scummvm/graphics/tinygl/vertex.cpp
2022-06-05 20:59:38 +02:00

270 lines
6.5 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
/*
* This file is based on, or a modified version of code from TinyGL (C) 1997-2022 Fabrice Bellard,
* which is licensed under the MIT license (see LICENSE).
* It also has modifications by the ResidualVM-team, which are covered under the GPLv2 (or later).
*/
#include "graphics/tinygl/zgl.h"
#include "graphics/tinygl/zdirtyrect.h"
namespace TinyGL {
void GLContext::glopNormal(GLParam *p) {
current_normal.X = p[1].f;
current_normal.Y = p[2].f;
current_normal.Z = p[3].f;
current_normal.W = 0.0f;
}
void GLContext::glopTexCoord(GLParam *p) {
current_tex_coord.X = p[1].f;
current_tex_coord.Y = p[2].f;
current_tex_coord.Z = p[3].f;
current_tex_coord.W = p[4].f;
}
void GLContext::glopEdgeFlag(GLParam *p) {
current_edge_flag = p[1].i;
}
void GLContext::glopColor(GLParam *p) {
current_color.X = p[1].f;
current_color.Y = p[2].f;
current_color.Z = p[3].f;
current_color.W = p[4].f;
if (color_material_enabled) {
GLParam q[7];
q[0].op = OP_Material;
q[1].i = current_color_material_mode;
q[2].i = current_color_material_type;
q[3].f = p[1].f;
q[4].f = p[2].f;
q[5].f = p[3].f;
q[6].f = p[4].f;
glopMaterial(q);
}
}
void GLContext::gl_eval_viewport() {
GLViewport *v;
float zsize = (1 << (ZB_Z_BITS + ZB_POINT_Z_FRAC_BITS));
v = &viewport;
// v->ymin needs to be upside down for transformation
int ymin = fb->getPixelBufferHeight() - v->ysize - v->ymin;
v->trans.X = (float)(((v->xsize - 0.5) / 2.0) + v->xmin);
v->trans.Y = (float)(((v->ysize - 0.5) / 2.0) + ymin);
v->trans.Z = (float)(((zsize - 0.5) / 2.0) + ((1 << ZB_POINT_Z_FRAC_BITS)) / 2);
v->scale.X = (float)((v->xsize - 0.5) / 2.0);
// v->ysize needs to be upside down for scaling
v->scale.Y = (float)(-(v->ysize - 0.5) / 2.0);
v->scale.Z = (float)(-((zsize - 0.5) / 2.0));
}
void GLContext::glopBegin(GLParam *p) {
int type;
assert(in_begin == 0);
type = p[1].i;
begin_type = type;
in_begin = 1;
vertex_n = 0;
vertex_cnt = 0;
if (matrix_model_projection_updated) {
if (lighting_enabled) {
// precompute inverse modelview
matrix_model_view_inv = *matrix_stack_ptr[0];
matrix_model_view_inv.invert();
matrix_model_view_inv.transpose();
} else {
// precompute projection matrix
matrix_model_projection = (*matrix_stack_ptr[1]) * (*matrix_stack_ptr[0]);
// test to accelerate computation
matrix_model_projection_no_w_transform = 0;
if (matrix_model_projection._m[3][0] == 0.0 && matrix_model_projection._m[3][1] == 0.0 && matrix_model_projection._m[3][2] == 0.0)
matrix_model_projection_no_w_transform = 1;
}
matrix_model_projection_updated = 0;
}
// test if the texture matrix is not Identity
apply_texture_matrix = !matrix_stack_ptr[2]->isIdentity();
// viewport
if (viewport.updated) {
gl_eval_viewport();
viewport.updated = 0;
}
// triangle drawing functions
if (render_mode == TGL_SELECT) {
draw_triangle_front = gl_draw_triangle_select;
draw_triangle_back = gl_draw_triangle_select;
} else {
switch (polygon_mode_front) {
case TGL_POINT:
draw_triangle_front = gl_draw_triangle_point;
break;
case TGL_LINE:
draw_triangle_front = gl_draw_triangle_line;
break;
default:
draw_triangle_front = gl_draw_triangle_fill;
break;
}
switch (polygon_mode_back) {
case TGL_POINT:
draw_triangle_back = gl_draw_triangle_point;
break;
case TGL_LINE:
draw_triangle_back = gl_draw_triangle_line;
break;
default:
draw_triangle_back = gl_draw_triangle_fill;
break;
}
}
}
// coords, tranformation, clip code and projection
// TODO : handle all cases
void GLContext::gl_vertex_transform(GLVertex *v) {
Matrix4 *m;
if (lighting_enabled || fog_enabled) {
// eye coordinates needed for lighting and fog
m = matrix_stack_ptr[0];
m->transform3x4(v->coord, v->ec);
}
if (fog_enabled) {
gl_calc_fog_factor(v);
}
if (lighting_enabled) {
// projection coordinates
m = matrix_stack_ptr[1];
m->transform(v->ec, v->pc);
m = &matrix_model_view_inv;
m->transform3x3(current_normal, v->normal);
if (normalize_enabled) {
v->normal.normalize();
}
} else {
// no eye coordinates needed, no normal
// NOTE: W = 1 is assumed
m = &matrix_model_projection;
m->transform3x4(v->coord, v->pc);
if (matrix_model_projection_no_w_transform) {
v->pc.W = (m->_m[3][3]);
}
v->normal.X = v->normal.Y = v->normal.Z = 0;
v->ec.X = v->ec.Y = v->ec.Z = v->ec.W = 0;
}
v->clip_code = gl_clipcode(v->pc.X, v->pc.Y, v->pc.Z, v->pc.W);
}
void GLContext::glopVertex(GLParam *p) {
GLVertex *v;
int n, cnt;
assert(in_begin != 0);
n = vertex_n;
cnt = vertex_cnt;
cnt++;
vertex_cnt = cnt;
// quick fix to avoid crashes on large polygons
if (n >= vertex_max) {
GLVertex *newarray;
vertex_max <<= 1; // just double size
newarray = (GLVertex *)gl_malloc(sizeof(GLVertex) * vertex_max);
if (!newarray) {
error("unable to allocate GLVertex array.");
}
memcpy(newarray, vertex, n * sizeof(GLVertex));
gl_free(vertex);
vertex = newarray;
}
// new vertex entry
v = &vertex[n];
n++;
v->coord.X = p[1].f;
v->coord.Y = p[2].f;
v->coord.Z = p[3].f;
v->coord.W = p[4].f;
gl_vertex_transform(v);
// color
if (lighting_enabled) {
gl_shade_vertex(v);
} else {
v->color = current_color;
}
// tex coords
if (texture_2d_enabled) {
if (apply_texture_matrix) {
matrix_stack_ptr[2]->transform(current_tex_coord, v->tex_coord);
} else {
v->tex_coord = current_tex_coord;
}
}
// precompute the mapping to the viewport
if (v->clip_code == 0)
gl_transform_to_viewport(v);
// edge flag
v->edge_flag = current_edge_flag;
vertex_n = n;
}
void GLContext::glopEnd(GLParam *) {
assert(in_begin == 1);
if (vertex_cnt > 0) {
issueDrawCall(new RasterizationDrawCall());
}
in_begin = 0;
}
} // end of namespace TinyGL