ref: c440c9c609281bb8b6cc4e5a51687540241c3e48
dir: /include/zbuffer.h/
#ifndef _tgl_zbuffer_h_ #define _tgl_zbuffer_h_ /* * Z buffer */ #include "zfeatures.h" #include "GL/gl.h" //#warning stdio is left in!!! remove it!!! //#include <stdio.h> #define ZB_Z_BITS 16 #define ZB_POINT_Z_FRAC_BITS 14 //a "1" in bit FRAC_BITS+1 (starting at zero) = 1. //This is a complicated as hell fixed point math standard. //go to zfeatures.h to find out how this stuff is decided #define ZB_POINT_S_MIN ( (1<<ZB_POINT_S_FRAC_BITS) ) #define ZB_POINT_S_MAX ( (1<<(1+TGL_FEATURE_TEXTURE_POW2+ZB_POINT_S_FRAC_BITS))-ZB_POINT_S_MIN ) #define ZB_POINT_T_MIN ( (1<<ZB_POINT_T_FRAC_BITS) ) #define ZB_POINT_T_MAX ( (1<<(1+TGL_FEATURE_TEXTURE_POW2+ZB_POINT_T_FRAC_BITS))-ZB_POINT_T_MIN ) #define ZB_POINT_S_VALUE (ZB_POINT_S_FRAC_BITS + 4) #define ZB_POINT_T_VALUE (ZB_POINT_T_FRAC_BITS - 4) #define ZB_S_MASK ((TGL_FEATURE_TEXTURE_DIM-1)<<(ZB_POINT_S_FRAC_BITS+1)) #define ZB_T_MASK ((TGL_FEATURE_TEXTURE_DIM-1)<<(ZB_POINT_T_FRAC_BITS+1)) //PSZSH is 5 at 32 bit, or 4 at 16 bit. #if ZB_POINT_T_FRAC_BITS == (ZB_POINT_S_FRAC_BITS + TGL_FEATURE_TEXTURE_POW2) #define ST_TO_TEXTURE_BYTE_OFFSET(s,t) ( ((s & ZB_S_MASK) | (t & ZB_T_MASK)) >> (ZB_POINT_S_VALUE-PSZSH)) #else #define ST_TO_TEXTURE_BYTE_OFFSET(s,t) ( ((s & ZB_S_MASK)>>(ZB_POINT_S_VALUE-PSZSH)) | ((t & ZB_T_MASK)>>(ZB_POINT_T_VALUE-PSZSH)) ) #endif //The corrected mult mask prevents a bug relating to color interp. it's also why the color bit depth is so damn high. #define COLOR_MULT_MASK (0xff0000) #define COLOR_CORRECTED_MULT_MASK (0xfe0000) #define COLOR_MASK (0xffffff) #define COLOR_MIN_MULT (0x00ffff) #define COLOR_SHIFT 16 #define COLOR_R_GET32(r) ((r) & 0xff0000) #define COLOR_G_GET32(g) ((g>>8) & 0xff00) #define COLOR_B_GET32(b) ((b >>16)&0xff) #define COLOR_R_GET16(r) ((r>>8) & 0xF800) #define COLOR_G_GET16(g) ((((g)) >> 13) & 0x07E0) #define COLOR_B_GET16(b) (((b) >> 19) & 31) #if TGL_FEATURE_RENDER_BITS == 32 #define RGB_TO_PIXEL(r,g,b) \ ( COLOR_R_GET32(r) | COLOR_G_GET32(g) | COLOR_B_GET32(b) ) #elif TGL_FEATURE_RENDER_BITS == 16 #define RGB_TO_PIXEL(r,g,b) \ ( COLOR_R_GET16(r) | COLOR_G_GET16(g) | COLOR_B_GET16(b) ) #endif //This is how textures are sampled. if you want to do some sort of fancy texture filtering, //you do it here. #define TEXTURE_SAMPLE(texture, s, t) \ (*(PIXEL*)( (GLbyte*)texture + \ ST_TO_TEXTURE_BYTE_OFFSET(s,t) \ )) /* display modes */ #define ZB_MODE_5R6G5B 1 /* true color 16 bits */ #define ZB_MODE_INDEX 2 /* color index 8 bits */ #define ZB_MODE_RGBA 3 /* 32 bit ABGR mode */ #define ZB_MODE_RGB24 4 /* 24 bit rgb mode */ #define ZB_NB_COLORS 225 /* number of colors for 8 bit display */ //#define TGL_CLAMPI(imp) ( (imp>0) * (COLOR_MASK * (imp>COLOR_MASK) + imp * (!(imp>COLOR_MASK)) ) ) #define TGL_CLAMPI(imp) ( (imp>0)?((imp>COLOR_MASK)?COLOR_MASK:imp):0 ) //#if TGL_FEATURE_BETTER_COLOR_INTERP == 1 //#define (imp) imp = TGL_CLAMPI2((imp)); //#else //#define (imp) /*a comment*/ //#endif #if TGL_FEATURE_RENDER_BITS == 32 /* 32 bit mode */ #define GET_REDDER(p) ((p & 0xff0000)) #define GET_GREENER(p) ((p & 0xff00)<<8) #define GET_BLUEER(p) ((p & 0xff)<<16) //These never change, DO NOT CHANGE THESE BASED ON COLOR INTERP BIT DEPTH #define GET_RED(p) ((p>>16)&0xff) #define GET_GREEN(p) ((p>>8)&0xff) #define GET_BLUE(p) (p&0xff) typedef GLuint PIXEL; #define PSZB 4 #define PSZSH 5 #elif TGL_FEATURE_RENDER_BITS == 16 /* 16 bit mode */ #define GET_REDDER(p) ((p & 0xF800)<<8) #define GET_GREENER(p) ((p & 0x07E0)<<13) #define GET_BLUEER(p) ((p & 31)<<19) //DO NOT CHANGE THESE BASED ON COLOR INTERP BITDEPTH #define GET_RED(p) ((p & 0xF800)>>8) #define GET_GREEN(p) ((p & 0x07E0)>>3) #define GET_BLUE(p) ((p & 31)<<3) typedef GLushort PIXEL; #define PSZB 2 #define PSZSH 4 #else #error "wrong TGL_FEATURE_RENDER_BITS" #endif #if TGL_FEATURE_LIT_TEXTURES == 1 #define RGB_MIX_FUNC(rr, gg, bb, tpix) \ RGB_TO_PIXEL( \ ((rr * GET_RED(tpix))>>8),\ ((gg * GET_GREEN(tpix))>>8),\ ((bb * GET_BLUE(tpix))>>8)\ ) #else #define RGB_MIX_FUNC(rr, gg, bb, tpix)(tpix) #endif #define TGL_NO_BLEND_FUNC(source, dest){dest = source;} #define TGL_NO_BLEND_FUNC_RGB(rr, gg, bb, dest){dest = RGB_TO_PIXEL(rr,gg,bb);} #if TGL_FEATURE_BLEND == 1 #define TGL_BLEND_VARS GLuint zbblendeq = zb->blendeq; GLuint sfactor = zb->sfactor; GLuint dfactor = zb->dfactor; //SORCERY to achieve 32 bit signed integer clamping #define TGL_BLEND_SWITCH_CASE(sr,sg,sb,dr,dg,db,dest) \ switch(zbblendeq){ \ case GL_FUNC_ADD: \ default: \ sr+=dr;sg+=dg;sb+=db; \ sr = TGL_CLAMPI(sr); \ sg = TGL_CLAMPI(sg); \ sb = TGL_CLAMPI(sb); \ dest = RGB_TO_PIXEL(sr,sg,sb); \ break; \ case GL_FUNC_SUBTRACT: \ sr-=dr;sg-=dg;sb-=db; \ sr = TGL_CLAMPI(sr); \ sg = TGL_CLAMPI(sg); \ sb = TGL_CLAMPI(sb); \ dest = RGB_TO_PIXEL(sr,sg,sb); \ break; \ case GL_FUNC_REVERSE_SUBTRACT: \ sr=dr-sr;sg=dg-sg;sb=db-sb; \ sr = TGL_CLAMPI(sr); \ sg = TGL_CLAMPI(sg); \ sb = TGL_CLAMPI(sb); \ dest = RGB_TO_PIXEL(sr,sg,sb); \ break; \ \ } #define TGL_BLEND_FUNC(source, dest){ \ { \ GLuint sr, sg, sb, dr, dg, db; \ { GLuint temp = source; \ sr = GET_REDDER(temp); sg = GET_GREENER(temp); sb = GET_BLUEER(temp); \ temp = dest; \ dr = GET_REDDER(temp); dg = GET_GREENER(temp); db = GET_BLUEER(temp);} \ /*printf("\nShould never reach this point!");*/ \ switch(sfactor){ \ case GL_ONE: \ default: \ break; \ case GL_ONE_MINUS_SRC_COLOR: \ sr = ~sr & COLOR_MASK; \ sg = ~sg & COLOR_MASK; \ sb = ~sb & COLOR_MASK; \ break; \ case GL_ZERO: \ sr=0;sg=0;sb=0;break; \ break; \ } \ switch(dfactor){ \ case GL_ONE: \ default: \ break; \ case GL_ONE_MINUS_DST_COLOR: \ dr = ~dr & COLOR_MASK; \ dg = ~dg & COLOR_MASK; \ db = ~db & COLOR_MASK; \ break; \ case GL_ZERO: \ dr=0;dg=0;db=0;break; \ break; \ } \ TGL_BLEND_SWITCH_CASE(sr,sg,sb,dr,dg,db,dest) \ } \ } /////////////////////////////////////////////////////////////////////////////////////// #define TGL_BLEND_FUNC_RGB(rr, gg, bb, dest){ \ { \ GLint sr = rr & COLOR_MASK, sg = gg & COLOR_MASK, sb = bb & COLOR_MASK, dr, dg, db; \ {GLuint temp = dest; \ dr = GET_REDDER(temp); dg = GET_GREENER(temp); db = GET_BLUEER(temp);} \ /*printf("\nShould never reach this point!");*/ \ switch(sfactor){ \ case GL_ONE: \ default: \ break; \ case GL_ONE_MINUS_SRC_COLOR: \ sr = ~sr & COLOR_MASK; \ sg = ~sg & COLOR_MASK; \ sb = ~sb & COLOR_MASK; \ break; \ case GL_ZERO: \ sr=0;sg=0;sb=0;break; \ break; \ } \ switch(dfactor){ \ case GL_ONE: \ default: \ break; \ case GL_ONE_MINUS_DST_COLOR: \ dr = ~dr & COLOR_MASK; \ dg = ~dg & COLOR_MASK; \ db = ~db & COLOR_MASK; \ break; \ case GL_ZERO: \ dr=0;dg=0;db=0;break; \ break; \ } \ TGL_BLEND_SWITCH_CASE(sr,sg,sb,dr,dg,db,dest) \ } \ } /////////////////////////////////////////////////////////////////////////////////////// #else #define TGL_BLEND_VARS /* a comment */ #define TGL_BLEND_FUNC(source, dest){dest = source;} #define TGL_BLEND_FUNC_RGB(rr, gg, bb, dest){dest = RGB_TO_PIXEL(rr,gg,bb);} #endif typedef struct { GLint xsize,ysize; GLint linesize; /* line size, in bytes */ GLint mode; GLushort *zbuf; PIXEL *pbuf; GLint frame_buffer_allocated; /* depth */ GLint depth_test; GLint depth_write; /* point size*/ GLfloat pointsize; // GLint nb_colors; // unsigned char *dctable; // GLint *ctable; PIXEL *current_texture; /* opengl polygon stipple*/ #if TGL_FEATURE_POLYGON_STIPPLE == 1 GLubyte stipplepattern[TGL_POLYGON_STIPPLE_BYTES]; GLuint dostipple; #endif GLenum blendeq, sfactor, dfactor; GLint enable_blend; } ZBuffer; typedef struct { GLint x,y,z; /* integer coordinates in the zbuffer */ GLint s,t; /* coordinates for the mapping */ GLint r,g,b; /* color indexes */ GLfloat sz,tz; /* temporary coordinates for mapping */ } ZBufferPoint; /* zbuffer.c */ ZBuffer *ZB_open(int xsize,int ysize,int mode, // GLint nb_colors, // unsigned char *color_indexes, // GLint *color_table, void *frame_buffer); void ZB_close(ZBuffer *zb); void ZB_resize(ZBuffer *zb,void *frame_buffer,GLint xsize,GLint ysize); void ZB_clear(ZBuffer *zb,GLint clear_z,GLint z, GLint clear_color,GLint r,GLint g,GLint b); /* linesize is in BYTES */ void ZB_copyFrameBuffer(ZBuffer *zb,void *buf,GLint linesize); /* zdither.c */ /* void ZB_initDither(ZBuffer *zb,GLint nb_colors, unsigned char *color_indexes,GLint *color_table); void ZB_closeDither(ZBuffer *zb); void ZB_ditherFrameBuffer(ZBuffer *zb,unsigned char *dest, GLint linesize); */ /* zline.c */ void ZB_plot(ZBuffer *zb,ZBufferPoint *p); void ZB_line(ZBuffer *zb,ZBufferPoint *p1,ZBufferPoint *p2); void ZB_line_z(ZBuffer * zb, ZBufferPoint * p1, ZBufferPoint * p2); /* ztriangle.c */ void ZB_setTexture(ZBuffer *zb, PIXEL *texture); void ZB_fillTriangleFlat(ZBuffer *zb, ZBufferPoint *p1,ZBufferPoint *p2,ZBufferPoint *p3); void ZB_fillTriangleFlatNOBLEND(ZBuffer *zb, ZBufferPoint *p1,ZBufferPoint *p2,ZBufferPoint *p3); void ZB_fillTriangleSmooth(ZBuffer *zb, ZBufferPoint *p1,ZBufferPoint *p2,ZBufferPoint *p3); void ZB_fillTriangleSmoothNOBLEND(ZBuffer *zb, ZBufferPoint *p1,ZBufferPoint *p2,ZBufferPoint *p3); /* This function goes unused and is removed by Gek. void ZB_fillTriangleMapping(ZBuffer *zb, ZBufferPoint *p1,ZBufferPoint *p2,ZBufferPoint *p3); */ void ZB_fillTriangleMappingPerspective(ZBuffer *zb, ZBufferPoint *p0,ZBufferPoint *p1,ZBufferPoint *p2); void ZB_fillTriangleMappingPerspectiveNOBLEND(ZBuffer *zb, ZBufferPoint *p0,ZBufferPoint *p1,ZBufferPoint *p2); typedef void (*ZB_fillTriangleFunc)(ZBuffer *, ZBufferPoint *,ZBufferPoint *,ZBufferPoint *); /* memory.c */ #if TGL_FEATURE_CUSTOM_MALLOC == 1 void gl_free(void *p); void *gl_malloc(GLint size); void *gl_zalloc(GLint size); #else #include<string.h> #include<stdlib.h> inline void gl_free(void* p) { free(p); } inline void* gl_malloc(GLint size) { return malloc(size); } inline void* gl_zalloc(GLint size) { return calloc(1, size); } #endif void gl_memcpy(void* dest, void* src, GLuint size); #endif /* _tgl_zbuffer_h_ */