ref: b7ae731f2111e4766fce4a73bd262be69fbd4c40
dir: /src/zgl.h/
#ifndef _tgl_zgl_h_ #define _tgl_zgl_h_ #ifndef NDEBUG #define NDEBUG #endif #include "../include/GL/gl.h" #include "../include/zbuffer.h" #include "../include/zfeatures.h" #include "zmath.h" #include <math.h> #include <stdlib.h> #include <string.h> #ifndef M_PI #define M_PI 3.1415926535897932384626433832795 #endif enum { #define ADD_OP(a, b, c) OP_##a, #include "opinfo.h" }; #if TGL_FEATURE_GL_POLYGON == 1 #define POLYGON_MAX_VERTEX 16 #else #define POLYGON_MAX_VERTEX 4 #endif /* Max # of specular light pow buffers */ #define MAX_SPECULAR_BUFFERS 32 /* # of entries in specular buffer */ #define SPECULAR_BUFFER_SIZE 512 /* specular buffer granularity */ #define MAX_MODELVIEW_STACK_DEPTH 32 #define MAX_PROJECTION_STACK_DEPTH 8 #define MAX_TEXTURE_STACK_DEPTH 8 #define MAX_NAME_STACK_DEPTH 16 #define MAX_TEXTURE_LEVELS 1 #define MAX_LIGHTS 16 #define VERTEX_ARRAY 0x0001 #define COLOR_ARRAY 0x0002 #define NORMAL_ARRAY 0x0004 #define TEXCOORD_ARRAY 0x0008 #define MAX_DISPLAY_LISTS 16384 #define OP_BUFFER_MAX_SIZE 4096 #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; V3 norm_spot_direction; V3 norm_position; GLfloat spot_exponent; GLfloat spot_cutoff; GLfloat attenuation[3]; /* precomputed values */ GLfloat cos_spot_cutoff; /* we use a linked list to know which are the enabled lights */ struct GLLight *next, *prev; GLubyte enabled; } 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 { V3 scale; V3 trans; GLint xmin, ymin, xsize, ysize; } 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 { V3 normal; V4 coord; V4 tex_coord; V4 color; /* computed values */ V4 ec; /* eye coordinates */ V4 pc; /* coordinates in the normalized volume */ ZBufferPoint zp; /* GLinteger coordinates for the rasterization */ GLint clip_code; /* clip code */ GLint edge_flag; } GLVertex; typedef struct GLImage { PIXEL pixmap[TGL_FEATURE_TEXTURE_DIM * TGL_FEATURE_TEXTURE_DIM]; GLint xsize, ysize; } GLImage; /* textures */ #define TEXTURE_HASH_TABLE_SIZE 256 #define TEXTURE_HASH_TABLE_MASK 255 typedef struct GLTexture { GLImage images[MAX_TEXTURE_LEVELS]; struct GLTexture *next, *prev; GLint handle; } GLTexture; /* buffers */ #define MAX_BUFFERS 2048 typedef struct GLBuffer { void* data; GLuint size; } GLBuffer; /* shared state */ typedef struct GLSharedState { GLList** lists; GLTexture** texture_hash_table; GLBuffer** buffers; } GLSharedState; struct GLContext; typedef void (*gl_draw_triangle_func)(GLVertex* p0, GLVertex* p1, GLVertex* p2); /* display context */ typedef struct GLContext { /* lights */ GLLight lights[MAX_LIGHTS]; /* viewport */ GLViewport viewport; GLMaterial materials[2]; GLVertex vertex[POLYGON_MAX_VERTEX]; M4 matrix_model_view_inv; M4 matrix_model_projection; V4 ambient_light_model; V4 clear_color; V4 current_color; V4 current_normal; V4 current_tex_coord; V4 rasterpos; /*Pointers.*/ /* shared state */ GLSharedState shared_state; ZBuffer* zb; GLLight* first_light; GLTexture* current_texture; GLParamBuffer* current_op_buffer; M4* matrix_stack[3]; M4* matrix_stack_ptr[3]; gl_draw_triangle_func draw_triangle_front, draw_triangle_back; /* resize viewport function */ GLint (*gl_resize_viewport)(GLint* xsize, GLint* ysize); GLfloat* texcoord_array; GLfloat* vertex_array; GLfloat* normal_array; GLfloat* color_array; #if TGL_FEATURE_ALT_RENDERMODES == 1 GLfloat* feedback_buffer; GLuint* select_buffer; GLuint *select_ptr, *select_hit; GLfloat* feedback_ptr; #endif GLint local_light_model; GLint lighting_enabled; GLint light_model_two_side; /* materials */ GLint color_material_enabled; GLint current_color_material_mode; GLint current_color_material_type; /* textures */ GLint texture_2d_enabled; /* current list */ GLint current_op_buffer_index; GLint exec_flag, compile_flag, print_flag; GLuint listbase; /* matrix */ GLint matrix_mode; GLint matrix_stack_depth_max[3]; GLint matrix_model_projection_updated; GLint matrix_model_projection_no_w_transform; GLint apply_texture_matrix; /* 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; /* selection */ #if TGL_FEATURE_ALT_RENDERMODES == 1 GLint render_mode; GLint select_size; GLint select_overflow; GLint select_hits; #endif /* glDrawBuffer, glRenderBuffer */ GLenum drawbuffer; GLenum readbuffer; /* feedback */ #if TGL_FEATURE_ALT_RENDERMODES == 1 GLuint feedback_size; GLint feedback_hits; GLubyte feedback_overflow; GLenum feedback_type; /* names */ GLuint name_stack[MAX_NAME_STACK_DEPTH]; GLint name_stack_size; #endif /* clear */ GLfloat clear_depth; GLint current_edge_flag; /* glBegin / glEnd */ GLint in_begin; GLint begin_type; GLint vertex_n, vertex_cnt; /* opengl 1.1 arrays */ GLint vertex_array_size; GLint vertex_array_stride; GLint normal_array_stride; GLint color_array_size; GLint color_array_stride; 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; /* opengl blending */ /* specular buffer. could probably be shared between contexts, but that wouldn't be 100% thread safe */ #if TGL_FEATURE_SPECULAR_BUFFERS == 1 GLSpecBuf* specbuf_first; GLint specbuf_used_counter; GLint specbuf_num_buffers; #endif GLint zEnableSpecular; /* raster position */ GLint rasterpos_zz; GLfloat pzoomx, pzoomy; GLVertex rastervertex; /* text */ GLTEXTSIZE textsize; /* buffers */ GLint boundarraybuffer; GLint boundvertexbuffer; GLint boundnormalbuffer; GLint boundcolorbuffer; GLint boundtexcoordbuffer; GLubyte rasterposvalid; #if TGL_FEATURE_ERROR_CHECK == 1 GLenum error_flag; #endif } GLContext; extern GLContext gl_ctx; static GLContext* gl_get_context(void) { return &gl_ctx; } extern void (*op_table_func[])(GLParam*); extern GLint op_table_size[]; extern void gl_compile_op(GLParam* p); static void gl_add_op(GLParam* p) { GLContext* c = gl_get_context(); #if TGL_FEATURE_ERROR_CHECK == 1 #include "error_check.h" #endif GLint op; op = p[0].op; if (c->exec_flag) { op_table_func[op](p); #if TGL_FEATURE_ERROR_CHECK == 1 #include "error_check.h" #endif } if (c->compile_flag) { gl_compile_op(p); #if TGL_FEATURE_ERROR_CHECK == 1 #include "error_check.h" #endif } } /* select.c */ void gl_add_select(GLuint zmin, GLuint zmax); void gl_add_feedback(GLfloat token, GLVertex* v1, GLVertex* v2, GLVertex* v3, GLfloat passthrough_token_value); /* clip.c */ #define CLIP_EPSILON (1E-5) static 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); } #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) static GLfloat clampf(GLfloat a, GLfloat min, GLfloat max) { if (a < min) return min; else if (a > max) return max; else return a; } /* triangle */ /* * Clipping */ /* We clip the segment [a,b] against the 6 planes of the normal volume. * We compute the point 'c' of GLintersection and the value of the parameter 't' * of the GLintersection if x=a+t(b-a). */ void gl_draw_triangle(GLVertex* p0, GLVertex* p1, GLVertex* p2); void gl_draw_line(GLVertex* p0, GLVertex* p1); void gl_draw_point(GLVertex* p0); void gl_draw_triangle_point(GLVertex* p0, GLVertex* p1, GLVertex* p2); void gl_draw_triangle_line(GLVertex* p0, GLVertex* p1, GLVertex* p2); void gl_draw_triangle_fill(GLVertex* p0, GLVertex* p1, GLVertex* p2); void gl_draw_triangle_select(GLVertex* p0, GLVertex* p1, GLVertex* p2); void gl_draw_triangle_feedback(GLVertex* p0, GLVertex* p1, GLVertex* p2); /* matrix.c */ void gl_print_matrix(const GLfloat* m); /* void glopLoadIdentity(GLParam *p); void glopTranslate(GLParam *p);*/ /* light.c */ void gl_enable_disable_light(GLint light, GLint v); void gl_shade_vertex(GLVertex* v); void glInitTextures(); void glEndTextures(); GLTexture* alloc_texture(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); void gl_fatal_error(char* format, ...); /* specular buffer "api" */ GLSpecBuf* specbuf_get_buffer(const GLint shininess_i, const GLfloat shininess); /* glopXXX functions */ #define ADD_OP(a, b, c) void glop##a(GLParam*); #include "opinfo.h" /* this clip epsilon is needed to avoid some rounding errors after several clipping stages */ static void gl_eval_viewport() { GLContext* c = gl_get_context(); GLViewport* v; GLfloat zsize = (1 << (ZB_Z_BITS + ZB_POINT_Z_FRAC_BITS)); v = &c->viewport; v->trans.X = ((v->xsize - 0.5) / 2.0) + v->xmin; v->trans.Y = ((v->ysize - 0.5) / 2.0) + v->ymin; v->trans.Z = ((zsize - 0.5) / 2.0) + ((1 << ZB_POINT_Z_FRAC_BITS)) / 2; v->scale.X = (v->xsize - 0.5) / 2.0; v->scale.Y = -(v->ysize - 0.5) / 2.0; v->scale.Z = -((zsize - 0.5) / 2.0); } #endif /* _tgl_zgl_h_ */