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https://github.com/libretro/scummvm.git
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264 lines
6.7 KiB
C++
264 lines
6.7 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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#include "graphics/tinygl/zdirtyrect.h"
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namespace TinyGL {
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void glopNormal(GLContext *c, GLParam *p) {
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c->current_normal.X = p[1].f;
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c->current_normal.Y = p[2].f;
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c->current_normal.Z = p[3].f;
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c->current_normal.W = 0.0f;
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}
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void glopTexCoord(GLContext *c, GLParam *p) {
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c->current_tex_coord.X = p[1].f;
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c->current_tex_coord.Y = p[2].f;
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c->current_tex_coord.Z = p[3].f;
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c->current_tex_coord.W = p[4].f;
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}
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void glopEdgeFlag(GLContext *c, GLParam *p) {
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c->current_edge_flag = p[1].i;
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}
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void glopColor(GLContext *c, GLParam *p) {
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c->current_color.X = p[1].f;
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c->current_color.Y = p[2].f;
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c->current_color.Z = p[3].f;
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c->current_color.W = p[4].f;
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if (c->color_material_enabled) {
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GLParam q[7];
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q[0].op = OP_Material;
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q[1].i = c->current_color_material_mode;
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q[2].i = c->current_color_material_type;
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q[3].f = p[1].f;
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q[4].f = p[2].f;
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q[5].f = p[3].f;
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q[6].f = p[4].f;
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glopMaterial(c, q);
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}
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}
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void gl_eval_viewport(GLContext *c) {
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GLViewport *v;
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float zsize = (1 << (ZB_Z_BITS + ZB_POINT_Z_FRAC_BITS));
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v = &c->viewport;
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v->trans.X = (float)(((v->xsize - 0.5) / 2.0) + v->xmin);
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v->trans.Y = (float)(((v->ysize - 0.5) / 2.0) + v->ymin);
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v->trans.Z = (float)(((zsize - 0.5) / 2.0) + ((1 << ZB_POINT_Z_FRAC_BITS)) / 2);
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v->scale.X = (float)((v->xsize - 0.5) / 2.0);
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v->scale.Y = (float)(-(v->ysize - 0.5) / 2.0);
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v->scale.Z = (float)(-((zsize - 0.5) / 2.0));
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}
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void glopBegin(GLContext *c, GLParam *p) {
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int type;
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assert(c->in_begin == 0);
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type = p[1].i;
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c->begin_type = type;
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c->in_begin = 1;
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c->vertex_n = 0;
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c->vertex_cnt = 0;
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if (c->matrix_model_projection_updated) {
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if (c->lighting_enabled) {
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// precompute inverse modelview
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c->matrix_model_view_inv = *c->matrix_stack_ptr[0];
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c->matrix_model_view_inv.invert();
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c->matrix_model_view_inv.transpose();
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} else {
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// precompute projection matrix
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c->matrix_model_projection = (*c->matrix_stack_ptr[1]) * (*c->matrix_stack_ptr[0]);
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// test to accelerate computation
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c->matrix_model_projection_no_w_transform = 0;
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if (c->matrix_model_projection._m[3][0] == 0.0 && c->matrix_model_projection._m[3][1] == 0.0 && c->matrix_model_projection._m[3][2] == 0.0)
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c->matrix_model_projection_no_w_transform = 1;
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}
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c->matrix_model_projection_updated = 0;
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}
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// test if the texture matrix is not Identity
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c->apply_texture_matrix = !c->matrix_stack_ptr[2]->isIdentity();
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// viewport
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if (c->viewport.updated) {
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gl_eval_viewport(c);
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c->viewport.updated = 0;
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}
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// triangle drawing functions
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if (c->render_mode == TGL_SELECT) {
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c->draw_triangle_front = gl_draw_triangle_select;
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c->draw_triangle_back = gl_draw_triangle_select;
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} else {
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switch (c->polygon_mode_front) {
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case TGL_POINT:
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c->draw_triangle_front = gl_draw_triangle_point;
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break;
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case TGL_LINE:
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c->draw_triangle_front = gl_draw_triangle_line;
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break;
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default:
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c->draw_triangle_front = gl_draw_triangle_fill;
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break;
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}
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switch (c->polygon_mode_back) {
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case TGL_POINT:
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c->draw_triangle_back = gl_draw_triangle_point;
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break;
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case TGL_LINE:
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c->draw_triangle_back = gl_draw_triangle_line;
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break;
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default:
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c->draw_triangle_back = gl_draw_triangle_fill;
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break;
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}
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}
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}
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// coords, tranformation, clip code and projection
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// TODO : handle all cases
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static inline void gl_vertex_transform(GLContext *c, GLVertex *v) {
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Matrix4 *m;
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if (c->lighting_enabled) {
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// eye coordinates needed for lighting
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m = c->matrix_stack_ptr[0];
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m->transform3x4(v->coord,v->ec);
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// projection coordinates
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m = c->matrix_stack_ptr[1];
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m->transform(v->ec, v->pc);
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m = &c->matrix_model_view_inv;
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m->transform3x3(c->current_normal, v->normal);
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if (c->normalize_enabled) {
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v->normal.normalize();
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}
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} else {
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// no eye coordinates needed, no normal
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// NOTE: W = 1 is assumed
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m = &c->matrix_model_projection;
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m->transform3x4(v->coord, v->pc);
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if (c->matrix_model_projection_no_w_transform) {
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v->pc.W = (m->_m[3][3]);
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}
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v->normal.X = v->normal.Y = v->normal.Z = 0;
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v->ec.X = v->ec.Y = v->ec.Z = v->ec.W = 0;
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}
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v->clip_code = gl_clipcode(v->pc.X, v->pc.Y, v->pc.Z, v->pc.W);
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}
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void glopVertex(GLContext *c, GLParam *p) {
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GLVertex *v;
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int n, cnt;
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assert(c->in_begin != 0);
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n = c->vertex_n;
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cnt = c->vertex_cnt;
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cnt++;
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c->vertex_cnt = cnt;
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// quick fix to avoid crashes on large polygons
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if (n >= c->vertex_max) {
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GLVertex *newarray;
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c->vertex_max <<= 1; // just double size
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newarray = (GLVertex *)gl_malloc(sizeof(GLVertex) * c->vertex_max);
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if (!newarray) {
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error("unable to allocate GLVertex array.");
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}
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memcpy(newarray, c->vertex, n * sizeof(GLVertex));
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gl_free(c->vertex);
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c->vertex = newarray;
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}
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// new vertex entry
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v = &c->vertex[n];
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n++;
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v->coord.X = p[1].f;
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v->coord.Y = p[2].f;
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v->coord.Z = p[3].f;
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v->coord.W = p[4].f;
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gl_vertex_transform(c, v);
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// color
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if (c->lighting_enabled) {
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gl_shade_vertex(c, v);
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} else {
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v->color = c->current_color;
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}
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// tex coords
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if (c->texture_2d_enabled) {
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if (c->apply_texture_matrix) {
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c->matrix_stack_ptr[2]->transform(c->current_tex_coord, v->tex_coord);
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} else {
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v->tex_coord = c->current_tex_coord;
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}
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}
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// precompute the mapping to the viewport
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if (v->clip_code == 0)
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gl_transform_to_viewport(c, v);
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// edge flag
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v->edge_flag = c->current_edge_flag;
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c->vertex_n = n;
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}
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void glopEnd(GLContext *c, GLParam *) {
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assert(c->in_begin == 1);
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if (c->vertex_cnt > 0) {
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tglIssueDrawCall(new Graphics::RasterizationDrawCall());
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}
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c->in_begin = 0;
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}
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} // end of namespace TinyGL
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