mirror of
https://github.com/libretro/scummvm.git
synced 2025-05-13 17:46:22 +00:00
441 lines
12 KiB
C++
441 lines
12 KiB
C++
|
|
#include "graphics/tinygl/zgl.h"
|
|
|
|
namespace TinyGL {
|
|
|
|
// fill triangle profile
|
|
// #define TINYGL_PROFILE
|
|
|
|
#define CLIP_XMIN (1 << 0)
|
|
#define CLIP_XMAX (1 << 1)
|
|
#define CLIP_YMIN (1 << 2)
|
|
#define CLIP_YMAX (1 << 3)
|
|
#define CLIP_ZMIN (1 << 4)
|
|
#define CLIP_ZMAX (1 << 5)
|
|
|
|
void gl_transform_to_viewport(GLContext *c, GLVertex *v) {
|
|
float winv;
|
|
|
|
// coordinates
|
|
winv = (float)(1.0 / v->pc.getW());
|
|
v->zp.x = (int)(v->pc.getX() * winv * c->viewport.scale.getX() + c->viewport.trans.getX());
|
|
v->zp.y = (int)(v->pc.getY() * winv * c->viewport.scale.getY() + c->viewport.trans.getY());
|
|
v->zp.z = (int)(v->pc.getZ() * winv * c->viewport.scale.getZ() + c->viewport.trans.getZ());
|
|
// color
|
|
if (c->lighting_enabled) {
|
|
v->zp.r = (int)(v->color.getX() * (ZB_POINT_RED_MAX - ZB_POINT_RED_MIN)
|
|
+ ZB_POINT_RED_MIN);
|
|
v->zp.g = (int)(v->color.getY() * (ZB_POINT_GREEN_MAX - ZB_POINT_GREEN_MIN)
|
|
+ ZB_POINT_GREEN_MIN);
|
|
v->zp.b = (int)(v->color.getZ() * (ZB_POINT_BLUE_MAX - ZB_POINT_BLUE_MIN)
|
|
+ ZB_POINT_BLUE_MIN);
|
|
} else {
|
|
// no need to convert to integer if no lighting : take current color
|
|
v->zp.r = c->longcurrent_color[0];
|
|
v->zp.g = c->longcurrent_color[1];
|
|
v->zp.b = c->longcurrent_color[2];
|
|
}
|
|
|
|
// texture
|
|
if (c->texture_2d_enabled) {
|
|
v->zp.s = (int)(v->tex_coord.getX() * (ZB_POINT_S_MAX - ZB_POINT_S_MIN) + ZB_POINT_S_MIN);
|
|
v->zp.t = (int)(v->tex_coord.getY() * (ZB_POINT_S_MAX - ZB_POINT_S_MIN) + ZB_POINT_S_MIN);
|
|
}
|
|
}
|
|
|
|
static void gl_add_select1(GLContext *c, int z1, int z2, int z3) {
|
|
int min, max;
|
|
|
|
min = max = z1;
|
|
if (z2 < min)
|
|
min = z2;
|
|
if (z3 < min)
|
|
min = z3;
|
|
if (z2 > max)
|
|
max = z2;
|
|
if (z3 > max)
|
|
max = z3;
|
|
|
|
gl_add_select(c, 0xffffffff - min, 0xffffffff - max);
|
|
}
|
|
|
|
// point
|
|
|
|
void gl_draw_point(GLContext *c, GLVertex *p0) {
|
|
if (p0->clip_code == 0) {
|
|
if (c->render_mode == TGL_SELECT) {
|
|
gl_add_select(c, p0->zp.z, p0->zp.z);
|
|
} else {
|
|
ZB_plot(c->zb, &p0->zp);
|
|
}
|
|
}
|
|
}
|
|
|
|
// line
|
|
|
|
static inline void interpolate(GLVertex *q, GLVertex *p0, GLVertex *p1, float t) {
|
|
|
|
q->pc = p0->pc + (p1->pc - p0->pc) * t;
|
|
q->color = p0->color + (p1->color - p0->color) * t;
|
|
}
|
|
|
|
// Line Clipping
|
|
|
|
// Line Clipping algorithm from 'Computer Graphics', Principles and
|
|
// Practice
|
|
static inline int ClipLine1(float denom, float num, float *tmin, float *tmax) {
|
|
float t;
|
|
|
|
if (denom > 0) {
|
|
t = num / denom;
|
|
if (t > *tmax)
|
|
return 0;
|
|
if (t > *tmin)
|
|
*tmin = t;
|
|
} else if (denom < 0) {
|
|
t = num / denom;
|
|
if (t < *tmin)
|
|
return 0;
|
|
if (t < *tmax)
|
|
*tmax = t;
|
|
} else if (num > 0)
|
|
return 0;
|
|
|
|
return 1;
|
|
}
|
|
|
|
void gl_draw_line(GLContext *c, GLVertex *p1, GLVertex *p2) {
|
|
float dx, dy, dz, dw, x1, y1, z1, w1;
|
|
float tmin, tmax;
|
|
GLVertex q1, q2;
|
|
int cc1, cc2;
|
|
|
|
cc1 = p1->clip_code;
|
|
cc2 = p2->clip_code;
|
|
|
|
if ((cc1 | cc2) == 0) {
|
|
if (c->render_mode == TGL_SELECT) {
|
|
gl_add_select1(c, p1->zp.z, p2->zp.z, p2->zp.z);
|
|
} else {
|
|
if (c->depth_test)
|
|
ZB_line_z(c->zb, &p1->zp, &p2->zp);
|
|
else
|
|
ZB_line(c->zb, &p1->zp, &p2->zp);
|
|
}
|
|
} else if ((cc1 & cc2) != 0) {
|
|
return;
|
|
} else {
|
|
dx = p2->pc.getX() - p1->pc.getX();
|
|
dy = p2->pc.getY() - p1->pc.getY();
|
|
dz = p2->pc.getZ() - p1->pc.getZ();
|
|
dw = p2->pc.getW() - p1->pc.getW();
|
|
x1 = p1->pc.getX();
|
|
y1 = p1->pc.getY();
|
|
z1 = p1->pc.getZ();
|
|
w1 = p1->pc.getW();
|
|
|
|
tmin = 0;
|
|
tmax = 1;
|
|
if (ClipLine1(dx + dw, -x1 - w1, &tmin, &tmax) &&
|
|
ClipLine1(-dx + dw, x1 - w1, &tmin, &tmax) &&
|
|
ClipLine1(dy + dw, -y1 - w1, &tmin, &tmax) &&
|
|
ClipLine1(-dy + dw, y1 - w1, &tmin, &tmax) &&
|
|
ClipLine1(dz + dw, -z1 - w1, &tmin, &tmax) &&
|
|
ClipLine1(-dz + dw, z1 - w1, &tmin, &tmax)) {
|
|
interpolate(&q1, p1, p2, tmin);
|
|
interpolate(&q2, p1, p2, tmax);
|
|
gl_transform_to_viewport(c, &q1);
|
|
gl_transform_to_viewport(c, &q2);
|
|
|
|
if (c->depth_test)
|
|
ZB_line_z(c->zb, &q1.zp, &q2.zp);
|
|
else
|
|
ZB_line(c->zb, &q1.zp, &q2.zp);
|
|
}
|
|
}
|
|
}
|
|
|
|
// triangle
|
|
|
|
// Clipping
|
|
|
|
// We clip the segment [a,b] against the 6 planes of the normal volume.
|
|
// We compute the point 'c' of intersection and the value of the parameter 't'
|
|
// of the intersection if x=a+t(b-a).
|
|
|
|
#define clip_func(name, sign, dir, dir1, dir2) \
|
|
static float name(Vector4 *c, Vector4 *a, Vector4 *b) { \
|
|
float t, dX, dY, dZ, dW, den;\
|
|
dX = (b->getX() - a->getX()); \
|
|
dY = (b->getY() - a->getY()); \
|
|
dZ = (b->getZ() - a->getZ()); \
|
|
dW = (b->getW() - a->getW()); \
|
|
den = -(sign d ## dir) + dW; \
|
|
if (den == 0) \
|
|
t = 0; \
|
|
else \
|
|
t = (sign a->get ## dir () - a->getW()) / den; \
|
|
c->set ## dir1 (a->get ## dir1 () + t * d ## dir1); \
|
|
c->set ## dir2 (a->get ## dir2 () + t * d ## dir2); \
|
|
c->setW(a->getW() + t * dW); \
|
|
c->set ## dir (sign c->getW()); \
|
|
return t; \
|
|
}
|
|
|
|
clip_func(clip_xmin, -, X, Y, Z)
|
|
clip_func(clip_xmax, +, X, Y, Z)
|
|
clip_func(clip_ymin, -, Y, X, Z)
|
|
clip_func(clip_ymax, +, Y, X, Z)
|
|
clip_func(clip_zmin, -, Z, X, Y)
|
|
clip_func(clip_zmax, +, Z, X, Y)
|
|
|
|
float(*clip_proc[6])(Vector4 *, Vector4 *, Vector4 *) = {
|
|
clip_xmin, clip_xmax,
|
|
clip_ymin, clip_ymax,
|
|
clip_zmin, clip_zmax
|
|
};
|
|
|
|
static inline void updateTmp(GLContext *c, GLVertex *q,
|
|
GLVertex *p0, GLVertex *p1, float t) {
|
|
if (c->current_shade_model == TGL_SMOOTH) {
|
|
float a = q->color.getW();
|
|
q->color = p0->color + (p1->color - p0->color) * t;
|
|
q->color.setW(a);
|
|
} else {
|
|
q->color.setX(p0->color.getX());
|
|
q->color.setY(p0->color.getY());
|
|
q->color.setZ(p0->color.getZ());
|
|
//q->color = p0->color;
|
|
}
|
|
|
|
if (c->texture_2d_enabled) {
|
|
//NOTE: This could be implemented with operator overloading, but i'm not 100% sure that we can completely disregard Z and W components so I'm leaving it like this for now.
|
|
q->tex_coord.setX(p0->tex_coord.getX() + (p1->tex_coord.getX() - p0->tex_coord.getX()) * t);
|
|
q->tex_coord.setY(p0->tex_coord.getY() + (p1->tex_coord.getY() - p0->tex_coord.getY()) * t);
|
|
}
|
|
|
|
q->clip_code = gl_clipcode(q->pc.getX(), q->pc.getY(), q->pc.getZ(), q->pc.getW());
|
|
if (q->clip_code == 0)
|
|
gl_transform_to_viewport(c, q);
|
|
}
|
|
|
|
static void gl_draw_triangle_clip(GLContext *c, GLVertex *p0,
|
|
GLVertex *p1, GLVertex *p2, int clip_bit);
|
|
|
|
void gl_draw_triangle(GLContext *c, GLVertex *p0, GLVertex *p1, GLVertex *p2) {
|
|
int co, c_and, cc[3], front;
|
|
float norm;
|
|
|
|
cc[0] = p0->clip_code;
|
|
cc[1] = p1->clip_code;
|
|
cc[2] = p2->clip_code;
|
|
|
|
co = cc[0] | cc[1] | cc[2];
|
|
|
|
// we handle the non clipped case here to go faster
|
|
if (co == 0) {
|
|
norm = (float)(p1->zp.x - p0->zp.x) * (float)(p2->zp.y - p0->zp.y) -
|
|
(float)(p2->zp.x - p0->zp.x) * (float)(p1->zp.y - p0->zp.y);
|
|
if (norm == 0)
|
|
return;
|
|
|
|
front = norm < 0.0;
|
|
front = front ^ c->current_front_face;
|
|
|
|
// back face culling
|
|
if (c->cull_face_enabled) {
|
|
// most used case first */
|
|
if (c->current_cull_face == TGL_BACK) {
|
|
if (front == 0)
|
|
return;
|
|
c->draw_triangle_front(c, p0, p1, p2);
|
|
} else if (c->current_cull_face == TGL_FRONT) {
|
|
if (front != 0)
|
|
return;
|
|
c->draw_triangle_back(c, p0, p1, p2);
|
|
} else {
|
|
return;
|
|
}
|
|
} else {
|
|
// no culling
|
|
if (front) {
|
|
c->draw_triangle_front(c, p0, p1, p2);
|
|
} else {
|
|
c->draw_triangle_back(c, p0, p1, p2);
|
|
}
|
|
}
|
|
} else {
|
|
c_and = cc[0] & cc[1] & cc[2];
|
|
if (c_and == 0) {
|
|
gl_draw_triangle_clip(c, p0, p1, p2, 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void gl_draw_triangle_clip(GLContext *c, GLVertex *p0,
|
|
GLVertex *p1, GLVertex *p2, int clip_bit) {
|
|
int co, c_and, co1, cc[3], edge_flag_tmp, clip_mask;
|
|
GLVertex tmp1, tmp2, *q[3];
|
|
float tt;
|
|
|
|
cc[0] = p0->clip_code;
|
|
cc[1] = p1->clip_code;
|
|
cc[2] = p2->clip_code;
|
|
|
|
co = cc[0] | cc[1] | cc[2];
|
|
if (co == 0) {
|
|
gl_draw_triangle(c, p0, p1, p2);
|
|
} else {
|
|
c_and = cc[0] & cc[1] & cc[2];
|
|
// the triangle is completely outside
|
|
if (c_and != 0)
|
|
return;
|
|
|
|
// find the next direction to clip
|
|
while (clip_bit < 6 && (co & (1 << clip_bit)) == 0) {
|
|
clip_bit++;
|
|
}
|
|
|
|
// this test can be true only in case of rounding errors
|
|
if (clip_bit == 6) {
|
|
#if 0
|
|
printf("Error:\n");
|
|
printf("%f %f %f %f\n", p0->pc.X, p0->pc.Y, p0->pc.Z, p0->pc.W);
|
|
printf("%f %f %f %f\n", p1->pc.X, p1->pc.Y, p1->pc.Z, p1->pc.W);
|
|
printf("%f %f %f %f\n", p2->pc.X, p2->pc.Y, p2->pc.Z, p2->pc.W);
|
|
#endif
|
|
return;
|
|
}
|
|
|
|
clip_mask = 1 << clip_bit;
|
|
co1 = (cc[0] ^ cc[1] ^ cc[2]) & clip_mask;
|
|
|
|
if (co1) {
|
|
// one point outside
|
|
if (cc[0] & clip_mask) {
|
|
q[0] = p0; q[1] = p1; q[2] = p2;
|
|
} else if (cc[1] & clip_mask) {
|
|
q[0] = p1; q[1] = p2; q[2] = p0;
|
|
} else {
|
|
q[0] = p2; q[1] = p0; q[2] = p1;
|
|
}
|
|
|
|
tt = clip_proc[clip_bit](&tmp1.pc, &q[0]->pc, &q[1]->pc);
|
|
updateTmp(c, &tmp1, q[0], q[1], tt);
|
|
|
|
tt = clip_proc[clip_bit](&tmp2.pc, &q[0]->pc, &q[2]->pc);
|
|
updateTmp(c, &tmp2, q[0], q[2], tt);
|
|
|
|
tmp1.edge_flag = q[0]->edge_flag;
|
|
edge_flag_tmp = q[2]->edge_flag;
|
|
q[2]->edge_flag = 0;
|
|
gl_draw_triangle_clip(c, &tmp1, q[1], q[2], clip_bit + 1);
|
|
|
|
tmp2.edge_flag = 1;
|
|
tmp1.edge_flag = 0;
|
|
q[2]->edge_flag = edge_flag_tmp;
|
|
gl_draw_triangle_clip(c, &tmp2, &tmp1, q[2], clip_bit + 1);
|
|
} else {
|
|
// two points outside
|
|
if ((cc[0] & clip_mask) == 0) {
|
|
q[0] = p0; q[1] = p1; q[2] = p2;
|
|
} else if ((cc[1] & clip_mask) == 0) {
|
|
q[0] = p1; q[1] = p2; q[2] = p0;
|
|
} else {
|
|
q[0] = p2; q[1] = p0; q[2] = p1;
|
|
}
|
|
|
|
tt = clip_proc[clip_bit](&tmp1.pc, &q[0]->pc, &q[1]->pc);
|
|
updateTmp(c, &tmp1, q[0], q[1], tt);
|
|
|
|
tt = clip_proc[clip_bit](&tmp2.pc, &q[0]->pc, &q[2]->pc);
|
|
updateTmp(c, &tmp2, q[0], q[2], tt);
|
|
|
|
tmp1.edge_flag = 1;
|
|
tmp2.edge_flag = q[2]->edge_flag;
|
|
gl_draw_triangle_clip(c, q[0], &tmp1, &tmp2, clip_bit + 1);
|
|
}
|
|
}
|
|
}
|
|
|
|
void gl_draw_triangle_select(GLContext *c, GLVertex *p0, GLVertex *p1, GLVertex *p2) {
|
|
gl_add_select1(c, p0->zp.z, p1->zp.z, p2->zp.z);
|
|
}
|
|
|
|
#ifdef TINYGL_PROFILE
|
|
int count_triangles, count_triangles_textured, count_pixels;
|
|
#endif
|
|
|
|
void gl_draw_triangle_fill(GLContext *c, GLVertex *p0, GLVertex *p1, GLVertex *p2) {
|
|
#ifdef TINYGL_PROFILE
|
|
{
|
|
int norm;
|
|
assert(p0->zp.x >= 0 && p0->zp.x < c->zb->xsize);
|
|
assert(p0->zp.y >= 0 && p0->zp.y < c->zb->ysize);
|
|
assert(p1->zp.x >= 0 && p1->zp.x < c->zb->xsize);
|
|
assert(p1->zp.y >= 0 && p1->zp.y < c->zb->ysize);
|
|
assert(p2->zp.x >= 0 && p2->zp.x < c->zb->xsize);
|
|
assert(p2->zp.y >= 0 && p2->zp.y < c->zb->ysize);
|
|
|
|
norm = (p1->zp.x - p0->zp.x) * (p2->zp.y - p0->zp.y) -
|
|
(p2->zp.x - p0->zp.x) * (p1->zp.y - p0->zp.y);
|
|
count_pixels += abs(norm) / 2;
|
|
count_triangles++;
|
|
}
|
|
#endif
|
|
|
|
if (c->color_mask == 0) {
|
|
// FIXME: Accept more than just 0 or 1.
|
|
ZB_fillTriangleDepthOnly(c->zb, &p0->zp, &p1->zp, &p2->zp);
|
|
}
|
|
if (c->shadow_mode & 1) {
|
|
assert(c->zb->shadow_mask_buf);
|
|
ZB_fillTriangleFlatShadowMask(c->zb, &p0->zp, &p1->zp, &p2->zp);
|
|
} else if (c->shadow_mode & 2) {
|
|
assert(c->zb->shadow_mask_buf);
|
|
ZB_fillTriangleFlatShadow(c->zb, &p0->zp, &p1->zp, &p2->zp);
|
|
} else if (c->texture_2d_enabled) {
|
|
#ifdef TINYGL_PROFILE
|
|
count_triangles_textured++;
|
|
#endif
|
|
ZB_setTexture(c->zb, c->current_texture->images[0].pixmap);
|
|
ZB_fillTriangleMappingPerspective(c->zb, &p0->zp, &p1->zp, &p2->zp);
|
|
} else if (c->current_shade_model == TGL_SMOOTH) {
|
|
ZB_fillTriangleSmooth(c->zb, &p0->zp, &p1->zp, &p2->zp);
|
|
} else {
|
|
ZB_fillTriangleFlat(c->zb, &p0->zp, &p1->zp, &p2->zp);
|
|
}
|
|
}
|
|
|
|
// Render a clipped triangle in line mode
|
|
|
|
void gl_draw_triangle_line(GLContext *c, GLVertex *p0, GLVertex *p1, GLVertex *p2) {
|
|
if (c->depth_test) {
|
|
if (p0->edge_flag)
|
|
ZB_line_z(c->zb, &p0->zp, &p1->zp);
|
|
if (p1->edge_flag)
|
|
ZB_line_z(c->zb, &p1->zp, &p2->zp);
|
|
if (p2->edge_flag)
|
|
ZB_line_z(c->zb, &p2->zp, &p0->zp);
|
|
} else {
|
|
if (p0->edge_flag)
|
|
ZB_line(c->zb, &p0->zp, &p1->zp);
|
|
if (p1->edge_flag)
|
|
ZB_line(c->zb, &p1->zp, &p2->zp);
|
|
if (p2->edge_flag)
|
|
ZB_line(c->zb, &p2->zp, &p0->zp);
|
|
}
|
|
}
|
|
|
|
// Render a clipped triangle in point mode
|
|
void gl_draw_triangle_point(GLContext *c, GLVertex *p0, GLVertex *p1, GLVertex *p2) {
|
|
if (p0->edge_flag)
|
|
ZB_plot(c->zb, &p0->zp);
|
|
if (p1->edge_flag)
|
|
ZB_plot(c->zb, &p1->zp);
|
|
if (p2->edge_flag)
|
|
ZB_plot(c->zb, &p2->zp);
|
|
}
|
|
|
|
} // end of namespace TinyGL
|