw_lowres_raster();
- g3d_framebuffer(fb_width, fb_height, fb_pixels);
+ g3d_framebuffer(FB_WIDTH, FB_HEIGHT, fb_pixels);
g3d_polygon_mode(G3D_WIRE);
draw_mesh(&cube);
for(i=0; i<lowres_height; i++) {
for(j=0; j<lowres_width; j++) {
- draw_huge_pixel(dptr, fb_width, *sptr++);
+ draw_huge_pixel(dptr, FB_WIDTH, *sptr++);
dptr += LOWRES_SCALE;
}
- dptr += fb_width * LOWRES_SCALE - fb_width;
+ dptr += FB_WIDTH * LOWRES_SCALE - FB_WIDTH;
}
}
use_bsp = !use_bsp;
printf("drawing with %s\n", use_bsp ? "BSP tree" : "z-sorting");
break;
+
+ case 'z':
+ use_zbuf = !use_zbuf;
+ printf("Z-buffer %s\n", use_zbuf ? "on" : "off");
+ break;
}
}
for(i=0; i<ysz; i++) {
for(j=0; j<xsz; j++) {
- int val = i ^ j;
+ int val = (i << 2) ^ (j << 2);
+ uint16_t r = val;
+ uint16_t g = val << 1;
+ uint16_t b = val << 2;
- *pix++ = PACK_RGB16(val, val, val);
+ *pix++ = PACK_RGB16(r, g, b);
}
}