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https://github.com/libretro/scummvm.git
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a6af3a38a3
longcurrent_color is assigned per vertex, but it is not saved on each vertex on creation (unlike their "color" attribute, used when lighting is enabled). As a consequence, and because rendering happens asynchronously (rather, following the draw call queue managed by zdirtyrect.cpp when requested to flip current buffer), longcurrent_color at clipping time can be different to the one at vertex declaration time, causing color artifacts. The effect is most noticeable in EMI set shi, in the grog dispenser + shipyard manager closeup angle, when Guybrush exits the screen by crossing its right border: dark triangles become visible on his face. Instead, always use the color attribute, which is already properly initialised on vertex creation.
693 lines
12 KiB
C++
693 lines
12 KiB
C++
/* ResidualVM - A 3D game interpreter
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*
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* ResidualVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the AUTHORS
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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/*
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* This file is based on, or a modified version of code from TinyGL (C) 1997-1998 Fabrice Bellard,
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* which is licensed under the zlib-license (see LICENSE).
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* It also has modifications by the ResidualVM-team, which are covered under the GPLv2 (or later).
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*/
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#include "graphics/tinygl/zgl.h"
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// glVertex
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void tglVertex4f(float x, float y, float z, float w) {
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TinyGL::GLParam p[5];
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p[0].op = TinyGL::OP_Vertex;
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p[1].f = x;
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p[2].f = y;
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p[3].f = z;
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p[4].f = w;
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TinyGL::gl_add_op(p);
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}
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void tglVertex2f(float x, float y) {
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tglVertex4f(x, y, 0, 1);
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}
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void tglVertex3f(float x, float y, float z) {
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tglVertex4f(x, y, z, 1);
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}
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void tglVertex3fv(const float *v) {
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tglVertex4f(v[0], v[1], v[2], 1);
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}
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// glNormal
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void tglNormal3f(float x, float y, float z) {
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TinyGL::GLParam p[4];
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p[0].op = TinyGL::OP_Normal;
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p[1].f = x;
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p[2].f = y;
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p[3].f = z;
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TinyGL::gl_add_op(p);
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}
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void tglNormal3fv(const float *v) {
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tglNormal3f(v[0], v[1], v[2]);
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}
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// glColor
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void tglColor4f(float r, float g, float b, float a) {
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TinyGL::GLParam p[9];
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p[0].op = TinyGL::OP_Color;
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p[1].f = r;
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p[2].f = g;
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p[3].f = b;
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p[4].f = a;
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gl_add_op(p);
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}
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void tglColor4fv(const float *v) {
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tglColor4f(v[0], v[1], v[2], v[3]);
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}
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void tglColor3f(float x, float y, float z) {
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tglColor4f(x, y, z, 1);
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}
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void tglColor3fv(const float *v) {
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tglColor4f(v[0], v[1], v[2], 1);
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}
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void tglColor3ub(unsigned char r, unsigned char g, unsigned char b) {
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tglColor4f(r / 255.0f, g / 255.0f, b / 255.0f, 1.0f);
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}
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void tglColor4ub(unsigned char r, unsigned char g, unsigned char b, unsigned char a) {
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tglColor4f(r / 255.0f, g / 255.0f, b / 255.0f, a / 255.0f);
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}
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// TexCoord
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void tglTexCoord4f(float s, float t, float r, float q) {
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TinyGL::GLParam p[5];
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p[0].op = TinyGL::OP_TexCoord;
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p[1].f = s;
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p[2].f = t;
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p[3].f = r;
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p[4].f = q;
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TinyGL::gl_add_op(p);
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}
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void tglTexCoord2f(float s, float t) {
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tglTexCoord4f(s, t, 0, 1);
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}
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void tglTexCoord2fv(const float *v) {
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tglTexCoord4f(v[0], v[1], 0, 1);
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}
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void tglEdgeFlag(int flag) {
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TinyGL::GLParam p[2];
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p[0].op = TinyGL::OP_EdgeFlag;
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p[1].i = flag;
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gl_add_op(p);
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}
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// misc
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void tglShadeModel(int mode) {
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TinyGL::GLParam p[2];
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assert(mode == TGL_FLAT || mode == TGL_SMOOTH);
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p[0].op = TinyGL::OP_ShadeModel;
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p[1].i = mode;
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TinyGL::gl_add_op(p);
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}
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void tglCullFace(int mode) {
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TinyGL::GLParam p[2];
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assert(mode == TGL_BACK || mode == TGL_FRONT || mode == TGL_FRONT_AND_BACK);
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p[0].op = TinyGL::OP_CullFace;
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p[1].i = mode;
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TinyGL::gl_add_op(p);
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}
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void tglFrontFace(int mode) {
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TinyGL::GLParam p[2];
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assert(mode == TGL_CCW || mode == TGL_CW);
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mode = (mode != TGL_CCW);
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p[0].op = TinyGL::OP_FrontFace;
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p[1].i = mode;
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TinyGL::gl_add_op(p);
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}
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void tglColorMask(TGLboolean r, TGLboolean g, TGLboolean b, TGLboolean a) {
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TinyGL::GLParam p[2];
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p[0].op = TinyGL::OP_ColorMask;
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p[1].i = (r << 24) | (g << 16) | (b << 8) | (a << 0);
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TinyGL::gl_add_op(p);
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}
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void tglDepthMask(int enableWrite) {
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TinyGL::GLParam p[2];
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p[0].op = TinyGL::OP_DepthMask;
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p[1].i = enableWrite;
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TinyGL::gl_add_op(p);
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}
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void tglBlendFunc(TGLenum sfactor, TGLenum dfactor) {
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TinyGL::GLParam p[3];
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p[0].op = TinyGL::OP_BlendFunc;
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p[1].i = sfactor;
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p[2].i = dfactor;
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TinyGL::gl_add_op(p);
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}
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void tglAlphaFunc(TGLenum func, float ref) {
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TinyGL::GLParam p[3];
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p[0].op = TinyGL::OP_AlphaFunc;
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p[1].i = func;
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p[2].f = ref;
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TinyGL::gl_add_op(p);
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}
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void tglDepthFunc(TGLenum func) {
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TinyGL::GLParam p[2];
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p[0].op = TinyGL::OP_DepthFunc;
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p[1].i = func;
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TinyGL::gl_add_op(p);
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}
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void tglPolygonMode(int face, int mode) {
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TinyGL::GLParam p[3];
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assert(face == TGL_BACK || face == TGL_FRONT || face == TGL_FRONT_AND_BACK);
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assert(mode == TGL_POINT || mode == TGL_LINE || mode == TGL_FILL);
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p[0].op = TinyGL::OP_PolygonMode;
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p[1].i = face;
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p[2].i = mode;
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TinyGL::gl_add_op(p);
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}
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// glEnable, glDisable
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void tglEnable(int cap) {
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TinyGL::GLParam p[3];
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p[0].op = TinyGL::OP_EnableDisable;
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p[1].i = cap;
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p[2].i = 1;
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TinyGL::gl_add_op(p);
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}
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void tglDisable(int cap) {
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TinyGL::GLParam p[3];
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p[0].op = TinyGL::OP_EnableDisable;
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p[1].i = cap;
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p[2].i = 0;
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TinyGL::gl_add_op(p);
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}
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// glBegin, glEnd
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void tglBegin(int mode) {
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TinyGL::GLParam p[2];
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p[0].op = TinyGL::OP_Begin;
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p[1].i = mode;
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TinyGL::gl_add_op(p);
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}
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void tglEnd() {
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TinyGL::GLParam p[1];
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p[0].op = TinyGL::OP_End;
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TinyGL::gl_add_op(p);
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}
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// matrix
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void tglMatrixMode(int mode) {
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TinyGL::GLParam p[2];
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p[0].op = TinyGL::OP_MatrixMode;
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p[1].i = mode;
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TinyGL::gl_add_op(p);
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}
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void tglLoadMatrixf(const float *m) {
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TinyGL::GLParam p[17];
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p[0].op = TinyGL::OP_LoadMatrix;
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for (int i = 0; i < 16; i++)
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p[i + 1].f = m[i];
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TinyGL::gl_add_op(p);
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}
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void tglLoadIdentity() {
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TinyGL::GLParam p[1];
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p[0].op = TinyGL::OP_LoadIdentity;
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TinyGL::gl_add_op(p);
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}
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void tglMultMatrixf(const float *m) {
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TinyGL::GLParam p[17];
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p[0].op = TinyGL::OP_MultMatrix;
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for (int i = 0; i < 16; i++)
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p[i + 1].f = m[i];
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TinyGL::gl_add_op(p);
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}
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void tglPushMatrix() {
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TinyGL::GLParam p[1];
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p[0].op = TinyGL::OP_PushMatrix;
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TinyGL::gl_add_op(p);
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}
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void tglPopMatrix() {
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TinyGL::GLParam p[1];
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p[0].op = TinyGL::OP_PopMatrix;
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TinyGL::gl_add_op(p);
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}
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void tglRotatef(float angle, float x, float y, float z) {
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TinyGL::GLParam p[5];
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p[0].op = TinyGL::OP_Rotate;
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p[1].f = angle;
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p[2].f = x;
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p[3].f = y;
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p[4].f = z;
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TinyGL::gl_add_op(p);
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}
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void tglTranslatef(float x, float y, float z) {
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TinyGL::GLParam p[4];
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p[0].op = TinyGL::OP_Translate;
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p[1].f = x;
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p[2].f = y;
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p[3].f = z;
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TinyGL::gl_add_op(p);
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}
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void tglScalef(float x, float y, float z) {
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TinyGL::GLParam p[4];
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p[0].op = TinyGL::OP_Scale;
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p[1].f = x;
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p[2].f = y;
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p[3].f = z;
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gl_add_op(p);
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}
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void tglViewport(int x, int y, int width, int height) {
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TinyGL::GLParam p[5];
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p[0].op = TinyGL::OP_Viewport;
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p[1].i = x;
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p[2].i = y;
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p[3].i = width;
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p[4].i = height;
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gl_add_op(p);
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}
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void tglFrustum(double left, double right, double bottom, double top, double nearv, double farv) {
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TinyGL::GLParam p[7];
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p[0].op = TinyGL::OP_Frustum;
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p[1].f = (float)left;
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p[2].f = (float)right;
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p[3].f = (float)bottom;
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p[4].f = (float)top;
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p[5].f = (float)nearv;
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p[6].f = (float)farv;
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TinyGL::gl_add_op(p);
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}
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void tglOrtho(double left, double right, double bottom, double top, double zNear, double zFar) {
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TinyGL::GLParam p[7];
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p[0].op = TinyGL::OP_Ortho;
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p[1].f = (float)left;
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p[2].f = (float)right;
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p[3].f = (float)bottom;
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p[4].f = (float)top;
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p[5].f = (float)zNear;
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p[6].f = (float)zFar;
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TinyGL::gl_add_op(p);
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}
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// lightening
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void tglMaterialfv(int mode, int type, const float *v) {
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TinyGL::GLParam p[7];
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int n;
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assert(mode == TGL_FRONT || mode == TGL_BACK || mode == TGL_FRONT_AND_BACK);
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p[0].op = TinyGL::OP_Material;
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p[1].i = mode;
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p[2].i = type;
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n = 4;
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if (type == TGL_SHININESS)
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n = 1;
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for (int i = 0; i < 4; i++)
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p[3 + i].f = v[i];
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for (int i = n; i < 4; i++)
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p[3 + i].f = 0;
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TinyGL::gl_add_op(p);
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}
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void tglMaterialf(int mode, int type, float v) {
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TinyGL::GLParam p[7];
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p[0].op = TinyGL::OP_Material;
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p[1].i = mode;
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p[2].i = type;
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p[3].f = v;
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for (int i = 0; i < 3; i++)
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p[4 + i].f = 0;
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TinyGL::gl_add_op(p);
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}
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void tglColorMaterial(int mode, int type) {
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TinyGL::GLParam p[3];
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p[0].op = TinyGL::OP_ColorMaterial;
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p[1].i = mode;
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p[2].i = type;
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TinyGL::gl_add_op(p);
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}
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void tglLightfv(int light, int type, const float *v) {
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TinyGL::GLParam p[7];
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p[0].op = TinyGL::OP_Light;
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p[1].i = light;
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p[2].i = type;
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// TODO: 3 composants
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for (int i = 0; i < 4; i++)
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p[3 + i].f = v[i];
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TinyGL::gl_add_op(p);
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}
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void tglLightf(int light, int type, float v) {
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TinyGL::GLParam p[7];
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p[0].op = TinyGL::OP_Light;
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p[1].i = light;
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p[2].i = type;
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p[3].f = v;
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for (int i = 0; i < 3; i++)
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p[4 + i].f = 0;
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TinyGL::gl_add_op(p);
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}
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void tglLightModeli(int pname, int param) {
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TinyGL::GLParam p[6];
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p[0].op = TinyGL::OP_LightModel;
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p[1].i = pname;
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p[2].f = (float)param;
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for (int i = 0; i < 3; i++)
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p[3 + i].f = 0;
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TinyGL::gl_add_op(p);
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}
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void tglLightModelfv(int pname, const float *param) {
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TinyGL::GLParam p[6];
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p[0].op = TinyGL::OP_LightModel;
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p[1].i = pname;
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for (int i = 0; i < 4; i++)
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p[2 + i].f = param[i];
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TinyGL::gl_add_op(p);
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}
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// clear
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void tglClear(int mask) {
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TinyGL::GLParam p[2];
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p[0].op = TinyGL::OP_Clear;
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p[1].i = mask;
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TinyGL::gl_add_op(p);
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}
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void tglClearColor(float r, float g, float b, float a) {
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TinyGL::GLParam p[5];
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p[0].op = TinyGL::OP_ClearColor;
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p[1].f = r;
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p[2].f = g;
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p[3].f = b;
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p[4].f = a;
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gl_add_op(p);
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}
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void tglClearDepth(double depth) {
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TinyGL::GLParam p[2];
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p[0].op = TinyGL::OP_ClearDepth;
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p[1].f = (float)depth;
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TinyGL::gl_add_op(p);
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}
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// textures
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void tglTexImage2D(int target, int level, int components, int width, int height, int border, int format, int type, void *pixels) {
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TinyGL::GLParam p[10];
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p[0].op = TinyGL::OP_TexImage2D;
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p[1].i = target;
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p[2].i = level;
|
|
p[3].i = components;
|
|
p[4].i = width;
|
|
p[5].i = height;
|
|
p[6].i = border;
|
|
p[7].i = format;
|
|
p[8].i = type;
|
|
p[9].p = pixels;
|
|
|
|
TinyGL::gl_add_op(p);
|
|
}
|
|
|
|
void tglBindTexture(int target, int texture) {
|
|
TinyGL::GLParam p[3];
|
|
|
|
p[0].op = TinyGL::OP_BindTexture;
|
|
p[1].i = target;
|
|
p[2].i = texture;
|
|
|
|
TinyGL::gl_add_op(p);
|
|
}
|
|
|
|
void tglTexEnvi(int target, int pname, int param) {
|
|
TinyGL::GLParam p[8];
|
|
|
|
p[0].op = TinyGL::OP_TexEnv;
|
|
p[1].i = target;
|
|
p[2].i = pname;
|
|
p[3].i = param;
|
|
p[4].f = 0;
|
|
p[5].f = 0;
|
|
p[6].f = 0;
|
|
p[7].f = 0;
|
|
|
|
gl_add_op(p);
|
|
}
|
|
|
|
void tglTexParameteri(int target, int pname, int param) {
|
|
TinyGL::GLParam p[8];
|
|
|
|
p[0].op = TinyGL::OP_TexParameter;
|
|
p[1].i = target;
|
|
p[2].i = pname;
|
|
p[3].i = param;
|
|
p[4].f = 0;
|
|
p[5].f = 0;
|
|
p[6].f = 0;
|
|
p[7].f = 0;
|
|
|
|
TinyGL::gl_add_op(p);
|
|
}
|
|
|
|
void tglPixelStorei(int pname, int param) {
|
|
TinyGL::GLParam p[3];
|
|
|
|
p[0].op = TinyGL::OP_PixelStore;
|
|
p[1].i = pname;
|
|
p[2].i = param;
|
|
|
|
TinyGL::gl_add_op(p);
|
|
}
|
|
|
|
// selection
|
|
|
|
void tglInitNames() {
|
|
TinyGL::GLParam p[1];
|
|
|
|
p[0].op = TinyGL::OP_InitNames;
|
|
|
|
TinyGL::gl_add_op(p);
|
|
}
|
|
|
|
void tglPushName(unsigned int name) {
|
|
TinyGL::GLParam p[2];
|
|
|
|
p[0].op = TinyGL::OP_PushName;
|
|
p[1].i = name;
|
|
|
|
TinyGL::gl_add_op(p);
|
|
}
|
|
|
|
void tglPopName() {
|
|
TinyGL::GLParam p[1];
|
|
|
|
p[0].op = TinyGL::OP_PopName;
|
|
|
|
TinyGL::gl_add_op(p);
|
|
}
|
|
|
|
void tglLoadName(unsigned int name) {
|
|
TinyGL::GLParam p[2];
|
|
|
|
p[0].op = TinyGL::OP_LoadName;
|
|
p[1].i = name;
|
|
|
|
gl_add_op(p);
|
|
}
|
|
|
|
void tglPolygonOffset(TGLfloat factor, TGLfloat units) {
|
|
TinyGL::GLParam p[3];
|
|
|
|
p[0].op = TinyGL::OP_PolygonOffset;
|
|
p[1].f = factor;
|
|
p[2].f = units;
|
|
|
|
TinyGL::gl_add_op(p);
|
|
}
|
|
|
|
// Special Functions
|
|
|
|
void tglCallList(unsigned int list) {
|
|
TinyGL::GLParam p[2];
|
|
|
|
p[0].op = TinyGL::OP_CallList;
|
|
p[1].i = list;
|
|
|
|
TinyGL::gl_add_op(p);
|
|
}
|
|
|
|
void tglFlush() {
|
|
// nothing to do
|
|
}
|
|
|
|
void tglHint(int target, int mode) {
|
|
TinyGL::GLParam p[3];
|
|
|
|
p[0].op = TinyGL::OP_Hint;
|
|
p[1].i = target;
|
|
p[2].i = mode;
|
|
|
|
TinyGL::gl_add_op(p);
|
|
}
|
|
|
|
// Non standard functions
|
|
|
|
void tglDebug(int mode) {
|
|
TinyGL::GLContext *c = TinyGL::gl_get_context();
|
|
c->print_flag = mode;
|
|
}
|
|
|
|
void tglSetShadowMaskBuf(unsigned char *buf) {
|
|
TinyGL::GLContext *c = TinyGL::gl_get_context();
|
|
c->fb->shadow_mask_buf = buf;
|
|
}
|
|
|
|
void tglSetShadowColor(unsigned char r, unsigned char g, unsigned char b) {
|
|
TinyGL::GLContext *c = TinyGL::gl_get_context();
|
|
c->fb->shadow_color_r = r << 8;
|
|
c->fb->shadow_color_g = g << 8;
|
|
c->fb->shadow_color_b = b << 8;
|
|
}
|
|
|
|
void tglEnableDirtyRects(bool enable) {
|
|
TinyGL::GLContext *c = TinyGL::gl_get_context();
|
|
c->_enableDirtyRectangles = enable;
|
|
}
|