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122 lines
3.5 KiB
C++
122 lines
3.5 KiB
C++
#ifndef GRAPHICS_TINYGL_ZBUFFER_H_
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#define GRAPHICS_TINYGL_ZBUFFER_H_
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#include "graphics/pixelbuffer.h"
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namespace TinyGL {
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// Z buffer
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#define ZB_Z_BITS 16
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#define ZB_POINT_Z_FRAC_BITS 14
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#define ZB_POINT_S_MIN ( (1 << 13) )
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#define ZB_POINT_S_MAX ( (1 << 22) - (1 << 13) )
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#define ZB_POINT_T_MIN ( (1 << 21) )
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#define ZB_POINT_T_MAX ( (1 << 30) - (1 << 21) )
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#define ZB_POINT_RED_MIN ( (1 << 10) )
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#define ZB_POINT_RED_MAX ( (1 << 16) - (1 << 10) )
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#define ZB_POINT_GREEN_MIN ( (1 << 9) )
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#define ZB_POINT_GREEN_MAX ( (1 << 16) - (1 << 9) )
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#define ZB_POINT_BLUE_MIN ( (1 << 10) )
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#define ZB_POINT_BLUE_MAX ( (1 << 16) - (1 << 10) )
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// display modes
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#define ZB_MODE_5R6G5B 1 // true color 16 bits
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#define RGB_TO_PIXEL(r,g,b) cmode.RGBToColor(r, g, b)
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typedef byte PIXEL;
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#define PSZSH 4
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extern uint8 PSZB;
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struct Buffer {
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byte *pbuf;
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unsigned int *zbuf;
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bool used;
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};
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struct ZBufferPoint {
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int x, y, z; // integer coordinates in the zbuffer
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int s, t; // coordinates for the mapping
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int r, g, b; // color indexes
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float sz, tz; // temporary coordinates for mapping
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};
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struct FrameBuffer {
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FrameBuffer(int xsize, int ysize, const Graphics::PixelBuffer &frame_buffer);
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~FrameBuffer();
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Buffer *genOffscreenBuffer();
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void delOffscreenBuffer(Buffer *buffer);
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void clear(int clear_z, int z, int clear_color, int r, int g, int b);
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void writePixel(int pixel, int value);
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void writePixel(int pixel, byte r, byte g, byte b);
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/**
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* Blit the buffer to the screen buffer, checking the depth of the pixels.
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* Eack pixel is copied if and only if its depth value is bigger than the
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* depth value of the screen pixel, so if it is 'above'.
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*/
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void blitOffscreenBuffer(Buffer *buffer);
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void selectOffscreenBuffer(Buffer *buffer);
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void clearOffscreenBuffer(Buffer *buffer);
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void setTexture(const Graphics::PixelBuffer &texture);
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template <bool interpRGB, bool interpZ, bool interpST, bool interpSTZ, int drawLogic>
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void fillTriangle(ZBufferPoint *p0, ZBufferPoint *p1, ZBufferPoint *p2);
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template <bool interpRGB, bool interpZ>
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void fillLine(ZBufferPoint *p1, ZBufferPoint *p2, int color);
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void fillTriangleMappingPerspective(ZBufferPoint *p0, ZBufferPoint *p1, ZBufferPoint *p2);
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void fillTriangleDepthOnly(ZBufferPoint *p0, ZBufferPoint *p1, ZBufferPoint *p2);
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void fillTriangleFlat(ZBufferPoint *p0, ZBufferPoint *p1, ZBufferPoint *p2);
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void fillTriangleFlatShadowMask(ZBufferPoint *p0, ZBufferPoint *p1, ZBufferPoint *p2);
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void fillTriangleFlatShadow(ZBufferPoint *p0, ZBufferPoint *p1, ZBufferPoint *p2);
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void fillTriangleSmooth(ZBufferPoint *p0, ZBufferPoint *p1, ZBufferPoint *p2);
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void fillTriangleMapping(ZBufferPoint *p0, ZBufferPoint *p1, ZBufferPoint *p2);
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void plot(ZBufferPoint *p);
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void fillLine(ZBufferPoint *p1, ZBufferPoint *p2);
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void fillLineZ(ZBufferPoint *p1, ZBufferPoint *p2);
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void fillLineFlatZ(ZBufferPoint *p1, ZBufferPoint *p2, int color);
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void fillLineInterpZ(ZBufferPoint *p1, ZBufferPoint *p2);
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void fillLineFlat(ZBufferPoint *p1, ZBufferPoint *p2, int color);
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void fillLineInterp(ZBufferPoint *p1, ZBufferPoint *p2);
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int xsize, ysize;
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int linesize; // line size, in bytes
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Graphics::PixelFormat cmode;
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int pixelbits;
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int pixelbytes;
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Buffer buffer;
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unsigned int *zbuf;
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unsigned char *shadow_mask_buf;
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int shadow_color_r;
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int shadow_color_g;
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int shadow_color_b;
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int frame_buffer_allocated;
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unsigned char *dctable;
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int *ctable;
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Graphics::PixelBuffer current_texture;
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Graphics::PixelBuffer pbuf;
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};
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// memory.c
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void gl_free(void *p);
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void *gl_malloc(int size);
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void *gl_zalloc(int size);
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} // end of namespace TinyGL
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#endif
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