scummvm/graphics/tinygl/zgl.h
2014-07-05 13:08:34 +02:00

359 lines
7.7 KiB
C++

#ifndef _tgl_zgl_h_
#define _tgl_zgl_h_
#include "common/util.h"
#include "common/textconsole.h"
#include "graphics/tinygl/gl.h"
#include "graphics/tinygl/zbuffer.h"
#include "graphics/tinygl/zmath.h"
namespace TinyGL {
enum {
#define ADD_OP(a,b,c) OP_ ## a ,
#include "graphics/tinygl/opinfo.h"
DUMMY
};
// initially # of allocated GLVertexes (will grow when necessary)
#define POLYGON_MAX_VERTEX 16
// Max # of specular light pow buffers
#define MAX_SPECULAR_BUFFERS 8
// # of entries in specular buffer
#define SPECULAR_BUFFER_SIZE 1024
// specular buffer granularity
#define SPECULAR_BUFFER_RESOLUTION 1024
#define MAX_MODELVIEW_STACK_DEPTH 35
#define MAX_PROJECTION_STACK_DEPTH 8
#define MAX_TEXTURE_STACK_DEPTH 8
#define MAX_NAME_STACK_DEPTH 64
#define MAX_TEXTURE_LEVELS 11
#define T_MAX_LIGHTS 32
#define VERTEX_HASH_SIZE 1031
#define MAX_DISPLAY_LISTS 1024
#define OP_BUFFER_MAX_SIZE 512
#define TGL_OFFSET_FILL 0x1
#define TGL_OFFSET_LINE 0x2
#define TGL_OFFSET_POINT 0x4
struct GLSpecBuf {
int shininess_i;
int last_used;
float buf[SPECULAR_BUFFER_SIZE + 1];
struct GLSpecBuf *next;
};
struct GLLight {
Vector4 ambient;
Vector4 diffuse;
Vector4 specular;
Vector4 position;
Vector3 spot_direction;
float spot_exponent;
float spot_cutoff;
float attenuation[3];
// precomputed values
float cos_spot_cutoff;
Vector3 norm_spot_direction;
Vector3 norm_position;
// we use a linked list to know which are the enabled lights
int enabled;
struct GLLight *next, *prev;
};
struct GLMaterial {
Vector4 emission;
Vector4 ambient;
Vector4 diffuse;
Vector4 specular;
float shininess;
// computed values
int shininess_i;
int do_specular;
};
struct GLViewport {
int xmin, ymin, xsize, ysize;
Vector3 scale;
Vector3 trans;
int updated;
};
union GLParam {
int op;
float f;
int i;
unsigned int ui;
void *p;
};
struct GLParamBuffer {
GLParam ops[OP_BUFFER_MAX_SIZE];
struct GLParamBuffer *next;
};
struct GLList {
GLParamBuffer *first_op_buffer;
// TODO: extensions for an hash table or a better allocating scheme
};
struct GLVertex {
int edge_flag;
Vector3 normal;
Vector4 coord;
Vector4 tex_coord;
Vector4 color;
// computed values
Vector4 ec; // eye coordinates
Vector4 pc; // coordinates in the normalized volume
int clip_code; // clip code
ZBufferPoint zp; // integer coordinates for the rasterization
};
struct GLImage {
Graphics::PixelBuffer pixmap;
int xsize, ysize;
};
// textures
#define TEXTURE_HASH_TABLE_SIZE 256
struct GLTexture {
GLImage images[MAX_TEXTURE_LEVELS];
int handle;
struct GLTexture *next, *prev;
};
// shared state
struct GLSharedState {
GLList **lists;
GLTexture **texture_hash_table;
};
struct GLContext;
typedef void (*gl_draw_triangle_func)(GLContext *c, GLVertex *p0, GLVertex *p1, GLVertex *p2);
// display context
struct GLContext {
// Z buffer
FrameBuffer *fb;
// Internal texture size
int _textureSize;
// lights
GLLight lights[T_MAX_LIGHTS];
GLLight *first_light;
Vector4 ambient_light_model;
int local_light_model;
int lighting_enabled;
int light_model_two_side;
// materials
GLMaterial materials[2];
int color_material_enabled;
int current_color_material_mode;
int current_color_material_type;
// textures
GLTexture *current_texture;
int texture_2d_enabled;
// shared state
GLSharedState shared_state;
// current list
GLParamBuffer *current_op_buffer;
int current_op_buffer_index;
int exec_flag, compile_flag, print_flag;
// matrix
int matrix_mode;
Matrix4 *matrix_stack[3];
Matrix4 *matrix_stack_ptr[3];
int matrix_stack_depth_max[3];
Matrix4 matrix_model_view_inv;
Matrix4 matrix_model_projection;
int matrix_model_projection_updated;
int matrix_model_projection_no_w_transform;
int apply_texture_matrix;
// viewport
GLViewport viewport;
// current state
int polygon_mode_back;
int polygon_mode_front;
int current_front_face;
int current_shade_model;
int current_cull_face;
int cull_face_enabled;
int normalize_enabled;
gl_draw_triangle_func draw_triangle_front, draw_triangle_back;
// selection
int render_mode;
unsigned int *select_buffer;
int select_size;
unsigned int *select_ptr, *select_hit;
int select_overflow;
int select_hits;
// names
unsigned int name_stack[MAX_NAME_STACK_DEPTH];
int name_stack_size;
// clear
float clear_depth;
Vector4 clear_color;
// current vertex state
Vector4 current_color;
unsigned int longcurrent_color[4]; // precomputed integer color
Vector4 current_normal;
Vector4 current_tex_coord;
int current_edge_flag;
// glBegin / glEnd
int in_begin;
int begin_type;
int vertex_n, vertex_cnt;
int vertex_max;
GLVertex *vertex;
// opengl 1.1 arrays
float *vertex_array;
int vertex_array_size;
int vertex_array_stride;
float *normal_array;
int normal_array_stride;
float *color_array;
int color_array_size;
int color_array_stride;
float *texcoord_array;
int texcoord_array_size;
int texcoord_array_stride;
int client_states;
// opengl 1.1 polygon offset
float offset_factor;
float offset_units;
int offset_states;
int shadow_mode;
// specular buffer. could probably be shared between contexts,
// but that wouldn't be 100% thread safe
GLSpecBuf *specbuf_first;
int specbuf_used_counter;
int specbuf_num_buffers;
// opaque structure for user's use
void *opaque;
// resize viewport function
int (*gl_resize_viewport)(GLContext *c, int *xsize, int *ysize);
// depth test
int depth_test;
int color_mask;
// alpha test
bool _alphaTestEnabled;
// blending
bool enableBlend;
};
extern GLContext *gl_ctx;
void gl_add_op(GLParam *p);
// clip.c
void gl_transform_to_viewport(GLContext *c, GLVertex *v);
void gl_draw_triangle(GLContext *c, GLVertex *p0, GLVertex *p1, GLVertex *p2);
void gl_draw_line(GLContext *c, GLVertex *p0, GLVertex *p1);
void gl_draw_point(GLContext *c, GLVertex *p0);
void gl_draw_triangle_point(GLContext *c, GLVertex *p0, GLVertex *p1, GLVertex *p2);
void gl_draw_triangle_line(GLContext *c, GLVertex *p0, GLVertex *p1, GLVertex *p2);
void gl_draw_triangle_fill(GLContext *c, GLVertex *p0, GLVertex *p1, GLVertex *p2);
void gl_draw_triangle_select(GLContext *c, GLVertex *p0, GLVertex *p1, GLVertex *p2);
// matrix.c
void gl_print_matrix(const float *m);
// light.c
void gl_add_select(GLContext *c, unsigned int zmin, unsigned int zmax);
void gl_enable_disable_light(GLContext *c, int light, int v);
void gl_shade_vertex(GLContext *c, GLVertex *v);
void glInitTextures(GLContext *c);
void glEndTextures(GLContext *c);
GLTexture *alloc_texture(GLContext *c, int h);
void free_texture(GLContext *c, int h);
// image_util.c
void gl_resizeImage(unsigned char *dest, int xsize_dest, int ysize_dest,
unsigned char *src, int xsize_src, int ysize_src);
void gl_resizeImageNoInterpolate(unsigned char *dest, int xsize_dest, int ysize_dest,
unsigned char *src, int xsize_src, int ysize_src);
GLContext *gl_get_context();
// specular buffer "api"
GLSpecBuf *specbuf_get_buffer(GLContext *c, const int shininess_i, const float shininess);
void specbuf_cleanup(GLContext *c); // free all memory used
void glInit(void *zbuffer, int textureSize);
void glClose();
#ifdef DEBUG
#define dprintf fprintf
#else
#define dprintf
#endif
#ifndef LOCAL_PI
#define LOCAL_PI (3.14159265358979323846)
#endif
// glopXXX functions
#define ADD_OP(a,b,c) void glop ## a (GLContext *, GLParam *);
#include "opinfo.h"
// this clip epsilon is needed to avoid some rounding errors after
// several clipping stages
#define CLIP_EPSILON (1E-5)
static inline int gl_clipcode(float x, float y, float z, float w1) {
float w;
w = (float)(w1 * (1.0 + CLIP_EPSILON));
return (x < -w) | ((x > w) << 1) | ((y < -w) << 2) | ((y > w) << 3) | ((z < -w) << 4) | ((z > w) << 5);
}
} // end of namespace TinyGL
#endif