ref: ead025641075b0bffa3d918b94e05753403d6a7b
dir: /src/zgl.h/
#ifndef _tgl_zgl_h_ #define _tgl_zgl_h_ #include "../include/GL/gl.h" #include "../include/zfeatures.h" #include "../include/zbuffer.h" #include "zmath.h" #include <assert.h> #include <math.h> #include <stdlib.h> //Needed for memcpy #include <string.h> #ifndef M_PI #define M_PI 3.14159265358979323 #endif //#define DEBUG #ifndef NDEBUG #define NDEBUG #endif enum { #define ADD_OP(a, b, c) OP_##a, #include "opinfo.h" }; /* initially # of allocated GLVertexes (will grow when necessary) */ /* Just large enough to hold a quad... because most users will never render anything larger. */ #define POLYGON_MAX_VERTEX 4 /* Max # of specular light pow buffers */ #define MAX_SPECULAR_BUFFERS 32 //#define MAX_SPECULAR_BUFFERS 16 /* # of entries in specular buffer */ #define SPECULAR_BUFFER_SIZE 512 /* 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 1 #define MAX_LIGHTS 16 #define VERTEX_ARRAY 0x0001 #define COLOR_ARRAY 0x0002 #define NORMAL_ARRAY 0x0004 #define TEXCOORD_ARRAY 0x0008 //#define VERTEX_HASH_SIZE 1031 #define MAX_DISPLAY_LISTS 1024 #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; 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; /* 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)(struct GLContext* c, GLVertex* p0, GLVertex* p1, GLVertex* p2); /* display context */ typedef struct GLContext { /* Z buffer */ ZBuffer* zb; #if TGL_FEATURE_ERROR_CHECK == 1 GLenum error_flag; #endif /* 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; GLuint listbase; /* 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; /* glDrawBuffer, glRenderBuffer */ GLenum drawbuffer; GLenum readbuffer; /* feedback */ //render_mode as seen above GLfloat* feedback_buffer; GLfloat* feedback_ptr; GLuint feedback_size; GLint feedback_hits; GLubyte feedback_overflow; GLenum feedback_type; /* 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; 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; /* opengl blending */ // All the settings are in the Zbuffer! /* 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; // Enable specular lighting /* opaque structure for user's use */ void* opaque; /* resize viewport function */ GLint (*gl_resize_viewport)(struct GLContext* c, GLint* xsize, GLint* ysize); /* depth test */ //Moved to Zbuffer. /* raster position */ V4 rasterpos; GLint rasterpos_zz; GLubyte rasterposvalid; GLfloat pzoomx, pzoomy; GLVertex rastervertex; /* text */ GLTEXTSIZE textsize; /* buffers */ GLint boundarraybuffer; //0 if no buffer is bound. GLint boundvertexbuffer; GLint boundnormalbuffer; GLint boundcolorbuffer; GLint boundtexcoordbuffer; } GLContext; extern GLContext* gl_ctx; //void gl_add_op(GLParam* p); extern void (*op_table_func[])(GLContext*, GLParam*); extern GLint op_table_size[]; extern void gl_compile_op(GLContext* c, GLParam* p); static inline void gl_add_op(GLParam* p) { GLContext* c = gl_ctx; #include "error_check.h" GLint op; op = p[0].op; if (c->exec_flag) { op_table_func[op](c, p); #include "error_check.h" } if (c->compile_flag) { gl_compile_op(c, p); #include "error_check.h" } if (c->print_flag) { // gl_print_op(stderr, 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); void gl_draw_triangle_feedback(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);*/ /* select.c */ void gl_add_select(GLContext* c, GLuint zmin, GLuint zmax); void gl_add_feedback(GLContext* c, GLfloat token, GLVertex* v1, GLVertex* v2, GLVertex* v3, GLfloat passthrough_token_value ); /* light.c */ 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...) tgl_warning("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_ */