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894f4916f5
WARNING: Can't find following headers in User or System Include Paths "opinfo.h"
477 lines
12 KiB
C++
477 lines
12 KiB
C++
/* ResidualVM - A 3D game interpreter
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*
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* ResidualVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the AUTHORS
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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/*
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* This file is based on, or a modified version of code from TinyGL (C) 1997-1998 Fabrice Bellard,
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* which is licensed under the zlib-license (see LICENSE).
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* It also has modifications by the ResidualVM-team, which are covered under the GPLv2 (or later).
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*/
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#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 "common/array.h"
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#include "common/list.h"
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#include "common/scummsys.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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#include "graphics/tinygl/zblit.h"
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#include "graphics/tinygl/zdirtyrect.h"
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#include "graphics/tinygl/texelbuffer.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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bool has_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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bool has_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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bool operator==(const GLVertex &other) const {
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return edge_flag == other.edge_flag &&
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normal == other.normal &&
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coord == other.coord &&
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tex_coord == other.tex_coord &&
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color == other.color &&
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ec == other.ec &&
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pc == other.pc &&
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clip_code == other.clip_code &&
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zp == other.zp;
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}
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bool operator!=(const GLVertex &other) const {
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return !(*this == other);
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}
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};
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struct GLImage {
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Graphics::TexelBuffer *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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unsigned int handle;
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int versionNumber;
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struct GLTexture *next, *prev;
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bool disposed;
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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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/**
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* A linear allocator implementation.
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* The allocator can be initialized to a specific buffer size only once.
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* The allocation scheme is pretty simple: pointers are returned relative to a current memory position,
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* the allocator starts with an offset of 0 and increases its offset by the allocated amount every time.
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* Memory is released through the method free(), care has to be taken to call the destructors of the deallocated objects either manually (for complex struct arrays) or
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* by overriding the delete operator (with an empty implementation).
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*/
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class LinearAllocator {
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public:
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LinearAllocator() {
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_memoryBuffer = nullptr;
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_memorySize = 0;
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_memoryPosition = 0;
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}
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void initialize(size_t newSize) {
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assert(_memoryBuffer == nullptr);
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void *newBuffer = gl_malloc(newSize);
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if (newBuffer == nullptr) {
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error("Couldn't allocate memory for linear allocator.");
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}
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_memoryBuffer = newBuffer;
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_memorySize = newSize;
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}
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~LinearAllocator() {
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if (_memoryBuffer != nullptr) {
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gl_free(_memoryBuffer);
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}
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}
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void *allocate(size_t size) {
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if (_memoryPosition + size >= _memorySize) {
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error("Allocator out of memory: couldn't allocate more memory from linear allocator.");
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}
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size_t returnPos = _memoryPosition;
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_memoryPosition += size;
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return ((char *)_memoryBuffer) + returnPos;
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}
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void reset() {
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_memoryPosition = 0;
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}
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private:
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void *_memoryBuffer;
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size_t _memorySize;
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size_t _memoryPosition;
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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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Common::Rect renderRect;
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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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int texture_mag_filter;
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int texture_min_filter;
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unsigned int texture_wrap_s;
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unsigned int texture_wrap_t;
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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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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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Common::Rect _scissorRect;
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bool _enableDirtyRectangles;
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// blit test
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Common::List<Graphics::BlitImage *> _blitImages;
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// Draw call queue
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Common::List<Graphics::DrawCall *> _drawCallsQueue;
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Common::List<Graphics::DrawCall *> _previousFrameDrawCallsQueue;
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int _currentAllocatorIndex;
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LinearAllocator _drawCallAllocator[2];
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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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void free_texture(GLContext *c, GLTexture *t);
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// image_util.c
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void gl_resizeImage(Graphics::PixelBuffer &dest, int xsize_dest, int ysize_dest,
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const Graphics::PixelBuffer &src, int xsize_src, int ysize_src);
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void gl_resizeImageNoInterpolate(Graphics::PixelBuffer &dest, int xsize_dest, int ysize_dest,
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const Graphics::PixelBuffer &src, int xsize_src, int ysize_src);
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void tglIssueDrawCall(Graphics::DrawCall *drawCall);
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// zdirtyrect.cpp
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void tglDisposeResources(GLContext *c);
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void tglDisposeDrawCallLists(TinyGL::GLContext *c);
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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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// glopXXX functions
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#define ADD_OP(a,b,c) void glop ## a (GLContext *, GLParam *);
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#include "graphics/tinygl/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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