9 #include "polyfill.h" /* just for struct pimage */
14 struct g3d_vertex *varr;
19 static int init(void);
20 static void destroy(void);
21 static void start(long trans_time);
22 static void draw(void);
23 static void draw_mesh(struct mesh *mesh);
24 static int gen_cube(struct mesh *mesh, float sz);
25 static int gen_torus(struct mesh *mesh, float rad, float ringrad, int usub, int vsub);
26 static void zsort(struct mesh *m);
27 static void draw_lowres_raster(void);
28 static int gen_texture(struct pimage *img, int xsz, int ysz);
30 static struct screen scr = {
38 static float cam_theta, cam_phi = 25;
39 static float cam_dist = 3;
40 static struct mesh cube, torus;
42 static struct pimage tex;
44 #define LOWRES_SCALE 10
45 static uint16_t *lowres_pixels;
46 static int lowres_width, lowres_height;
48 struct screen *polytest_screen(void)
58 gen_torus(&torus, 1.0, 0.25, 24, 12);
60 for(i=0; i<torus.vcount; i++) {
61 torus.varr[i].u *= 4.0;
62 torus.varr[i].v *= 2.0;
65 gen_texture(&tex, 128, 128);
68 lowres_width = fb_width / LOWRES_SCALE;
69 lowres_height = fb_height / LOWRES_SCALE;
70 lowres_pixels = malloc(lowres_width * lowres_height * 2);
71 scr.draw = draw_debug;
77 static void destroy(void)
85 static void start(long trans_time)
87 g3d_matrix_mode(G3D_PROJECTION);
89 g3d_perspective(50.0, 1.3333333, 0.5, 100.0);
91 g3d_enable(G3D_CULL_FACE);
92 g3d_enable(G3D_LIGHTING);
93 g3d_enable(G3D_LIGHT0);
95 g3d_polygon_mode(G3D_TEX_GOURAUD);
98 static void update(void)
100 static int prev_mx, prev_my;
101 static unsigned int prev_bmask;
104 if((mouse_bmask ^ prev_bmask) == 0) {
105 int dx = mouse_x - prev_mx;
106 int dy = mouse_y - prev_my;
109 if(mouse_bmask & 1) {
110 cam_theta += dx * 1.0;
113 if(cam_phi < -90) cam_phi = -90;
114 if(cam_phi > 90) cam_phi = 90;
116 if(mouse_bmask & 4) {
117 cam_dist += dy * 0.5;
119 if(cam_dist < 0) cam_dist = 0;
126 prev_bmask = mouse_bmask;
130 static void draw(void)
134 memset(fb_pixels, 0, fb_width * fb_height * 2);
136 g3d_matrix_mode(G3D_MODELVIEW);
138 g3d_translate(0, 0, -cam_dist);
140 g3d_mult_matrix(sball_matrix);
142 g3d_rotate(cam_phi, 1, 0, 0);
143 g3d_rotate(cam_theta, 0, 1, 0);
146 g3d_light_pos(0, -10, 10, 20);
150 g3d_mtl_diffuse(0.4, 0.7, 1.0);
151 g3d_set_texture(tex.width, tex.height, tex.pixels);
155 /*draw_mesh(&cube);*/
156 swap_buffers(fb_pixels);
159 static void draw_debug(void)
163 memset(lowres_pixels, 0, lowres_width * lowres_height * 2);
165 g3d_matrix_mode(G3D_MODELVIEW);
167 g3d_translate(0, 0, -cam_dist);
168 g3d_rotate(cam_phi, 1, 0, 0);
169 g3d_rotate(cam_theta, 0, 1, 0);
171 g3d_framebuffer(lowres_width, lowres_height, lowres_pixels);
175 draw_lowres_raster();
178 g3d_framebuffer(fb_width, fb_height, fb_pixels);
180 g3d_polygon_mode(G3D_WIRE);
182 g3d_polygon_mode(G3D_FLAT);
184 swap_buffers(fb_pixels);
187 static void draw_mesh(struct mesh *mesh)
190 g3d_draw_indexed(mesh->prim, mesh->varr, mesh->vcount, mesh->iarr, mesh->icount);
192 g3d_draw(mesh->prim, mesh->varr, mesh->vcount);
196 #define NORMAL(vp, x, y, z) do { vp->nx = x; vp->ny = y; vp->nz = z; } while(0)
197 #define COLOR(vp, cr, cg, cb) do { vp->r = cr; vp->g = cg; vp->b = cb; } while(0)
198 #define TEXCOORD(vp, tu, tv) do { vp->u = tu; vp->v = tv; } while(0)
199 #define VERTEX(vp, vx, vy, vz) \
201 vp->x = vx; vp->y = vy; vp->z = vz; vp->w = 1.0f; \
205 static int gen_cube(struct mesh *mesh, float sz)
207 struct g3d_vertex *vptr;
208 float hsz = sz / 2.0;
210 mesh->prim = G3D_QUADS;
215 if(!(mesh->varr = malloc(mesh->vcount * sizeof *mesh->varr))) {
221 NORMAL(vptr, 0, 0, -1);
222 COLOR(vptr, 255, 0, 255);
223 VERTEX(vptr, hsz, -hsz, -hsz);
224 VERTEX(vptr, -hsz, -hsz, -hsz);
225 VERTEX(vptr, -hsz, hsz, -hsz);
226 VERTEX(vptr, hsz, hsz, -hsz);
228 NORMAL(vptr, 0, -1, 0);
229 COLOR(vptr, 0, 255, 255);
230 VERTEX(vptr, -hsz, -hsz, -hsz);
231 VERTEX(vptr, hsz, -hsz, -hsz);
232 VERTEX(vptr, hsz, -hsz, hsz);
233 VERTEX(vptr, -hsz, -hsz, hsz);
235 NORMAL(vptr, -1, 0, 0);
236 COLOR(vptr, 255, 255, 0);
237 VERTEX(vptr, -hsz, -hsz, -hsz);
238 VERTEX(vptr, -hsz, -hsz, hsz);
239 VERTEX(vptr, -hsz, hsz, hsz);
240 VERTEX(vptr, -hsz, hsz, -hsz);
242 NORMAL(vptr, 1, 0, 0);
243 COLOR(vptr, 255, 0, 0);
244 VERTEX(vptr, hsz, -hsz, hsz);
245 VERTEX(vptr, hsz, -hsz, -hsz);
246 VERTEX(vptr, hsz, hsz, -hsz);
247 VERTEX(vptr, hsz, hsz, hsz);
249 NORMAL(vptr, 0, 1, 0);
250 COLOR(vptr, 0, 255, 0);
251 VERTEX(vptr, -hsz, hsz, hsz);
252 VERTEX(vptr, hsz, hsz, hsz);
253 VERTEX(vptr, hsz, hsz, -hsz);
254 VERTEX(vptr, -hsz, hsz, -hsz);
256 NORMAL(vptr, 0, 0, 1);
257 COLOR(vptr, 0, 0, 255);
258 VERTEX(vptr, -hsz, -hsz, hsz);
259 VERTEX(vptr, hsz, -hsz, hsz);
260 VERTEX(vptr, hsz, hsz, hsz);
261 VERTEX(vptr, -hsz, hsz, hsz);
266 static void torusvec(float *res, float theta, float phi, float mr, float rr)
271 rx = -cos(phi) * rr + mr;
275 res[0] = rx * sin(theta) + rz * cos(theta);
277 res[2] = -rx * cos(theta) + rz * sin(theta);
280 static int gen_torus(struct mesh *mesh, float rad, float ringrad, int usub, int vsub)
283 int nfaces, uverts, vverts;
284 struct g3d_vertex *vptr;
287 mesh->prim = G3D_QUADS;
289 if(usub < 4) usub = 4;
290 if(vsub < 2) vsub = 2;
295 mesh->vcount = uverts * vverts;
296 nfaces = usub * vsub;
297 mesh->icount = nfaces * 4;
299 printf("generating torus with %d faces (%d vertices)\n", nfaces, mesh->vcount);
301 if(!(mesh->varr = malloc(mesh->vcount * sizeof *mesh->varr))) {
304 if(!(mesh->iarr = malloc(mesh->icount * sizeof *mesh->iarr))) {
310 for(i=0; i<uverts; i++) {
311 float u = (float)i / (float)(uverts - 1);
312 float theta = u * 2.0 * M_PI;
315 torusvec(rcent, theta, 0, rad, 0);
317 for(j=0; j<vverts; j++) {
318 float v = (float)j / (float)(vverts - 1);
319 float phi = v * 2.0 * M_PI;
320 int chess = (i & 1) == (j & 1);
322 torusvec(&vptr->x, theta, phi, rad, ringrad);
324 vptr->nx = (vptr->x - rcent[0]) / ringrad;
325 vptr->ny = (vptr->y - rcent[1]) / ringrad;
326 vptr->nz = (vptr->z - rcent[2]) / ringrad;
329 vptr->r = chess ? 255 : 64;
331 vptr->b = chess ? 64 : 255;
334 if(i < usub && j < vsub) {
335 int idx = i * vverts + j;
338 *iptr++ = idx + vverts + 1;
339 *iptr++ = idx + vverts;
348 struct g3d_vertex *varr;
352 static int zsort_cmp(const void *aptr, const void *bptr)
354 const int16_t *a = (const int16_t*)aptr;
355 const int16_t *b = (const int16_t*)bptr;
357 const float *m = zsort_cls.xform;
359 const struct g3d_vertex *va = zsort_cls.varr + a[0];
360 const struct g3d_vertex *vb = zsort_cls.varr + b[0];
362 float za = m[2] * va->x + m[6] * va->y + m[10] * va->z + m[14];
363 float zb = m[2] * vb->x + m[6] * vb->y + m[10] * vb->z + m[14];
365 va = zsort_cls.varr + a[2];
366 vb = zsort_cls.varr + b[2];
368 za += m[2] * va->x + m[6] * va->y + m[10] * va->z + m[14];
369 zb += m[2] * vb->x + m[6] * vb->y + m[10] * vb->z + m[14];
374 static void zsort(struct mesh *m)
376 int nfaces = m->icount / m->prim;
378 zsort_cls.varr = m->varr;
379 zsort_cls.xform = g3d_get_matrix(G3D_MODELVIEW, 0);
381 qsort(m->iarr, nfaces, m->prim * sizeof *m->iarr, zsort_cmp);
384 static void draw_huge_pixel(uint16_t *dest, int dest_width, uint16_t color)
387 uint16_t grid_color = PACK_RGB16(127, 127, 127);
389 for(i=0; i<LOWRES_SCALE; i++) {
390 for(j=0; j<LOWRES_SCALE; j++) {
391 dest[j] = i == 0 || j == 0 ? grid_color : color;
397 static void draw_lowres_raster(void)
400 uint16_t *sptr = lowres_pixels;
401 uint16_t *dptr = fb_pixels;
403 for(i=0; i<lowres_height; i++) {
404 for(j=0; j<lowres_width; j++) {
405 draw_huge_pixel(dptr, fb_width, *sptr++);
406 dptr += LOWRES_SCALE;
408 dptr += fb_width * LOWRES_SCALE - fb_width;
412 static int gen_texture(struct pimage *img, int xsz, int ysz)
417 if(!(img->pixels = malloc(xsz * ysz * sizeof *pix))) {
422 for(i=0; i<ysz; i++) {
423 for(j=0; j<xsz; j++) {
426 *pix++ = PACK_RGB16(val, val, val);