X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?p=bootcensus;a=blobdiff_plain;f=src%2Fcensus%2F3dgfx.c;fp=src%2Fcensus%2F3dgfx.c;h=9058d284c608ce70f4ab6ca31ca3523b2715ff25;hp=0000000000000000000000000000000000000000;hb=10843571c724084c68d33d0438167d400cc8de2e;hpb=f9194c22d8073b69b3e64fc26b9e245b6b54d009 diff --git a/src/census/3dgfx.c b/src/census/3dgfx.c new file mode 100644 index 0000000..9058d28 --- /dev/null +++ b/src/census/3dgfx.c @@ -0,0 +1,706 @@ +#include +#include +#include +#include +#include +#if defined(__WATCOMC__) || defined(_MSC_VER) || defined(__DJGPP__) +#include +#else +#include +#endif +#include "3dgfx.h" +#include "gfxutil.h" +#include "polyfill.h" +#include "polyclip.h" +#include "inttypes.h" +#include "census.h" +#include "util.h" + +#define STACK_SIZE 8 +typedef float g3d_matrix[16]; + +#define MAX_LIGHTS 4 + +#define IMM_VBUF_SIZE 256 + +struct light { + float x, y, z; + float r, g, b; +}; + +struct material { + float kd[3]; + float ks[3]; + 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[3]; + struct light lt[MAX_LIGHTS]; + struct material mtl; + + int width, height; + uint32_t *pixels; + + int vport[4]; + + /* 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 imm_flush(void); +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; + } + st->opt = G3D_CLIP_FRUSTUM; + st->polymode = POLYFILL_FLAT; + + for(i=0; iwidth = width; + st->height = height; + st->pixels = pixels; + + 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) +{ + st->pixels = 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_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; +} + +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_light_pos(int idx, float x, float y, float z) +{ + int mvtop = st->mtop[G3D_MODELVIEW]; + + 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_color(int idx, float r, float g, float b) +{ + st->lt[idx].r = r; + st->lt[idx].g = g; + st->lt[idx].b = b; +} + +void g3d_light_ambient(float r, float g, float b) +{ + st->ambient[0] = r; + st->ambient[1] = g; + st->ambient[2] = b; +} + +void g3d_mtl_diffuse(float r, float g, float b) +{ + st->mtl.kd[0] = r; + st->mtl.kd[1] = g; + st->mtl.kd[2] = b; +} + +void g3d_mtl_specular(float r, float g, float b) +{ + st->mtl.ks[0] = r; + st->mtl.ks[1] = g; + st->mtl.ks[2] = b; +} + +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); +} + +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; + struct pvertex pv[16]; + struct g3d_vertex v[16]; + 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) / prim; + + 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); + } + 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 */ + 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; ivport[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); + /* 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].r = v[i].r; + pv[i].g = v[i].g; + pv[i].b = v[i].b; + pv[i].a = v[i].a; + } + + /* 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 >> 4) * (by >> 4) - (ay >> 4) * (bx >> 4); + int sign = (cross_z >> 31) & 1; + + if(!(sign ^ st->frontface)) { + continue; /* back-facing */ + } + } + + switch(vnum) { + case 1: + if(st->opt & G3D_BLEND) { + int r, g, b; + int inv_alpha = 255 - pv[0].a; + uint32_t *dest = st->pixels + (pv[0].y >> 8) * st->width + (pv[0].x >> 8); + r = ((int)pv[0].r * pv[0].a + UNPACK_R32(*dest) * inv_alpha) >> 8; + g = ((int)pv[0].g * pv[0].a + UNPACK_G32(*dest) * inv_alpha) >> 8; + b = ((int)pv[0].b * pv[0].a + UNPACK_B32(*dest) * inv_alpha) >> 8; + *dest++ = PACK_RGB16(r, g, b); + } else { + uint32_t *dest = st->pixels + (pv[0].y >> 8) * st->width + (pv[0].x >> 8); + *dest = PACK_RGB32(pv[0].r, pv[0].g, pv[0].b); + } + break; + + case 2: + { + uint32_t col = PACK_RGB32(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: + 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); + } + } +} + +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; +} + +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.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; +} + +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.a = 255; +} + +void g3d_color4f(float r, float g, float b, float a) +{ + int ir = r * 255.0f; + 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; +} + +void g3d_texcoord(float u, float v) +{ + st->imm_curv.u = u; + st->imm_curv.v = v; +} + +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; +} + +#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) + +static void shade(struct g3d_vertex *v) +{ + int i, r, g, b; + float color[3]; + + color[0] = st->ambient[0] * st->mtl.kd[0]; + color[1] = st->ambient[1] * st->mtl.kd[1]; + color[2] = st->ambient[2] * st->mtl.kd[2]; + + for(i=0; iopt & (G3D_LIGHT0 << i))) { + continue; + } + + ldir[0] = st->lt[i].x - v->x; + ldir[1] = st->lt[i].y - v->y; + ldir[2] = st->lt[i].z - v->z; + NORMALIZE(ldir); + + if((ndotl = v->nx * ldir[0] + v->ny * ldir[1] + v->nz * ldir[2]) < 0.0f) { + ndotl = 0.0f; + } + + color[0] += st->mtl.kd[0] * st->lt[i].r * ndotl; + color[1] += st->mtl.kd[1] * st->lt[i].g * ndotl; + color[2] += st->mtl.kd[2] * st->lt[i].b * ndotl; + } + + r = cround64(color[0] * 255.0); + g = cround64(color[1] * 255.0); + b = cround64(color[2] * 255.0); + + v->r = r > 255 ? 255 : r; + v->g = g > 255 ? 255 : g; + v->b = b > 255 ? 255 : b; +}