/* ResidualVM - A 3D game interpreter * * ResidualVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the AUTHORS * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ /* * This file is based on, or a modified version of code from TinyGL (C) 1997-1998 Fabrice Bellard, * which is licensed under the zlib-license (see LICENSE). * It also has modifications by the ResidualVM-team, which are covered under the GPLv2 (or later). */ #ifndef _tgl_zgl_h_ #define _tgl_zgl_h_ #include "common/util.h" #include "common/textconsole.h" #include "common/array.h" #include "common/list.h" #include "common/scummsys.h" #include "graphics/tinygl/gl.h" #include "graphics/tinygl/zbuffer.h" #include "graphics/tinygl/zmath.h" #include "graphics/tinygl/zblit.h" #include "graphics/tinygl/zdirtyrect.h" #include "graphics/tinygl/texelbuffer.h" namespace TinyGL { enum { #define ADD_OP(a,b,c) OP_ ## a , #include "graphics/tinygl/opinfo.h" DUMMY }; // initially # of allocated GLVertexes (will grow when necessary) #define POLYGON_MAX_VERTEX 16 // Max # of specular light pow buffers #define MAX_SPECULAR_BUFFERS 8 // # of entries in specular buffer #define SPECULAR_BUFFER_SIZE 1024 // specular buffer granularity #define SPECULAR_BUFFER_RESOLUTION 1024 #define MAX_MODELVIEW_STACK_DEPTH 35 #define MAX_PROJECTION_STACK_DEPTH 8 #define MAX_TEXTURE_STACK_DEPTH 8 #define MAX_NAME_STACK_DEPTH 64 #define MAX_TEXTURE_LEVELS 11 #define T_MAX_LIGHTS 32 #define VERTEX_HASH_SIZE 1031 #define MAX_DISPLAY_LISTS 1024 #define OP_BUFFER_MAX_SIZE 512 #define TGL_OFFSET_FILL 0x1 #define TGL_OFFSET_LINE 0x2 #define TGL_OFFSET_POINT 0x4 struct GLSpecBuf { int shininess_i; int last_used; float buf[SPECULAR_BUFFER_SIZE + 1]; struct GLSpecBuf *next; }; struct GLLight { Vector4 ambient; Vector4 diffuse; Vector4 specular; bool has_specular; Vector4 position; Vector3 spot_direction; float spot_exponent; float spot_cutoff; float attenuation[3]; // precomputed values float cos_spot_cutoff; Vector3 norm_spot_direction; Vector3 norm_position; // we use a linked list to know which are the enabled lights int enabled; struct GLLight *next, *prev; }; struct GLMaterial { Vector4 emission; Vector4 ambient; Vector4 diffuse; Vector4 specular; bool has_specular; float shininess; // computed values int shininess_i; int do_specular; }; struct GLViewport { int xmin, ymin, xsize, ysize; Vector3 scale; Vector3 trans; int updated; }; union GLParam { int op; float f; int i; unsigned int ui; void *p; }; struct GLParamBuffer { GLParam ops[OP_BUFFER_MAX_SIZE]; struct GLParamBuffer *next; }; struct GLList { GLParamBuffer *first_op_buffer; // TODO: extensions for an hash table or a better allocating scheme }; struct GLVertex { int edge_flag; Vector3 normal; Vector4 coord; Vector4 tex_coord; Vector4 color; // computed values Vector4 ec; // eye coordinates Vector4 pc; // coordinates in the normalized volume int clip_code; // clip code ZBufferPoint zp; // integer coordinates for the rasterization bool operator==(const GLVertex &other) const { return edge_flag == other.edge_flag && normal == other.normal && coord == other.coord && tex_coord == other.tex_coord && color == other.color && ec == other.ec && pc == other.pc && clip_code == other.clip_code && zp == other.zp; } bool operator!=(const GLVertex &other) const { return !(*this == other); } }; struct GLImage { Graphics::TexelBuffer *pixmap; int xsize, ysize; }; // textures #define TEXTURE_HASH_TABLE_SIZE 256 struct GLTexture { GLImage images[MAX_TEXTURE_LEVELS]; unsigned int handle; int versionNumber; struct GLTexture *next, *prev; bool disposed; }; // shared state struct GLSharedState { GLList **lists; GLTexture **texture_hash_table; }; /** * A linear allocator implementation. * The allocator can be initialized to a specific buffer size only once. * The allocation scheme is pretty simple: pointers are returned relative to a current memory position, * the allocator starts with an offset of 0 and increases its offset by the allocated amount every time. * Memory is released through the method free(), care has to be taken to call the destructors of the deallocated objects either manually (for complex struct arrays) or * by overriding the delete operator (with an empty implementation). */ class LinearAllocator { public: LinearAllocator() { _memoryBuffer = nullptr; _memorySize = 0; _memoryPosition = 0; } void initialize(size_t newSize) { assert(_memoryBuffer == nullptr); void *newBuffer = gl_malloc(newSize); if (newBuffer == nullptr) { error("Couldn't allocate memory for linear allocator."); } _memoryBuffer = newBuffer; _memorySize = newSize; } ~LinearAllocator() { if (_memoryBuffer != nullptr) { gl_free(_memoryBuffer); } } void *allocate(size_t size) { if (_memoryPosition + size >= _memorySize) { error("Allocator out of memory: couldn't allocate more memory from linear allocator."); } size_t returnPos = _memoryPosition; _memoryPosition += size; return ((char *)_memoryBuffer) + returnPos; } void reset() { _memoryPosition = 0; } private: void *_memoryBuffer; size_t _memorySize; size_t _memoryPosition; }; struct GLContext; typedef void (*gl_draw_triangle_func)(GLContext *c, GLVertex *p0, GLVertex *p1, GLVertex *p2); // display context struct GLContext { // Z buffer FrameBuffer *fb; Common::Rect renderRect; // Internal texture size int _textureSize; // lights GLLight lights[T_MAX_LIGHTS]; GLLight *first_light; Vector4 ambient_light_model; int local_light_model; int lighting_enabled; int light_model_two_side; // materials GLMaterial materials[2]; int color_material_enabled; int current_color_material_mode; int current_color_material_type; // textures GLTexture *current_texture; int texture_2d_enabled; int texture_mag_filter; int texture_min_filter; unsigned int texture_wrap_s; unsigned int texture_wrap_t; // shared state GLSharedState shared_state; // current list GLParamBuffer *current_op_buffer; int current_op_buffer_index; int exec_flag, compile_flag, print_flag; // matrix int matrix_mode; Matrix4 *matrix_stack[3]; Matrix4 *matrix_stack_ptr[3]; int matrix_stack_depth_max[3]; Matrix4 matrix_model_view_inv; Matrix4 matrix_model_projection; int matrix_model_projection_updated; int matrix_model_projection_no_w_transform; int apply_texture_matrix; // viewport GLViewport viewport; // current state int polygon_mode_back; int polygon_mode_front; int current_front_face; int current_shade_model; int current_cull_face; int cull_face_enabled; int normalize_enabled; gl_draw_triangle_func draw_triangle_front, draw_triangle_back; // selection int render_mode; unsigned int *select_buffer; int select_size; unsigned int *select_ptr, *select_hit; int select_overflow; int select_hits; // names unsigned int name_stack[MAX_NAME_STACK_DEPTH]; int name_stack_size; // clear float clear_depth; Vector4 clear_color; // current vertex state Vector4 current_color; Vector4 current_normal; Vector4 current_tex_coord; int current_edge_flag; // glBegin / glEnd int in_begin; int begin_type; int vertex_n, vertex_cnt; int vertex_max; GLVertex *vertex; // opengl 1.1 arrays float *vertex_array; int vertex_array_size; int vertex_array_stride; float *normal_array; int normal_array_stride; float *color_array; int color_array_size; int color_array_stride; float *texcoord_array; int texcoord_array_size; int texcoord_array_stride; int client_states; // opengl 1.1 polygon offset float offset_factor; float offset_units; int offset_states; int shadow_mode; // specular buffer. could probably be shared between contexts, // but that wouldn't be 100% thread safe GLSpecBuf *specbuf_first; int specbuf_used_counter; int specbuf_num_buffers; // opaque structure for user's use void *opaque; // resize viewport function int (*gl_resize_viewport)(GLContext *c, int *xsize, int *ysize); // depth test int depth_test; int color_mask; Common::Rect _scissorRect; bool _enableDirtyRectangles; // blit test Common::List _blitImages; // Draw call queue Common::List _drawCallsQueue; Common::List _previousFrameDrawCallsQueue; int _currentAllocatorIndex; LinearAllocator _drawCallAllocator[2]; }; extern GLContext *gl_ctx; void gl_add_op(GLParam *p); // clip.c void gl_transform_to_viewport(GLContext *c, GLVertex *v); void gl_draw_triangle(GLContext *c, GLVertex *p0, GLVertex *p1, GLVertex *p2); void gl_draw_line(GLContext *c, GLVertex *p0, GLVertex *p1); void gl_draw_point(GLContext *c, GLVertex *p0); void gl_draw_triangle_point(GLContext *c, GLVertex *p0, GLVertex *p1, GLVertex *p2); void gl_draw_triangle_line(GLContext *c, GLVertex *p0, GLVertex *p1, GLVertex *p2); void gl_draw_triangle_fill(GLContext *c, GLVertex *p0, GLVertex *p1, GLVertex *p2); void gl_draw_triangle_select(GLContext *c, GLVertex *p0, GLVertex *p1, GLVertex *p2); // matrix.c void gl_print_matrix(const float *m); // light.c void gl_add_select(GLContext *c, unsigned int zmin, unsigned int zmax); void gl_enable_disable_light(GLContext *c, int light, int v); void gl_shade_vertex(GLContext *c, GLVertex *v); void glInitTextures(GLContext *c); void glEndTextures(GLContext *c); GLTexture *alloc_texture(GLContext *c, int h); void free_texture(GLContext *c, int h); void free_texture(GLContext *c, GLTexture *t); // image_util.c void gl_resizeImage(Graphics::PixelBuffer &dest, int xsize_dest, int ysize_dest, const Graphics::PixelBuffer &src, int xsize_src, int ysize_src); void gl_resizeImageNoInterpolate(Graphics::PixelBuffer &dest, int xsize_dest, int ysize_dest, const Graphics::PixelBuffer &src, int xsize_src, int ysize_src); void tglIssueDrawCall(Graphics::DrawCall *drawCall); // zdirtyrect.cpp void tglDisposeResources(GLContext *c); void tglDisposeDrawCallLists(TinyGL::GLContext *c); GLContext *gl_get_context(); // specular buffer "api" GLSpecBuf *specbuf_get_buffer(GLContext *c, const int shininess_i, const float shininess); void specbuf_cleanup(GLContext *c); // free all memory used void glInit(void *zbuffer, int textureSize); void glClose(); #ifdef DEBUG #define dprintf fprintf #else #define dprintf #endif // glopXXX functions #define ADD_OP(a,b,c) void glop ## a (GLContext *, GLParam *); #include "graphics/tinygl/opinfo.h" // this clip epsilon is needed to avoid some rounding errors after // several clipping stages #define CLIP_EPSILON (1E-5) static inline int gl_clipcode(float x, float y, float z, float w1) { float w; w = (float)(w1 * (1.0 + CLIP_EPSILON)); return (x < -w) | ((x > w) << 1) | ((y < -w) << 2) | ((y > w) << 3) | ((z < -w) << 4) | ((z > w) << 5); } } // end of namespace TinyGL #endif