X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?p=dosdemo;a=blobdiff_plain;f=src%2F3dgfx.c;h=a642c1e42da16918510da9dcdf6c1770021a167b;hp=c32e6c2fe4c5436e7275540aa9e4cd9e4129417f;hb=5029eb9f7a538dd58e1c66c0945784acac8cc58b;hpb=a563d2f0efaa980af0f0b39cdf1c9115fed99d00 diff --git a/src/3dgfx.c b/src/3dgfx.c index c32e6c2..a642c1e 100644 --- a/src/3dgfx.c +++ b/src/3dgfx.c @@ -3,6 +3,11 @@ #include #include #include +#if defined(__WATCOMC__) || defined(_MSC_VER) || defined(__DJGPP__) +#include +#else +#include +#endif #include "3dgfx.h" #include "gfxutil.h" #include "polyfill.h" @@ -14,9 +19,10 @@ #define STACK_SIZE 8 typedef float g3d_matrix[16]; -#define MAX_VBUF_SIZE 256 #define MAX_LIGHTS 4 +#define IMM_VBUF_SIZE 256 + struct light { float x, y, z; float r, g, b; @@ -47,8 +53,15 @@ struct g3d_state { uint16_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); @@ -69,6 +82,7 @@ int g3d_init(void) fprintf(stderr, "failed to allocate G3D context\n"); return -1; } + st->opt = G3D_CLIP_FRUSTUM; st->fill_mode = POLYFILL_FLAT; for(i=0; ipixels = pixels; + pfill_fb.pixels = pixels; +} + void g3d_viewport(int x, int y, int w, int h) { st->vport[0] = x; @@ -388,20 +409,22 @@ void g3d_draw(int prim, const struct g3d_vertex *varr, int varr_size) } void g3d_draw_indexed(int prim, const struct g3d_vertex *varr, int varr_size, - const int16_t *iarr, int iarr_size) + const uint16_t *iarr, int iarr_size) { - int i, j, nfaces; + int i, j, vnum, nfaces; struct pvertex pv[16]; struct g3d_vertex v[16]; - int vnum = prim; /* primitive vertex counts correspond to enum values */ 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) / vnum; + nfaces = (iarr ? iarr_size : varr_size) / prim; for(j=0; jopt & 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; + } xform4_vec3(st->mat[G3D_PROJECTION][ptop], &v[i].x); } /* clipping */ - for(i=0; i<6; i++) { - struct g3d_vertex tmpv[16]; - 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(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; + if(!vnum) continue; + } for(i=0; i> 8) - ay * (bx >> 8); + int32_t cross_z = (ax >> 4) * (by >> 4) - (ay >> 4) * (bx >> 4); int sign = (cross_z >> 31) & 1; if(!(sign ^ st->frontface)) { @@ -496,6 +524,94 @@ void g3d_draw_indexed(int prim, const struct g3d_vertex *varr, int varr_size, } } +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];