6 #if defined(__WATCOMC__) || defined(_MSC_VER) || defined(__DJGPP__)
20 typedef float g3d_matrix[16];
24 #define IMM_VBUF_SIZE 256
42 g3d_matrix mat[G3D_NUM_MATRICES][STACK_SIZE];
43 int mtop[G3D_NUM_MATRICES];
49 struct light lt[MAX_LIGHTS];
59 int imm_numv, imm_pcount;
60 struct g3d_vertex imm_curv;
61 struct g3d_vertex imm_vbuf[IMM_VBUF_SIZE];
64 static void imm_flush(void);
65 static void xform4_vec3(const float *mat, float *vec);
66 static void xform3_vec3(const float *mat, float *vec);
67 static void shade(struct g3d_vertex *v);
69 static struct g3d_state *st;
70 static const float idmat[] = {
81 if(!(st = calloc(1, sizeof *st))) {
82 fprintf(stderr, "failed to allocate G3D context\n");
85 st->fill_mode = POLYFILL_FLAT;
87 for(i=0; i<G3D_NUM_MATRICES; i++) {
92 for(i=0; i<MAX_LIGHTS; i++) {
93 g3d_light_color(i, 1, 1, 1);
95 g3d_light_ambient(0.1, 0.1, 0.1);
97 g3d_mtl_diffuse(1, 1, 1);
101 void g3d_destroy(void)
106 void g3d_framebuffer(int width, int height, void *pixels)
112 pfill_fb.pixels = pixels;
113 pfill_fb.width = width;
114 pfill_fb.height = height;
116 g3d_viewport(0, 0, width, height);
119 void g3d_viewport(int x, int y, int w, int h)
127 void g3d_enable(unsigned int opt)
132 void g3d_disable(unsigned int opt)
137 void g3d_setopt(unsigned int opt, unsigned int mask)
139 st->opt = (st->opt & ~mask) | (opt & mask);
142 unsigned int g3d_getopt(unsigned int mask)
144 return st->opt & mask;
147 void g3d_front_face(unsigned int order)
149 st->frontface = order;
152 void g3d_polygon_mode(int pmode)
154 st->fill_mode = pmode;
157 void g3d_matrix_mode(int mmode)
162 void g3d_load_identity(void)
164 int top = st->mtop[st->mmode];
165 memcpy(st->mat[st->mmode][top], idmat, 16 * sizeof(float));
168 void g3d_load_matrix(const float *m)
170 int top = st->mtop[st->mmode];
171 memcpy(st->mat[st->mmode][top], m, 16 * sizeof(float));
174 #define M(i,j) (((i) << 2) + (j))
175 void g3d_mult_matrix(const float *m2)
177 int i, j, top = st->mtop[st->mmode];
179 float *dest = st->mat[st->mmode][top];
181 memcpy(m1, dest, sizeof m1);
185 *dest++ = m1[M(0,j)] * m2[M(i,0)] +
186 m1[M(1,j)] * m2[M(i,1)] +
187 m1[M(2,j)] * m2[M(i,2)] +
188 m1[M(3,j)] * m2[M(i,3)];
193 void g3d_push_matrix(void)
195 int top = st->mtop[st->mmode];
196 if(top >= G3D_NUM_MATRICES) {
197 fprintf(stderr, "g3d_push_matrix overflow\n");
200 memcpy(st->mat[st->mmode][top + 1], st->mat[st->mmode][top], 16 * sizeof(float));
201 st->mtop[st->mmode] = top + 1;
204 void g3d_pop_matrix(void)
206 if(st->mtop[st->mmode] <= 0) {
207 fprintf(stderr, "g3d_pop_matrix underflow\n");
210 --st->mtop[st->mmode];
213 void g3d_translate(float x, float y, float z)
215 float m[] = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1};
222 void g3d_rotate(float deg, float x, float y, float z)
224 float m[] = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
226 float angle = M_PI * deg / 180.0f;
227 float sina = sin(angle);
228 float cosa = cos(angle);
229 float one_minus_cosa = 1.0f - cosa;
234 m[0] = nxsq + (1.0f - nxsq) * cosa;
235 m[4] = x * y * one_minus_cosa - z * sina;
236 m[8] = x * z * one_minus_cosa + y * sina;
237 m[1] = x * y * one_minus_cosa + z * sina;
238 m[5] = nysq + (1.0 - nysq) * cosa;
239 m[9] = y * z * one_minus_cosa - x * sina;
240 m[2] = x * z * one_minus_cosa - y * sina;
241 m[6] = y * z * one_minus_cosa + x * sina;
242 m[10] = nzsq + (1.0 - nzsq) * cosa;
248 void g3d_scale(float x, float y, float z)
250 float m[] = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
258 void g3d_ortho(float left, float right, float bottom, float top, float znear, float zfar)
260 float m[] = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
262 float dx = right - left;
263 float dy = top - bottom;
264 float dz = zfar - znear;
269 m[12] = -(right + left) / dx;
270 m[13] = -(top + bottom) / dy;
271 m[14] = -(zfar + znear) / dz;
276 void g3d_frustum(float left, float right, float bottom, float top, float nr, float fr)
278 float m[] = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
280 float dx = right - left;
281 float dy = top - bottom;
284 float a = (right + left) / dx;
285 float b = (top + bottom) / dy;
286 float c = -(fr + nr) / dz;
287 float d = -2.0 * fr * nr / dz;
289 m[0] = 2.0 * nr / dx;
290 m[5] = 2.0 * nr / dy;
300 void g3d_perspective(float vfov_deg, float aspect, float znear, float zfar)
302 float m[] = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0};
304 float vfov = M_PI * vfov_deg / 180.0f;
305 float s = 1.0f / tan(vfov * 0.5f);
306 float range = znear - zfar;
310 m[10] = (znear + zfar) / range;
312 m[14] = 2.0f * znear * zfar / range;
317 const float *g3d_get_matrix(int which, float *m)
319 int top = st->mtop[which];
322 memcpy(m, st->mat[which][top], 16 * sizeof(float));
324 return st->mat[which][top];
327 void g3d_light_pos(int idx, float x, float y, float z)
329 int mvtop = st->mtop[G3D_MODELVIEW];
335 xform4_vec3(st->mat[G3D_MODELVIEW][mvtop], &st->lt[idx].x);
338 void g3d_light_color(int idx, float r, float g, float b)
345 void g3d_light_ambient(float r, float g, float b)
352 void g3d_mtl_diffuse(float r, float g, float b)
359 void g3d_mtl_specular(float r, float g, float b)
366 void g3d_mtl_shininess(float shin)
371 static INLINE int calc_shift(unsigned int x)
381 static INLINE int calc_mask(unsigned int x)
386 void g3d_set_texture(int xsz, int ysz, void *pixels)
388 pfill_tex.pixels = pixels;
389 pfill_tex.width = xsz;
390 pfill_tex.height = ysz;
392 pfill_tex.xshift = calc_shift(xsz);
393 pfill_tex.yshift = calc_shift(ysz);
394 pfill_tex.xmask = calc_mask(xsz);
395 pfill_tex.ymask = calc_mask(ysz);
398 void g3d_draw(int prim, const struct g3d_vertex *varr, int varr_size)
400 g3d_draw_indexed(prim, varr, varr_size, 0, 0);
403 void g3d_draw_indexed(int prim, const struct g3d_vertex *varr, int varr_size,
404 const uint16_t *iarr, int iarr_size)
406 int i, j, vnum, nfaces;
407 struct pvertex pv[16];
408 struct g3d_vertex v[16];
409 int mvtop = st->mtop[G3D_MODELVIEW];
410 int ptop = st->mtop[G3D_PROJECTION];
411 struct g3d_vertex *tmpv;
413 tmpv = alloca(prim * 6 * sizeof *tmpv);
415 /* calc the normal matrix */
416 memcpy(st->norm_mat, st->mat[G3D_MODELVIEW][mvtop], 16 * sizeof(float));
417 st->norm_mat[12] = st->norm_mat[13] = st->norm_mat[14] = 0.0f;
419 nfaces = (iarr ? iarr_size : varr_size) / prim;
421 for(j=0; j<nfaces; j++) {
422 vnum = prim; /* reset vnum for each iteration */
424 for(i=0; i<vnum; i++) {
425 v[i] = iarr ? varr[*iarr++] : *varr++;
427 xform4_vec3(st->mat[G3D_MODELVIEW][mvtop], &v[i].x);
428 xform3_vec3(st->norm_mat, &v[i].nx);
430 if(st->opt & G3D_LIGHTING) {
433 if(st->opt & G3D_TEXTURE_GEN) {
434 v[i].u = v[i].nx * 0.5 + 0.5;
435 v[i].v = v[i].ny * 0.5 + 0.5;
437 xform4_vec3(st->mat[G3D_PROJECTION][ptop], &v[i].x);
442 memcpy(tmpv, v, vnum * sizeof *v);
444 if(clip_frustum(v, &vnum, tmpv, vnum, i) < 0) {
445 /* polygon completely outside of view volume. discard */
453 for(i=0; i<vnum; i++) {
457 /*v[i].z /= v[i].w;*/
460 /* viewport transformation */
461 v[i].x = (v[i].x * 0.5f + 0.5f) * (float)st->vport[2] + st->vport[0];
462 v[i].y = (0.5f - v[i].y * 0.5f) * (float)st->vport[3] + st->vport[1];
464 /* convert pos to 24.8 fixed point */
465 pv[i].x = cround64(v[i].x * 256.0f);
466 pv[i].y = cround64(v[i].y * 256.0f);
467 /* convert tex coords to 16.16 fixed point */
468 pv[i].u = cround64(v[i].u * 65536.0f);
469 pv[i].v = cround64(v[i].v * 65536.0f);
470 /* pass the color through as is */
477 /* backface culling */
478 if(vnum > 2 && st->opt & G3D_CULL_FACE) {
479 int32_t ax = pv[1].x - pv[0].x;
480 int32_t ay = pv[1].y - pv[0].y;
481 int32_t bx = pv[2].x - pv[0].x;
482 int32_t by = pv[2].y - pv[0].y;
483 int32_t cross_z = (ax >> 4) * (by >> 4) - (ay >> 4) * (bx >> 4);
484 int sign = (cross_z >> 31) & 1;
486 if(!(sign ^ st->frontface)) {
487 continue; /* back-facing */
493 if(st->opt & G3D_BLEND) {
495 int inv_alpha = 255 - pv[0].a;
496 uint16_t *dest = st->pixels + (pv[0].y >> 8) * st->width + (pv[0].x >> 8);
497 r = ((int)pv[0].r * pv[0].a + UNPACK_R16(*dest) * inv_alpha) >> 8;
498 g = ((int)pv[0].g * pv[0].a + UNPACK_G16(*dest) * inv_alpha) >> 8;
499 b = ((int)pv[0].b * pv[0].a + UNPACK_B16(*dest) * inv_alpha) >> 8;
500 *dest++ = PACK_RGB16(r, g, b);
502 uint16_t *dest = st->pixels + (pv[0].y >> 8) * st->width + (pv[0].x >> 8);
503 *dest = PACK_RGB16(pv[0].r, pv[0].g, pv[0].b);
508 /* TODO: draw line */
512 polyfill(st->fill_mode, pv, vnum);
517 void g3d_begin(int prim)
520 st->imm_pcount = prim;
529 static void imm_flush(void)
531 int numv = st->imm_numv;
533 g3d_draw_indexed(st->imm_prim, st->imm_vbuf, numv, 0, 0);
536 void g3d_vertex(float x, float y, float z)
538 struct g3d_vertex *vptr = st->imm_vbuf + st->imm_numv++;
539 *vptr = st->imm_curv;
545 if(!--st->imm_pcount) {
546 if(st->imm_numv >= IMM_VBUF_SIZE - st->imm_prim) {
549 st->imm_pcount = st->imm_prim;
553 void g3d_normal(float x, float y, float z)
560 void g3d_color3b(unsigned char r, unsigned char g, unsigned char b)
565 st->imm_curv.a = 255;
568 void g3d_color4b(unsigned char r, unsigned char g, unsigned char b, unsigned char a)
576 void g3d_color3f(float r, float g, float b)
581 st->imm_curv.r = ir > 255 ? 255 : ir;
582 st->imm_curv.g = ig > 255 ? 255 : ig;
583 st->imm_curv.b = ib > 255 ? 255 : ib;
584 st->imm_curv.a = 255;
587 void g3d_color4f(float r, float g, float b, float a)
593 st->imm_curv.r = ir > 255 ? 255 : ir;
594 st->imm_curv.g = ig > 255 ? 255 : ig;
595 st->imm_curv.b = ib > 255 ? 255 : ib;
596 st->imm_curv.a = ia > 255 ? 255 : ia;
599 void g3d_texcoord(float u, float v)
605 static void xform4_vec3(const float *mat, float *vec)
607 float x = mat[0] * vec[0] + mat[4] * vec[1] + mat[8] * vec[2] + mat[12];
608 float y = mat[1] * vec[0] + mat[5] * vec[1] + mat[9] * vec[2] + mat[13];
609 float z = mat[2] * vec[0] + mat[6] * vec[1] + mat[10] * vec[2] + mat[14];
610 float w = mat[3] * vec[0] + mat[7] * vec[1] + mat[11] * vec[2] + mat[15];
618 static void xform3_vec3(const float *mat, float *vec)
620 float x = mat[0] * vec[0] + mat[4] * vec[1] + mat[8] * vec[2];
621 float y = mat[1] * vec[0] + mat[5] * vec[1] + mat[9] * vec[2];
622 float z = mat[2] * vec[0] + mat[6] * vec[1] + mat[10] * vec[2];
629 #define NORMALIZE(v) \
631 float len = sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]); \
633 float s = 1.0 / len; \
640 static void shade(struct g3d_vertex *v)
645 color[0] = st->ambient[0] * st->mtl.kd[0];
646 color[1] = st->ambient[1] * st->mtl.kd[1];
647 color[2] = st->ambient[2] * st->mtl.kd[2];
649 for(i=0; i<MAX_LIGHTS; i++) {
653 if(!(st->opt & (G3D_LIGHT0 << i))) {
657 ldir[0] = st->lt[i].x - v->x;
658 ldir[1] = st->lt[i].y - v->y;
659 ldir[2] = st->lt[i].z - v->z;
662 if((ndotl = v->nx * ldir[0] + v->ny * ldir[1] + v->nz * ldir[2]) < 0.0f) {
666 color[0] += st->mtl.kd[0] * st->lt[i].r * ndotl;
667 color[1] += st->mtl.kd[1] * st->lt[i].g * ndotl;
668 color[2] += st->mtl.kd[2] * st->lt[i].b * ndotl;
671 r = cround64(color[0] * 255.0);
672 g = cround64(color[1] * 255.0);
673 b = cround64(color[2] * 255.0);
675 v->r = r > 255 ? 255 : r;
676 v->g = g > 255 ? 255 : g;
677 v->b = b > 255 ? 255 : b;