baseobj = main.obj
-demoobj = demo.obj screen.obj tunnel.obj fract.obj gfxutil.obj mike.obj
+demoobj = demo.obj screen.obj gfxutil.obj
+scrobj = tunnel.obj fract.obj grise.obj
sysobj = gfx.obj vbe.obj dpmi.obj timer.obj keyb.obj mouse.obj logger.obj
obj = $(baseobj) $(demoobj) $(sysobj)
bin = demo.exe
--- /dev/null
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include <math.h>
+#include <assert.h>
+#include "3dgfx.h"
+#include "polyfill.h"
+#include "inttypes.h"
+
+#define STACK_SIZE 8
+typedef float g3d_matrix[16];
+
+#define MAX_VBUF_SIZE 256
+
+struct g3d_state {
+ unsigned int opt;
+ int frontface;
+
+ g3d_matrix mat[G3D_NUM_MATRICES][STACK_SIZE];
+ int mtop[G3D_NUM_MATRICES];
+ int mmode;
+
+ g3d_matrix norm_mat;
+
+ int width, height;
+ void *pixels;
+};
+
+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);
+
+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;
+ }
+
+ for(i=0; i<G3D_NUM_MATRICES; i++) {
+ g3d_matrix_mode(i);
+ g3d_load_identity();
+ }
+ return 0;
+}
+
+void g3d_destroy(void)
+{
+ free(st);
+}
+
+void g3d_framebuffer(int width, int height, void *pixels)
+{
+ st->width = width;
+ st->height = height;
+ st->pixels = pixels;
+}
+
+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_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);
+}
+
+#define CROSS(res, a, b) \
+ do { \
+ (res)[0] = (a)[1] * (b)[2] - (a)[2] * (b)[1]; \
+ (res)[1] = (a)[2] * (b)[0] - (a)[0] * (b)[2]; \
+ (res)[2] = (a)[0] * (b)[1] - (a)[1] * (b)[0]; \
+ } while(0)
+
+void g3d_draw(int prim, const struct g3d_vertex *varr, int varr_size)
+{
+ int i;
+ struct pvertex pv[4];
+ struct g3d_vertex v[4];
+ int vnum = prim; /* primitive vertex counts correspond to enum values */
+ int mvtop = st->mtop[G3D_MODELVIEW];
+ int ptop = st->mtop[G3D_PROJECTION];
+
+ /* 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;
+
+ while(varr_size >= vnum) {
+ varr_size -= vnum;
+
+ for(i=0; i<vnum; i++) {
+ v[i] = *varr++;
+
+ xform4_vec3(st->mat[G3D_MODELVIEW][mvtop], &v[i].x);
+ xform3_vec3(st->norm_mat, &v[i].nx);
+
+ if(st->opt & G3D_LIGHTING) {
+ shade(v + i);
+ }
+ xform4_vec3(st->mat[G3D_PROJECTION][ptop], &v[i].x);
+ }
+
+ /* TODO clipping */
+
+ for(i=0; i<vnum; i++) {
+ if(v[i].w != 0.0f) {
+ v[i].x /= v[i].w;
+ v[i].y /= v[i].w;
+ /*v[i].z /= v[i].w;*/
+ }
+
+ /* viewport transformation */
+ v[i].x = (v[i].x * 0.5f + 0.5f) * (float)st->width;
+ v[i].y = (0.5f - v[i].y * 0.5f) * (float)st->height;
+
+ /* convert pos to 24.8 fixed point */
+ pv[i].x = (int32_t)(v[i].x * 256.0f);
+ pv[i].y = (int32_t)(v[i].y * 256.0f);
+ /* convert tex coords to 16.16 fixed point */
+ pv[i].u = (int32_t)(v[i].u * 65536.0f);
+ pv[i].v = (int32_t)(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;
+ }
+
+ /* 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 * (by >> 8) - ay * (bx >> 8);
+ int sign = (cross_z >> 31) & 1;
+
+ if(!(sign ^ st->frontface)) {
+ continue; /* back-facing */
+ }
+ }
+
+ polyfill_flat(pv, vnum);
+ }
+}
+
+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];
+ 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[2] = z;
+ vec[3] = w;
+}
+
+static 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[1] = y;
+ vec[2] = z;
+}
+
+static void shade(struct g3d_vertex *v)
+{
+ v->r = v->g = v->b = 255;
+}
--- /dev/null
+#ifndef THREEDGFX_H_
+#define THREEDGFX_H_
+
+struct g3d_vertex {
+ float x, y, z, w;
+ float nx, ny, nz;
+ float u, v;
+ unsigned char r, g, b;
+};
+
+enum {
+ G3D_POINTS = 1,
+ G3D_LINES = 2,
+ G3D_TRIANGLES = 3,
+ G3D_QUADS = 4
+};
+
+/* g3d_enable/g3d_disable bits */
+enum {
+ G3D_CULL_FACE = 1,
+ G3D_DEPTH_TEST = 2, /* XXX not implemented */
+ G3D_LIGHTING = 4,
+ G3D_TEXTURE = 8,
+
+ G3D_ALL = 0x7fffffff
+};
+
+/* arg to g3d_front_face */
+enum { G3D_CCW, G3D_CW };
+
+/* matrix stacks */
+enum {
+ G3D_MODELVIEW,
+ G3D_PROJECTION,
+
+ G3D_NUM_MATRICES
+};
+
+int g3d_init(void);
+void g3d_destroy(void);
+
+void g3d_framebuffer(int width, int height, void *pixels);
+
+void g3d_enable(unsigned int opt);
+void g3d_disable(unsigned int opt);
+void g3d_setopt(unsigned int opt, unsigned int mask);
+unsigned int g3d_getopt(unsigned int mask);
+
+void g3d_front_face(unsigned int order);
+
+void g3d_matrix_mode(int mmode);
+
+void g3d_load_identity(void);
+void g3d_load_matrix(const float *m);
+void g3d_mult_matrix(const float *m);
+void g3d_push_matrix(void);
+void g3d_pop_matrix(void);
+
+void g3d_translate(float x, float y, float z);
+void g3d_rotate(float angle, float x, float y, float z);
+void g3d_scale(float x, float y, float z);
+void g3d_ortho(float left, float right, float bottom, float top, float znear, float zfar);
+void g3d_frustum(float left, float right, float bottom, float top, float znear, float zfar);
+void g3d_perspective(float vfov, float aspect, float znear, float zfar);
+
+void g3d_draw(int prim, const struct g3d_vertex *varr, int varr_size);
+
+#endif /* THREEDGFX_H_ */
#include <limits.h>
#include "demo.h"
#include "screen.h"
+#include "3dgfx.h"
int fb_width = 320;
int fb_height = 240;
start_scr_name = argv[1];
}
+ if(g3d_init() == -1) {
+ return -1;
+ }
+ g3d_framebuffer(fb_width, fb_height, fb_pixels);
+
if(scr_init() == -1) {
return -1;
}
void demo_cleanup(void)
{
scr_shutdown();
+ g3d_destroy();
if(time_msec) {
float fps = (float)nframes / ((float)time_msec / 1000.0f);
static float nearScrollAmount = 0.0f;
static struct screen scr = {
- "Galaxy rise",
+ "galaxyrise",
init,
destroy,
start,
}
}
}
-}
\ No newline at end of file
+}
--- /dev/null
+#include <stdio.h>
+#include <stdlib.h>
+#include "polyfill.h"
+#include "gfxutil.h"
+#include "demo.h"
+
+void (*fillfunc[])(struct pvertex*, int) = {
+ polyfill_wire,
+ polyfill_flat,
+ 0, 0, 0
+};
+
+void polyfill(int mode, struct pvertex *verts, int nverts)
+{
+#ifndef NDEBUG
+ if(!fillfunc[mode]) {
+ fprintf(stderr, "polyfill mode %d not implemented\n", mode);
+ abort();
+ }
+#endif
+
+ fillfunc[mode](verts, nverts);
+}
+
+void polyfill_wire(struct pvertex *verts, int nverts)
+{
+ int i, x0, y0, x1, y1;
+ struct pvertex *v = verts;
+ unsigned short color = ((v->r << 8) & 0xf800) |
+ ((v->g << 3) & 0x7e0) | ((v->b >> 3) & 0x1f);
+
+ for(i=0; i<nverts - 1; i++) {
+ x0 = v->x >> 8;
+ y0 = v->y >> 8;
+ ++v;
+ x1 = v->x >> 8;
+ y1 = v->y >> 8;
+ if(clip_line(&x0, &y0, &x1, &y1, 0, 0, fb_width, fb_height)) {
+ draw_line(x0, y0, x1, y1, color);
+ }
+ }
+ x0 = verts[0].x >> 8;
+ y0 = verts[0].y >> 8;
+ if(clip_line(&x1, &y1, &x0, &y0, 0, 0, fb_width, fb_height)) {
+ draw_line(x1, y1, x0, y0, color);
+ }
+}
+
+#define NEXTIDX(x) ((x) ? (x) - 1 : nverts - 1)
+#define PREVIDX(x) (((x) + 1) % nverts)
+
+#define CALC_EDGE(which) \
+ do { \
+ which##_x = pv[which##_beg].x; \
+ which##_dx = pv[which##_end].x - pv[which##_beg].x; \
+ which##_slope = (which##_dx << 8) / which##_dy; \
+ } while(0)
+
+void polyfill_flat(struct pvertex *pv, int nverts)
+{
+ int i, sline, x, slen, top = 0;
+ int left_beg, left_end, right_beg, right_end;
+ int32_t left_dy, left_dx, right_dy, right_dx;
+ int32_t left_slope, right_slope;
+ int32_t left_x, right_x, y;
+ uint16_t color = ((pv->r << 8) & 0xf800) | ((pv->g << 3) & 0x7e0) |
+ ((pv->b >> 3) & 0x1f);
+ uint16_t *pixptr;
+
+ /* find topmost */
+ for(i=1; i<nverts; i++) {
+ if(pv[i].y < pv[top].y) {
+ top = i;
+ }
+ }
+ left_beg = right_beg = top;
+ left_end = PREVIDX(left_beg);
+ right_end = NEXTIDX(right_beg);
+
+ if((left_dy = pv[left_end].y - pv[left_beg].y)) {
+ CALC_EDGE(left);
+ }
+
+ if((right_dy = pv[right_end].y - pv[right_beg].y)) {
+ CALC_EDGE(right);
+ }
+
+ y = pv[top].y;
+ sline = pv[top].y >> 8;
+
+ for(;;) {
+ if(y >= pv[left_end].y) {
+ while(y >= pv[left_end].y) {
+ left_beg = left_end;
+ if(left_beg == right_beg) return;
+ left_end = PREVIDX(left_end);
+ }
+
+ left_dy = pv[left_end].y - pv[left_beg].y;
+ CALC_EDGE(left);
+ }
+
+ if(y >= pv[right_end].y) {
+ while(y >= pv[right_end].y) {
+ right_beg = right_end;
+ if(left_beg == right_beg) return;
+ right_end = NEXTIDX(right_end);
+ }
+
+ right_dy = pv[right_end].y - pv[right_beg].y;
+ CALC_EDGE(right);
+ }
+
+ x = left_x >> 8;
+ slen = (right_x >> 8) - (left_x >> 8);
+
+ pixptr = (uint16_t*)fb_pixels + sline * fb_width + x;
+ for(i=0; i<slen; i++) {
+ *pixptr++ = color;
+ }
+
+ ++sline;
+ y += 256;
+ left_x += left_slope;
+ right_x += right_slope;
+ }
+}
--- /dev/null
+#ifndef POLYFILL_H_
+#define POLYFILL_H_
+
+#include "inttypes.h"
+
+enum {
+ POLYFILL_WIRE,
+ POLYFILL_FLAT,
+ POLYFILL_GOURAUD,
+ POLYFILL_TEX,
+ POLYFILL_TEX_GOURAUD
+};
+
+/* projected vertices for the rasterizer */
+struct pvertex {
+ int32_t x, y; /* 24.8 fixed point */
+ int32_t u, v; /* 16.16 fixed point */
+ unsigned char r, g, b;
+};
+
+void polyfill(int mode, struct pvertex *verts, int nverts);
+void polyfill_wire(struct pvertex *verts, int nverts);
+void polyfill_flat(struct pvertex *verts, int nverts);
+
+#endif /* POLYFILL_H_ */
--- /dev/null
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include "screen.h"
+#include "demo.h"
+#include "3dgfx.h"
+
+struct mesh {
+ int prim;
+ struct g3d_vertex *varr;
+ unsigned int *iarr;
+ int vcount, icount;
+};
+
+static int init(void);
+static void destroy(void);
+static void start(long trans_time);
+static void draw(void);
+static void draw_mesh(struct mesh *mesh);
+static int gen_cube(struct mesh *mesh, float sz);
+
+static struct screen scr = {
+ "polytest",
+ init,
+ destroy,
+ start, 0,
+ draw
+};
+
+static struct mesh cube;
+
+struct screen *polytest_screen(void)
+{
+ return &scr;
+}
+
+static int init(void)
+{
+ gen_cube(&cube, 1.0);
+ return 0;
+}
+
+static void destroy(void)
+{
+ free(cube.varr);
+}
+
+static void start(long trans_time)
+{
+ g3d_matrix_mode(G3D_PROJECTION);
+ g3d_load_identity();
+ g3d_perspective(50.0, 1.3333333, 0.5, 100.0);
+
+ g3d_enable(G3D_CULL_FACE);
+}
+
+static void draw(void)
+{
+ static int prev_mx, prev_my;
+ static float theta, phi = 25;
+
+ int dx = mouse_x - prev_mx;
+ int dy = mouse_y - prev_my;
+ prev_mx = mouse_x;
+ prev_my = mouse_y;
+
+ if(dx || dy) {
+ theta += dx * 2.0;
+ phi += dy * 2.0;
+
+ if(phi < -90) phi = -90;
+ if(phi > 90) phi = 90;
+ }
+
+ /*float angle = (float)time_msec / 50.0;*/
+
+ memset(fb_pixels, 0, fb_width * fb_height * 2);
+
+ g3d_matrix_mode(G3D_MODELVIEW);
+ g3d_load_identity();
+ g3d_translate(0, 0, -5);
+ g3d_rotate(phi, 1, 0, 0);
+ g3d_rotate(theta, 0, 1, 0);
+
+ draw_mesh(&cube);
+}
+
+static void draw_mesh(struct mesh *mesh)
+{
+ if(mesh->iarr) {
+ /*g3d_draw_indexed(mesh->prim, mesh->iarr, mesh->icount, mesh->varr);*/
+ } else {
+ g3d_draw(mesh->prim, mesh->varr, mesh->vcount);
+ }
+}
+
+#define NORMAL(vp, x, y, z) do { vp->nx = x; vp->ny = y; vp->nz = z; } while(0)
+#define COLOR(vp, cr, cg, cb) do { vp->r = cr; vp->g = cg; vp->b = cb; } while(0)
+#define TEXCOORD(vp, tu, tv) do { vp->u = tu; vp->v = tv; } while(0)
+#define VERTEX(vp, vx, vy, vz) \
+ do { \
+ vp->x = vx; vp->y = vy; vp->z = vz; vp->w = 1.0f; \
+ ++vp; \
+ } while(0)
+
+static int gen_cube(struct mesh *mesh, float sz)
+{
+ struct g3d_vertex *vptr;
+ float hsz = sz / 2.0;
+
+ mesh->prim = G3D_QUADS;
+ mesh->iarr = 0;
+ mesh->icount = 0;
+
+ mesh->vcount = 24;
+ if(!(mesh->varr = malloc(mesh->vcount * sizeof *mesh->varr))) {
+ return -1;
+ }
+ vptr = mesh->varr;
+
+ /* -Z */
+ NORMAL(vptr, 0, 0, -1);
+ COLOR(vptr, 255, 0, 255);
+ VERTEX(vptr, hsz, -hsz, -hsz);
+ VERTEX(vptr, -hsz, -hsz, -hsz);
+ VERTEX(vptr, -hsz, hsz, -hsz);
+ VERTEX(vptr, hsz, hsz, -hsz);
+ /* -Y */
+ NORMAL(vptr, 0, -1, 0);
+ COLOR(vptr, 0, 255, 255);
+ VERTEX(vptr, -hsz, -hsz, -hsz);
+ VERTEX(vptr, hsz, -hsz, -hsz);
+ VERTEX(vptr, hsz, -hsz, hsz);
+ VERTEX(vptr, -hsz, -hsz, hsz);
+ /* -X */
+ NORMAL(vptr, -1, 0, 0);
+ COLOR(vptr, 255, 255, 0);
+ VERTEX(vptr, -hsz, -hsz, -hsz);
+ VERTEX(vptr, -hsz, -hsz, hsz);
+ VERTEX(vptr, -hsz, hsz, hsz);
+ VERTEX(vptr, -hsz, hsz, -hsz);
+ /* +X */
+ NORMAL(vptr, 1, 0, 0);
+ COLOR(vptr, 255, 0, 0);
+ VERTEX(vptr, hsz, -hsz, hsz);
+ VERTEX(vptr, hsz, -hsz, -hsz);
+ VERTEX(vptr, hsz, hsz, -hsz);
+ VERTEX(vptr, hsz, hsz, hsz);
+ /* +Y */
+ NORMAL(vptr, 0, 1, 0);
+ COLOR(vptr, 0, 255, 0);
+ VERTEX(vptr, -hsz, hsz, hsz);
+ VERTEX(vptr, hsz, hsz, hsz);
+ VERTEX(vptr, hsz, hsz, -hsz);
+ VERTEX(vptr, -hsz, hsz, -hsz);
+ /* +Z */
+ NORMAL(vptr, 0, 0, 1);
+ COLOR(vptr, 0, 0, 255);
+ VERTEX(vptr, -hsz, -hsz, hsz);
+ VERTEX(vptr, hsz, -hsz, hsz);
+ VERTEX(vptr, hsz, hsz, hsz);
+ VERTEX(vptr, -hsz, hsz, hsz);
+
+ return 0;
+}
struct screen *tunnel_screen(void);
struct screen *fract_screen(void);
struct screen *grise_screen(void);
+struct screen *polytest_screen(void);
#define NUM_SCR 32
static struct screen *scr[NUM_SCR];
if (!(scr[idx++] = grise_screen())) {
return -1;
}
+ if(!(scr[idx++] = polytest_screen())) {
+ return -1;
+ }
num_screens = idx;
assert(num_screens <= NUM_SCR);