+#include <stdio.h>
+#include <math.h>
#include <string.h>
#include "3dgfx.h"
+#include "polyfill.h"
#define STACK_SIZE 8
typedef float g3d_matrix[16];
void *pixels;
};
+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 struct g3d_state st;
+static const float idmat[] = {
+ 1, 0, 0, 0,
+ 0, 1, 0, 0,
+ 0, 0, 1, 0,
+ 0, 0, 0, 1
+};
void g3d_init(void)
{
void g3d_set_matrix(int which, const float *m)
{
int top = st.mtop[which];
+
+ if(!m) m = idmat;
memcpy(st.mat[which][top], m, 16 * sizeof(float));
}
}
}
}
-/* TODO continue ... */
+
+void g3d_push_matrix(int which)
+{
+ int top = st.mtop[which];
+ 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;;
+}
+
+void g3d_pop_matrix(int which)
+{
+ if(st.mtop[which] <= 0) {
+ fprintf(stderr, "g3d_pop_matrix underflow\n");
+ return;
+ }
+ --st.mtop[which];
+}
+
+void g3d_translate(int which, 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);
+}
+
+void g3d_rotate(int which, 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;
+
+ g3d_mult_matrix(which, m);
+}
+
+void g3d_scale(int which, 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);
+}
+
+void g3d_ortho(int which, 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(which, m);
+}
+
+void g3d_frustum(int which, 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(which, m);
+}
+
+void g3d_perspective(int which, 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(which, m);
+}
+
+void g3d_draw(int prim, int space, const struct g3d_vertex *varr, int varr_size)
+{
+ int i;
+ int vnum = prim; /* primitive vertex counts correspond to the enum values */
+
+ while(varr_size >= vnum) {
+ struct pvertex pv[4];
+
+ for(i=0; i<vnum; i++) {
+ proc_vertex(pv + i, varr++, space);
+ }
+
+ polyfill_wire(pv, vnum);
+
+ varr_size -= 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;
+}
+
+#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)
+{
+ float pos[4];
+ float norm[3];
+ 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);
+
+ 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;
+
+ xform4_vec3(pos, st.mat[G3D_MODELVIEW][mvtop]);
+ xform3_vec3(norm, norm_mat);
+
+ case G3D_VIEW_SPACE:
+ if(st.opt & G3D_LIGHTING) {
+ /* TODO lighting */
+ color[0] = vert->r;
+ color[1] = vert->g;
+ color[2] = vert->b;
+ }
+ 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];
+ }
+
+ 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;
+
+ case G3D_PIXEL_SPACE:
+ break;
+ }
+
+ /* 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);
+
+ /* pass color through as is */
+ res->r = color[0];
+ res->g = color[1];
+ res->b = color[2];
+}
/* 2nd arg to g3d_draw: which space are input verts in. skips parts of the pipeline */
enum {
G3D_LOCAL_SPACE, /* this being 0 makes a nice default arg. */
- G3D_WORLD_SPACE, /* ignore world matrix */
- G3D_VIEW_SPACE, /* ignore view matrix */
+ G3D_VIEW_SPACE, /* ignore modelview matrix */
G3D_CLIP_SPACE, /* ignore projection matrix */
G3D_SCREEN_SPACE,/* 2D verts, don't divide by w */
G3D_PIXEL_SPACE /* in pixel units, ignore viewport */
/* matrix stacks */
enum {
- G3D_WORLD,
- G3D_VIEW,
+ G3D_MODELVIEW,
G3D_PROJECTION,
G3D_NUM_MATRICES
void g3d_push_matrix(int which);
void g3d_pop_matrix(int which);
-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_translate(int which, float x, float y, float z);
+void g3d_rotate(int which, float angle, float x, float y, float z);
+void g3d_scale(int which, float x, float y, float z);
+void g3d_ortho(int which, float left, float right, float bottom, float top, float znear, float zfar);
+void g3d_frustum(int which, float left, float right, float bottom, float top, float znear, float zfar);
+void g3d_perspective(int which, float vfov, float aspect, float znear, float zfar);
-void g3d_draw(int prim, int space, const struct g3d_vertex *varr, int num);
+void g3d_draw(int prim, int space, const struct g3d_vertex *varr, int varr_size);
#endif /* THREEDGFX_H_ */