X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?p=dosdemo;a=blobdiff_plain;f=src%2F3dgfx.c;h=b1dea9f086bee0cd850fc6cd35bd933f2017f342;hp=5cf3c42645df36c9364daa8bbbbce4fba757ae91;hb=d956a9d9273eebfacfda58cb3bafff017269d5dc;hpb=d1a2007e191d68b104e436d1817eafcc99ae21dd diff --git a/src/3dgfx.c b/src/3dgfx.c index 5cf3c42..b1dea9f 100644 --- a/src/3dgfx.c +++ b/src/3dgfx.c @@ -1,27 +1,85 @@ #include -#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; - void *pixels; + 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 xform4_vec3(const float *mat, float *vec); -static void xform3_vec3(const float *mat, float *vec); -static void proc_vertex(struct pvertex *res, const struct g3d_vertex *vert, int space); +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 struct g3d_state *st; static const float idmat[] = { 1, 0, 0, 0, 0, 1, 0, 0, @@ -29,58 +87,117 @@ static const float idmat[] = { 0, 0, 0, 1 }; -void g3d_init(void) +int g3d_init(void) { int i; - memset(&st, 0, sizeof st); + 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; + st->opt |= opt; } void g3d_disable(unsigned int opt) { - st.opt &= ~opt; + st->opt &= ~opt; } void g3d_setopt(unsigned int opt, unsigned int mask) { - st.opt = (st.opt & ~mask) | (opt & mask); + st->opt = (st->opt & ~mask) | (opt & mask); } unsigned int g3d_getopt(unsigned int mask) { - return st.opt & mask; + return st->opt & mask; +} + +void g3d_front_face(unsigned int order) +{ + st->frontface = order; } -void g3d_set_matrix(int which, const float *m) +void g3d_polygon_mode(int pmode) { - int top = st.mtop[which]; + st->polymode = pmode; +} + +void g3d_matrix_mode(int mmode) +{ + st->mmode = mmode; +} - if(!m) m = idmat; - memcpy(st.mat[which][top], m, 16 * sizeof(float)); +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(int which, const float *m2) +void g3d_mult_matrix(const float *m2) { - int i, j, top = st.mtop[which]; + int i, j, top = st->mtop[st->mmode]; float m1[16]; - float *dest = st.mat[which][top]; + float *dest = st->mat[st->mmode][top]; memcpy(m1, dest, sizeof m1); @@ -94,36 +211,36 @@ void g3d_mult_matrix(int which, const float *m2) } } -void g3d_push_matrix(int which) +void g3d_push_matrix(void) { - int top = st.mtop[which]; + int top = st->mtop[st->mmode]; if(top >= G3D_NUM_MATRICES) { fprintf(stderr, "g3d_push_matrix overflow\n"); return; } - memcpy(st.mat[which][top + 1], st.mat[which][top], 16 * sizeof(float)); - st.mtop[which] = top + 1;; + 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(int which) +void g3d_pop_matrix(void) { - if(st.mtop[which] <= 0) { + if(st->mtop[st->mmode] <= 0) { fprintf(stderr, "g3d_pop_matrix underflow\n"); return; } - --st.mtop[which]; + --st->mtop[st->mmode]; } -void g3d_translate(int which, float x, float y, float z) +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(which, m); + g3d_mult_matrix(m); } -void g3d_rotate(int which, float deg, float x, float y, float z) +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}; @@ -144,20 +261,22 @@ void g3d_rotate(int which, float deg, float x, float y, float z) 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(which, m); + g3d_mult_matrix(m); } -void g3d_scale(int which, float x, float y, float z) +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; - g3d_mult_matrix(which, m); + m[15] = 1.0f; + g3d_mult_matrix(m); } -void g3d_ortho(int which, float left, float right, float bottom, float top, float znear, float zfar) +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}; @@ -172,10 +291,10 @@ void g3d_ortho(int which, float left, float right, float bottom, float top, floa m[13] = -(top + bottom) / dy; m[14] = -(zfar + znear) / dz; - g3d_mult_matrix(which, m); + g3d_mult_matrix(m); } -void g3d_frustum(int which, float left, float right, float bottom, float top, float nr, float fr) +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}; @@ -196,10 +315,10 @@ void g3d_frustum(int which, float left, float right, float bottom, float top, fl m[11] = -1.0f; m[14] = d; - g3d_mult_matrix(which, m); + g3d_mult_matrix(m); } -void g3d_perspective(int which, float vfov_deg, float aspect, float znear, float zfar) +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}; @@ -213,109 +332,417 @@ void g3d_perspective(int which, float vfov_deg, float aspect, float znear, float m[11] = -1.0f; m[14] = 2.0f * znear * zfar / range; - g3d_mult_matrix(which, m); + g3d_mult_matrix(m); } -void g3d_draw(int prim, int space, const struct g3d_vertex *varr, int varr_size) +const float *g3d_get_matrix(int which, float *m) { - int i; - int vnum = prim; /* primitive vertex counts correspond to the enum values */ + 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; +} - while(varr_size >= vnum) { - struct pvertex pv[4]; +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; } - polyfill_wire(pv, vnum); + /* 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(); +} - varr_size -= vnum; +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; } } -static void xform4_vec3(const float *mat, float *vec) +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]; - float w = mat[3] * vec[0] + mat[7] * vec[1] + mat[11] * vec[2] + mat[15]; - - vec[0] = x; - vec[1] = y; + vec[3] = mat[3] * vec[0] + mat[7] * vec[1] + mat[11] * vec[2] + mat[15]; vec[2] = z; - vec[3] = w; + vec[1] = y; + vec[0] = x; } -static void xform3_vec3(const float *mat, float *vec) +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]; - float z = mat[2] * vec[0] + mat[6] * vec[1] + mat[10] * vec[2]; - - vec[0] = x; + vec[2] = mat[2] * vec[0] + mat[6] * vec[1] + mat[10] * vec[2]; vec[1] = y; - vec[2] = z; + vec[0] = x; } -#define VEC3(v, x, y, z) do { v[0] = x; v[1] = y; v[2] = z; } while(0) -#define VEC4(v, x, y, z, w) do { v[0] = x; v[1] = y; v[2] = z; v[3] = w; } while(0) - -static void proc_vertex(struct pvertex *res, const struct g3d_vertex *vert, int space) +static void shade(struct g3d_vertex *v) { - float pos[4]; - float norm[3]; + int i, r, g, b; float color[3]; - int mvtop = st.mtop[G3D_MODELVIEW]; - int ptop = st.mtop[G3D_PROJECTION]; - g3d_matrix norm_mat; - VEC4(pos, vert->x, vert->y, vert->z, 1.0f); - VEC3(norm, vert->nx, vert->ny, vert->nz); + 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]; - switch(space) { - case G3D_LOCAL_SPACE: - memcpy(norm_mat, st.mat[G3D_MODELVIEW][mvtop], 16 * sizeof(float)); - norm_mat[12] = norm_mat[13] = norm_mat[14] = 0.0f; + for(i=0; ir; - color[1] = vert->g; - color[2] = vert->b; + if(!(st->opt & (G3D_LIGHT0 << i))) { + continue; } - xform4_vec3(pos, st.mat[G3D_PROJECTION][ptop]); - - case G3D_CLIP_SPACE: - /* TODO clipping */ - if(pos[3] != 0.0f) { - pos[0] /= pos[3]; - pos[1] /= pos[3]; - pos[2] /= pos[3]; + + 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); } - case G3D_SCREEN_SPACE: - pos[0] = (pos[0] * 0.5 + 0.5) * (float)st.width; - pos[1] = (0.5 - pos[0] * 0.5) * (float)st.height; + if((ndotl = v->nx * ldir[0] + v->ny * ldir[1] + v->nz * ldir[2]) < 0.0f) { + ndotl = 0.0f; + } - case G3D_PIXEL_SPACE: - break; + 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; + } + */ } - /* convert pos to 24.8 fixed point */ - res->x = (int32_t)(pos[0] * 256.0f); - res->y = (int32_t)(pos[1] * 256.0f); - - /* convert tex coords to 16.16 fixed point */ - res->u = (int32_t)(vert->u * 65536.0f); - res->v = (int32_t)(vert->v * 65536.0f); + r = cround64(color[0] * 255.0); + g = cround64(color[1] * 255.0); + b = cround64(color[2] * 255.0); - /* pass color through as is */ - res->r = color[0]; - res->g = color[1]; - res->b = color[2]; + v->r = r > 255 ? 255 : r; + v->g = g > 255 ? 255 : g; + v->b = b > 255 ? 255 : b; }