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97b03aed01
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359 lines
7.7 KiB
C++
359 lines
7.7 KiB
C++
#ifndef _tgl_zgl_h_
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#define _tgl_zgl_h_
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#include "common/util.h"
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#include "common/textconsole.h"
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#include "graphics/tinygl/gl.h"
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#include "graphics/tinygl/zbuffer.h"
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#include "graphics/tinygl/zmath.h"
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namespace TinyGL {
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enum {
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#define ADD_OP(a,b,c) OP_ ## a ,
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#include "graphics/tinygl/opinfo.h"
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DUMMY
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};
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// initially # of allocated GLVertexes (will grow when necessary)
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#define POLYGON_MAX_VERTEX 16
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// Max # of specular light pow buffers
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#define MAX_SPECULAR_BUFFERS 8
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// # of entries in specular buffer
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#define SPECULAR_BUFFER_SIZE 1024
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// specular buffer granularity
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#define SPECULAR_BUFFER_RESOLUTION 1024
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#define MAX_MODELVIEW_STACK_DEPTH 35
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#define MAX_PROJECTION_STACK_DEPTH 8
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#define MAX_TEXTURE_STACK_DEPTH 8
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#define MAX_NAME_STACK_DEPTH 64
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#define MAX_TEXTURE_LEVELS 11
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#define T_MAX_LIGHTS 32
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#define VERTEX_HASH_SIZE 1031
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#define MAX_DISPLAY_LISTS 1024
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#define OP_BUFFER_MAX_SIZE 512
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#define TGL_OFFSET_FILL 0x1
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#define TGL_OFFSET_LINE 0x2
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#define TGL_OFFSET_POINT 0x4
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struct GLSpecBuf {
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int shininess_i;
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int last_used;
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float buf[SPECULAR_BUFFER_SIZE + 1];
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struct GLSpecBuf *next;
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};
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struct GLLight {
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Vector4 ambient;
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Vector4 diffuse;
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Vector4 specular;
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Vector4 position;
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Vector3 spot_direction;
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float spot_exponent;
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float spot_cutoff;
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float attenuation[3];
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// precomputed values
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float cos_spot_cutoff;
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Vector3 norm_spot_direction;
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Vector3 norm_position;
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// we use a linked list to know which are the enabled lights
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int enabled;
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struct GLLight *next, *prev;
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};
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struct GLMaterial {
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Vector4 emission;
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Vector4 ambient;
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Vector4 diffuse;
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Vector4 specular;
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float shininess;
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// computed values
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int shininess_i;
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int do_specular;
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};
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struct GLViewport {
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int xmin, ymin, xsize, ysize;
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Vector3 scale;
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Vector3 trans;
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int updated;
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};
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union GLParam {
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int op;
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float f;
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int i;
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unsigned int ui;
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void *p;
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};
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struct GLParamBuffer {
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GLParam ops[OP_BUFFER_MAX_SIZE];
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struct GLParamBuffer *next;
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};
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struct GLList {
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GLParamBuffer *first_op_buffer;
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// TODO: extensions for an hash table or a better allocating scheme
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};
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struct GLVertex {
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int edge_flag;
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Vector3 normal;
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Vector4 coord;
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Vector4 tex_coord;
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Vector4 color;
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// computed values
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Vector4 ec; // eye coordinates
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Vector4 pc; // coordinates in the normalized volume
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int clip_code; // clip code
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ZBufferPoint zp; // integer coordinates for the rasterization
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};
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struct GLImage {
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Graphics::PixelBuffer pixmap;
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int xsize, ysize;
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};
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// textures
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#define TEXTURE_HASH_TABLE_SIZE 256
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struct GLTexture {
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GLImage images[MAX_TEXTURE_LEVELS];
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int handle;
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struct GLTexture *next, *prev;
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};
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// shared state
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struct GLSharedState {
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GLList **lists;
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GLTexture **texture_hash_table;
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};
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struct GLContext;
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typedef void (*gl_draw_triangle_func)(GLContext *c, GLVertex *p0, GLVertex *p1, GLVertex *p2);
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// display context
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struct GLContext {
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// Z buffer
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FrameBuffer *fb;
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// Internal texture size
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int _textureSize;
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// lights
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GLLight lights[T_MAX_LIGHTS];
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GLLight *first_light;
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Vector4 ambient_light_model;
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int local_light_model;
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int lighting_enabled;
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int light_model_two_side;
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// materials
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GLMaterial materials[2];
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int color_material_enabled;
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int current_color_material_mode;
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int current_color_material_type;
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// textures
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GLTexture *current_texture;
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int texture_2d_enabled;
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// shared state
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GLSharedState shared_state;
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// current list
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GLParamBuffer *current_op_buffer;
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int current_op_buffer_index;
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int exec_flag, compile_flag, print_flag;
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// matrix
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int matrix_mode;
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Matrix4 *matrix_stack[3];
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Matrix4 *matrix_stack_ptr[3];
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int matrix_stack_depth_max[3];
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Matrix4 matrix_model_view_inv;
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Matrix4 matrix_model_projection;
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int matrix_model_projection_updated;
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int matrix_model_projection_no_w_transform;
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int apply_texture_matrix;
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// viewport
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GLViewport viewport;
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// current state
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int polygon_mode_back;
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int polygon_mode_front;
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int current_front_face;
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int current_shade_model;
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int current_cull_face;
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int cull_face_enabled;
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int normalize_enabled;
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gl_draw_triangle_func draw_triangle_front, draw_triangle_back;
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// selection
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int render_mode;
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unsigned int *select_buffer;
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int select_size;
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unsigned int *select_ptr, *select_hit;
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int select_overflow;
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int select_hits;
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// names
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unsigned int name_stack[MAX_NAME_STACK_DEPTH];
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int name_stack_size;
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// clear
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float clear_depth;
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Vector4 clear_color;
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// current vertex state
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Vector4 current_color;
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unsigned int longcurrent_color[4]; // precomputed integer color
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Vector4 current_normal;
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Vector4 current_tex_coord;
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int current_edge_flag;
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// glBegin / glEnd
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int in_begin;
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int begin_type;
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int vertex_n, vertex_cnt;
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int vertex_max;
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GLVertex *vertex;
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// opengl 1.1 arrays
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float *vertex_array;
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int vertex_array_size;
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int vertex_array_stride;
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float *normal_array;
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int normal_array_stride;
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float *color_array;
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int color_array_size;
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int color_array_stride;
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float *texcoord_array;
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int texcoord_array_size;
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int texcoord_array_stride;
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int client_states;
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// opengl 1.1 polygon offset
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float offset_factor;
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float offset_units;
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int offset_states;
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int shadow_mode;
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// specular buffer. could probably be shared between contexts,
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// but that wouldn't be 100% thread safe
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GLSpecBuf *specbuf_first;
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int specbuf_used_counter;
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int specbuf_num_buffers;
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// opaque structure for user's use
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void *opaque;
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// resize viewport function
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int (*gl_resize_viewport)(GLContext *c, int *xsize, int *ysize);
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// depth test
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int depth_test;
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int color_mask;
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// alpha test
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bool _alphaTestEnabled;
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// blending
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bool enableBlend;
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};
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extern GLContext *gl_ctx;
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void gl_add_op(GLParam *p);
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// clip.c
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void gl_transform_to_viewport(GLContext *c, GLVertex *v);
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void gl_draw_triangle(GLContext *c, GLVertex *p0, GLVertex *p1, GLVertex *p2);
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void gl_draw_line(GLContext *c, GLVertex *p0, GLVertex *p1);
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void gl_draw_point(GLContext *c, GLVertex *p0);
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void gl_draw_triangle_point(GLContext *c, GLVertex *p0, GLVertex *p1, GLVertex *p2);
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void gl_draw_triangle_line(GLContext *c, GLVertex *p0, GLVertex *p1, GLVertex *p2);
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void gl_draw_triangle_fill(GLContext *c, GLVertex *p0, GLVertex *p1, GLVertex *p2);
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void gl_draw_triangle_select(GLContext *c, GLVertex *p0, GLVertex *p1, GLVertex *p2);
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// matrix.c
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void gl_print_matrix(const float *m);
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// light.c
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void gl_add_select(GLContext *c, unsigned int zmin, unsigned int zmax);
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void gl_enable_disable_light(GLContext *c, int light, int v);
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void gl_shade_vertex(GLContext *c, GLVertex *v);
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void glInitTextures(GLContext *c);
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void glEndTextures(GLContext *c);
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GLTexture *alloc_texture(GLContext *c, int h);
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void free_texture(GLContext *c, int h);
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// image_util.c
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void gl_resizeImage(unsigned char *dest, int xsize_dest, int ysize_dest,
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unsigned char *src, int xsize_src, int ysize_src);
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void gl_resizeImageNoInterpolate(unsigned char *dest, int xsize_dest, int ysize_dest,
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unsigned char *src, int xsize_src, int ysize_src);
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GLContext *gl_get_context();
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// specular buffer "api"
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GLSpecBuf *specbuf_get_buffer(GLContext *c, const int shininess_i, const float shininess);
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void specbuf_cleanup(GLContext *c); // free all memory used
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void glInit(void *zbuffer, int textureSize);
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void glClose();
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#ifdef DEBUG
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#define dprintf fprintf
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#else
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#define dprintf
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#endif
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#ifndef LOCAL_PI
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#define LOCAL_PI (3.14159265358979323846)
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#endif
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// glopXXX functions
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#define ADD_OP(a,b,c) void glop ## a (GLContext *, GLParam *);
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#include "opinfo.h"
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// this clip epsilon is needed to avoid some rounding errors after
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// several clipping stages
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#define CLIP_EPSILON (1E-5)
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static inline int gl_clipcode(float x, float y, float z, float w1) {
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float w;
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w = (float)(w1 * (1.0 + CLIP_EPSILON));
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return (x < -w) | ((x > w) << 1) | ((y < -w) << 2) | ((y > w) << 3) | ((z < -w) << 4) | ((z > w) << 5);
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}
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} // end of namespace TinyGL
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#endif
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