X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=src%2F3dgfx.c;h=b1dea9f086bee0cd850fc6cd35bd933f2017f342;hb=HEAD;hp=31e649d3d5174770b9ce031237e849d8e1c4d824;hpb=90a1ba8903eed9e3d4b17f4b56cd02ed801dd8b6;p=dosdemo diff --git a/src/3dgfx.c b/src/3dgfx.c deleted file mode 100644 index 31e649d..0000000 --- a/src/3dgfx.c +++ /dev/null @@ -1,369 +0,0 @@ -#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 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 -}; - -int g3d_init(void) -{ - int i; - - 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; -} - -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_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 >= 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; -}