X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?p=dosdemo;a=blobdiff_plain;f=src%2F3dgfx.c;fp=src%2F3dgfx.c;h=0000000000000000000000000000000000000000;hp=b1dea9f086bee0cd850fc6cd35bd933f2017f342;hb=57bd2dc519c47f434e3e5acf998fb9c72448cbce;hpb=d956a9d9273eebfacfda58cb3bafff017269d5dc diff --git a/src/3dgfx.c b/src/3dgfx.c deleted file mode 100644 index b1dea9f..0000000 --- a/src/3dgfx.c +++ /dev/null @@ -1,748 +0,0 @@ -#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 "demo.h" -#include "util.h" - -#define STACK_SIZE 8 -typedef float g3d_matrix[16]; - -#define MAX_LIGHTS 4 - -#define IMM_VBUF_SIZE 256 - -#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) - -enum {LT_POS, LT_DIR}; -struct light { - int type; - 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; - g3d_pixel *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 __inline void xform4_vec3(const float *mat, float *vec); -static __inline 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].type = LT_POS; - 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_dir(int idx, float x, float y, float z) -{ - int mvtop = st->mtop[G3D_MODELVIEW]; - - st->lt[idx].type = LT_DIR; - st->lt[idx].x = x; - st->lt[idx].y = y; - st->lt[idx].z = z; - - /* 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; - - xform4_vec3(st->norm_mat, &st->lt[idx].x); - - NORMALIZE(&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; - g3d_pixel *dest = st->pixels + (pv[0].y >> 8) * st->width + (pv[0].x >> 8); - r = ((int)pv[0].r * pv[0].a + G3D_UNPACK_R(*dest) * inv_alpha) >> 8; - g = ((int)pv[0].g * pv[0].a + G3D_UNPACK_G(*dest) * inv_alpha) >> 8; - b = ((int)pv[0].b * pv[0].a + G3D_UNPACK_B(*dest) * inv_alpha) >> 8; - *dest++ = G3D_PACK_RGB(r, g, b); - } else { - g3d_pixel *dest = st->pixels + (pv[0].y >> 8) * st->width + (pv[0].x >> 8); - *dest = G3D_PACK_RGB(pv[0].r, pv[0].g, pv[0].b); - } - break; - - case 2: - { - g3d_pixel col = G3D_PACK_RGB(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; -} - -#define CLAMP(x, a, b) ((x) < (a) ? (a) : ((x) > (b) ? (b) : (x))) -#define MIN(a, b) ((a) < (b) ? (a) : (b)) - -void g3d_color3b(unsigned char r, unsigned char g, unsigned char b) -{ - st->imm_curv.r = MIN(r, 255); - st->imm_curv.g = MIN(g, 255); - st->imm_curv.b = MIN(b, 255); - st->imm_curv.a = 255; -} - -void g3d_color4b(unsigned char r, unsigned char g, unsigned char b, unsigned char a) -{ - st->imm_curv.r = MIN(r, 255); - st->imm_curv.g = MIN(g, 255); - st->imm_curv.b = MIN(b, 255); - st->imm_curv.a = MIN(a, 255); -} - -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 = CLAMP(ir, 0, 255); - st->imm_curv.g = CLAMP(ig, 0, 255); - st->imm_curv.b = CLAMP(ib, 0, 255); - 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 = CLAMP(ir, 0, 255); - st->imm_curv.g = CLAMP(ig, 0, 255); - st->imm_curv.b = CLAMP(ib, 0, 255); - st->imm_curv.a = CLAMP(ia, 0, 255); -} - -void g3d_texcoord(float u, float v) -{ - st->imm_curv.u = u; - st->imm_curv.v = v; -} - -static __inline 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]; - vec[3] = mat[3] * vec[0] + mat[7] * vec[1] + mat[11] * vec[2] + mat[15]; - vec[2] = z; - vec[1] = y; - vec[0] = x; -} - -static __inline 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]; - vec[2] = mat[2] * vec[0] + mat[6] * vec[1] + mat[10] * vec[2]; - vec[1] = y; - vec[0] = x; -} - -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; - ldir[1] = st->lt[i].y; - ldir[2] = st->lt[i].z; - - if(st->lt[i].type != LT_DIR) { - ldir[0] -= v->x; - ldir[1] -= v->y; - ldir[2] -= 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; - - /* - if(st->opt & G3D_SPECULAR) { - float ndoth; - ldir[2] += 1.0f; - NORMALIZE(ldir); - if((ndoth = v->nx * ldir[0] + v->ny * ldir[1] + v->nz * ldir[2]) < 0.0f) { - ndoth = 0.0f; - } - ndoth = pow(ndoth, st->mtl.shin); - - color[0] += st->mtl.ks[0] * st->lt[i].r * ndoth; - color[1] += st->mtl.ks[1] * st->lt[i].g * ndoth; - color[2] += st->mtl.ks[2] * st->lt[i].b * ndoth; - } - */ - } - - 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; -}