shithub: tinygl

ref: bf72bd3e49c0b313115f1635b6c17dd2c21f1f05
dir: /src/zgl.h/

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#ifndef _tgl_zgl_h_
#define _tgl_zgl_h_

#include "../include/GL/gl.h"
#include "../include/zbuffer.h"
#include "../include/zfeatures.h"
#include "zmath.h"
#include <assert.h>
#include <math.h>
#include <stdlib.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 32
//#define MAX_SPECULAR_BUFFERS 16
/* # 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 1024

#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;

	/* 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 */
	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 */
	//Moved to Zbuffer.
} 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...) 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_ */