X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=src%2F3dgfx.c;h=31e649d3d5174770b9ce031237e849d8e1c4d824;hb=refs%2Fheads%2Fmusic;hp=e7aabc235efd44ab1b4fe3ee2e9f5e535f6a29ec;hpb=921c229affb2b1da97d7be21d5c86ad045a6fcc3;p=dosdemo diff --git a/src/3dgfx.c b/src/3dgfx.c index e7aabc2..31e649d 100644 --- a/src/3dgfx.c +++ b/src/3dgfx.c @@ -1,71 +1,119 @@ +#include +#include #include +#include +#include #include "3dgfx.h" +#include "polyfill.h" +#include "inttypes.h" #define STACK_SIZE 8 typedef float g3d_matrix[16]; +#define MAX_VBUF_SIZE 256 + struct g3d_state { unsigned int opt; + int frontface; g3d_matrix mat[G3D_NUM_MATRICES][STACK_SIZE]; int mtop[G3D_NUM_MATRICES]; + int mmode; + + g3d_matrix norm_mat; int width, height; void *pixels; }; -static struct g3d_state st; +static void xform4_vec3(const float *mat, float *vec); +static 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 +}; -void g3d_init(void) +int g3d_init(void) { int i; - memset(&st, 0, sizeof st); + if(!(st = calloc(1, sizeof *st))) { + fprintf(stderr, "failed to allocate G3D context\n"); + return -1; + } for(i=0; iwidth = width; + st->height = height; + st->pixels = pixels; } void g3d_enable(unsigned int opt) { - st.opt |= opt; + st->opt |= opt; } void g3d_disable(unsigned int opt) { - st.opt &= ~opt; + st->opt &= ~opt; } void g3d_setopt(unsigned int opt, unsigned int mask) { - st.opt = (st.opt & ~mask) | (opt & mask); + st->opt = (st->opt & ~mask) | (opt & mask); } unsigned int g3d_getopt(unsigned int mask) { - return st.opt & mask; + return st->opt & mask; +} + +void g3d_front_face(unsigned int order) +{ + st->frontface = order; +} + +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_set_matrix(int which, const float *m) +void g3d_load_matrix(const float *m) { - int top = st.mtop[which]; - memcpy(st.mat[which][top], m, 16 * sizeof(float)); + 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(int which, const float *m2) +void g3d_mult_matrix(const float *m2) { - int i, j, top = st.mtop[which]; + int i, j, top = st->mtop[st->mmode]; float m1[16]; - float *dest = st.mat[which][top]; + float *dest = st->mat[st->mmode][top]; memcpy(m1, dest, sizeof m1); @@ -78,4 +126,244 @@ void g3d_mult_matrix(int which, const float *m2) } } } -/* TODO continue ... */ + +void g3d_push_matrix(void) +{ + int top = st->mtop[st->mmode]; + if(top >= G3D_NUM_MATRICES) { + 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[] = {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[] = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 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[] = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 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[] = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 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; + + g3d_mult_matrix(m); +} + +void g3d_frustum(float left, float right, float bottom, float top, float nr, float fr) +{ + float m[] = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 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[] = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 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_draw(int prim, const struct g3d_vertex *varr, int varr_size) +{ + g3d_draw_indexed(prim, varr, varr_size, 0, 0); +} + +void g3d_draw_indexed(int prim, const struct g3d_vertex *varr, int varr_size, + const int16_t *iarr, int iarr_size) +{ + int i, j, nfaces; + struct pvertex pv[4]; + struct g3d_vertex v[4]; + int vnum = prim; /* primitive vertex counts correspond to enum values */ + int mvtop = st->mtop[G3D_MODELVIEW]; + int ptop = st->mtop[G3D_PROJECTION]; + + /* 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; + + for(j=0; jmat[G3D_MODELVIEW][mvtop], &v[i].x); + xform3_vec3(st->norm_mat, &v[i].nx); + + if(st->opt & G3D_LIGHTING) { + shade(v + i); + } + xform4_vec3(st->mat[G3D_PROJECTION][ptop], &v[i].x); + } + + /* TODO clipping */ + + for(i=0; iwidth; + v[i].y = (0.5f - v[i].y * 0.5f) * (float)st->height; + + /* convert pos to 24.8 fixed point */ + pv[i].x = (int32_t)(v[i].x * 256.0f); + pv[i].y = (int32_t)(v[i].y * 256.0f); + /* convert tex coords to 16.16 fixed point */ + pv[i].u = (int32_t)(v[i].u * 65536.0f); + pv[i].v = (int32_t)(v[i].v * 65536.0f); + /* pass the color through as is */ + pv[i].r = v[i].r; + pv[i].g = v[i].g; + pv[i].b = v[i].b; + } + + /* backface 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 * (by >> 8) - ay * (bx >> 8); + int sign = (cross_z >> 31) & 1; + + if(!(sign ^ st->frontface)) { + continue; /* back-facing */ + } + } + + polyfill_flat(pv, vnum); + } +} + +static 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[2] = z; + vec[3] = w; +} + +static 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[1] = y; + vec[2] = z; +} + +static void shade(struct g3d_vertex *v) +{ + v->r = v->g = v->b = 255; +}