X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?p=dosdemo;a=blobdiff_plain;f=src%2F3dgfx.c;h=b1dea9f086bee0cd850fc6cd35bd933f2017f342;hp=673122d07fc29f66f2b7e76956736fe2cf2b72b9;hb=d956a9d9273eebfacfda58cb3bafff017269d5dc;hpb=8cee0ffb00cce3d81487f1161286ac299db7d044 diff --git a/src/3dgfx.c b/src/3dgfx.c index 673122d..b1dea9f 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" @@ -18,7 +23,20 @@ typedef float g3d_matrix[16]; #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; }; @@ -32,7 +50,7 @@ struct material { struct g3d_state { unsigned int opt; int frontface; - int fill_mode; + int polymode; g3d_matrix mat[G3D_NUM_MATRICES][STACK_SIZE]; int mtop[G3D_NUM_MATRICES]; @@ -45,7 +63,7 @@ struct g3d_state { struct material mtl; int width, height; - uint16_t *pixels; + g3d_pixel *pixels; int vport[4]; @@ -57,8 +75,8 @@ struct g3d_state { }; static void imm_flush(void); -static void xform4_vec3(const float *mat, float *vec); -static void xform3_vec3(const float *mat, float *vec); +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; @@ -77,7 +95,8 @@ int g3d_init(void) fprintf(stderr, "failed to allocate G3D context\n"); return -1; } - st->fill_mode = POLYFILL_FLAT; + st->opt = G3D_CLIP_FRUSTUM; + st->polymode = 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; @@ -146,7 +172,7 @@ void g3d_front_face(unsigned int order) void g3d_polygon_mode(int pmode) { - st->fill_mode = pmode; + st->polymode = pmode; } void g3d_matrix_mode(int mmode) @@ -323,6 +349,7 @@ 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; @@ -330,6 +357,24 @@ void g3d_light_pos(int idx, float x, float y, float 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; @@ -396,20 +441,22 @@ 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, fill_mode; 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; + } + 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 */ - 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; iopt & G3D_BLEND) { int r, g, b; int inv_alpha = 255 - pv[0].a; - uint16_t *dest = st->pixels + (pv[0].y >> 8) * st->width + (pv[0].x >> 8); - r = ((int)pv[0].r * pv[0].a + UNPACK_R16(*dest) * inv_alpha) >> 8; - g = ((int)pv[0].g * pv[0].a + UNPACK_G16(*dest) * inv_alpha) >> 8; - b = ((int)pv[0].b * pv[0].a + UNPACK_B16(*dest) * inv_alpha) >> 8; - *dest++ = PACK_RGB16(r, g, b); + 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 { - uint16_t *dest = st->pixels + (pv[0].y >> 8) * st->width + (pv[0].x >> 8); - *dest = PACK_RGB16(pv[0].r, pv[0].g, pv[0].b); + 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: - /* TODO: draw line */ + { + 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: - polyfill(st->fill_mode, pv, vnum); + 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); } } } @@ -547,20 +617,23 @@ void g3d_normal(float x, float y, float z) 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 = r; - st->imm_curv.g = g; - st->imm_curv.b = 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 = r; - st->imm_curv.g = g; - st->imm_curv.b = b; - st->imm_curv.a = 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) @@ -568,9 +641,9 @@ 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.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; } @@ -580,10 +653,10 @@ void g3d_color4f(float r, float g, float b, float a) 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; + 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) @@ -592,41 +665,26 @@ void g3d_texcoord(float u, float v) st->imm_curv.v = v; } -static void xform4_vec3(const float *mat, float *vec) +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 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) - static void shade(struct g3d_vertex *v) { int i, r, g, b; @@ -644,10 +702,16 @@ static void shade(struct g3d_vertex *v) continue; } - ldir[0] = st->lt[i].x - v->x; - ldir[1] = st->lt[i].y - v->y; - ldir[2] = st->lt[i].z - v->z; - NORMALIZE(ldir); + 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; @@ -656,6 +720,22 @@ static void shade(struct g3d_vertex *v) 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);