ref: 5e84e3b1d87b1224a6aab1ea590edebd6a8dc025
dir: /src/zgl.h/
#ifndef _tgl_zgl_h_
#define _tgl_zgl_h_
#include <stdlib.h>
#include <stdio.h>
#include <math.h>
#include <assert.h>
#include "../include/GL/gl.h"
#include "../include/zbuffer.h"
#include "zmath.h"
#include "../include/zfeatures.h"
#ifndef M_PI
#define M_PI 3.14159265358979323
#endif
#define DEBUG
/* #define NDEBUG */
enum {
#define ADD_OP(a,b,c) OP_ ## a ,
#include "opinfo.h"
};
/* 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 32
#define MAX_PROJECTION_STACK_DEPTH 8
#define MAX_TEXTURE_STACK_DEPTH 8
#define MAX_NAME_STACK_DEPTH 64
#define MAX_TEXTURE_LEVELS 11
#define MAX_LIGHTS 16
#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
typedef struct GLSpecBuf {
GLint shininess_i;
GLint last_used;
GLfloat buf[SPECULAR_BUFFER_SIZE+1];
struct GLSpecBuf *next;
} GLSpecBuf;
typedef struct GLLight {
V4 ambient;
V4 diffuse;
V4 specular;
V4 position;
V3 spot_direction;
GLfloat spot_exponent;
GLfloat spot_cutoff;
GLfloat attenuation[3];
/* precomputed values */
GLfloat cos_spot_cutoff;
V3 norm_spot_direction;
V3 norm_position;
/* we use a linked list to know which are the enabled lights */
GLint enabled;
struct GLLight *next,*prev;
} GLLight;
typedef struct GLMaterial {
V4 emission;
V4 ambient;
V4 diffuse;
V4 specular;
GLfloat shininess;
/* computed values */
GLint shininess_i;
GLint do_specular;
} GLMaterial;
typedef struct GLViewport {
GLint xmin,ymin,xsize,ysize;
V3 scale;
V3 trans;
GLint updated;
} GLViewport;
typedef union {
GLint op;
GLfloat f;
GLint i;
GLuint ui;
void *p;
} GLParam;
typedef struct GLParamBuffer {
GLParam ops[OP_BUFFER_MAX_SIZE];
struct GLParamBuffer *next;
} GLParamBuffer;
typedef struct GLList {
GLParamBuffer *first_op_buffer;
/* TODO: extensions for an hash table or a better allocating scheme */
} GLList;
typedef struct GLVertex {
GLint edge_flag;
V3 normal;
V4 coord;
V4 tex_coord;
V4 color;
/* computed values */
V4 ec; /* eye coordinates */
V4 pc; /* coordinates in the normalized volume */
GLint clip_code; /* clip code */
ZBufferPoint zp; /* GLinteger coordinates for the rasterization */
} GLVertex;
typedef struct GLImage {
void *pixmap;
GLint xsize,ysize;
} GLImage;
/* textures */
#define TEXTURE_HASH_TABLE_SIZE 256
typedef struct GLTexture {
GLImage images[MAX_TEXTURE_LEVELS];
GLint handle;
struct GLTexture *next,*prev;
} GLTexture;
/* shared state */
typedef struct GLSharedState {
GLList **lists;
GLTexture **texture_hash_table;
} GLSharedState;
struct GLContext;
typedef void (*gl_draw_triangle_func)(struct GLContext *c,
GLVertex *p0,GLVertex *p1,GLVertex *p2);
/* display context */
typedef struct GLContext {
/* Z buffer */
ZBuffer *zb;
/* lights */
GLLight lights[MAX_LIGHTS];
GLLight *first_light;
V4 ambient_light_model;
GLint local_light_model;
GLint lighting_enabled;
GLint light_model_two_side;
/* materials */
GLMaterial materials[2];
GLint color_material_enabled;
GLint current_color_material_mode;
GLint current_color_material_type;
/* textures */
GLTexture *current_texture;
GLint texture_2d_enabled;
/* shared state */
GLSharedState shared_state;
/* current list */
GLParamBuffer *current_op_buffer;
GLint current_op_buffer_index;
GLint exec_flag,compile_flag,print_flag;
/* matrix */
GLint matrix_mode;
M4 *matrix_stack[3];
M4 *matrix_stack_ptr[3];
GLint matrix_stack_depth_max[3];
M4 matrix_model_view_inv;
M4 matrix_model_projection;
GLint matrix_model_projection_updated;
GLint matrix_model_projection_no_w_transform;
GLint apply_texture_matrix;
/* viewport */
GLViewport viewport;
/* current state */
GLint polygon_mode_back;
GLint polygon_mode_front;
GLint current_front_face;
GLint current_shade_model;
GLint current_cull_face;
GLint cull_face_enabled;
GLint normalize_enabled;
gl_draw_triangle_func draw_triangle_front,draw_triangle_back;
/* selection */
GLint render_mode;
GLuint *select_buffer;
GLint select_size;
GLuint *select_ptr,*select_hit;
GLint select_overflow;
GLint select_hits;
/* names */
GLuint name_stack[MAX_NAME_STACK_DEPTH];
GLint name_stack_size;
/* clear */
GLfloat clear_depth;
V4 clear_color;
/* current vertex state */
V4 current_color;
//GLuint longcurrent_color[3]; /* precomputed GLinteger color */
V4 current_normal;
V4 current_tex_coord;
GLint current_edge_flag;
/* glBegin / glEnd */
GLint in_begin;
GLint begin_type;
GLint vertex_n,vertex_cnt;
GLint vertex_max;
GLVertex *vertex;
/* opengl 1.1 arrays */
GLfloat *vertex_array;
GLint vertex_array_size;
GLint vertex_array_stride;
GLfloat *normal_array;
GLint normal_array_stride;
GLfloat *color_array;
GLint color_array_size;
GLint color_array_stride;
GLfloat *texcoord_array;
GLint texcoord_array_size;
GLint texcoord_array_stride;
GLint client_states;
/* opengl 1.1 polygon offset */
GLfloat offset_factor;
GLfloat offset_units;
GLint offset_states;
/* specular buffer. could probably be shared between contexts,
but that wouldn't be 100% thread safe */
GLSpecBuf *specbuf_first;
GLint specbuf_used_counter;
GLint specbuf_num_buffers;
/* opaque structure for user's use */
void *opaque;
/* resize viewport function */
GLint (*gl_resize_viewport)(struct GLContext *c,GLint *xsize,GLint *ysize);
/* depth test */
GLint depth_test;
} GLContext;
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 GLfloat *m);
/*
void glopLoadIdentity(GLContext *c,GLParam *p);
void glopTranslate(GLContext *c,GLParam *p);*/
/* light.c */
void gl_add_select(GLContext *c,GLuint zmin,GLuint zmax);
void gl_enable_disable_light(GLContext *c,GLint light,GLint v);
void gl_shade_vertex(GLContext *c,GLVertex *v);
void glInitTextures(GLContext *c);
void glEndTextures(GLContext *c);
GLTexture *alloc_texture(GLContext *c,GLint h);
/* image_util.c */
void gl_convertRGB_to_5R6G5B(GLushort *pixmap,GLubyte *rgb,
GLint xsize,GLint ysize);
void gl_convertRGB_to_8A8R8G8B(GLuint *pixmap, GLubyte *rgb,
GLint xsize, GLint ysize);
void gl_resizeImage(GLubyte *dest,GLint xsize_dest,GLint ysize_dest,
GLubyte *src,GLint xsize_src,GLint ysize_src);
void gl_resizeImageNoInterpolate(GLubyte *dest,GLint xsize_dest,GLint ysize_dest,
GLubyte *src,GLint xsize_src,GLint ysize_src);
GLContext *gl_get_context(void);
void gl_fatal_error(char *format, ...);
/* specular buffer "api" */
GLSpecBuf *specbuf_get_buffer(GLContext *c, const GLint shininess_i,
const GLfloat shininess);
#ifdef __BEOS__
void dprintf(const char *, ...);
#else /* !BEOS */
#ifdef DEBUG
#define dprintf(format, args...) \
fprintf(stderr,"In '%s': " format "\n",__FUNCTION__, ##args);
#else
#define dprintf(format, args...)
#endif
#endif /* !BEOS */
/* 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 GLint gl_clipcode(GLfloat x,GLfloat y,GLfloat z,GLfloat w1)
{
GLfloat w;
w=w1 * (1.0 + CLIP_EPSILON);
return (x<-w) |
((x>w)<<1) |
((y<-w)<<2) |
((y>w)<<3) |
((z<-w)<<4) |
((z>w)<<5) ;
}
#endif /* _tgl_zgl_h_ */