mirror of
https://github.com/libretro/scummvm.git
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168 lines
3.6 KiB
C++
168 lines
3.6 KiB
C++
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// Z buffer: 16,32 bits Z / 16 bits color
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#include "common/scummsys.h"
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#include "common/endian.h"
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#include "graphics/tinygl/zbuffer.h"
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#include "graphics/tinygl/zgl.h"
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namespace TinyGL {
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uint8 PSZB;
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// adr must be aligned on an 'int'
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void memset_s(void *adr, int val, int count) {
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int n, v;
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unsigned int *p;
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unsigned short *q;
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p = (unsigned int *)adr;
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v = val | (val << 16);
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n = count >> 3;
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for (int i = 0; i < n; i++) {
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p[0] = v;
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p[1] = v;
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p[2] = v;
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p[3] = v;
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p += 4;
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}
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q = (unsigned short *) p;
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n = count & 7;
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for (int i = 0; i < n; i++)
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*q++ = val;
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}
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void memset_l(void *adr, int val, int count) {
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int n, v;
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unsigned int *p;
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p = (unsigned int *)adr;
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v = val;
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n = count >> 2;
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for (int i = 0; i < n; i++) {
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p[0] = v;
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p[1] = v;
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p[2] = v;
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p[3] = v;
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p += 4;
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}
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n = count & 3;
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for (int i = 0; i < n; i++)
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*p++ = val;
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}
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FrameBuffer::FrameBuffer(int width, int height, const Graphics::PixelBuffer &frame_buffer) : _depthWrite(true) {
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int size;
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this->xsize = width;
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this->ysize = height;
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this->cmode = frame_buffer.getFormat();
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PSZB = this->pixelbytes = this->cmode.bytesPerPixel;
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this->pixelbits = this->cmode.bytesPerPixel * 8;
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this->linesize = (xsize * this->pixelbytes + 3) & ~3;
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size = this->xsize * this->ysize * sizeof(unsigned int);
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this->zbuf = (unsigned int *)gl_malloc(size);
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if (!frame_buffer) {
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byte *pixelBuffer = (byte *)gl_malloc(this->ysize * this->linesize);
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this->pbuf.set(this->cmode, pixelBuffer);
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this->frame_buffer_allocated = 1;
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} else {
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this->frame_buffer_allocated = 0;
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this->pbuf = frame_buffer;
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}
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this->current_texture = NULL;
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this->shadow_mask_buf = NULL;
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this->buffer.pbuf = this->pbuf.getRawBuffer();
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this->buffer.zbuf = this->zbuf;
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_blendingEnabled = false;
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_alphaTestEnabled = false;
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_depthFunc = TGL_LESS;
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}
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FrameBuffer::~FrameBuffer() {
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if (frame_buffer_allocated)
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pbuf.free();
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gl_free(zbuf);
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}
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Buffer *FrameBuffer::genOffscreenBuffer() {
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Buffer *buf = (Buffer *)gl_malloc(sizeof(Buffer));
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buf->pbuf = (byte *)gl_malloc(this->ysize * this->linesize);
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int size = this->xsize * this->ysize * sizeof(unsigned int);
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buf->zbuf = (unsigned int *)gl_malloc(size);
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return buf;
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}
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void FrameBuffer::delOffscreenBuffer(Buffer *buf) {
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gl_free(buf->pbuf);
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gl_free(buf->zbuf);
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gl_free(buf);
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}
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void FrameBuffer::clear(int clear_z, int z, int clear_color, int r, int g, int b) {
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uint32 color;
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byte *pp;
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if (clear_z) {
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memset_l(this->zbuf, z, this->xsize * this->ysize);
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}
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if (clear_color) {
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pp = this->pbuf.getRawBuffer();
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for (int y = 0; y < this->ysize; y++) {
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color = this->cmode.RGBToColor(r, g, b);
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memset_s(pp, color, this->xsize);
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pp = pp + this->linesize;
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}
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}
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}
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void FrameBuffer::blitOffscreenBuffer(Buffer *buf) {
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// TODO: could be faster, probably.
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if (buf->used) {
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for (int i = 0; i < this->xsize * this->ysize; ++i) {
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unsigned int d1 = buf->zbuf[i];
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unsigned int d2 = this->zbuf[i];
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if (d1 > d2) {
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const int offset = i * PSZB;
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memcpy(this->pbuf.getRawBuffer() + offset, buf->pbuf + offset, PSZB);
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memcpy(this->zbuf + i, buf->zbuf + i, sizeof(int));
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}
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}
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}
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}
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void FrameBuffer::selectOffscreenBuffer(Buffer *buf) {
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if (buf) {
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this->pbuf = buf->pbuf;
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this->zbuf = buf->zbuf;
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buf->used = true;
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} else {
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this->pbuf = this->buffer.pbuf;
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this->zbuf = this->buffer.zbuf;
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}
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}
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void FrameBuffer::clearOffscreenBuffer(Buffer *buf) {
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memset(buf->pbuf, 0, this->ysize * this->linesize);
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memset(buf->zbuf, 0, this->ysize * this->xsize * sizeof(unsigned int));
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buf->used = false;
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}
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void FrameBuffer::setTexture(const Graphics::PixelBuffer &texture) {
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current_texture = texture;
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}
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} // end of namespace TinyGL
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