3dgfx code, untested
[metatoy] / src / 3dgfx / 3dgfx.c
diff --git a/src/3dgfx/3dgfx.c b/src/3dgfx/3dgfx.c
new file mode 100644 (file)
index 0000000..6df2bbe
--- /dev/null
@@ -0,0 +1,895 @@
+#ifndef BUILD_OPENGL
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include <math.h>
+#include <assert.h>
+#include <alloca.h>
+#include "3dgfx.h"
+#include "polyfill.h"
+#include "polyclip.h"
+#include "inttypes.h"
+#include "gfxutil.h"
+#include "util.h"
+#include "colormgr.h"
+
+
+#undef CORRECT_NORMAL_MATRIX
+#ifdef CORRECT_NORMAL_MATRIX
+#include <cgmath/cgmath.h>
+#endif
+
+#define ENABLE_ZBUFFER
+
+#define STACK_SIZE     16
+typedef float g3d_matrix[16];
+
+#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 energy;
+};
+
+struct material {
+       float kd, ks;
+       float shin;
+};
+
+struct g3d_state {
+       unsigned int opt;
+       int frontface;
+       int polymode;
+
+       g3d_matrix mat[G3D_NUM_MATRICES][STACK_SIZE];
+       int mtop[G3D_NUM_MATRICES];
+       int mmode;
+
+       g3d_matrix norm_mat;
+
+       float ambient;
+       struct light lt[MAX_LIGHTS];
+       struct material mtl;
+
+       int width, height;
+       g3d_pixel *pixels;
+
+       int vport[4];
+
+       g3d_pixel clear_color;
+       uint32_t clear_depth;
+
+       /* 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 calc_grad(struct g3d_vertex *v);
+
+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;
+static const float idmat[] = {
+       1, 0, 0, 0,
+       0, 1, 0, 0,
+       0, 0, 1, 0,
+       0, 0, 0, 1
+};
+
+int g3d_init(void)
+{
+       if(!(st = calloc(1, sizeof *st))) {
+               fprintf(stderr, "failed to allocate G3D context\n");
+               return -1;
+       }
+       g3d_reset();
+
+       return 0;
+}
+
+void g3d_destroy(void)
+{
+#ifdef ENABLE_ZBUFFER
+       free(pfill_zbuf);
+#endif
+       free(st);
+}
+
+void g3d_reset(void)
+{
+       int i;
+
+#ifdef ENABLE_ZBUFFER
+       free(pfill_zbuf);
+#endif
+       memset(st, 0, sizeof *st);
+
+       st->opt = G3D_CLIP_FRUSTUM;
+       st->polymode = POLYFILL_FLAT;
+
+       for(i=0; i<G3D_NUM_MATRICES; i++) {
+               g3d_matrix_mode(i);
+               g3d_load_identity();
+       }
+
+       for(i=0; i<MAX_LIGHTS; i++) {
+               g3d_light_dir(i, 0, 0, 1);
+               g3d_light_energy(i, 1);
+       }
+       g3d_light_ambient(0.1);
+
+       g3d_mtl_diffuse(1);
+
+       st->clear_depth = 0xffffff;
+}
+
+void g3d_framebuffer(int width, int height, void *pixels)
+{
+       static int max_height;
+
+#ifdef ENABLE_ZBUFFER
+       static int max_npixels;
+       int npixels = width * height;
+
+       if(npixels > max_npixels) {
+               free(pfill_zbuf);
+               pfill_zbuf = malloc(npixels * sizeof *pfill_zbuf);
+               max_npixels = npixels;
+       }
+#endif
+
+       if(height > max_height) {
+               polyfill_fbheight(height);
+               max_height = height;
+       }
+
+       st->width = width;
+       st->height = height;
+
+       pfill_fb.pixels = pixels;
+       pfill_fb.width = width;
+       pfill_fb.height = height;
+
+       g3d_viewport(0, 0, width, height);
+}
+
+/* set the framebuffer pointer, without resetting the size */
+void g3d_framebuffer_addr(void *pixels)
+{
+       pfill_fb.pixels = pixels;
+}
+
+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_clear_color(unsigned char r, unsigned char g, unsigned char b)
+{
+       st->clear_color = find_color(r, g, b);
+}
+
+void g3d_clear_depth(float z)
+{
+       int iz = (int)(z * (float)0xffffff);
+       if(iz < 0) iz = 0;
+       if(iz > 0xffffff) iz = 0xffffff;
+       st->clear_depth = iz;
+}
+
+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 * sizeof *pfill_zbuf / 2);
+       }
+}
+
+void g3d_enable(unsigned int opt)
+{
+       st->opt |= opt;
+}
+
+void g3d_disable(unsigned int opt)
+{
+       st->opt &= ~opt;
+}
+
+void g3d_setopt(unsigned int opt, unsigned int mask)
+{
+       st->opt = (st->opt & ~mask) | (opt & mask);
+}
+
+unsigned int g3d_getopt(unsigned int mask)
+{
+       return st->opt & mask;
+}
+
+void g3d_front_face(unsigned int order)
+{
+       st->frontface = order;
+}
+
+void g3d_polygon_mode(int pmode)
+{
+       st->polymode = pmode;
+}
+
+int g3d_get_polygon_mode(void)
+{
+       return st->polymode;
+}
+
+void g3d_matrix_mode(int mmode)
+{
+       st->mmode = mmode;
+}
+
+void g3d_load_identity(void)
+{
+       int top = st->mtop[st->mmode];
+       memcpy(st->mat[st->mmode][top], idmat, 16 * sizeof(float));
+}
+
+void g3d_load_matrix(const float *m)
+{
+       int top = st->mtop[st->mmode];
+       memcpy(st->mat[st->mmode][top], m, 16 * sizeof(float));
+}
+
+#define M(i,j) (((i) << 2) + (j))
+void g3d_mult_matrix(const float *m2)
+{
+       int i, j, top = st->mtop[st->mmode];
+       float m1[16];
+       float *dest = st->mat[st->mmode][top];
+
+       memcpy(m1, dest, sizeof m1);
+
+       for(i=0; i<4; i++) {
+               for(j=0; j<4; j++) {
+                       *dest++ = m1[M(0,j)] * m2[M(i,0)] +
+                               m1[M(1,j)] * m2[M(i,1)] +
+                               m1[M(2,j)] * m2[M(i,2)] +
+                               m1[M(3,j)] * m2[M(i,3)];
+               }
+       }
+}
+
+void g3d_push_matrix(void)
+{
+       int top = st->mtop[st->mmode];
+       if(top >= STACK_SIZE) {
+               fprintf(stderr, "g3d_push_matrix overflow\n");
+               return;
+       }
+       memcpy(st->mat[st->mmode][top + 1], st->mat[st->mmode][top], 16 * sizeof(float));
+       st->mtop[st->mmode] = top + 1;
+}
+
+void g3d_pop_matrix(void)
+{
+       if(st->mtop[st->mmode] <= 0) {
+               fprintf(stderr, "g3d_pop_matrix underflow\n");
+               return;
+       }
+       --st->mtop[st->mmode];
+}
+
+void g3d_translate(float x, float y, float z)
+{
+       float m[16] = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1};
+       m[12] = x;
+       m[13] = y;
+       m[14] = z;
+       g3d_mult_matrix(m);
+}
+
+void g3d_rotate(float deg, float x, float y, float z)
+{
+       float m[16] = {0};
+
+       float angle = M_PI * deg / 180.0f;
+       float sina = sin(angle);
+       float cosa = cos(angle);
+       float one_minus_cosa = 1.0f - cosa;
+       float nxsq = x * x;
+       float nysq = y * y;
+       float nzsq = z * z;
+
+       m[0] = nxsq + (1.0f - nxsq) * cosa;
+       m[4] = x * y * one_minus_cosa - z * sina;
+       m[8] = x * z * one_minus_cosa + y * sina;
+       m[1] = x * y * one_minus_cosa + z * sina;
+       m[5] = nysq + (1.0 - nysq) * cosa;
+       m[9] = y * z * one_minus_cosa - x * sina;
+       m[2] = x * z * one_minus_cosa - y * sina;
+       m[6] = y * z * one_minus_cosa + x * sina;
+       m[10] = nzsq + (1.0 - nzsq) * cosa;
+       m[15] = 1.0f;
+
+       g3d_mult_matrix(m);
+}
+
+void g3d_scale(float x, float y, float z)
+{
+       float m[16] = {0};
+       m[0] = x;
+       m[5] = y;
+       m[10] = z;
+       m[15] = 1.0f;
+       g3d_mult_matrix(m);
+}
+
+void g3d_ortho(float left, float right, float bottom, float top, float znear, float zfar)
+{
+       float m[16] = {0};
+
+       float dx = right - left;
+       float dy = top - bottom;
+       float dz = zfar - znear;
+
+       m[0] = 2.0 / dx;
+       m[5] = 2.0 / dy;
+       m[10] = -2.0 / dz;
+       m[12] = -(right + left) / dx;
+       m[13] = -(top + bottom) / dy;
+       m[14] = -(zfar + znear) / dz;
+       m[15] = 1.0f;
+
+       g3d_mult_matrix(m);
+}
+
+void g3d_frustum(float left, float right, float bottom, float top, float nr, float fr)
+{
+       float m[16] = {0};
+
+       float dx = right - left;
+       float dy = top - bottom;
+       float dz = fr - nr;
+
+       float a = (right + left) / dx;
+       float b = (top + bottom) / dy;
+       float c = -(fr + nr) / dz;
+       float d = -2.0 * fr * nr / dz;
+
+       m[0] = 2.0 * nr / dx;
+       m[5] = 2.0 * nr / dy;
+       m[8] = a;
+       m[9] = b;
+       m[10] = c;
+       m[11] = -1.0f;
+       m[14] = d;
+
+       g3d_mult_matrix(m);
+}
+
+void g3d_perspective(float vfov_deg, float aspect, float znear, float zfar)
+{
+       float m[16] = {0};
+
+       float vfov = M_PI * vfov_deg / 180.0f;
+       float s = 1.0f / tan(vfov * 0.5f);
+       float range = znear - zfar;
+
+       m[0] = s / aspect;
+       m[5] = s;
+       m[10] = (znear + zfar) / range;
+       m[11] = -1.0f;
+       m[14] = 2.0f * znear * zfar / range;
+
+       g3d_mult_matrix(m);
+}
+
+const float *g3d_get_matrix(int which, float *m)
+{
+       int top = st->mtop[which];
+
+       if(m) {
+               memcpy(m, st->mat[which][top], 16 * sizeof(float));
+       }
+       return st->mat[which][top];
+}
+
+void g3d_light_pos(int idx, float x, float y, float z)
+{
+       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 */
+#ifdef CORRECT_NORMAL_MATRIX
+       memcpy(st->norm_mat, st->mat[G3D_MODELVIEW][mvtop], 16 * sizeof(float));
+       cgm_minverse(st->norm_mat);
+       cgm_mtranspose(st->norm_mat);
+#else
+       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;
+#endif
+
+       xform4_vec3(st->norm_mat, &st->lt[idx].x);
+
+       NORMALIZE(&st->lt[idx].x);
+}
+
+void g3d_light_energy(int idx, float val)
+{
+       st->lt[idx].energy = val;
+}
+
+void g3d_light_ambient(float val)
+{
+       st->ambient = val;
+}
+
+void g3d_mtl_diffuse(float diffuse)
+{
+       st->mtl.kd = diffuse;
+}
+
+void g3d_mtl_specular(float spec)
+{
+       st->mtl.ks = spec;
+}
+
+void g3d_mtl_shininess(float shin)
+{
+       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);
+}
+
+#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)
+{
+       int i, j, vnum, nfaces, fill_mode, num_tri;
+       struct pvertex pv[16], *pvtri;
+       struct g3d_vertex v[16], *vtri;
+       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 */
+       if(NEED_NORMALS) {
+#ifdef CORRECT_NORMAL_MATRIX
+               memcpy(st->norm_mat, st->mat[G3D_MODELVIEW][mvtop], 16 * sizeof(float));
+               cgm_minverse(st->norm_mat);
+               cgm_mtranspose(st->norm_mat);
+#else
+               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;
+#endif
+       }
+
+       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++;
+
+                       xform4_vec3(st->mat[G3D_MODELVIEW][mvtop], &v[i].x);
+
+                       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]];
+                               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 */
+               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++) {
+                       if(v[i].w != 0.0f) {
+                               v[i].x /= v[i].w;
+                               v[i].y /= v[i].w;
+#ifdef ENABLE_ZBUFFER
+                               if(st->opt & G3D_DEPTH_TEST) {
+                                       v[i].z /= v[i].w;
+                               }
+#endif
+                       }
+
+                       /* viewport transformation */
+                       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);
+                       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, 0xffffff] */
+                               pv[i].z = cround64(v[i].z * 8388607.5f + 8388607.5f);
+                       }
+#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);
+                       /* pass the color through as is */
+                       pv[i].l = v[i].l;
+               }
+
+               /* backface culling */
+#if 0  /* TODO fix culling */
+               if(vnum > 2 && st->opt & G3D_CULL_FACE) {
+                       int32_t ax = pv[1].x - pv[0].x;
+                       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 >> 4) * (by >> 4) - (ay >> 4) * (bx >> 4);
+                       int sign = (cross_z >> 31) & 1;
+
+                       if(!(sign ^ st->frontface)) {
+                               continue;       /* back-facing */
+                       }
+               }
+#endif
+
+               switch(vnum) {
+               case 1:
+                       /*
+                       if(st->opt & (G3D_ALPHA_BLEND | G3D_ADD_BLEND)) {
+                               int r, g, b, inv_alpha;
+                               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;
+                                       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;
+                               } else {
+                                       r = (int)pv[0].r + G3D_UNPACK_R(*dest);
+                                       g = (int)pv[0].g + G3D_UNPACK_G(*dest);
+                                       b = (int)pv[0].b + G3D_UNPACK_B(*dest);
+                                       if(r > 255) r = 255;
+                                       if(g > 255) g = 255;
+                                       if(b > 255) b = 255;
+                               }
+                               *dest++ = G3D_PACK_RGB(r, g, b);
+                       } else {
+                               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;
+
+               case 2:
+                       {
+                               g3d_pixel col = pv[0].l;
+                               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_ALPHA_BLEND) {
+                               fill_mode |= POLYFILL_ALPHA_BIT;
+                       } 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
+                       num_tri = vnum - 2;
+                       vtri = v;
+                       pvtri = pv;
+                       for(;;) {
+                               calc_grad(vtri);
+                               polyfill(fill_mode, pvtri);
+                               if(--num_tri == 0) break;
+                               vtri[1] = vtri[0];
+                               pvtri[1] = pvtri[0];
+                               vtri++;
+                               pvtri++;
+                       }
+               }
+       }
+}
+
+#define ATTR_DELTAS(attr) \
+       float d##attr##02 = v[0].attr - v[2].attr; \
+       float d##attr##12 = v[1].attr - v[2].attr
+
+#define DFDX(attr)     \
+       (dx ? (d##attr##12 * dy02 - d##attr##02 * dy12) / dx : 0)
+#define DFDY(attr)     \
+       (dy ? (d##attr##12 * dx02 - d##attr##02 * dx12) / dy : 0)
+
+static void calc_grad(struct g3d_vertex *v)
+{
+       /*float dx01 = v[0].x - v[1].x;*/
+       float dx02 = v[0].x - v[2].x;
+       float dx12 = v[1].x - v[2].x;
+       /*float dy01 = v[0].y - v[1].y;*/
+       float dy02 = v[0].y - v[2].y;
+       float dy12 = v[1].y - v[2].y;
+
+       float dx = dx12 * dy02 - dx02 * dy12;
+       float dy = dx02 * dy12 - dx12 * dy02;
+
+       if(st->polymode == POLYFILL_GOURAUD) {
+               ATTR_DELTAS(l);
+               pgrad.dldx = cround64(DFDX(l) * 4096.0f);
+               pgrad.dldy = cround64(DFDY(l) * 4096.0f);
+               if(st->opt & G3D_ALPHA_BLEND) {
+                       ATTR_DELTAS(a);
+                       pgrad.dadx = cround64(DFDX(a) * 4096.0f);
+                       pgrad.dady = cround64(DFDY(a) * 4096.0f);
+               }
+       }
+
+       if(st->opt & G3D_DEPTH_TEST) {
+               ATTR_DELTAS(z);
+               pgrad.dzdx = cround64(DFDX(z) * 8388607.5f);
+               pgrad.dzdy = cround64(DFDY(z) * 8388607.5f);
+       }
+
+       if(st->opt & G3D_TEXTURE_2D) {
+               ATTR_DELTAS(u);
+               ATTR_DELTAS(v);
+               pgrad.dudx = cround64(DFDX(u) * 65536.0f);
+               pgrad.dudy = cround64(DFDY(u) * 65536.0f);
+               pgrad.dvdx = cround64(DFDX(v) * 65536.0f);
+               pgrad.dvdy = cround64(DFDY(v) * 65536.0f);
+       }
+}
+
+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;
+       }
+}
+
+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_color1b(unsigned char lum)
+{
+       st->imm_curv.l = MIN(lum, 255);
+       st->imm_curv.a = 255;
+}
+
+void g3d_color2b(unsigned char lum, unsigned char a)
+{
+       st->imm_curv.l = MIN(lum, 255);
+       st->imm_curv.a = MIN(a, 255);
+}
+
+void g3d_color1f(float lum)
+{
+       int ilum = lum * 255.0f;
+       st->imm_curv.l = CLAMP(ilum, 0, 255);
+       st->imm_curv.a = 255;
+}
+
+void g3d_color2f(float lum, float a)
+{
+       int ilum = lum * 255.0f;
+       int ia = a * 255.0f;
+       st->imm_curv.l = CLAMP(ilum, 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];
+       vec[3] = mat[3] * vec[0] + mat[7] * vec[1] + mat[11] * vec[2] + mat[15];
+       vec[2] = z;
+       vec[1] = y;
+       vec[0] = x;
+}
+
+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];
+       vec[2] = mat[2] * vec[0] + mat[6] * vec[1] + mat[10] * vec[2];
+       vec[1] = y;
+       vec[0] = x;
+}
+
+static void shade(struct g3d_vertex *v)
+{
+       int i, ilum;
+       float lum;
+
+       lum = st->ambient * st->mtl.kd;
+
+       for(i=0; i<MAX_LIGHTS; i++) {
+               float ldir[3];
+               float ndotl;
+
+               if(!(st->opt & (G3D_LIGHT0 << i))) {
+                       continue;
+               }
+
+               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;
+               }
+
+               lum += st->mtl.kd * st->lt[i].energy * 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);
+
+                       lum += st->mtl.ks * st->lt[i].energy * ndoth;
+               }
+       }
+
+       ilum = cround64(lum * 255.0);
+
+       v->l = ilum > 255 ? 255 : ilum;
+}
+
+#endif /* !def BUILD_OPENGL */