ref: c9bcf05e0d5eb9302d185d74d2ba2c1e186c841c
author: David <gek@katherine>
date: Thu Feb 11 11:36:52 EST 2021
Initial Commit
--- /dev/null
+++ b/LICENSE
@@ -1,0 +1,24 @@
+Copyright notice:
+
+ (C) 1997-2020 Fabrice Bellard, C-Chads
+
+ This software is provided 'as-is', without any express or implied
+ warranty. In no event will the authors be held liable for any damages
+ arising from the use of this software.
+
+ Permission is granted to anyone to use this software for any purpose,
+ including commercial applications, and to alter it and redistribute it
+ freely, subject to the following restrictions:
+
+ 1. The origin of this software must not be misrepresented; you must not
+ claim that you wrote the original software. If you use this software
+ in a product, an acknowledgment in the product and its documentation
+ *is* required.
+ 2. Altered source versions must be plainly marked as such, and must not be
+ misrepresented as being the original software.
+ 3. This notice may not be removed or altered from any source distribution.
+
+If you redistribute modified sources, I would appreciate that you
+include in the files history information documenting your changes.
+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+Version: TinyGL 0.5-CCHADS
\ No newline at end of file
--- /dev/null
+++ b/LIMITATIONS
@@ -1,0 +1,206 @@
+
+Here are listed the functions that TinyGL understands with the known
+limitations. The non mentionned functions are *not* implemented and
+must not be used.
+
+
+************ glEnable / glDisable
+
+- The following flags are handled:
+
+GL_CULL_FACE, GL_LIGHTING, GL_COLOR_MATERIAL, GL_TEXTURE_2D, GL_NORMALIZE,
+GL_LIGHTx, GL_POLYGON_OFFSET_FILL, GL_POLYGON_OFFSET_POINT,
+GL_POLYGON_OFFSET_LINE
+
+
+- GL_DEPTH_TEST is accepted, but it is only used for lines. For all
+ other primitives, Z buffer use is assumed. The DepthMode is
+ hardcoded as GL_LESS (OpenGL default).
+
+************ glShadeModel
+
+OK.
+
+************ glCullFace
+
+OK.
+
+************ glPolygonMode
+
+OK.
+
+************ glBegin
+
+No tests are performed to prevent some functions of being executed
+between glBegin/glEnd.
+
+************ glEnd
+
+OK.
+
+************ glVertex
+
+Some prototypes are not implemented.
+
+
+************ glColor
+
+Some prototypes are not implemented.
+
+************ glNormal
+
+Some prototypes are not implemented.
+
+************ glTexCoord
+
+- Some prototypes are not implemented.
+
+- The Matrix transformation is not applied yet.
+
+************ glEdgeFlag
+
+OK. The edge handling has to be tested, although it is not much useful
+in TinyGL.
+
+************ glMatrixMode / glLoadMatrixf / glLoadIdentity / glMultMatrixf /
+ glPushMatrix / glPopMatrix / glRotatef / glTranslatef / glScalef /
+ glFrustum
+
+- The prototypes with doubles are not implemented.
+
+************ glViewport
+
+GlViewport calls a function pointers to tell glx (or another display
+system) to resize the Z buffer and the ximage. Made optional in
+version 0.2.
+
+************ glGenLists / glIsList / glNewList / glEndList / glCallList
+
+OK.
+
+************ glClear / glClearColor / glClearDepth
+
+The whole zbuffer and the colors are cleared in any case. The clear color
+can be redefined, by *not* the initial z value.
+
+************ glRenderMode
+
+Only the modes GL_RENDER and GL_SELECT are implemented.
+
+************ glSelectBuffer / glInitNames / glPushName / glPopName / glLoadName
+
+OK.
+
+************ glGenTextures / glDeleteTextures / glBindTexture
+
+OK. These functions should be used to get the maximum performance with
+TinyGL.
+
+************ glTexImage2D
+
+The function accepts only RGB UNSIGNED_BYTES bitmaps. They are
+internally resized to 256x256 so you'd better use that size. No
+mipmapping is implemented although it will come if asked. No borders
+are implemented.
+
+************ glTexEnvi
+
+The only supported mode is GL_DECAL, although others are planned if
+asked.
+
+
+************ glTexParameteri
+
+The other prototypes are not implemented. Only the follwing mode are
+implemented:
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+
+************ glPixelStorei
+
+The pixels are alware byte aligned.
+
+************ glMaterialfv / glMaterialf / glColorMaterial
+
+OK.
+
+
+************ glLightfv / glLightf / glLightModeli / glLightModelfv
+
+OK. The OpenGL lightening is implemented but not optimized.
+
+
+************ glFlush
+
+Ignored.
+
+************ glHint
+
+Ignored.
+
+************ glGetIntegerv
+
+- only GL_VIEWPORT, GL_MAX_MODELVIEW_STACK_DEPTH,
+GL_MAX_PROJECTION_STACK_DEPTH, GL_MAX_LIGHTS, GL_MAX_TEXTURE_SIZE,
+GL_MAX_TEXTURE_STACK_DEPTH
+
+************ glGetIntegerv
+
+- only GL_TEXTURE_MATRIX, GL_PROJECTION_MATRIX, GL_MODELVIEW_MATRIX,
+GL_LINE_WIDTH, GL_LINE_WIDTH_RANGE, GL_POINT_SIZE, GL_POINT_SIZE_RANGE
+
+************ glPolygonOffset
+
+- only API implemented.
+
+************ glEnableClientState, glDisableClientState,
+
+- No support for GL_INDEX_ARRAY_POINTER or GL_EDGE_FLAG_ARRAY_POINTER
+
+************ glVertexPointer, glNormalPointer,
+ glColorPointer, glTexureCoordPointer
+
+- OK
+
+------------------------------------------------------------------------------
+
+TinyGL GLX emulation:
+
+
+************ glXQueryExtension
+
+Returns always True
+
+************ glXChooseVisual
+
+Only 8 bit Pseudocolor or 16 bit Truecolor Visual are accepted. The
+attribute list is ignored.
+
+************ glXCreateContext
+
+The sharing is not implemented although the code could handle it.
+
+************ glXDestroyContext
+
+OK.
+
+************ glXMakeCurrent
+
+Not all the syntax is supported yet, in particular with the 'NULL' or
+'None' parameters.
+
+
+************ glXSwapBuffers
+
+OK.
+
+************ glXWaitGL / glXWaitX
+
+Ignored.
+
+
+See README.BEOS for BeOS limitations.
+
--- /dev/null
+++ b/Makefile
@@ -1,0 +1,7 @@
+
+
+all:
+# ( for f in $(DIRS); do ( cd $$f ; make all ) || exit 1 ; done )
+ cd src && $(MAKE) && cd ..
+clean:
+ cd src && $(MAKE) clean && cd ..
\ No newline at end of file
--- /dev/null
+++ b/README
@@ -1,0 +1,173 @@
+TinyGL 0.5 (c) 1997-2020 Fabrice Bellard, C-Chads (see License, it's free software)
+
+This is a maintained fork of TinyGL, by the C-Chads.
+It is a small, suckless Software-only partial GL 1.1 implementation.
+
+The original project was by Fabrice Bellard. We have forked it.
+The changelog is as such:
+NEW FUNCTIONS
+glSetEnableSpecular(int shouldenablespecular);
+ Allows you to configure specular rendering. Turn it off
+ if you want to use GL_LIGHTING but don't plan on using
+ specular lighting. it will save cycles.
+glGetTexturePixmap(int text, int level, int* xsize, int* ysize)
+ Allows the user to retrieve the raw pixel data of a texture, for their own modification.
+
+
+FIXED BUGS FROM THE ORIGINAL!
+ TinyGL 0.4 had incorrect color interpolation and issues with
+ GL_FLAT, causing the hello world triangle to look rather...
+ wrong. Additionally, per vertex color is just cool.
+
+ It's fixed.
+FULLY COMPATIBLE WITH RGBA!
+ The library is now configured properly for RGBA rendering.
+
+General Description:
+--------------------
+
+TinyGL is intended to be a very small implementation of a subset of
+OpenGL* for embedded systems or games. It is a software only
+implementation. Only the main OpenGL calls are implemented. All the
+calls I considered not important are simply *not implemented*.
+
+The main strength of TinyGL is that it is fast and simple because it
+has not to be exactly compatible with OpenGL. In particular, the
+texture mapping and the geometrical transformations are very fast.
+
+The main features of TinyGL are:
+
+- Header compatible with OpenGL (the headers are adapted from the very good
+Mesa by Brian Paul et al.)
+
+- Zlib-like licence for easy integration in commercial designs (read
+the LICENCE file).
+
+- Subset of GLX for easy testing with X Window.
+
+- GLX like API (NGLX) to use it with NanoX in MicroWindows/NanoX.
+
+- Subset of BGLView under BeOS.
+
+- OpenGL like lightening.
+
+- Complete OpenGL selection mode handling for object picking.
+
+- 16 bit Z buffer. 16/24/32 bit RGB rendering. High speed dithering to
+paletted 8 bits if needed. High speed conversion to 24 bit packed
+pixel or 32 bit RGBA if needed.
+
+- Fast Gouraud shadding optimized for 16 bit RGB.
+
+- Fast texture mapping capabilities, with perspective correction and
+texture objects.
+
+- 32 bit float only arithmetic.
+
+- Very small: compiled code size of about 40 kB on x86. The file
+ src/zfeatures.h can be used to remove some unused features from
+ TinyGL.
+
+- C sources for GCC on 32/64 bit architectures. It has been tested
+succesfully on x86-Linux and sparc-Solaris.
+
+Examples:
+---------
+
+I took three simple examples from the Mesa package to test the main
+functions of TinyGL. You can link them to either TinyGL, Mesa or any
+other OpenGL/GLX implementation. You can also compile them with
+Microwindows.
+
+- texobj illustrates the use of texture objects. Its shows the speed
+of TinyGL in this case.
+
+- glutmech comes from the GLUT packages. It is much bigger and slower
+because it uses the lightening. I have just included some GLU
+functions and suppressed the GLUT related code to make it work. It
+shows the display list handling of TinyGL in particular. You can look
+at the source code to learn the keys to move the robot. The key 't'
+toggles between shaded rendering and wire frame.
+
+- You can download and compile the VReng project to see that TinyGL
+has been successfully used in a big project
+(http://www-inf.enst.fr/vreng).
+
+Architecture:
+-------------
+
+TinyGL is made up four main modules:
+
+- Mathematical routines (zmath).
+
+- OpenGL-like emulation (zgl).
+
+- Z buffer and rasterisation (zbuffer).
+
+- GLX interface (zglx).
+
+To use TinyGL in an embedded system, you should look at the GLX layer
+and modify it to suit your need. Adding a more user friendly
+developper layer (as in Mesa) may be useful.
+
+Notes - limitations:
+--------------------
+
+- See the file 'LIMITATIONS' to see the current functions supported by the API.
+
+- The multithreading could be easily implemented since no global state
+is maintainted. The library gets the current context with a function
+which can be modified.
+
+- The lightening is not very fast. I supposed that in most games the
+lightening is computed by the 3D engine.
+
+- Some changes are needed for 64 bit pointers for the handling of
+arrays of float with the GLParam union.
+
+- List sharing is partialy supported in the source, but not by the
+current TinyGLX implementation (is it really useful ?).
+
+- No user clipping planes are supported.
+
+- No color index mode (no longer useful !)
+
+- The mipmapping is not implemented.
+
+- The perspecture correction in the mapping code does not use W but
+1/Z. In any 'normal scene' it should work.
+
+- The resizing of the viewport in TinyGLX ensures that the width and
+the height are multiples of 4. This is not optimal because some pixels
+of the window may not be refreshed.
+
+Why ?
+-----
+
+TinyGL was developped as a student project for a Virtual Reality
+network system called VReng (see the VReng home page at
+http://www-inf.enst.fr/vreng).
+
+At that time (January 1997), my initial project was to write my own 3D
+rasterizer based on some old sources I wrote. But I realized that it
+would be better to use OpenGL to work on any platform. My problem was
+that I wanted to use texture mapping which was (and is still) quite
+slower on many software OpenGL implementation. I could have modified
+Mesa to suit my needs, but I really wanted to use my old sources for
+that project.
+
+I finally decided to use the same syntax as OpenGL but with my own
+libraries, thinking that later it could ease the porting of VReng to
+OpenGL.
+
+Now VReng is at last compatible with OpenGL, and I managed to patch
+TinyGL so that VReng can still work with it without any modifications.
+
+Since TinyGL may be useful for some people, especially in the world of
+embedded designs, I decided to release it 'as is', otherwise, it would
+have been lost on my hard disk !
+
+------------------------------------------------------------------------------
+* OpenGL(R) is a registered trademark of Silicon Graphics, Inc.
+------------------------------------------------------------------------------
+Fabrice Bellard.
--- /dev/null
+++ b/config-old.mk
@@ -1,0 +1,82 @@
+#####################################################################
+# C compiler
+
+# linux
+CC= gcc
+CFLAGS= -g -Wall -O2
+LFLAGS=
+
+# for BeOS PPC
+#CC= mwcc
+#CFLAGS= -I. -i-
+#LFLAGS=
+
+#####################################################################
+# TinyGL configuration
+
+#####################################################################
+# Select window API for TinyGL:
+
+# standard X11 GLX like API
+TINYGL_USE_GLX=y
+
+# BEOS API
+#TINYGL_USE_BEOS=y
+
+# Micro Windows NanoX API
+#TINYGL_USE_NANOX=y
+
+#####################################################################
+# X11 configuration (for the examples only)
+
+ifdef TINYGL_USE_GLX
+# Linux
+UI_LIBS= -L/usr/X11R6/lib -lX11 -lXext
+UI_INCLUDES=
+# Solaris
+#UI_LIBS= -L/usr/X11/lib -lX11 -lXext -lsocket -lnsl
+#UI_INCLUDES=
+
+UI_OBJS=x11.o
+endif
+
+#####################################################################
+# Micro windowX11 configuration (for the examples only)
+
+ifdef TINYGL_USE_NANOX
+UI_LIBS= -lnano-X -lmwengine -lmwdrivers -lmwfonts
+UI_INCLUDES=
+
+# X11 target for nanoX
+UI_LIBS+= -L/usr/X11R6/lib -lX11 -lXext
+
+UI_OBJS=nanox.o
+endif
+
+#####################################################################
+# OpenGL configuration (for the examples only)
+
+# use TinyGL
+GL_LIBS= -L../lib -lTinyGL
+GL_INCLUDES= -I../include
+GL_DEPS= ../lib/libTinyGL.a
+
+# use Mesa
+#GL_LIBS= -lMesaGL
+#GL_INCLUDES=
+#GL_DEPS=
+
+# use OpenGL
+#GL_LIBS= -lGL
+#GL_INCLUDES=
+#GL_DEPS=
+
+####################################################################
+# Compile and link control
+
+# UNIX systems
+DIRS= src examples
+
+# BeOS
+# DIRS= src BeOS
+
--- /dev/null
+++ b/src/LICENSE
@@ -1,0 +1,24 @@
+Copyright notice:
+
+ (C) 1997-2020 Fabrice Bellard, C-Chads
+
+ This software is provided 'as-is', without any express or implied
+ warranty. In no event will the authors be held liable for any damages
+ arising from the use of this software.
+
+ Permission is granted to anyone to use this software for any purpose,
+ including commercial applications, and to alter it and redistribute it
+ freely, subject to the following restrictions:
+
+ 1. The origin of this software must not be misrepresented; you must not
+ claim that you wrote the original software. If you use this software
+ in a product, an acknowledgment in the product and its documentation
+ *is* required.
+ 2. Altered source versions must be plainly marked as such, and must not be
+ misrepresented as being the original software.
+ 3. This notice may not be removed or altered from any source distribution.
+
+If you redistribute modified sources, I would appreciate that you
+include in the files history information documenting your changes.
+~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+Version: TinyGL 0.5-CCHADS
\ No newline at end of file
--- /dev/null
+++ b/src/LIMITATIONS
@@ -1,0 +1,171 @@
+
+Here are listed the functions that TinyGL understands with the known
+limitations. The non mentionned functions are *not* implemented and
+must not be used.
+
+
+************ glEnable / glDisable
+
+- The following flags are handled:
+
+GL_CULL_FACE, GL_LIGHTING, GL_COLOR_MATERIAL, GL_TEXTURE_2D, GL_NORMALIZE,
+GL_LIGHTx, GL_POLYGON_OFFSET_FILL, GL_POLYGON_OFFSET_POINT, GL_POLYGON_STIPPLE,
+GL_POLYGON_OFFSET_LINE
+
+
+- GL_DEPTH_TEST is accepted, but it is only used for lines. For all
+ other primitives, Z buffer use is assumed. The DepthMode is
+ hardcoded as GL_LESS (OpenGL default).
+
+************ glPolygonStipple
+OK. (Implemented by Gek! The variables for it are stored per zBuffer rather than per context.)
+
+************ glShadeModel
+
+OK.
+
+************ glCullFace
+
+OK.
+
+************ glPolygonMode
+
+OK.
+
+************ glBegin
+
+No tests are performed to prevent some functions of being executed
+between glBegin/glEnd.
+
+************ glEnd
+
+OK.
+
+************ glVertex
+
+Some prototypes are not implemented.
+
+
+************ glColor
+
+Some prototypes are not implemented.
+
+************ glNormal
+
+Some prototypes are not implemented.
+
+************ glTexCoord
+
+- Some prototypes are not implemented.
+
+- The Matrix transformation is not applied yet.
+
+************ glEdgeFlag
+
+OK. The edge handling has to be tested, although it is not much useful
+in TinyGL.
+
+************ glMatrixMode / glLoadMatrixf / glLoadIdentity / glMultMatrixf /
+ glPushMatrix / glPopMatrix / glRotatef / glTranslatef / glScalef /
+ glFrustum
+
+- The prototypes with doubles are not implemented.
+
+************ glViewport
+
+GlViewport calls a function pointers to tell glx (or another display
+system) to resize the Z buffer and the ximage. Made optional in
+version 0.2.
+
+************ glGenLists / glIsList / glNewList / glEndList / glCallList
+
+OK.
+
+************ glClear / glClearColor / glClearDepth
+
+The whole zbuffer and the colors are cleared in any case. The clear color
+can be redefined, by *not* the initial z value.
+
+************ glRenderMode
+
+Only the modes GL_RENDER and GL_SELECT are implemented.
+
+************ glSelectBuffer / glInitNames / glPushName / glPopName / glLoadName
+
+OK.
+
+************ glGenTextures / glDeleteTextures / glBindTexture
+
+OK. These functions should be used to get the maximum performance with
+TinyGL.
+
+************ glTexImage2D
+
+The function accepts only RGB UNSIGNED_BYTES bitmaps. They are
+internally resized to 256x256 so you'd better use that size. No
+mipmapping is implemented (TODO)
+
+************ glTexEnvi
+
+The only supported mode is GL_DECAL, although others are planned if
+asked.
+
+
+************ glTexParameteri
+
+The other prototypes are not implemented. Only the follwing mode are
+implemented:
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+
+************ glPixelStorei
+
+The pixels are always byte aligned.
+
+************ glMaterialfv / glMaterialf / glColorMaterial
+
+OK.
+
+
+************ glLightfv / glLightf / glLightModeli / glLightModelfv
+
+OK. The OpenGL lightening is implemented but not optimized.
+
+
+************ glFlush
+
+Ignored.
+
+************ glHint
+
+Ignored.
+
+************ glGetIntegerv
+
+- only GL_VIEWPORT, GL_MAX_MODELVIEW_STACK_DEPTH,
+GL_MAX_PROJECTION_STACK_DEPTH, GL_MAX_LIGHTS, GL_MAX_TEXTURE_SIZE,
+GL_MAX_TEXTURE_STACK_DEPTH
+
+************ glGetIntegerv
+
+- only GL_TEXTURE_MATRIX, GL_PROJECTION_MATRIX, GL_MODELVIEW_MATRIX,
+GL_LINE_WIDTH, GL_LINE_WIDTH_RANGE, GL_POINT_SIZE, GL_POINT_SIZE_RANGE
+
+************ glPolygonOffset
+
+- only API implemented.
+
+************ glEnableClientState, glDisableClientState,
+
+- No support for GL_INDEX_ARRAY_POINTER or GL_EDGE_FLAG_ARRAY_POINTER
+
+************ glVertexPointer, glNormalPointer,
+ glColorPointer, glTexureCoordPointer
+
+- OK
+
+------------------------------------------------------------------------------
+
--- /dev/null
+++ b/src/Makefile
@@ -1,0 +1,44 @@
+include config.mk
+
+OBJS= api.o list.o vertex.o init.o matrix.o texture.o \
+ misc.o clear.o light.o clip.o select.o get.o error.o \
+ zbuffer.o zline.o zdither.o ztriangle.o \
+ zmath.o image_util.o oscontext.o msghandling.o \
+ arrays.o specbuf.o memory.o
+ifdef TINYGL_USE_GLX
+#OBJS += glx.o
+endif
+ifdef TINYGL_USE_NANOX
+OBJS += nglx.o
+endif
+
+INCLUDES = -I./include
+LIB = libTinyGL.a
+
+all: $(LIB) SDL_Examples
+
+$(LIB): $(OBJS)
+ rm -f $(LIB)
+ ar rcs $(LIB) $(OBJS)
+
+SDL_Examples:
+ cd SDL_Examples && $(MAKE) && cd ..
+clean:
+ rm -f *~ *.o *.a
+ cd SDL_Examples && $(MAKE) clean && cd ..
+.c.o:
+ $(CC) $(CFLAGS) $(INCLUDES) -c $*.c
+
+clip.o: zgl.h zfeatures.h
+vertex.o: zgl.h zfeatures.h
+light.o: zgl.h zfeatures.h
+matrix.o: zgl.h zfeatures.h
+list.o: zgl.h opinfo.h zfeatures.h
+arrays.c: zgl.h zfeatures.h
+specbuf.o: zgl.h zfeatures.h
+glx.o: zgl.h zfeatures.h
+nglx.o: zgl.h zfeatures.h
+zline.o: zgl.h zfeatures.h zline.h
+
+ztriangle.o: ztriangle.c ztriangle.h zgl.h zfeatures.h
+ $(CC) $(CFLAGS) -Wno-uninitialized $(INCLUDES) -c $*.c
--- /dev/null
+++ b/src/SDL_Examples/Makefile
@@ -1,0 +1,10 @@
+CC= gcc
+CFLAGS = -g -Wall -O3
+GL_LIBS= -L../
+GL_INCLUDES= -I../include/
+ALL_T= gears
+all: $(ALL_T)
+clean:
+ rm -f $(ALL_T)
+gears:
+ gcc gears.c ../libTinyGL.a -o gears $(GL_INCLUDES) $(GL_LIBS) $(CFLAGS) -lSDL -lm
\ No newline at end of file
--- /dev/null
+++ b/src/SDL_Examples/gears.c
@@ -1,0 +1,344 @@
+/* sdlGears.c */
+/*
+ * 3-D gear wheels by Brian Paul. This program is in the public domain.
+ *
+ * ported to libSDL/TinyGL by Gerald Franz (gfz@o2online.de)
+ */
+
+#include <math.h>
+#include <stdlib.h>
+#include <stdio.h>
+#include <string.h>
+
+#include "../include/GL/gl.h"
+#include <SDL/SDL.h>
+#include "../zbuffer.h"
+
+#ifndef M_PI
+# define M_PI 3.14159265
+#endif
+
+
+/*
+ * Draw a gear wheel. You'll probably want to call this function when
+ * building a display list since we do a lot of trig here.
+ *
+ * Input: inner_radius - radius of hole at center
+ * outer_radius - radius at center of teeth
+ * width - width of gear
+ * teeth - number of teeth
+ * tooth_depth - depth of tooth
+ */
+static void gear( GLfloat inner_radius, GLfloat outer_radius, GLfloat width,
+ GLint teeth, GLfloat tooth_depth )
+{
+ GLint i;
+ GLfloat r0, r1, r2;
+ GLfloat angle, da;
+ GLfloat u, v, len;
+
+ r0 = inner_radius;
+ r1 = outer_radius - tooth_depth/2.0;
+ r2 = outer_radius + tooth_depth/2.0;
+
+ da = 2.0*M_PI / teeth / 4.0;
+
+ glShadeModel( GL_FLAT );
+
+ glNormal3f( 0.0, 0.0, 1.0 );
+
+ /* draw front face */
+ glBegin( GL_QUAD_STRIP );
+ for (i=0;i<=teeth;i++) {
+ angle = i * 2.0*M_PI / teeth;
+ glVertex3f( r0*cos(angle), r0*sin(angle), width*0.5 );
+ glVertex3f( r1*cos(angle), r1*sin(angle), width*0.5 );
+ glVertex3f( r0*cos(angle), r0*sin(angle), width*0.5 );
+ glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), width*0.5 );
+ }
+ glEnd();
+
+ /* draw front sides of teeth */
+ glBegin( GL_QUADS );
+ da = 2.0*M_PI / teeth / 4.0;
+ for (i=0;i<teeth;i++) {
+ angle = i * 2.0*M_PI / teeth;
+
+ glVertex3f( r1*cos(angle), r1*sin(angle), width*0.5 );
+ glVertex3f( r2*cos(angle+da), r2*sin(angle+da), width*0.5 );
+ glVertex3f( r2*cos(angle+2*da), r2*sin(angle+2*da), width*0.5 );
+ glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), width*0.5 );
+ }
+ glEnd();
+
+ glNormal3f( 0.0, 0.0, -1.0 );
+
+ /* draw back face */
+ glBegin( GL_QUAD_STRIP );
+ for (i=0;i<=teeth;i++) {
+ angle = i * 2.0*M_PI / teeth;
+ glVertex3f( r1*cos(angle), r1*sin(angle), -width*0.5 );
+ glVertex3f( r0*cos(angle), r0*sin(angle), -width*0.5 );
+ glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), -width*0.5 );
+ glVertex3f( r0*cos(angle), r0*sin(angle), -width*0.5 );
+ }
+ glEnd();
+
+ /* draw back sides of teeth */
+ glBegin( GL_QUADS );
+ da = 2.0*M_PI / teeth / 4.0;
+ for (i=0;i<teeth;i++) {
+ angle = i * 2.0*M_PI / teeth;
+
+ glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), -width*0.5 );
+ glVertex3f( r2*cos(angle+2*da), r2*sin(angle+2*da), -width*0.5 );
+ glVertex3f( r2*cos(angle+da), r2*sin(angle+da), -width*0.5 );
+ glVertex3f( r1*cos(angle), r1*sin(angle), -width*0.5 );
+ }
+ glEnd();
+
+ /* draw outward faces of teeth */
+ glBegin( GL_QUAD_STRIP );
+ for (i=0;i<teeth;i++) {
+ angle = i * 2.0*M_PI / teeth;
+
+ glVertex3f( r1*cos(angle), r1*sin(angle), width*0.5 );
+ glVertex3f( r1*cos(angle), r1*sin(angle), -width*0.5 );
+ u = r2*cos(angle+da) - r1*cos(angle);
+ v = r2*sin(angle+da) - r1*sin(angle);
+ len = sqrt( u*u + v*v );
+ u /= len;
+ v /= len;
+ glNormal3f( v, -u, 0.0 );
+ glVertex3f( r2*cos(angle+da), r2*sin(angle+da), width*0.5 );
+ glVertex3f( r2*cos(angle+da), r2*sin(angle+da), -width*0.5 );
+ glNormal3f( cos(angle), sin(angle), 0.0 );
+ glVertex3f( r2*cos(angle+2*da), r2*sin(angle+2*da), width*0.5 );
+ glVertex3f( r2*cos(angle+2*da), r2*sin(angle+2*da), -width*0.5 );
+ u = r1*cos(angle+3*da) - r2*cos(angle+2*da);
+ v = r1*sin(angle+3*da) - r2*sin(angle+2*da);
+ glNormal3f( v, -u, 0.0 );
+ glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), width*0.5 );
+ glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), -width*0.5 );
+ glNormal3f( cos(angle), sin(angle), 0.0 );
+ }
+
+ glVertex3f( r1*cos(0), r1*sin(0), width*0.5 );
+ glVertex3f( r1*cos(0), r1*sin(0), -width*0.5 );
+
+ glEnd();
+
+
+ glShadeModel( GL_SMOOTH );
+
+ /* draw inside radius cylinder */
+ glBegin( GL_QUAD_STRIP );
+ for (i=0;i<=teeth;i++) {
+ angle = i * 2.0*M_PI / teeth;
+ glNormal3f( -cos(angle), -sin(angle), 0.0 );
+ glVertex3f( r0*cos(angle), r0*sin(angle), -width*0.5 );
+ glVertex3f( r0*cos(angle), r0*sin(angle), width*0.5 );
+ }
+ glEnd();
+
+}
+
+
+static GLfloat view_rotx=20.0, view_roty=30.0;
+static GLint gear1, gear2, gear3;
+static GLfloat angle = 0.0;
+
+void draw() {
+ angle += 2.0;
+ glPushMatrix();
+ glRotatef( view_rotx, 1.0, 0.0, 0.0 );
+ glRotatef( view_roty, 0.0, 1.0, 0.0 );
+ //glRotatef( view_rotz, 0.0, 0.0, 1.0 );
+
+ glPushMatrix();
+ glTranslatef( -3.0, -2.0, 0.0 );
+ glRotatef( angle, 0.0, 0.0, 1.0 );
+ glCallList(gear1);
+ glPopMatrix();
+
+ glPushMatrix();
+ glTranslatef( 3.1, -2.0, 0.0 );
+ glRotatef( -2.0*angle-9.0, 0.0, 0.0, 1.0 );
+ glCallList(gear2);
+ glPopMatrix();
+
+ glPushMatrix();
+ glTranslatef( -3.1, 4.2, 0.0 );
+ glRotatef( -2.0*angle-25.0, 0.0, 0.0, 1.0 );
+ glCallList(gear3);
+ glPopMatrix();
+
+ glPopMatrix();
+}
+
+
+void initScene() {
+ static GLfloat pos[4] = {5.0, 5.0, 10.0, 0.0 };
+ static GLfloat red[4] = {0.8, 0.1, 0.0, 1.0 };
+ static GLfloat green[4] = {0.0, 0.8, 0.2, 1.0 };
+ static GLfloat blue[4] = {0.2, 0.2, 1.0, 1.0 };
+
+ glLightfv( GL_LIGHT0, GL_POSITION, pos );
+ glEnable( GL_CULL_FACE );
+ glEnable( GL_LIGHTING );
+ glEnable( GL_LIGHT0 );
+ glEnable( GL_DEPTH_TEST );
+
+ /* make the gears */
+ gear1 = glGenLists(1);
+ glNewList(gear1, GL_COMPILE);
+ glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red );
+ gear( 1.0, 4.0, 1.0, 20, 0.7 );
+ glEndList();
+
+ gear2 = glGenLists(1);
+ glNewList(gear2, GL_COMPILE);
+ glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green );
+ gear( 0.5, 2.0, 2.0, 10, 0.7 );
+ glEndList();
+
+ gear3 = glGenLists(1);
+ glNewList(gear3, GL_COMPILE);
+ glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue );
+ gear( 1.3, 2.0, 0.5, 10, 0.7 );
+ glEndList();
+ glEnable( GL_NORMALIZE );
+}
+
+int main(int argc, char **argv) {
+ // initialize SDL video:
+ int winSizeX=320;
+ int winSizeY=480;
+ if(SDL_Init(SDL_INIT_VIDEO)<0) {
+ fprintf(stderr,"ERROR: cannot initialize SDL video.\n");
+ return 1;
+ }
+ SDL_Surface* screen = NULL;
+ if((screen=SDL_SetVideoMode( winSizeX, winSizeY, 32, SDL_SWSURFACE)) == 0 ) {
+ fprintf(stderr,"ERROR: Video mode set failed.\n");
+ return 1;
+ }
+ SDL_ShowCursor(SDL_DISABLE);
+ SDL_WM_SetCaption(argv[0],0);
+
+ // initialize TinyGL:
+ unsigned int pitch;
+ int mode;
+ switch( screen->format->BitsPerPixel ) {
+ case 8:
+ fprintf(stderr,"ERROR: Palettes are currently not supported.\n");
+ fprintf(stderr,"\nUnsupported by maintainer!!!");
+ return 1;
+ case 16:
+ pitch = screen->pitch;
+ fprintf(stderr,"\nUnsupported by maintainer!!!");
+ mode = ZB_MODE_5R6G5B;
+ break;
+ case 24:
+ pitch = ( screen->pitch * 2 ) / 3;
+ fprintf(stderr,"\nUnsupported by maintainer!!!");
+ mode = ZB_MODE_RGB24;
+ break;
+ case 32:
+ pitch = screen->pitch / 2;
+ mode = ZB_MODE_RGBA;
+ break;
+ default:
+ return 1;
+ break;
+ }
+ ZBuffer *frameBuffer = ZB_open( winSizeX, winSizeY, mode, 0, 0, 0, 0);
+ glInit( frameBuffer );
+
+ // initialize GL:
+ glClearColor (0.0, 0.0, 0.0, 0.0);
+ glViewport (0, 0, winSizeX, winSizeY);
+ glEnable(GL_DEPTH_TEST);
+ GLfloat h = (GLfloat) winSizeY / (GLfloat) winSizeX;
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glFrustum( -1.0, 1.0, -h, h, 5.0, 60.0 );
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ glTranslatef( 0.0, 0.0, -45.0 );
+
+ initScene();
+
+ // variables for timing:
+ unsigned int frames=0;
+ unsigned int tNow=SDL_GetTicks();
+ unsigned int tLastFps=tNow;
+
+ // main loop:
+ int isRunning=1;
+ while(isRunning) {
+ ++frames;
+ tNow=SDL_GetTicks();
+ // do event handling:
+ SDL_Event evt;
+ while( SDL_PollEvent( &evt ) ) switch(evt.type) {
+ case SDL_KEYDOWN:
+ switch(evt.key.keysym.sym) {
+ case SDLK_UP:
+ view_rotx += 5.0;
+ break;
+ case SDLK_DOWN:
+ view_rotx -= 5.0;
+ break;
+ case SDLK_LEFT:
+ view_roty += 5.0;
+ break;
+ case SDLK_RIGHT:
+ view_roty -= 5.0;
+ break;
+ case SDLK_ESCAPE :
+ case SDLK_q :
+ isRunning=0;
+ default:
+ break;
+ }
+ break;
+ case SDL_QUIT:
+ isRunning=0;
+ break;
+ }
+
+ // draw scene:
+ glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
+ draw();
+
+ // swap buffers:
+ if ( SDL_MUSTLOCK(screen) && (SDL_LockSurface(screen)<0) ) {
+ fprintf(stderr, "SDL ERROR: Can't lock screen: %s\n", SDL_GetError());
+ return 1;
+ }
+ ZB_copyFrameBuffer(frameBuffer, screen->pixels, screen->pitch);
+ if ( SDL_MUSTLOCK(screen) ) SDL_UnlockSurface(screen);
+ SDL_Flip(screen);
+
+ // check for error conditions:
+ char* sdl_error = SDL_GetError( );
+ if( sdl_error[0] != '\0' ) {
+ fprintf(stderr,"SDL ERROR: \"%s\"\n",sdl_error);
+ SDL_ClearError();
+ }
+ // update fps:
+ if(tNow>=tLastFps+5000) {
+ printf("%i frames in %f secs, %f frames per second.\n",frames,(float)(tNow-tLastFps)*0.001f,(float)frames*1000.0f/(float)(tNow-tLastFps));
+ tLastFps=tNow;
+ frames=0;
+ }
+ }
+ printf("%i frames in %f secs, %f frames per second.\n",frames,(float)(tNow-tLastFps)*0.001f,(float)frames*1000.0f/(float)(tNow-tLastFps));
+ // cleanup:
+ ZB_close(frameBuffer);
+ if(SDL_WasInit(SDL_INIT_VIDEO))
+ SDL_QuitSubSystem(SDL_INIT_VIDEO);
+ SDL_Quit();
+ return 0;
+}
--- /dev/null
+++ b/src/api.c
@@ -1,0 +1,668 @@
+#include "zgl.h"
+#include <stdio.h>
+/* glVertex */
+
+void glVertex4f(float x,float y,float z,float w)
+{
+ GLParam p[5];
+
+ p[0].op=OP_Vertex;
+ p[1].f=x;
+ p[2].f=y;
+ p[3].f=z;
+ p[4].f=w;
+
+ gl_add_op(p);
+}
+
+void glVertex2f(float x,float y)
+{
+ glVertex4f(x,y,0,1);
+}
+
+void glVertex3f(float x,float y,float z)
+{
+ glVertex4f(x,y,z,1);
+}
+
+void glVertex3fv(float *v)
+{
+ glVertex4f(v[0],v[1],v[2],1);
+}
+
+/* glNormal */
+
+void glNormal3f(float x,float y,float z)
+{
+ GLParam p[4];
+
+ p[0].op=OP_Normal;
+ p[1].f=x;
+ p[2].f=y;
+ p[3].f=z;
+
+ gl_add_op(p);
+}
+
+void glNormal3fv(float *v)
+{
+ glNormal3f(v[0],v[1],v[2]);
+}
+
+/* glColor */
+
+void glColor4f(float r,float g,float b,float a)
+{
+ GLParam p[8];
+
+ p[0].op=OP_Color;
+ p[1].f=r;
+ p[2].f=g;
+ p[3].f=b;
+ p[4].f=a;
+ /* direct convertion to integer to go faster if no shading */
+ p[5].ui = (unsigned int) (r * (ZB_POINT_RED_MAX - ZB_POINT_RED_MIN) +
+ ZB_POINT_RED_MIN);
+ p[6].ui = (unsigned int) (g * (ZB_POINT_GREEN_MAX - ZB_POINT_GREEN_MIN) +
+ ZB_POINT_GREEN_MIN);
+ p[7].ui = (unsigned int) (b * (ZB_POINT_BLUE_MAX - ZB_POINT_BLUE_MIN) +
+ ZB_POINT_BLUE_MIN);
+ gl_add_op(p);
+}
+
+void glColor4fv(float *v)
+{
+ GLParam p[8];
+
+ p[0].op=OP_Color;
+ p[1].f=v[0];
+ p[2].f=v[1];
+ p[3].f=v[2];
+ p[4].f=v[3];
+ /* direct convertion to integer to go faster if no shading */
+ p[5].ui = (unsigned int) (v[0] * (ZB_POINT_RED_MAX - ZB_POINT_RED_MIN) +
+ ZB_POINT_RED_MIN);
+ p[6].ui = (unsigned int) (v[1] * (ZB_POINT_GREEN_MAX - ZB_POINT_GREEN_MIN) +
+ ZB_POINT_GREEN_MIN);
+ p[7].ui = (unsigned int) (v[2] * (ZB_POINT_BLUE_MAX - ZB_POINT_BLUE_MIN) +
+ ZB_POINT_BLUE_MIN);
+ gl_add_op(p);
+}
+
+void glColor3f(float x,float y,float z)
+{
+ glColor4f(x,y,z,1);
+}
+
+void glColor3fv(float *v)
+{
+ glColor4f(v[0],v[1],v[2],1);
+}
+
+
+/* TexCoord */
+
+void glTexCoord4f(float s,float t,float r,float q)
+{
+ GLParam p[5];
+
+ p[0].op=OP_TexCoord;
+ p[1].f=s;
+ p[2].f=t;
+ p[3].f=r;
+ p[4].f=q;
+
+ gl_add_op(p);
+}
+
+void glTexCoord2f(float s,float t)
+{
+ glTexCoord4f(s,t,0,1);
+}
+
+void glTexCoord2fv(float *v)
+{
+ glTexCoord4f(v[0],v[1],0,1);
+}
+
+void glEdgeFlag(int flag)
+{
+ GLParam p[2];
+
+ p[0].op=OP_EdgeFlag;
+ p[1].i=flag;
+
+ gl_add_op(p);
+}
+
+/* misc */
+
+void glShadeModel(int mode)
+{
+ GLParam p[2];
+
+ assert(mode == GL_FLAT || mode == GL_SMOOTH);
+
+ p[0].op=OP_ShadeModel;
+ p[1].i=mode;
+
+ gl_add_op(p);
+}
+
+void glCullFace(int mode)
+{
+ GLParam p[2];
+
+ assert(mode == GL_BACK ||
+ mode == GL_FRONT ||
+ mode == GL_FRONT_AND_BACK);
+
+ p[0].op=OP_CullFace;
+ p[1].i=mode;
+
+ gl_add_op(p);
+}
+
+void glFrontFace(int mode)
+{
+ GLParam p[2];
+
+ assert(mode == GL_CCW || mode == GL_CW);
+
+ mode = (mode != GL_CCW);
+
+ p[0].op=OP_FrontFace;
+ p[1].i=mode;
+
+ gl_add_op(p);
+}
+
+void glPolygonMode(int face,int mode)
+{
+ GLParam p[3];
+
+ assert(face == GL_BACK ||
+ face == GL_FRONT ||
+ face == GL_FRONT_AND_BACK);
+ assert(mode == GL_POINT || mode == GL_LINE || mode==GL_FILL);
+
+ p[0].op=OP_PolygonMode;
+ p[1].i=face;
+ p[2].i=mode;
+
+ gl_add_op(p);
+}
+
+
+/* glEnable / glDisable */
+
+void glEnable(int cap)
+{
+ GLParam p[3];
+
+ p[0].op=OP_EnableDisable;
+ p[1].i=cap;
+ p[2].i=1;
+
+ gl_add_op(p);
+}
+
+void glDisable(int cap)
+{
+ GLParam p[3];
+
+ p[0].op=OP_EnableDisable;
+ p[1].i=cap;
+ p[2].i=0;
+
+ gl_add_op(p);
+}
+
+/* glBegin / glEnd */
+
+void glBegin(int mode)
+{
+ GLParam p[2];
+
+ p[0].op=OP_Begin;
+ p[1].i=mode;
+
+ gl_add_op(p);
+}
+
+void glEnd(void)
+{
+ GLParam p[1];
+
+ p[0].op=OP_End;
+
+ gl_add_op(p);
+}
+
+/* matrix */
+
+void glMatrixMode(int mode)
+{
+ GLParam p[2];
+
+ p[0].op=OP_MatrixMode;
+ p[1].i=mode;
+
+ gl_add_op(p);
+}
+
+void glLoadMatrixf(const float *m)
+{
+ GLParam p[17];
+ int i;
+
+ p[0].op=OP_LoadMatrix;
+ for(i=0;i<16;i++) p[i+1].f=m[i];
+
+ gl_add_op(p);
+}
+
+void glLoadIdentity(void)
+{
+ GLParam p[1];
+
+ p[0].op=OP_LoadIdentity;
+
+ gl_add_op(p);
+}
+
+void glMultMatrixf(const float *m)
+{
+ GLParam p[17];
+ int i;
+
+ p[0].op=OP_MultMatrix;
+ for(i=0;i<16;i++) p[i+1].f=m[i];
+
+ gl_add_op(p);
+}
+
+void glPushMatrix(void)
+{
+ GLParam p[1];
+
+ p[0].op=OP_PushMatrix;
+
+ gl_add_op(p);
+}
+
+void glPopMatrix(void)
+{
+ GLParam p[1];
+
+ p[0].op=OP_PopMatrix;
+
+ gl_add_op(p);
+}
+
+void glRotatef(float angle,float x,float y,float z)
+{
+ GLParam p[5];
+
+ p[0].op=OP_Rotate;
+ p[1].f=angle;
+ p[2].f=x;
+ p[3].f=y;
+ p[4].f=z;
+
+ gl_add_op(p);
+}
+
+void glTranslatef(float x,float y,float z)
+{
+ GLParam p[4];
+
+ p[0].op=OP_Translate;
+ p[1].f=x;
+ p[2].f=y;
+ p[3].f=z;
+
+ gl_add_op(p);
+}
+
+void glScalef(float x,float y,float z)
+{
+ GLParam p[4];
+
+ p[0].op=OP_Scale;
+ p[1].f=x;
+ p[2].f=y;
+ p[3].f=z;
+
+ gl_add_op(p);
+}
+
+
+void glViewport(int x,int y,int width,int height)
+{
+ GLParam p[5];
+
+ p[0].op=OP_Viewport;
+ p[1].i=x;
+ p[2].i=y;
+ p[3].i=width;
+ p[4].i=height;
+
+ gl_add_op(p);
+}
+
+void glFrustum(double left,double right,double bottom,double top,
+ double near,double farv)
+{
+ GLParam p[7];
+
+ p[0].op=OP_Frustum;
+ p[1].f=left;
+ p[2].f=right;
+ p[3].f=bottom;
+ p[4].f=top;
+ p[5].f=near;
+ p[6].f=farv;
+
+ gl_add_op(p);
+}
+
+/* lightening */
+
+void glMaterialfv(int mode,int type,float *v)
+{
+ GLParam p[7];
+ int i,n;
+
+ assert(mode == GL_FRONT || mode == GL_BACK || mode==GL_FRONT_AND_BACK);
+
+ p[0].op=OP_Material;
+ p[1].i=mode;
+ p[2].i=type;
+ n=4;
+ if (type == GL_SHININESS) n=1;
+ for(i=0;i<4;i++) p[3+i].f=v[i];
+ for(i=n;i<4;i++) p[3+i].f=0;
+
+ gl_add_op(p);
+}
+
+void glMaterialf(int mode,int type,float v)
+{
+ GLParam p[7];
+ int i;
+
+ p[0].op=OP_Material;
+ p[1].i=mode;
+ p[2].i=type;
+ p[3].f=v;
+ for(i=0;i<3;i++) p[4+i].f=0;
+
+ gl_add_op(p);
+}
+
+void glColorMaterial(int mode,int type)
+{
+ GLParam p[3];
+
+ p[0].op=OP_ColorMaterial;
+ p[1].i=mode;
+ p[2].i=type;
+
+ gl_add_op(p);
+}
+
+void glLightfv(int light,int type,float *v)
+{
+ GLParam p[7];
+ int i;
+
+ p[0].op=OP_Light;
+ p[1].i=light;
+ p[2].i=type;
+ /* TODO: 3 composants ? */
+ for(i=0;i<4;i++) p[3+i].f=v[i];
+
+ gl_add_op(p);
+}
+
+
+void glLightf(int light,int type,float v)
+{
+ GLParam p[7];
+ int i;
+
+ p[0].op=OP_Light;
+ p[1].i=light;
+ p[2].i=type;
+ p[3].f=v;
+ for(i=0;i<3;i++) p[4+i].f=0;
+
+ gl_add_op(p);
+}
+
+void glLightModeli(int pname,int param)
+{
+ GLParam p[6];
+
+ p[0].op=OP_LightModel;
+ p[1].i=pname;
+ p[2].f=(float)param;
+// for(i=0;i<4;i++) p[3+i].f=0;
+// for(i=0;i<3;i++) p[3+i].f=0;
+ p[3].f=0;
+ p[4].f=0;
+ p[5].f=0;
+ gl_add_op(p);
+}
+
+void glLightModelfv(int pname,float *param)
+{
+ GLParam p[6];
+ int i;
+
+ p[0].op=OP_LightModel;
+ p[1].i=pname;
+ for(i=0;i<4;i++) p[2+i].f=param[i];
+
+ gl_add_op(p);
+}
+
+/* clear */
+
+void glClear(int mask)
+{
+ GLParam p[2];
+
+ p[0].op=OP_Clear;
+ p[1].i=mask;
+
+ gl_add_op(p);
+}
+
+void glClearColor(float r,float g,float b,float a)
+{
+ GLParam p[5];
+
+ p[0].op=OP_ClearColor;
+ p[1].f=r;
+ p[2].f=g;
+ p[3].f=b;
+ p[4].f=a;
+
+ gl_add_op(p);
+}
+
+void glClearDepth(double depth)
+{
+ GLParam p[2];
+
+ p[0].op=OP_ClearDepth;
+ p[1].f=depth;
+
+ gl_add_op(p);
+}
+
+
+/* textures */
+
+void glTexImage2D( int target, int level, int components,
+ int width, int height, int border,
+ int format, int type, void *pixels)
+{
+ GLParam p[10];
+
+ p[0].op=OP_TexImage2D;
+ p[1].i=target;
+ p[2].i=level;
+ p[3].i=components;
+ p[4].i=width;
+ p[5].i=height;
+ p[6].i=border;
+ p[7].i=format;
+ p[8].i=type;
+ p[9].p=pixels;
+
+ gl_add_op(p);
+}
+
+
+void glBindTexture(int target,int texture)
+{
+ GLParam p[3];
+
+ p[0].op=OP_BindTexture;
+ p[1].i=target;
+ p[2].i=texture;
+
+ gl_add_op(p);
+}
+
+void glTexEnvi(int target,int pname,int param)
+{
+ GLParam p[8];
+
+ p[0].op=OP_TexEnv;
+ p[1].i=target;
+ p[2].i=pname;
+ p[3].i=param;
+ p[4].f=0;
+ p[5].f=0;
+ p[6].f=0;
+ p[7].f=0;
+
+ gl_add_op(p);
+}
+
+void glTexParameteri(int target,int pname,int param)
+{
+ GLParam p[8];
+
+ p[0].op=OP_TexParameter;
+ p[1].i=target;
+ p[2].i=pname;
+ p[3].i=param;
+ p[4].f=0;
+ p[5].f=0;
+ p[6].f=0;
+ p[7].f=0;
+
+ gl_add_op(p);
+}
+
+void glPixelStorei(int pname,int param)
+{
+ GLParam p[3];
+
+ p[0].op=OP_PixelStore;
+ p[1].i=pname;
+ p[2].i=param;
+
+ gl_add_op(p);
+}
+
+/* selection */
+
+void glInitNames(void)
+{
+ GLParam p[1];
+
+ p[0].op=OP_InitNames;
+
+ gl_add_op(p);
+}
+
+void glPushName(unsigned int name)
+{
+ GLParam p[2];
+
+ p[0].op=OP_PushName;
+ p[1].i=name;
+
+ gl_add_op(p);
+}
+
+void glPopName(void)
+{
+ GLParam p[1];
+
+ p[0].op=OP_PopName;
+
+ gl_add_op(p);
+}
+
+void glLoadName(unsigned int name)
+{
+ GLParam p[2];
+
+ p[0].op=OP_LoadName;
+ p[1].i=name;
+
+ gl_add_op(p);
+}
+
+void
+glPolygonOffset(GLfloat factor, GLfloat units)
+{
+ GLParam p[3];
+ p[0].op = OP_PolygonOffset;
+ p[1].f = factor;
+ p[2].f = units;
+}
+
+/* Special Functions */
+
+void glCallList(unsigned int list)
+{
+ GLParam p[2];
+
+ p[0].op=OP_CallList;
+ p[1].i=list;
+
+ gl_add_op(p);
+}
+
+void glFlush(void)
+{
+ /* nothing to do */
+}
+
+void glHint(int target,int mode)
+{
+ GLParam p[3];
+
+ p[0].op=OP_Hint;
+ p[1].i=target;
+ p[2].i=mode;
+
+ gl_add_op(p);
+}
+
+/* Non standard functions */
+
+void glDebug(int mode)
+{
+ GLContext *c=gl_get_context();
+ c->print_flag=mode;
+}
+
--- /dev/null
+++ b/src/arrays.c
@@ -1,0 +1,206 @@
+#include "zgl.h"
+#include <assert.h>
+#include <stdio.h>
+
+#define VERTEX_ARRAY 0x0001
+#define COLOR_ARRAY 0x0002
+#define NORMAL_ARRAY 0x0004
+#define TEXCOORD_ARRAY 0x0008
+
+void
+glopArrayElement(GLContext *c, GLParam *param)
+{
+ int i;
+ int states = c->client_states;
+ int idx = param[1].i;
+
+ if (states & COLOR_ARRAY) {
+ GLParam p[5];
+ int size = c->color_array_size;
+ i = idx * (size + c->color_array_stride);
+ p[1].f = c->color_array[i];
+ p[2].f = c->color_array[i+1];
+ p[3].f = c->color_array[i+2];
+ p[4].f = size > 3 ? c->color_array[i+3] : 1.0f;
+ glopColor(c, p);
+ }
+ if (states & NORMAL_ARRAY) {
+ i = idx * (3 + c->normal_array_stride);
+ c->current_normal.X = c->normal_array[i];
+ c->current_normal.Y = c->normal_array[i+1];
+ c->current_normal.Z = c->normal_array[i+2];
+ c->current_normal.Z = 0.0f;
+ }
+ if (states & TEXCOORD_ARRAY) {
+ int size = c->texcoord_array_size;
+ i = idx * (size + c->texcoord_array_stride);
+ c->current_tex_coord.X = c->texcoord_array[i];
+ c->current_tex_coord.Y = c->texcoord_array[i+1];
+ c->current_tex_coord.Z = size > 2 ? c->texcoord_array[i+2] : 0.0f;
+ c->current_tex_coord.W = size > 3 ? c->texcoord_array[i+3] : 1.0f;
+ }
+ if (states & VERTEX_ARRAY) {
+ GLParam p[5];
+ int size = c->vertex_array_size;
+ i = idx * (size + c->vertex_array_stride);
+ p[1].f = c->vertex_array[i];
+ p[2].f = c->vertex_array[i+1];
+ p[3].f = size > 2 ? c->vertex_array[i+2] : 0.0f;
+ p[4].f = size > 3 ? c->vertex_array[i+3] : 1.0f;
+ glopVertex(c, p);
+ }
+}
+
+void
+glArrayElement(GLint i)
+{
+ GLParam p[2];
+ p[0].op = OP_ArrayElement;
+ p[1].i = i;
+ gl_add_op(p);
+}
+
+
+void
+glopEnableClientState(GLContext *c, GLParam *p)
+{
+ c->client_states |= p[1].i;
+}
+
+void
+glEnableClientState(GLenum array)
+{
+ GLParam p[2];
+ p[0].op = OP_EnableClientState;
+
+ switch(array) {
+ case GL_VERTEX_ARRAY:
+ p[1].i = VERTEX_ARRAY;
+ break;
+ case GL_NORMAL_ARRAY:
+ p[1].i = NORMAL_ARRAY;
+ break;
+ case GL_COLOR_ARRAY:
+ p[1].i = COLOR_ARRAY;
+ break;
+ case GL_TEXTURE_COORD_ARRAY:
+ p[1].i = TEXCOORD_ARRAY;
+ break;
+ default:
+ assert(0);
+ break;
+ }
+ gl_add_op(p);
+}
+
+void
+glopDisableClientState(GLContext *c, GLParam *p)
+{
+ c->client_states &= p[1].i;
+}
+
+void
+glDisableClientState(GLenum array)
+{
+ GLParam p[2];
+ p[0].op = OP_DisableClientState;
+
+ switch(array) {
+ case GL_VERTEX_ARRAY:
+ p[1].i = ~VERTEX_ARRAY;
+ break;
+ case GL_NORMAL_ARRAY:
+ p[1].i = ~NORMAL_ARRAY;
+ break;
+ case GL_COLOR_ARRAY:
+ p[1].i = ~COLOR_ARRAY;
+ break;
+ case GL_TEXTURE_COORD_ARRAY:
+ p[1].i = ~TEXCOORD_ARRAY;
+ break;
+ default:
+ assert(0);
+ break;
+ }
+ gl_add_op(p);
+}
+
+void
+glopVertexPointer(GLContext *c, GLParam *p)
+{
+ c->vertex_array_size = p[1].i;
+ c->vertex_array_stride = p[2].i;
+ c->vertex_array = p[3].p;
+}
+
+void
+glVertexPointer(GLint size, GLenum type, GLsizei stride,
+ const GLvoid *pointer)
+{
+ GLParam p[4];
+ assert(type == GL_FLOAT);
+ p[0].op = OP_VertexPointer;
+ p[1].i = size;
+ p[2].i = stride;
+ p[3].p = (void*)pointer;
+ gl_add_op(p);
+}
+
+void
+glopColorPointer(GLContext *c, GLParam *p)
+{
+ c->color_array_size = p[1].i;
+ c->color_array_stride = p[2].i;
+ c->color_array = p[3].p;
+}
+
+void
+glColorPointer(GLint size, GLenum type, GLsizei stride,
+ const GLvoid *pointer)
+{
+ GLParam p[4];
+ assert(type == GL_FLOAT);
+ p[0].op = OP_ColorPointer;
+ p[1].i = size;
+ p[2].i = stride;
+ p[3].p = (void*)pointer;
+ gl_add_op(p);
+}
+
+void
+glopNormalPointer(GLContext *c, GLParam *p)
+{
+ c->normal_array_stride = p[1].i;
+ c->normal_array = p[2].p;
+}
+
+void
+glNormalPointer(GLenum type, GLsizei stride,
+ const GLvoid *pointer)
+{
+ GLParam p[3];
+ assert(type == GL_FLOAT);
+ p[0].op = OP_NormalPointer;
+ p[1].i = stride;
+ p[2].p = (void*)pointer;
+}
+
+void
+glopTexCoordPointer(GLContext *c, GLParam *p)
+{
+ c->texcoord_array_size = p[1].i;
+ c->texcoord_array_stride = p[2].i;
+ c->texcoord_array = p[3].p;
+}
+
+void
+glTexCoordPointer(GLint size, GLenum type, GLsizei stride,
+ const GLvoid *pointer)
+{
+ GLParam p[4];
+ assert(type == GL_FLOAT);
+ p[0].op = OP_TexCoordPointer;
+ p[1].i = size;
+ p[2].i = stride;
+ p[3].p = (void*)pointer;
+}
--- /dev/null
+++ b/src/clear.c
@@ -1,0 +1,30 @@
+#include "zgl.h"
+
+
+void glopClearColor(GLContext *c,GLParam *p)
+{
+ c->clear_color.v[0]=p[1].f;
+ c->clear_color.v[1]=p[2].f;
+ c->clear_color.v[2]=p[3].f;
+ c->clear_color.v[3]=p[4].f;
+}
+void glopClearDepth(GLContext *c,GLParam *p)
+{
+ c->clear_depth=p[1].f;
+}
+
+
+void glopClear(GLContext *c,GLParam *p)
+{
+ int mask=p[1].i;
+ int z=0;
+ int r=(int)(c->clear_color.v[0]*65535);
+ int g=(int)(c->clear_color.v[1]*65535);
+ int b=(int)(c->clear_color.v[2]*65535);
+
+ /* TODO : correct value of Z */
+
+ ZB_clear(c->zb,mask & GL_DEPTH_BUFFER_BIT,z,
+ mask & GL_COLOR_BUFFER_BIT,r,g,b);
+}
+
--- /dev/null
+++ b/src/clip.c
@@ -1,0 +1,466 @@
+#include "zgl.h"
+
+/* fill triangle profile */
+/* #define PROFILE */
+
+#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)
+
+void gl_transform_to_viewport(GLContext *c,GLVertex *v)
+{
+ float winv;
+
+ /* coordinates */
+ winv=1.0/v->pc.W;
+ v->zp.x= (int) ( v->pc.X * winv * c->viewport.scale.X
+ + c->viewport.trans.X );
+ v->zp.y= (int) ( v->pc.Y * winv * c->viewport.scale.Y
+ + c->viewport.trans.Y );
+ v->zp.z= (int) ( v->pc.Z * winv * c->viewport.scale.Z
+ + c->viewport.trans.Z );
+ /* color */
+ if (c->lighting_enabled) {
+ v->zp.r=(int)(v->color.v[0] * (ZB_POINT_RED_MAX - ZB_POINT_RED_MIN)
+ + ZB_POINT_RED_MIN);
+ v->zp.g=(int)(v->color.v[1] * (ZB_POINT_GREEN_MAX - ZB_POINT_GREEN_MIN)
+ + ZB_POINT_GREEN_MIN);
+ v->zp.b=(int)(v->color.v[2] * (ZB_POINT_BLUE_MAX - ZB_POINT_BLUE_MIN)
+ + ZB_POINT_BLUE_MIN);
+ } else {
+ /* no need to convert to integer if no lighting : take current color */
+ /* OLD CODE
+ v->zp.r = c->longcurrent_color[0];
+ v->zp.g = c->longcurrent_color[1];
+ v->zp.b = c->longcurrent_color[2]; */
+ //NEW CODE
+ v->zp.r=(int)(v->color.v[0] * (ZB_POINT_RED_MAX - ZB_POINT_RED_MIN)
+ + ZB_POINT_RED_MIN);
+ v->zp.g=(int)(v->color.v[1] * (ZB_POINT_GREEN_MAX - ZB_POINT_GREEN_MIN)
+ + ZB_POINT_GREEN_MIN);
+ v->zp.b=(int)(v->color.v[2] * (ZB_POINT_BLUE_MAX - ZB_POINT_BLUE_MIN)
+ + ZB_POINT_BLUE_MIN);
+ }
+
+ /* texture */
+
+ if (c->texture_2d_enabled) {
+ v->zp.s=(int)(v->tex_coord.X * (ZB_POINT_S_MAX - ZB_POINT_S_MIN)
+ + ZB_POINT_S_MIN);
+ v->zp.t=(int)(v->tex_coord.Y * (ZB_POINT_T_MAX - ZB_POINT_T_MIN)
+ + ZB_POINT_T_MIN);
+ }
+}
+
+
+static void gl_add_select1(GLContext *c,int z1,int z2,int z3)
+{
+ unsigned int min,max;
+ min=max=z1;
+ if (z2<min) min=z2;
+ if (z3<min) min=z3;
+ if (z2>max) max=z2;
+ if (z3>max) max=z3;
+
+ gl_add_select(c,0xffffffff-min,0xffffffff-max);
+}
+
+/* point */
+
+void gl_draw_point(GLContext *c,GLVertex *p0)
+{
+ if (p0->clip_code == 0) {
+ if (c->render_mode == GL_SELECT) {
+ gl_add_select(c,p0->zp.z,p0->zp.z);
+ } else {
+ ZB_plot(c->zb,&p0->zp);
+ }
+ }
+}
+
+/* line */
+
+static inline void interpolate(GLVertex *q,GLVertex *p0,GLVertex *p1,float t)
+{
+ q->pc.X=p0->pc.X+(p1->pc.X-p0->pc.X)*t;
+ q->pc.Y=p0->pc.Y+(p1->pc.Y-p0->pc.Y)*t;
+ q->pc.Z=p0->pc.Z+(p1->pc.Z-p0->pc.Z)*t;
+ q->pc.W=p0->pc.W+(p1->pc.W-p0->pc.W)*t;
+
+ q->color.v[0]=p0->color.v[0] + (p1->color.v[0]-p0->color.v[0])*t;
+ q->color.v[1]=p0->color.v[1] + (p1->color.v[1]-p0->color.v[1])*t;
+ q->color.v[2]=p0->color.v[2] + (p1->color.v[2]-p0->color.v[2])*t;
+}
+
+/*
+ * Line Clipping
+ */
+
+/* Line Clipping algorithm from 'Computer Graphics', Principles and
+ Practice */
+static inline int ClipLine1(float denom,float num,float *tmin,float *tmax)
+{
+ float t;
+
+ if (denom>0) {
+ t=num/denom;
+ if (t>*tmax) return 0;
+ if (t>*tmin) *tmin=t;
+ } else if (denom<0) {
+ t=num/denom;
+ if (t<*tmin) return 0;
+ if (t<*tmax) *tmax=t;
+ } else if (num>0) return 0;
+ return 1;
+}
+
+void gl_draw_line(GLContext *c,GLVertex *p1,GLVertex *p2)
+{
+ float dx,dy,dz,dw,x1,y1,z1,w1;
+ float tmin,tmax;
+ GLVertex q1,q2;
+ int cc1,cc2;
+
+ cc1=p1->clip_code;
+ cc2=p2->clip_code;
+
+ if ( (cc1 | cc2) == 0) {
+ if (c->render_mode == GL_SELECT) {
+ gl_add_select1(c,p1->zp.z,p2->zp.z,p2->zp.z);
+ } else {
+ if (c->depth_test)
+ ZB_line_z(c->zb,&p1->zp,&p2->zp);
+ else
+ ZB_line(c->zb,&p1->zp,&p2->zp);
+ }
+ } else if ( (cc1&cc2) != 0 ) {
+ return;
+ } else {
+ dx=p2->pc.X-p1->pc.X;
+ dy=p2->pc.Y-p1->pc.Y;
+ dz=p2->pc.Z-p1->pc.Z;
+ dw=p2->pc.W-p1->pc.W;
+ x1=p1->pc.X;
+ y1=p1->pc.Y;
+ z1=p1->pc.Z;
+ w1=p1->pc.W;
+
+ tmin=0;
+ tmax=1;
+ if (ClipLine1(dx+dw,-x1-w1,&tmin,&tmax) &&
+ ClipLine1(-dx+dw,x1-w1,&tmin,&tmax) &&
+ ClipLine1(dy+dw,-y1-w1,&tmin,&tmax) &&
+ ClipLine1(-dy+dw,y1-w1,&tmin,&tmax) &&
+ ClipLine1(dz+dw,-z1-w1,&tmin,&tmax) &&
+ ClipLine1(-dz+dw,z1-w1,&tmin,&tmax)) {
+
+ interpolate(&q1,p1,p2,tmin);
+ interpolate(&q2,p1,p2,tmax);
+ gl_transform_to_viewport(c,&q1);
+ gl_transform_to_viewport(c,&q2);
+
+ if (c->depth_test)
+ ZB_line_z(c->zb,&q1.zp,&q2.zp);
+ else
+ ZB_line(c->zb,&q1.zp,&q2.zp);
+ }
+ }
+}
+
+
+/* triangle */
+
+/*
+ * Clipping
+ */
+
+/* We clip the segment [a,b] against the 6 planes of the normal volume.
+ * We compute the point 'c' of intersection and the value of the parameter 't'
+ * of the intersection if x=a+t(b-a).
+ */
+
+#define clip_func(name,sign,dir,dir1,dir2) \
+static float name(V4 *c,V4 *a,V4 *b) \
+{\
+ float t,dX,dY,dZ,dW,den;\
+ dX = (b->X - a->X);\
+ dY = (b->Y - a->Y);\
+ dZ = (b->Z - a->Z);\
+ dW = (b->W - a->W);\
+ den = -(sign d ## dir) + dW;\
+ if (den == 0) t=0;\
+ else t = ( sign a->dir - a->W) / den;\
+ c->dir1 = a->dir1 + t * d ## dir1;\
+ c->dir2 = a->dir2 + t * d ## dir2;\
+ c->W = a->W + t * dW;\
+ c->dir = sign c->W;\
+ return t;\
+}
+
+
+clip_func(clip_xmin,-,X,Y,Z)
+
+clip_func(clip_xmax,+,X,Y,Z)
+
+clip_func(clip_ymin,-,Y,X,Z)
+
+clip_func(clip_ymax,+,Y,X,Z)
+
+clip_func(clip_zmin,-,Z,X,Y)
+
+clip_func(clip_zmax,+,Z,X,Y)
+
+
+float (*clip_proc[6])(V4 *,V4 *,V4 *)= {
+ clip_xmin,clip_xmax,
+ clip_ymin,clip_ymax,
+ clip_zmin,clip_zmax
+};
+
+static inline void updateTmp(GLContext *c,
+ GLVertex *q,GLVertex *p0,GLVertex *p1,float t)
+{
+ if (c->current_shade_model == GL_SMOOTH) {
+ q->color.v[0]=p0->color.v[0] + (p1->color.v[0] - p0->color.v[0])*t;
+ q->color.v[1]=p0->color.v[1] + (p1->color.v[1] - p0->color.v[1])*t;
+ q->color.v[2]=p0->color.v[2] + (p1->color.v[2] - p0->color.v[2])*t;
+ q->zp.r = p0->zp.r + (p1->zp.r - p0->zp.r)*t;
+ q->zp.g = p0->zp.g + (p1->zp.g - p0->zp.g)*t;
+ q->zp.b = p0->zp.b + (p1->zp.b - p0->zp.b)*t;
+ //q->color.v[3]=p0->color.v[3] + (p1->color.v[3] - p0->color.v[3])*t;
+ //printf("\np0 Components are %f, %f, %f", p0->color.v[0], p0->color.v[1], p0->color.v[2]);
+ //printf("\nZbuffer point r,g,b for p0 are: %d %d %d",p0->zp.r, p0->zp.g,p0->zp.b);
+ //printf("\n~\nNew Components are %f, %f, %f", q->color.v[0], q->color.v[1], q->color.v[2]);
+ //printf("\nZbuffer point r,g,b for new point are: %d %d %d",q->zp.r, q->zp.g,q->zp.b);
+ /// *
+ } else {
+ q->color.v[0]=p0->color.v[0];
+ q->color.v[1]=p0->color.v[1];
+ q->color.v[2]=p0->color.v[2];
+ q->zp.r = p0->zp.r;
+ q->zp.g = p0->zp.g;
+ q->zp.b = p0->zp.b;
+ }
+ // */
+ if (c->texture_2d_enabled) {
+ q->tex_coord.X = p0->tex_coord.X + (p1->tex_coord.X-p0->tex_coord.X)*t;
+ q->tex_coord.Y = p0->tex_coord.Y + (p1->tex_coord.Y-p0->tex_coord.Y)*t;
+ }
+
+ q->clip_code=gl_clipcode(q->pc.X,q->pc.Y,q->pc.Z,q->pc.W);
+ if (q->clip_code==0)
+ gl_transform_to_viewport(c,q);
+}
+
+static void gl_draw_triangle_clip(GLContext *c,
+ GLVertex *p0,GLVertex *p1,GLVertex *p2,int clip_bit);
+
+void gl_draw_triangle(GLContext *c,
+ GLVertex *p0,GLVertex *p1,GLVertex *p2)
+{
+ int co,c_and,cc[3],front;
+ float norm;
+
+ cc[0]=p0->clip_code;
+ cc[1]=p1->clip_code;
+ cc[2]=p2->clip_code;
+
+ co=cc[0] | cc[1] | cc[2];
+
+ /* we handle the non clipped case here to go faster */
+ if (co==0) {
+
+ norm=(float)(p1->zp.x-p0->zp.x)*(float)(p2->zp.y-p0->zp.y)-
+ (float)(p2->zp.x-p0->zp.x)*(float)(p1->zp.y-p0->zp.y);
+
+ if (norm == 0) return;
+
+ front = norm < 0.0;
+ front = front ^ c->current_front_face;
+
+ /* back face culling */
+ if (c->cull_face_enabled) {
+ /* most used case first */
+ if (c->current_cull_face == GL_BACK) {
+ if (front == 0) return;
+ c->draw_triangle_front(c,p0,p1,p2);
+ } else if (c->current_cull_face == GL_FRONT) {
+ if (front != 0) return;
+ c->draw_triangle_back(c,p0,p1,p2);
+ } else {
+ return;
+ }
+ } else {
+ /* no culling */
+ if (front) {
+ c->draw_triangle_front(c,p0,p1,p2);
+ } else {
+ c->draw_triangle_back(c,p0,p1,p2);
+ }
+ }
+ } else {
+ c_and=cc[0] & cc[1] & cc[2];
+ if (c_and==0) { //Don't draw a triangle with no points
+ gl_draw_triangle_clip(c,p0,p1,p2,0);
+ }
+ }
+}
+
+static void gl_draw_triangle_clip(GLContext *c,
+ GLVertex *p0,GLVertex *p1,GLVertex *p2,int clip_bit)
+{
+ int co,c_and,co1,cc[3],edge_flag_tmp,clip_mask;
+ GLVertex tmp1,tmp2,*q[3];
+ float tt;
+
+ cc[0]=p0->clip_code;
+ cc[1]=p1->clip_code;
+ cc[2]=p2->clip_code;
+
+ co=cc[0] | cc[1] | cc[2];
+ if (co == 0) {
+ gl_draw_triangle(c,p0,p1,p2);
+ } else {
+ c_and=cc[0] & cc[1] & cc[2];
+ /* the triangle is completely outside */
+ if (c_and!=0) return;
+
+ /* find the next direction to clip */
+ while (clip_bit < 6 && (co & (1 << clip_bit)) == 0) {
+ clip_bit++;
+ }
+
+ /* this test can be true only in case of rounding errors */
+ if (clip_bit == 6) {
+#if 0
+ printf("Error:\n");
+ printf("%f %f %f %f\n",p0->pc.X,p0->pc.Y,p0->pc.Z,p0->pc.W);
+ printf("%f %f %f %f\n",p1->pc.X,p1->pc.Y,p1->pc.Z,p1->pc.W);
+ printf("%f %f %f %f\n",p2->pc.X,p2->pc.Y,p2->pc.Z,p2->pc.W);
+#endif
+ return;
+ }
+
+ clip_mask = 1 << clip_bit;
+ co1=(cc[0] ^ cc[1] ^ cc[2]) & clip_mask;
+
+ if (co1) {
+ /* one point outside */
+
+ if (cc[0] & clip_mask) { q[0]=p0; q[1]=p1; q[2]=p2; }
+ else if (cc[1] & clip_mask) { q[0]=p1; q[1]=p2; q[2]=p0; }
+ else { q[0]=p2; q[1]=p0; q[2]=p1; }
+
+ tt=clip_proc[clip_bit](&tmp1.pc,&q[0]->pc,&q[1]->pc);
+ updateTmp(c,&tmp1,q[0],q[1],tt);
+
+ tt=clip_proc[clip_bit](&tmp2.pc,&q[0]->pc,&q[2]->pc);
+ updateTmp(c,&tmp2,q[0],q[2],tt);
+
+ tmp1.edge_flag=q[0]->edge_flag;
+ edge_flag_tmp=q[2]->edge_flag;
+ q[2]->edge_flag=0;
+ gl_draw_triangle_clip(c,&tmp1,q[1],q[2],clip_bit+1);
+
+ tmp2.edge_flag=1;
+ tmp1.edge_flag=0;
+ q[2]->edge_flag=edge_flag_tmp;
+ gl_draw_triangle_clip(c,&tmp2,&tmp1,q[2],clip_bit+1);
+ } else {
+ /* two points outside */
+
+ if ((cc[0] & clip_mask)==0) { q[0]=p0; q[1]=p1; q[2]=p2; }
+ else if ((cc[1] & clip_mask)==0) { q[0]=p1; q[1]=p2; q[2]=p0; }
+ else { q[0]=p2; q[1]=p0; q[2]=p1; }
+
+ tt=clip_proc[clip_bit](&tmp1.pc,&q[0]->pc,&q[1]->pc);
+ updateTmp(c,&tmp1,q[0],q[1],tt);
+
+ tt=clip_proc[clip_bit](&tmp2.pc,&q[0]->pc,&q[2]->pc);
+ updateTmp(c,&tmp2,q[0],q[2],tt);
+
+ tmp1.edge_flag=1;
+ tmp2.edge_flag=q[2]->edge_flag;
+ gl_draw_triangle_clip(c,q[0],&tmp1,&tmp2,clip_bit+1);
+ }
+ }
+}
+
+
+void gl_draw_triangle_select(GLContext *c,
+ GLVertex *p0,GLVertex *p1,GLVertex *p2)
+{
+ gl_add_select1(c,p0->zp.z,p1->zp.z,p2->zp.z);
+}
+
+#ifdef PROFILE
+int count_triangles,count_triangles_textured,count_pixels;
+#endif
+
+void gl_draw_triangle_fill(GLContext *c,
+ GLVertex *p0,GLVertex *p1,GLVertex *p2)
+{
+ //puts("\n <yes, it's draw_triangle_fill>");
+#ifdef PROFILE
+ {
+ int norm;
+ assert(p0->zp.x >= 0 && p0->zp.x < c->zb->xsize);
+ assert(p0->zp.y >= 0 && p0->zp.y < c->zb->ysize);
+ assert(p1->zp.x >= 0 && p1->zp.x < c->zb->xsize);
+ assert(p1->zp.y >= 0 && p1->zp.y < c->zb->ysize);
+ assert(p2->zp.x >= 0 && p2->zp.x < c->zb->xsize);
+ assert(p2->zp.y >= 0 && p2->zp.y < c->zb->ysize);
+
+ norm=(p1->zp.x-p0->zp.x)*(p2->zp.y-p0->zp.y)-
+ (p2->zp.x-p0->zp.x)*(p1->zp.y-p0->zp.y);
+ count_pixels+=abs(norm)/2;
+ count_triangles++;
+ }
+#endif
+
+ if (c->texture_2d_enabled) {
+#ifdef PROFILE
+ count_triangles_textured++;
+#endif
+ ZB_setTexture(c->zb,c->current_texture->images[0].pixmap);
+ ZB_fillTriangleMappingPerspective(c->zb,&p0->zp,&p1->zp,&p2->zp);
+ } else if (c->current_shade_model == GL_SMOOTH) {
+ ZB_fillTriangleSmooth(c->zb,&p0->zp,&p1->zp,&p2->zp);
+ } else {
+ ZB_fillTriangleFlat(c->zb,&p0->zp,&p1->zp,&p2->zp);
+ }
+}
+
+/* Render a clipped triangle in line mode */
+
+void gl_draw_triangle_line(GLContext *c,
+ GLVertex *p0,GLVertex *p1,GLVertex *p2)
+{
+ if (c->depth_test) {
+ if (p0->edge_flag) ZB_line_z(c->zb,&p0->zp,&p1->zp);
+ if (p1->edge_flag) ZB_line_z(c->zb,&p1->zp,&p2->zp);
+ if (p2->edge_flag) ZB_line_z(c->zb,&p2->zp,&p0->zp);
+ } else {
+ if (p0->edge_flag) ZB_line(c->zb,&p0->zp,&p1->zp);
+ if (p1->edge_flag) ZB_line(c->zb,&p1->zp,&p2->zp);
+ if (p2->edge_flag) ZB_line(c->zb,&p2->zp,&p0->zp);
+ }
+}
+
+
+
+/* Render a clipped triangle in point mode */
+void gl_draw_triangle_point(GLContext *c,
+ GLVertex *p0,GLVertex *p1,GLVertex *p2)
+{
+ if (p0->edge_flag) ZB_plot(c->zb,&p0->zp);
+ if (p1->edge_flag) ZB_plot(c->zb,&p1->zp);
+ if (p2->edge_flag) ZB_plot(c->zb,&p2->zp);
+}
+
+
+
+
--- /dev/null
+++ b/src/config.mk
@@ -1,0 +1,83 @@
+#####################################################################
+# C compiler
+
+# linux
+CC= gcc
+CFLAGS= -Wall -O3 -g -std=c99
+LFLAGS=
+
+# for BeOS PPC
+#CC= mwcc
+#CFLAGS= -I. -i-
+#LFLAGS=
+
+#####################################################################
+# TinyGL configuration
+
+#####################################################################
+# Select window API for TinyGL:
+
+# standard X11 GLX like API
+TINYGL_USE_GLX=n
+
+# BEOS API
+#TINYGL_USE_BEOS=y
+
+# Micro Windows NanoX API
+#TINYGL_USE_NANOX=y
+
+#####################################################################
+# X11 configuration (for the examples only)
+
+ifdef TINYGL_USE_GLX
+# Linux
+#UI_LIBS= -L/usr/X11R6/lib -lX11 -lXext
+UI_LIBS=
+UI_INCLUDES=
+# Solaris
+#UI_LIBS= -L/usr/X11/lib -lX11 -lXext -lsocket -lnsl
+#UI_INCLUDES=
+
+UI_OBJS=x11.o
+endif
+
+#####################################################################
+# Micro windowX11 configuration (for the examples only)
+
+ifdef TINYGL_USE_NANOX
+UI_LIBS= -lnano-X -lmwengine -lmwdrivers -lmwfonts
+UI_INCLUDES=
+
+# X11 target for nanoX
+UI_LIBS+= -L/usr/X11R6/lib -lX11 -lXext
+
+UI_OBJS=nanox.o
+endif
+
+#####################################################################
+# OpenGL configuration (for the examples only)
+
+# use TinyGL
+GL_LIBS= -L../ -lTinyGL
+GL_INCLUDES= -I../include
+GL_DEPS= ../libTinyGL.a
+
+# use Mesa
+#GL_LIBS= -lMesaGL
+#GL_INCLUDES=
+#GL_DEPS=
+
+# use OpenGL
+#GL_LIBS= -lGL
+#GL_INCLUDES=
+#GL_DEPS=
+
+####################################################################
+# Compile and link control
+
+# UNIX systems
+DIRS= src examples
+
+# BeOS
+# DIRS= src BeOS
+
--- /dev/null
+++ b/src/error.c
@@ -1,0 +1,16 @@
+#include <stdarg.h>
+#include "zgl.h"
+
+void gl_fatal_error(char *format, ...)
+{
+ va_list ap;
+
+ va_start(ap,format);
+
+ fprintf(stderr,"TinyGL: fatal error: ");
+ vfprintf(stderr,format,ap);
+ fprintf(stderr,"\n");
+ exit(1);
+
+ va_end(ap);
+}
--- /dev/null
+++ b/src/get.c
@@ -1,0 +1,72 @@
+#include "zgl.h"
+
+void glGetIntegerv(int pname,int *params)
+{
+ GLContext *c=gl_get_context();
+
+ switch(pname) {
+ case GL_VIEWPORT:
+ params[0]=c->viewport.xmin;
+ params[1]=c->viewport.ymin;
+ params[2]=c->viewport.xsize;
+ params[3]=c->viewport.ysize;
+ break;
+ case GL_MAX_MODELVIEW_STACK_DEPTH:
+ *params = MAX_MODELVIEW_STACK_DEPTH;
+ break;
+ case GL_MAX_PROJECTION_STACK_DEPTH:
+ *params = MAX_PROJECTION_STACK_DEPTH;
+ break;
+ case GL_MAX_LIGHTS:
+ *params = MAX_LIGHTS;
+ break;
+ case GL_MAX_TEXTURE_SIZE:
+ *params = 256; /* not completely true, but... */
+ break;
+ case GL_MAX_TEXTURE_STACK_DEPTH:
+ *params = MAX_TEXTURE_STACK_DEPTH;
+ break;
+ default:
+ gl_fatal_error("glGet: option not implemented");
+ break;
+ }
+}
+
+void glGetFloatv(int pname, float *v)
+{
+ int i;
+ int mnr = 0; /* just a trick to return the correct matrix */
+ GLContext *c = gl_get_context();
+ switch (pname) {
+ case GL_TEXTURE_MATRIX:
+ mnr++;
+ case GL_PROJECTION_MATRIX:
+ mnr++;
+ case GL_MODELVIEW_MATRIX:
+ {
+ float *p = &c->matrix_stack_ptr[mnr]->m[0][0];;
+ for (i = 0; i < 4; i++) {
+ *v++ = p[0];
+ *v++ = p[4];
+ *v++ = p[8];
+ *v++ = p[12];
+ p++;
+ }
+ }
+ break;
+ case GL_LINE_WIDTH:
+ *v = 1.0f;
+ break;
+ case GL_LINE_WIDTH_RANGE:
+ v[0] = v[1] = 1.0f;
+ break;
+ case GL_POINT_SIZE:
+ *v = 1.0f;
+ break;
+ case GL_POINT_SIZE_RANGE:
+ v[0] = v[1] = 1.0f;
+ default:
+ fprintf(stderr,"warning: unknown pname in glGetFloatv()\n");
+ break;
+ }
+}
--- /dev/null
+++ b/src/image_util.c
@@ -1,0 +1,136 @@
+#include "zgl.h"
+
+/*
+ * image conversion
+ */
+
+void gl_convertRGB_to_5R6G5B(unsigned short *pixmap,unsigned char *rgb,
+ int xsize,int ysize)
+{
+ int i,n;
+ unsigned char *p;
+
+ p=rgb;
+ n=xsize*ysize;
+ for(i=0;i<n;i++) {
+ pixmap[i]=((p[0]&0xF8)<<8) | ((p[1]&0xFC)<<3) | ((p[2]&0xF8)>>3);
+ p+=3;
+ }
+}
+
+void gl_convertRGB_to_8A8R8G8B(unsigned int *pixmap, unsigned char *rgb,
+ int xsize, int ysize)
+{
+ int i,n;
+ unsigned char *p;
+
+ p=rgb;
+ n=xsize*ysize;
+ for(i=0;i<n;i++) {
+ pixmap[i]=(((unsigned int)p[2])<<16) |
+ (((unsigned int)p[1])<<8) |
+ (((unsigned int)p[0]));
+ p+=3;
+ }
+}
+
+/*
+ * linear interpolation with xf,yf normalized to 2^16
+ */
+
+#define INTERP_NORM_BITS 16
+#define INTERP_NORM (1 << INTERP_NORM_BITS)
+
+static inline int interpolate(int v00,int v01,int v10,int xf,int yf)
+{
+ return v00+(((v01-v00)*xf + (v10-v00)*yf) >> INTERP_NORM_BITS);
+}
+
+
+/*
+ * TODO: more accurate resampling
+ */
+
+void gl_resizeImage(unsigned char *dest,int xsize_dest,int ysize_dest,
+ unsigned char *src,int xsize_src,int ysize_src)
+{
+ unsigned char *pix,*pix_src;
+ float x1,y1,x1inc,y1inc;
+ int xi,yi,j,xf,yf,x,y;
+
+ pix=dest;
+ pix_src=src;
+
+ x1inc=(float) (xsize_src - 1) / (float) (xsize_dest - 1);
+ y1inc=(float) (ysize_src - 1) / (float) (ysize_dest - 1);
+
+ y1=0;
+ for(y=0;y<ysize_dest;y++) {
+ x1=0;
+ for(x=0;x<xsize_dest;x++) {
+ xi=(int) x1;
+ yi=(int) y1;
+ xf=(int) ((x1 - floor(x1)) * INTERP_NORM);
+ yf=(int) ((y1 - floor(y1)) * INTERP_NORM);
+
+ if ((xf+yf) <= INTERP_NORM) {
+ for(j=0;j<3;j++) {
+ pix[j]=interpolate(pix_src[(yi*xsize_src+xi)*3+j],
+ pix_src[(yi*xsize_src+xi+1)*3+j],
+ pix_src[((yi+1)*xsize_src+xi)*3+j],
+ xf,yf);
+ }
+ } else {
+ xf=INTERP_NORM - xf;
+ yf=INTERP_NORM - yf;
+ for(j=0;j<3;j++) {
+ pix[j]=interpolate(pix_src[((yi+1)*xsize_src+xi+1)*3+j],
+ pix_src[((yi+1)*xsize_src+xi)*3+j],
+ pix_src[(yi*xsize_src+xi+1)*3+j],
+ xf,yf);
+ }
+ }
+
+ pix+=3;
+ x1+=x1inc;
+ }
+ y1+=y1inc;
+ }
+}
+
+#define FRAC_BITS 16
+
+/* resizing with no interlating nor nearest pixel */
+
+void gl_resizeImageNoInterpolate(unsigned char *dest,int xsize_dest,int ysize_dest,
+ unsigned char *src,int xsize_src,int ysize_src)
+{
+ unsigned char *pix,*pix_src,*pix1;
+ int x1,y1,x1inc,y1inc;
+ int xi,yi,x,y;
+
+ pix=dest;
+ pix_src=src;
+
+ x1inc=(int)((float) ((xsize_src)<<FRAC_BITS) / (float) (xsize_dest));
+ y1inc=(int)((float) ((ysize_src)<<FRAC_BITS) / (float) (ysize_dest));
+
+ y1=0;
+ for(y=0;y<ysize_dest;y++) {
+ x1=0;
+ for(x=0;x<xsize_dest;x++) {
+ xi=x1 >> FRAC_BITS;
+ yi=y1 >> FRAC_BITS;
+ pix1=pix_src+(yi*xsize_src+xi)*3;
+
+ pix[0]=pix1[0];
+ pix[1]=pix1[1];
+ pix[2]=pix1[2];
+
+ pix+=3;
+ x1+=x1inc;
+ }
+ y1+=y1inc;
+ }
+}
+
--- /dev/null
+++ b/src/include/GL/gl.h
@@ -1,0 +1,843 @@
+/*
+ * The following constants come from Mesa
+ */
+#ifndef GL_H
+#define GL_H
+
+#define GL_VERSION_1_1 1
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+enum {
+ /* Boolean values */
+ GL_FALSE = 0,
+ GL_TRUE = 1,
+
+ /* Data types */
+ GL_BYTE = 0x1400,
+ GL_UNSIGNED_BYTE = 0x1401,
+ GL_SHORT = 0x1402,
+ GL_UNSIGNED_SHORT = 0x1403,
+ GL_INT = 0x1404,
+ GL_UNSIGNED_INT = 0x1405,
+ GL_FLOAT = 0x1406,
+ GL_DOUBLE = 0x140A,
+ GL_2_BYTES = 0x1407,
+ GL_3_BYTES = 0x1408,
+ GL_4_BYTES = 0x1409,
+
+ /* Primitives */
+ GL_LINES = 0x0001,
+ GL_POINTS = 0x0000,
+ GL_LINE_STRIP = 0x0003,
+ GL_LINE_LOOP = 0x0002,
+ GL_TRIANGLES = 0x0004,
+ GL_TRIANGLE_STRIP = 0x0005,
+ GL_TRIANGLE_FAN = 0x0006,
+ GL_QUADS = 0x0007,
+ GL_QUAD_STRIP = 0x0008,
+ GL_POLYGON = 0x0009,
+ GL_EDGE_FLAG = 0x0B43,
+
+ /* Vertex Arrays */
+ GL_VERTEX_ARRAY = 0x8074,
+ GL_NORMAL_ARRAY = 0x8075,
+ GL_COLOR_ARRAY = 0x8076,
+ GL_INDEX_ARRAY = 0x8077,
+ GL_TEXTURE_COORD_ARRAY = 0x8078,
+ GL_EDGE_FLAG_ARRAY = 0x8079,
+ GL_VERTEX_ARRAY_SIZE = 0x807A,
+ GL_VERTEX_ARRAY_TYPE = 0x807B,
+ GL_VERTEX_ARRAY_STRIDE = 0x807C,
+ GL_VERTEX_ARRAY_COUNT = 0x807D,
+ GL_NORMAL_ARRAY_TYPE = 0x807E,
+ GL_NORMAL_ARRAY_STRIDE = 0x807F,
+ GL_NORMAL_ARRAY_COUNT = 0x8080,
+ GL_COLOR_ARRAY_SIZE = 0x8081,
+ GL_COLOR_ARRAY_TYPE = 0x8082,
+ GL_COLOR_ARRAY_STRIDE = 0x8083,
+ GL_COLOR_ARRAY_COUNT = 0x8084,
+ GL_INDEX_ARRAY_TYPE = 0x8085,
+ GL_INDEX_ARRAY_STRIDE = 0x8086,
+ GL_INDEX_ARRAY_COUNT = 0x8087,
+ GL_TEXTURE_COORD_ARRAY_SIZE = 0x8088,
+ GL_TEXTURE_COORD_ARRAY_TYPE = 0x8089,
+ GL_TEXTURE_COORD_ARRAY_STRIDE = 0x808A,
+ GL_TEXTURE_COORD_ARRAY_COUNT = 0x808B,
+ GL_EDGE_FLAG_ARRAY_STRIDE = 0x808C,
+ GL_EDGE_FLAG_ARRAY_COUNT = 0x808D,
+ GL_VERTEX_ARRAY_POINTER = 0x808E,
+ GL_NORMAL_ARRAY_POINTER = 0x808F,
+ GL_COLOR_ARRAY_POINTER = 0x8090,
+ GL_INDEX_ARRAY_POINTER = 0x8091,
+ GL_TEXTURE_COORD_ARRAY_POINTER = 0x8092,
+ GL_EDGE_FLAG_ARRAY_POINTER = 0x8093,
+ GL_V2F = 0x2A20,
+ GL_V3F = 0x2A21,
+ GL_C4UB_V2F = 0x2A22,
+ GL_C4UB_V3F = 0x2A23,
+ GL_C3F_V3F = 0x2A24,
+ GL_N3F_V3F = 0x2A25,
+ GL_C4F_N3F_V3F = 0x2A26,
+ GL_T2F_V3F = 0x2A27,
+ GL_T4F_V4F = 0x2A28,
+ GL_T2F_C4UB_V3F = 0x2A29,
+ GL_T2F_C3F_V3F = 0x2A2A,
+ GL_T2F_N3F_V3F = 0x2A2B,
+ GL_T2F_C4F_N3F_V3F = 0x2A2C,
+ GL_T4F_C4F_N3F_V4F = 0x2A2D,
+
+ /* Matrix Mode */
+ GL_MATRIX_MODE = 0x0BA0,
+ GL_MODELVIEW = 0x1700,
+ GL_PROJECTION = 0x1701,
+ GL_TEXTURE = 0x1702,
+
+ /* Points */
+ GL_POINT_SMOOTH = 0x0B10,
+ GL_POINT_SIZE = 0x0B11,
+ GL_POINT_SIZE_GRANULARITY = 0x0B13,
+ GL_POINT_SIZE_RANGE = 0x0B12,
+
+ /* Lines */
+ GL_LINE_SMOOTH = 0x0B20,
+ GL_LINE_STIPPLE = 0x0B24,
+ GL_LINE_STIPPLE_PATTERN = 0x0B25,
+ GL_LINE_STIPPLE_REPEAT = 0x0B26,
+ GL_LINE_WIDTH = 0x0B21,
+ GL_LINE_WIDTH_GRANULARITY = 0x0B23,
+ GL_LINE_WIDTH_RANGE = 0x0B22,
+
+ /* Polygons */
+ GL_POINT = 0x1B00,
+ GL_LINE = 0x1B01,
+ GL_FILL = 0x1B02,
+ GL_CCW = 0x0901,
+ GL_CW = 0x0900,
+ GL_FRONT = 0x0404,
+ GL_BACK = 0x0405,
+ GL_CULL_FACE = 0x0B44,
+ GL_CULL_FACE_MODE = 0x0B45,
+ GL_POLYGON_SMOOTH = 0x0B41,
+ GL_POLYGON_STIPPLE = 0x0B42,
+ GL_FRONT_FACE = 0x0B46,
+ GL_POLYGON_MODE = 0x0B40,
+ GL_POLYGON_OFFSET_FACTOR = 0x3038,
+ GL_POLYGON_OFFSET_UNITS = 0x2A00,
+ GL_POLYGON_OFFSET_POINT = 0x2A01,
+ GL_POLYGON_OFFSET_LINE = 0x2A02,
+ GL_POLYGON_OFFSET_FILL = 0x8037,
+
+ /* Display Lists */
+ GL_COMPILE = 0x1300,
+ GL_COMPILE_AND_EXECUTE = 0x1301,
+ GL_LIST_BASE = 0x0B32,
+ GL_LIST_INDEX = 0x0B33,
+ GL_LIST_MODE = 0x0B30,
+
+ /* Depth buffer */
+ GL_NEVER = 0x0200,
+ GL_LESS = 0x0201,
+ GL_GEQUAL = 0x0206,
+ GL_LEQUAL = 0x0203,
+ GL_GREATER = 0x0204,
+ GL_NOTEQUAL = 0x0205,
+ GL_EQUAL = 0x0202,
+ GL_ALWAYS = 0x0207,
+ GL_DEPTH_TEST = 0x0B71,
+ GL_DEPTH_BITS = 0x0D56,
+ GL_DEPTH_CLEAR_VALUE = 0x0B73,
+ GL_DEPTH_FUNC = 0x0B74,
+ GL_DEPTH_RANGE = 0x0B70,
+ GL_DEPTH_WRITEMASK = 0x0B72,
+ GL_DEPTH_COMPONENT = 0x1902,
+
+ /* Lighting */
+ GL_LIGHTING = 0x0B50,
+ GL_LIGHT0 = 0x4000,
+ GL_LIGHT1 = 0x4001,
+ GL_LIGHT2 = 0x4002,
+ GL_LIGHT3 = 0x4003,
+ GL_LIGHT4 = 0x4004,
+ GL_LIGHT5 = 0x4005,
+ GL_LIGHT6 = 0x4006,
+ GL_LIGHT7 = 0x4007,
+ GL_SPOT_EXPONENT = 0x1205,
+ GL_SPOT_CUTOFF = 0x1206,
+ GL_CONSTANT_ATTENUATION = 0x1207,
+ GL_LINEAR_ATTENUATION = 0x1208,
+ GL_QUADRATIC_ATTENUATION = 0x1209,
+ GL_AMBIENT = 0x1200,
+ GL_DIFFUSE = 0x1201,
+ GL_SPECULAR = 0x1202,
+ GL_SHININESS = 0x1601,
+ GL_EMISSION = 0x1600,
+ GL_POSITION = 0x1203,
+ GL_SPOT_DIRECTION = 0x1204,
+ GL_AMBIENT_AND_DIFFUSE = 0x1602,
+ GL_COLOR_INDEXES = 0x1603,
+ GL_LIGHT_MODEL_TWO_SIDE = 0x0B52,
+ GL_LIGHT_MODEL_LOCAL_VIEWER = 0x0B51,
+ GL_LIGHT_MODEL_AMBIENT = 0x0B53,
+ GL_FRONT_AND_BACK = 0x0408,
+ GL_SHADE_MODEL = 0x0B54,
+ GL_FLAT = 0x1D00,
+ GL_SMOOTH = 0x1D01,
+ GL_COLOR_MATERIAL = 0x0B57,
+ GL_COLOR_MATERIAL_FACE = 0x0B55,
+ GL_COLOR_MATERIAL_PARAMETER = 0x0B56,
+ GL_NORMALIZE = 0x0BA1,
+
+ /* User clipping planes */
+ GL_CLIP_PLANE0 = 0x3000,
+ GL_CLIP_PLANE1 = 0x3001,
+ GL_CLIP_PLANE2 = 0x3002,
+ GL_CLIP_PLANE3 = 0x3003,
+ GL_CLIP_PLANE4 = 0x3004,
+ GL_CLIP_PLANE5 = 0x3005,
+
+ /* Accumulation buffer */
+ GL_ACCUM_RED_BITS = 0x0D58,
+ GL_ACCUM_GREEN_BITS = 0x0D59,
+ GL_ACCUM_BLUE_BITS = 0x0D5A,
+ GL_ACCUM_ALPHA_BITS = 0x0D5B,
+ GL_ACCUM_CLEAR_VALUE = 0x0B80,
+ GL_ACCUM = 0x0100,
+ GL_ADD = 0x0104,
+ GL_LOAD = 0x0101,
+ GL_MULT = 0x0103,
+ GL_RETURN = 0x0102,
+
+ /* Alpha testing */
+ GL_ALPHA_TEST = 0x0BC0,
+ GL_ALPHA_TEST_REF = 0x0BC2,
+ GL_ALPHA_TEST_FUNC = 0x0BC1,
+
+ /* Blending */
+ GL_BLEND = 0x0BE2,
+ GL_BLEND_SRC = 0x0BE1,
+ GL_BLEND_DST = 0x0BE0,
+ GL_ZERO = 0,
+ GL_ONE = 1,
+ GL_SRC_COLOR = 0x0300,
+ GL_ONE_MINUS_SRC_COLOR = 0x0301,
+ GL_DST_COLOR = 0x0306,
+ GL_ONE_MINUS_DST_COLOR = 0x0307,
+ GL_SRC_ALPHA = 0x0302,
+ GL_ONE_MINUS_SRC_ALPHA = 0x0303,
+ GL_DST_ALPHA = 0x0304,
+ GL_ONE_MINUS_DST_ALPHA = 0x0305,
+ GL_SRC_ALPHA_SATURATE = 0x0308,
+ GL_CONSTANT_COLOR = 0x8001,
+ GL_ONE_MINUS_CONSTANT_COLOR = 0x8002,
+ GL_CONSTANT_ALPHA = 0x8003,
+ GL_ONE_MINUS_CONSTANT_ALPHA = 0x8004,
+
+ /* Render Mode */
+ GL_FEEDBACK = 0x1C01,
+ GL_RENDER = 0x1C00,
+ GL_SELECT = 0x1C02,
+
+ /* Feedback */
+ GL_2D = 0x0600,
+ GL_3D = 0x0601,
+ GL_3D_COLOR = 0x0602,
+ GL_3D_COLOR_TEXTURE = 0x0603,
+ GL_4D_COLOR_TEXTURE = 0x0604,
+ GL_POINT_TOKEN = 0x0701,
+ GL_LINE_TOKEN = 0x0702,
+ GL_LINE_RESET_TOKEN = 0x0707,
+ GL_POLYGON_TOKEN = 0x0703,
+ GL_BITMAP_TOKEN = 0x0704,
+ GL_DRAW_PIXEL_TOKEN = 0x0705,
+ GL_COPY_PIXEL_TOKEN = 0x0706,
+ GL_PASS_THROUGH_TOKEN = 0x0700,
+
+ /* Fog */
+ GL_FOG = 0x0B60,
+ GL_FOG_MODE = 0x0B65,
+ GL_FOG_DENSITY = 0x0B62,
+ GL_FOG_COLOR = 0x0B66,
+ GL_FOG_INDEX = 0x0B61,
+ GL_FOG_START = 0x0B63,
+ GL_FOG_END = 0x0B64,
+ GL_LINEAR = 0x2601,
+ GL_EXP = 0x0800,
+ GL_EXP2 = 0x0801,
+
+ /* Logic Ops */
+ GL_LOGIC_OP = 0x0BF1,
+ GL_LOGIC_OP_MODE = 0x0BF0,
+ GL_CLEAR = 0x1500,
+ GL_SET = 0x150F,
+ GL_COPY = 0x1503,
+ GL_COPY_INVERTED = 0x150C,
+ GL_NOOP = 0x1505,
+ GL_INVERT = 0x150A,
+ GL_AND = 0x1501,
+ GL_NAND = 0x150E,
+ GL_OR = 0x1507,
+ GL_NOR = 0x1508,
+ GL_XOR = 0x1506,
+ GL_EQUIV = 0x1509,
+ GL_AND_REVERSE = 0x1502,
+ GL_AND_INVERTED = 0x1504,
+ GL_OR_REVERSE = 0x150B,
+ GL_OR_INVERTED = 0x150D,
+
+ /* Stencil */
+ GL_STENCIL_TEST = 0x0B90,
+ GL_STENCIL_WRITEMASK = 0x0B98,
+ GL_STENCIL_BITS = 0x0D57,
+ GL_STENCIL_FUNC = 0x0B92,
+ GL_STENCIL_VALUE_MASK = 0x0B93,
+ GL_STENCIL_REF = 0x0B97,
+ GL_STENCIL_FAIL = 0x0B94,
+ GL_STENCIL_PASS_DEPTH_PASS = 0x0B96,
+ GL_STENCIL_PASS_DEPTH_FAIL = 0x0B95,
+ GL_STENCIL_CLEAR_VALUE = 0x0B91,
+ GL_STENCIL_INDEX = 0x1901,
+ GL_KEEP = 0x1E00,
+ GL_REPLACE = 0x1E01,
+ GL_INCR = 0x1E02,
+ GL_DECR = 0x1E03,
+
+ /* Buffers, Pixel Drawing/Reading */
+ GL_NONE = 0,
+ GL_LEFT = 0x0406,
+ GL_RIGHT = 0x0407,
+ /*GL_FRONT = 0x0404, */
+ /*GL_BACK = 0x0405, */
+ /*GL_FRONT_AND_BACK = 0x0408, */
+ GL_FRONT_LEFT = 0x0400,
+ GL_FRONT_RIGHT = 0x0401,
+ GL_BACK_LEFT = 0x0402,
+ GL_BACK_RIGHT = 0x0403,
+ GL_AUX0 = 0x0409,
+ GL_AUX1 = 0x040A,
+ GL_AUX2 = 0x040B,
+ GL_AUX3 = 0x040C,
+ GL_COLOR_INDEX = 0x1900,
+ GL_RED = 0x1903,
+ GL_GREEN = 0x1904,
+ GL_BLUE = 0x1905,
+ GL_ALPHA = 0x1906,
+ GL_LUMINANCE = 0x1909,
+ GL_LUMINANCE_ALPHA = 0x190A,
+ GL_ALPHA_BITS = 0x0D55,
+ GL_RED_BITS = 0x0D52,
+ GL_GREEN_BITS = 0x0D53,
+ GL_BLUE_BITS = 0x0D54,
+ GL_INDEX_BITS = 0x0D51,
+ GL_SUBPIXEL_BITS = 0x0D50,
+ GL_AUX_BUFFERS = 0x0C00,
+ GL_READ_BUFFER = 0x0C02,
+ GL_DRAW_BUFFER = 0x0C01,
+ GL_DOUBLEBUFFER = 0x0C32,
+ GL_STEREO = 0x0C33,
+ GL_BITMAP = 0x1A00,
+ GL_COLOR = 0x1800,
+ GL_DEPTH = 0x1801,
+ GL_STENCIL = 0x1802,
+ GL_DITHER = 0x0BD0,
+ GL_RGB = 0x1907,
+ GL_RGBA = 0x1908,
+
+ /* Implementation limits */
+ GL_MAX_LIST_NESTING = 0x0B31,
+ GL_MAX_ATTRIB_STACK_DEPTH = 0x0D35,
+ GL_MAX_MODELVIEW_STACK_DEPTH = 0x0D36,
+ GL_MAX_NAME_STACK_DEPTH = 0x0D37,
+ GL_MAX_PROJECTION_STACK_DEPTH = 0x0D38,
+ GL_MAX_TEXTURE_STACK_DEPTH = 0x0D39,
+ GL_MAX_EVAL_ORDER = 0x0D30,
+ GL_MAX_LIGHTS = 0x0D31,
+ GL_MAX_CLIP_PLANES = 0x0D32,
+ GL_MAX_TEXTURE_SIZE = 0x0D33,
+ GL_MAX_PIXEL_MAP_TABLE = 0x0D34,
+ GL_MAX_VIEWPORT_DIMS = 0x0D3A,
+ GL_MAX_CLIENT_ATTRIB_STACK_DEPTH= 0x0D3B,
+
+ /* Gets */
+ GL_ATTRIB_STACK_DEPTH = 0x0BB0,
+ GL_COLOR_CLEAR_VALUE = 0x0C22,
+ GL_COLOR_WRITEMASK = 0x0C23,
+ GL_CURRENT_INDEX = 0x0B01,
+ GL_CURRENT_COLOR = 0x0B00,
+ GL_CURRENT_NORMAL = 0x0B02,
+ GL_CURRENT_RASTER_COLOR = 0x0B04,
+ GL_CURRENT_RASTER_DISTANCE = 0x0B09,
+ GL_CURRENT_RASTER_INDEX = 0x0B05,
+ GL_CURRENT_RASTER_POSITION = 0x0B07,
+ GL_CURRENT_RASTER_TEXTURE_COORDS = 0x0B06,
+ GL_CURRENT_RASTER_POSITION_VALID = 0x0B08,
+ GL_CURRENT_TEXTURE_COORDS = 0x0B03,
+ GL_INDEX_CLEAR_VALUE = 0x0C20,
+ GL_INDEX_MODE = 0x0C30,
+ GL_INDEX_WRITEMASK = 0x0C21,
+ GL_MODELVIEW_MATRIX = 0x0BA6,
+ GL_MODELVIEW_STACK_DEPTH = 0x0BA3,
+ GL_NAME_STACK_DEPTH = 0x0D70,
+ GL_PROJECTION_MATRIX = 0x0BA7,
+ GL_PROJECTION_STACK_DEPTH = 0x0BA4,
+ GL_RENDER_MODE = 0x0C40,
+ GL_RGBA_MODE = 0x0C31,
+ GL_TEXTURE_MATRIX = 0x0BA8,
+ GL_TEXTURE_STACK_DEPTH = 0x0BA5,
+ GL_VIEWPORT = 0x0BA2,
+
+
+ /* Evaluators */
+ GL_AUTO_NORMAL = 0x0D80,
+ GL_MAP1_COLOR_4 = 0x0D90,
+ GL_MAP1_GRID_DOMAIN = 0x0DD0,
+ GL_MAP1_GRID_SEGMENTS = 0x0DD1,
+ GL_MAP1_INDEX = 0x0D91,
+ GL_MAP1_NORMAL = 0x0D92,
+ GL_MAP1_TEXTURE_COORD_1 = 0x0D93,
+ GL_MAP1_TEXTURE_COORD_2 = 0x0D94,
+ GL_MAP1_TEXTURE_COORD_3 = 0x0D95,
+ GL_MAP1_TEXTURE_COORD_4 = 0x0D96,
+ GL_MAP1_VERTEX_3 = 0x0D97,
+ GL_MAP1_VERTEX_4 = 0x0D98,
+ GL_MAP2_COLOR_4 = 0x0DB0,
+ GL_MAP2_GRID_DOMAIN = 0x0DD2,
+ GL_MAP2_GRID_SEGMENTS = 0x0DD3,
+ GL_MAP2_INDEX = 0x0DB1,
+ GL_MAP2_NORMAL = 0x0DB2,
+ GL_MAP2_TEXTURE_COORD_1 = 0x0DB3,
+ GL_MAP2_TEXTURE_COORD_2 = 0x0DB4,
+ GL_MAP2_TEXTURE_COORD_3 = 0x0DB5,
+ GL_MAP2_TEXTURE_COORD_4 = 0x0DB6,
+ GL_MAP2_VERTEX_3 = 0x0DB7,
+ GL_MAP2_VERTEX_4 = 0x0DB8,
+ GL_COEFF = 0x0A00,
+ GL_DOMAIN = 0x0A02,
+ GL_ORDER = 0x0A01,
+
+ /* Hints */
+ GL_FOG_HINT = 0x0C54,
+ GL_LINE_SMOOTH_HINT = 0x0C52,
+ GL_PERSPECTIVE_CORRECTION_HINT = 0x0C50,
+ GL_POINT_SMOOTH_HINT = 0x0C51,
+ GL_POLYGON_SMOOTH_HINT = 0x0C53,
+ GL_DONT_CARE = 0x1100,
+ GL_FASTEST = 0x1101,
+ GL_NICEST = 0x1102,
+
+ /* Scissor box */
+ GL_SCISSOR_TEST = 0x0C11,
+ GL_SCISSOR_BOX = 0x0C10,
+
+ /* Pixel Mode / Transfer */
+ GL_MAP_COLOR = 0x0D10,
+ GL_MAP_STENCIL = 0x0D11,
+ GL_INDEX_SHIFT = 0x0D12,
+ GL_INDEX_OFFSET = 0x0D13,
+ GL_RED_SCALE = 0x0D14,
+ GL_RED_BIAS = 0x0D15,
+ GL_GREEN_SCALE = 0x0D18,
+ GL_GREEN_BIAS = 0x0D19,
+ GL_BLUE_SCALE = 0x0D1A,
+ GL_BLUE_BIAS = 0x0D1B,
+ GL_ALPHA_SCALE = 0x0D1C,
+ GL_ALPHA_BIAS = 0x0D1D,
+ GL_DEPTH_SCALE = 0x0D1E,
+ GL_DEPTH_BIAS = 0x0D1F,
+ GL_PIXEL_MAP_S_TO_S_SIZE = 0x0CB1,
+ GL_PIXEL_MAP_I_TO_I_SIZE = 0x0CB0,
+ GL_PIXEL_MAP_I_TO_R_SIZE = 0x0CB2,
+ GL_PIXEL_MAP_I_TO_G_SIZE = 0x0CB3,
+ GL_PIXEL_MAP_I_TO_B_SIZE = 0x0CB4,
+ GL_PIXEL_MAP_I_TO_A_SIZE = 0x0CB5,
+ GL_PIXEL_MAP_R_TO_R_SIZE = 0x0CB6,
+ GL_PIXEL_MAP_G_TO_G_SIZE = 0x0CB7,
+ GL_PIXEL_MAP_B_TO_B_SIZE = 0x0CB8,
+ GL_PIXEL_MAP_A_TO_A_SIZE = 0x0CB9,
+ GL_PIXEL_MAP_S_TO_S = 0x0C71,
+ GL_PIXEL_MAP_I_TO_I = 0x0C70,
+ GL_PIXEL_MAP_I_TO_R = 0x0C72,
+ GL_PIXEL_MAP_I_TO_G = 0x0C73,
+ GL_PIXEL_MAP_I_TO_B = 0x0C74,
+ GL_PIXEL_MAP_I_TO_A = 0x0C75,
+ GL_PIXEL_MAP_R_TO_R = 0x0C76,
+ GL_PIXEL_MAP_G_TO_G = 0x0C77,
+ GL_PIXEL_MAP_B_TO_B = 0x0C78,
+ GL_PIXEL_MAP_A_TO_A = 0x0C79,
+ GL_PACK_ALIGNMENT = 0x0D05,
+ GL_PACK_LSB_FIRST = 0x0D01,
+ GL_PACK_ROW_LENGTH = 0x0D02,
+ GL_PACK_SKIP_PIXELS = 0x0D04,
+ GL_PACK_SKIP_ROWS = 0x0D03,
+ GL_PACK_SWAP_BYTES = 0x0D00,
+ GL_UNPACK_ALIGNMENT = 0x0CF5,
+ GL_UNPACK_LSB_FIRST = 0x0CF1,
+ GL_UNPACK_ROW_LENGTH = 0x0CF2,
+ GL_UNPACK_SKIP_PIXELS = 0x0CF4,
+ GL_UNPACK_SKIP_ROWS = 0x0CF3,
+ GL_UNPACK_SWAP_BYTES = 0x0CF0,
+ GL_ZOOM_X = 0x0D16,
+ GL_ZOOM_Y = 0x0D17,
+
+ /* Texture mapping */
+ GL_TEXTURE_ENV = 0x2300,
+ GL_TEXTURE_ENV_MODE = 0x2200,
+ GL_TEXTURE_1D = 0x0DE0,
+ GL_TEXTURE_2D = 0x0DE1,
+ GL_TEXTURE_WRAP_S = 0x2802,
+ GL_TEXTURE_WRAP_T = 0x2803,
+ GL_TEXTURE_MAG_FILTER = 0x2800,
+ GL_TEXTURE_MIN_FILTER = 0x2801,
+ GL_TEXTURE_ENV_COLOR = 0x2201,
+ GL_TEXTURE_GEN_S = 0x0C60,
+ GL_TEXTURE_GEN_T = 0x0C61,
+ GL_TEXTURE_GEN_MODE = 0x2500,
+ GL_TEXTURE_BORDER_COLOR = 0x1004,
+ GL_TEXTURE_WIDTH = 0x1000,
+ GL_TEXTURE_HEIGHT = 0x1001,
+ GL_TEXTURE_BORDER = 0x1005,
+ GL_TEXTURE_COMPONENTS = 0x1003,
+ GL_NEAREST_MIPMAP_NEAREST = 0x2700,
+ GL_NEAREST_MIPMAP_LINEAR = 0x2702,
+ GL_LINEAR_MIPMAP_NEAREST = 0x2701,
+ GL_LINEAR_MIPMAP_LINEAR = 0x2703,
+ GL_OBJECT_LINEAR = 0x2401,
+ GL_OBJECT_PLANE = 0x2501,
+ GL_EYE_LINEAR = 0x2400,
+ GL_EYE_PLANE = 0x2502,
+ GL_SPHERE_MAP = 0x2402,
+ GL_DECAL = 0x2101,
+ GL_MODULATE = 0x2100,
+ GL_NEAREST = 0x2600,
+ GL_REPEAT = 0x2901,
+ GL_CLAMP = 0x2900,
+ GL_S = 0x2000,
+ GL_T = 0x2001,
+ GL_R = 0x2002,
+ GL_Q = 0x2003,
+ GL_TEXTURE_GEN_R = 0x0C62,
+ GL_TEXTURE_GEN_Q = 0x0C63,
+
+ GL_PROXY_TEXTURE_1D = 0x8063,
+ GL_PROXY_TEXTURE_2D = 0x8064,
+ GL_TEXTURE_PRIORITY = 0x8066,
+ GL_TEXTURE_RESIDENT = 0x8067,
+ GL_TEXTURE_1D_BINDING = 0x8068,
+ GL_TEXTURE_2D_BINDING = 0x8069,
+
+ /* Internal texture formats */
+ GL_ALPHA4 = 0x803B,
+ GL_ALPHA8 = 0x803C,
+ GL_ALPHA12 = 0x803D,
+ GL_ALPHA16 = 0x803E,
+ GL_LUMINANCE4 = 0x803F,
+ GL_LUMINANCE8 = 0x8040,
+ GL_LUMINANCE12 = 0x8041,
+ GL_LUMINANCE16 = 0x8042,
+ GL_LUMINANCE4_ALPHA4 = 0x8043,
+ GL_LUMINANCE6_ALPHA2 = 0x8044,
+ GL_LUMINANCE8_ALPHA8 = 0x8045,
+ GL_LUMINANCE12_ALPHA4 = 0x8046,
+ GL_LUMINANCE12_ALPHA12 = 0x8047,
+ GL_LUMINANCE16_ALPHA16 = 0x8048,
+ GL_INTENSITY = 0x8049,
+ GL_INTENSITY4 = 0x804A,
+ GL_INTENSITY8 = 0x804B,
+ GL_INTENSITY12 = 0x804C,
+ GL_INTENSITY16 = 0x804D,
+ GL_R3_G3_B2 = 0x2A10,
+ GL_RGB4 = 0x804F,
+ GL_RGB5 = 0x8050,
+ GL_RGB8 = 0x8051,
+ GL_RGB10 = 0x8052,
+ GL_RGB12 = 0x8053,
+ GL_RGB16 = 0x8054,
+ GL_RGBA2 = 0x8055,
+ GL_RGBA4 = 0x8056,
+ GL_RGB5_A1 = 0x8057,
+ GL_RGBA8 = 0x8058,
+ GL_RGB10_A2 = 0x8059,
+ GL_RGBA12 = 0x805A,
+ GL_RGBA16 = 0x805B,
+
+ /* Utility */
+ GL_VENDOR = 0x1F00,
+ GL_RENDERER = 0x1F01,
+ GL_VERSION = 0x1F02,
+ GL_EXTENSIONS = 0x1F03,
+
+ /* Errors */
+ GL_INVALID_VALUE = 0x0501,
+ GL_INVALID_ENUM = 0x0500,
+ GL_INVALID_OPERATION = 0x0502,
+ GL_STACK_OVERFLOW = 0x0503,
+ GL_STACK_UNDERFLOW = 0x0504,
+ GL_OUT_OF_MEMORY = 0x0505,
+
+ /*
+ * 1.0 Extensions
+ */
+ /* GL_EXT_blend_minmax and GL_EXT_blend_color */
+ GL_CONSTANT_COLOR_EXT = 0x8001,
+ GL_ONE_MINUS_CONSTANT_COLOR_EXT = 0x8002,
+ GL_CONSTANT_ALPHA_EXT = 0x8003,
+ GL_ONE_MINUS_CONSTANT_ALPHA_EXT = 0x8004,
+ GL_BLEND_EQUATION_EXT = 0x8009,
+ GL_MIN_EXT = 0x8007,
+ GL_MAX_EXT = 0x8008,
+ GL_FUNC_ADD_EXT = 0x8006,
+ GL_FUNC_SUBTRACT_EXT = 0x800A,
+ GL_FUNC_REVERSE_SUBTRACT_EXT = 0x800B,
+ GL_BLEND_COLOR_EXT = 0x8005,
+
+ /* GL_EXT_polygon_offset */
+ GL_POLYGON_OFFSET_EXT = 0x8037,
+ GL_POLYGON_OFFSET_FACTOR_EXT = 0x8038,
+ GL_POLYGON_OFFSET_BIAS_EXT = 0x8039,
+
+ /* GL_EXT_vertex_array */
+ GL_VERTEX_ARRAY_EXT = 0x8074,
+ GL_NORMAL_ARRAY_EXT = 0x8075,
+ GL_COLOR_ARRAY_EXT = 0x8076,
+ GL_INDEX_ARRAY_EXT = 0x8077,
+ GL_TEXTURE_COORD_ARRAY_EXT = 0x8078,
+ GL_EDGE_FLAG_ARRAY_EXT = 0x8079,
+ GL_VERTEX_ARRAY_SIZE_EXT = 0x807A,
+ GL_VERTEX_ARRAY_TYPE_EXT = 0x807B,
+ GL_VERTEX_ARRAY_STRIDE_EXT = 0x807C,
+ GL_VERTEX_ARRAY_COUNT_EXT = 0x807D,
+ GL_NORMAL_ARRAY_TYPE_EXT = 0x807E,
+ GL_NORMAL_ARRAY_STRIDE_EXT = 0x807F,
+ GL_NORMAL_ARRAY_COUNT_EXT = 0x8080,
+ GL_COLOR_ARRAY_SIZE_EXT = 0x8081,
+ GL_COLOR_ARRAY_TYPE_EXT = 0x8082,
+ GL_COLOR_ARRAY_STRIDE_EXT = 0x8083,
+ GL_COLOR_ARRAY_COUNT_EXT = 0x8084,
+ GL_INDEX_ARRAY_TYPE_EXT = 0x8085,
+ GL_INDEX_ARRAY_STRIDE_EXT = 0x8086,
+ GL_INDEX_ARRAY_COUNT_EXT = 0x8087,
+ GL_TEXTURE_COORD_ARRAY_SIZE_EXT = 0x8088,
+ GL_TEXTURE_COORD_ARRAY_TYPE_EXT = 0x8089,
+ GL_TEXTURE_COORD_ARRAY_STRIDE_EXT= 0x808A,
+ GL_TEXTURE_COORD_ARRAY_COUNT_EXT= 0x808B,
+ GL_EDGE_FLAG_ARRAY_STRIDE_EXT = 0x808C,
+ GL_EDGE_FLAG_ARRAY_COUNT_EXT = 0x808D,
+ GL_VERTEX_ARRAY_POINTER_EXT = 0x808E,
+ GL_NORMAL_ARRAY_POINTER_EXT = 0x808F,
+ GL_COLOR_ARRAY_POINTER_EXT = 0x8090,
+ GL_INDEX_ARRAY_POINTER_EXT = 0x8091,
+ GL_TEXTURE_COORD_ARRAY_POINTER_EXT= 0x8092,
+ GL_EDGE_FLAG_ARRAY_POINTER_EXT = 0x8093
+
+};
+
+enum {
+ GL_CURRENT_BIT = 0x00000001,
+ GL_POINT_BIT = 0x00000002,
+ GL_LINE_BIT = 0x00000004,
+ GL_POLYGON_BIT = 0x00000008,
+ GL_POLYGON_STIPPLE_BIT = 0x00000010,
+ GL_PIXEL_MODE_BIT = 0x00000020,
+ GL_LIGHTING_BIT = 0x00000040,
+ GL_FOG_BIT = 0x00000080,
+ GL_DEPTH_BUFFER_BIT = 0x00000100,
+ GL_ACCUM_BUFFER_BIT = 0x00000200,
+ GL_STENCIL_BUFFER_BIT = 0x00000400,
+ GL_VIEWPORT_BIT = 0x00000800,
+ GL_TRANSFORM_BIT = 0x00001000,
+ GL_ENABLE_BIT = 0x00002000,
+ GL_COLOR_BUFFER_BIT = 0x00004000,
+ GL_HINT_BIT = 0x00008000,
+ GL_EVAL_BIT = 0x00010000,
+ GL_LIST_BIT = 0x00020000,
+ GL_TEXTURE_BIT = 0x00040000,
+ GL_SCISSOR_BIT = 0x00080000,
+ GL_ALL_ATTRIB_BITS = 0x000fffff
+};
+
+/* some types */
+
+typedef int GLenum;
+typedef void GLvoid;
+typedef unsigned char GLboolean;
+typedef signed char GLbyte; /* 1-byte signed */
+typedef short GLshort; /* 2-byte signed */
+typedef int GLint; /* 4-byte signed */
+typedef unsigned char GLubyte; /* 1-byte unsigned */
+typedef unsigned short GLushort; /* 2-byte unsigned */
+typedef unsigned int GLuint; /* 4-byte unsigned */
+typedef float GLfloat; /* single precision float */
+typedef double GLdouble; /* double precision float */
+typedef int GLsizei;
+
+/* functions */
+
+void glEnable(int code);
+void glDisable(int code);
+
+void glShadeModel(int mode);
+void glCullFace(int mode);
+void glPolygonMode(int face,int mode);
+
+void glBegin(int type);
+void glEnd(void);
+
+//NEW functions added by GEK!!!
+void glSetEnableSpecular(int s); //Toggle specular rendering (Speedup!!!)
+void* glGetTexturePixmap(int text, int level, int* xsize, int* ysize); //Get the raw data of a texture!
+
+#define PROTO_GL1(name) \
+void gl ## name ## 1f(float); \
+void gl ## name ## 1d(double); \
+void gl ## name ## 1fv(float *); \
+void gl ## name ## 1dv(double *);
+
+#define PROTO_GL2(name) \
+void gl ## name ## 2f(float ,float); \
+void gl ## name ## 2d(double ,double); \
+void gl ## name ## 2fv(float *); \
+void gl ## name ## 2dv(double *);
+
+#define PROTO_GL3(name) \
+void gl ## name ## 3f(float ,float ,float); \
+void gl ## name ## 3d(double ,double ,double); \
+void gl ## name ## 3fv(float *); \
+void gl ## name ## 3dv(double *);
+
+#define PROTO_GL4(name) \
+void gl ## name ## 4f(float ,float ,float, float ); \
+void gl ## name ## 4d(double ,double ,double, double ); \
+void gl ## name ## 4fv(float *); \
+void gl ## name ## 4dv(double *);
+
+PROTO_GL2(Vertex)
+PROTO_GL3(Vertex)
+PROTO_GL4(Vertex)
+
+PROTO_GL3(Color)
+PROTO_GL4(Color)
+
+PROTO_GL3(Normal)
+
+PROTO_GL1(TexCoord)
+PROTO_GL2(TexCoord)
+PROTO_GL3(TexCoord)
+PROTO_GL4(TexCoord)
+
+void glEdgeFlag(int flag);
+
+/* matrix */
+void glMatrixMode(int mode);
+void glLoadMatrixf(const float *m);
+void glLoadIdentity(void);
+void glMultMatrixf(const float *m);
+void glPushMatrix(void);
+void glPopMatrix(void);
+void glRotatef(float angle,float x,float y,float z);
+void glTranslatef(float x,float y,float z);
+void glScalef(float x,float y,float z);
+
+void glViewport(int x,int y,int width,int height);
+void glFrustum(double left,double right,double bottom,double top,
+ double near,double far);
+
+/* lists */
+unsigned int glGenLists(int range);
+int glIsList(unsigned int list);
+void glNewList(unsigned int list,int mode);
+void glEndList(void);
+void glCallList(unsigned int list);
+
+/* clear */
+void glClear(int mask);
+void glClearColor(float r,float g,float b,float a);
+void glClearDepth(double depth);
+
+/* selection */
+int glRenderMode(int mode);
+void glSelectBuffer(int size,unsigned int *buf);
+
+void glInitNames(void);
+void glPushName(unsigned int name);
+void glPopName(void);
+void glLoadName(unsigned int name);
+
+/* textures */
+void glGenTextures(int n, unsigned int *textures);
+void glDeleteTextures(int n, const unsigned int *textures);
+void glBindTexture(int target,int texture);
+void glTexImage2D( int target, int level, int components,
+ int width, int height, int border,
+ int format, int type, void *pixels);
+void glTexEnvi(int target,int pname,int param);
+void glTexParameteri(int target,int pname,int param);
+void glPixelStorei(int pname,int param);
+
+/* lighting */
+
+void glMaterialfv(int mode,int type,float *v);
+void glMaterialf(int mode,int type,float v);
+void glColorMaterial(int mode,int type);
+
+void glLightfv(int light,int type,float *v);
+void glLightf(int light,int type,float v);
+void glLightModeli(int pname,int param);
+void glLightModelfv(int pname,float *param);
+
+/* misc */
+
+void glFlush(void);
+void glHint(int target,int mode);
+void glGetIntegerv(int pname,int *params);
+void glGetFloatv(int pname, float *v);
+void glFrontFace(int mode);
+
+/* opengl 1.2 arrays */
+void glEnableClientState(GLenum array);
+void glDisableClientState(GLenum array);
+void glArrayElement(GLint i);
+void glVertexPointer(GLint size, GLenum type, GLsizei stride,
+ const GLvoid *pointer);
+void glColorPointer(GLint size, GLenum type, GLsizei stride,
+ const GLvoid *pointer);
+void glNormalPointer(GLenum type, GLsizei stride,
+ const GLvoid *pointer);
+void glTexCoordPointer(GLint size, GLenum type, GLsizei stride,
+ const GLvoid *pointer);
+
+/* opengl 1.2 polygon offset */
+void glPolygonOffset(GLfloat factor, GLfloat units);
+
+/* not implemented, just added to compile */
+ /*
+inline void glPointSize(float) {}
+inline void glLineWidth(float) {}
+inline void glDeleteLists(int, int) {}
+inline void glDepthFunc(int) {}
+inline void glBlendFunc(int, int) {}
+inline void glTexEnvf(int, int, int) {}
+inline void glOrtho(float,float,float,float,float,float){}
+inline void glVertex2i(int,int) {}
+inline void glDepthMask(int) {}
+inline void glFogi(int, int) {}
+inline void glFogfv(int, const float*) {}
+inline void glFogf(int, float) {}
+inline void glRasterPos2f(float, float) {}
+inline void glPolygonStipple(void*) {}
+inline void glTexParameterf(int, int, int) {};
+ */
+void glPolygonStipple(void* a); //TODO: implement
+/* non compatible functions */
+
+void glDebug(int mode);
+
+void glInit(void *zbuffer);
+void glClose(void);
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif
--- /dev/null
+++ b/src/include/GL/glx.h
@@ -1,0 +1,144 @@
+#ifndef GLX_H
+#define GLX_H
+
+#include <X11/Xlib.h>
+#include <X11/Xutil.h>
+#include "GL/gl.h"
+
+
+/* the following comes from Mesa */
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+
+#define GLX_VERSION_1_1 1
+
+
+/*
+ * Tokens for glXChooseVisual and glXGetConfig:
+ */
+enum _GLX_CONFIGS {
+ GLX_USE_GL = 1,
+ GLX_BUFFER_SIZE = 2,
+ GLX_LEVEL = 3,
+ GLX_RGBA = 4,
+ GLX_DOUBLEBUFFER = 5,
+ GLX_STEREO = 6,
+ GLX_AUX_BUFFERS = 7,
+ GLX_RED_SIZE = 8,
+ GLX_GREEN_SIZE = 9,
+ GLX_BLUE_SIZE = 10,
+ GLX_ALPHA_SIZE = 11,
+ GLX_DEPTH_SIZE = 12,
+ GLX_STENCIL_SIZE = 13,
+ GLX_ACCUM_RED_SIZE = 14,
+ GLX_ACCUM_GREEN_SIZE = 15,
+ GLX_ACCUM_BLUE_SIZE = 16,
+ GLX_ACCUM_ALPHA_SIZE = 17,
+
+ /* GLX_EXT_visual_info extension */
+ GLX_X_VISUAL_TYPE_EXT = 0x22,
+ GLX_TRANSPARENT_TYPE_EXT = 0x23,
+ GLX_TRANSPARENT_INDEX_VALUE_EXT = 0x24,
+ GLX_TRANSPARENT_RED_VALUE_EXT = 0x25,
+ GLX_TRANSPARENT_GREEN_VALUE_EXT = 0x26,
+ GLX_TRANSPARENT_BLUE_VALUE_EXT = 0x27,
+ GLX_TRANSPARENT_ALPHA_VALUE_EXT = 0x28
+};
+
+
+/*
+ * Error codes returned by glXGetConfig:
+ */
+#define GLX_BAD_SCREEN 1
+#define GLX_BAD_ATTRIBUTE 2
+#define GLX_NO_EXTENSION 3
+#define GLX_BAD_VISUAL 4
+#define GLX_BAD_CONTEXT 5
+#define GLX_BAD_VALUE 6
+#define GLX_BAD_ENUM 7
+
+
+/*
+ * GLX 1.1 and later:
+ */
+#define GLX_VENDOR 1
+#define GLX_VERSION 2
+#define GLX_EXTENSIONS 3
+
+
+/*
+ * GLX_visual_info extension
+ */
+#define GLX_TRUE_COLOR_EXT 0x8002
+#define GLX_DIRECT_COLOR_EXT 0x8003
+#define GLX_PSEUDO_COLOR_EXT 0x8004
+#define GLX_STATIC_COLOR_EXT 0x8005
+#define GLX_GRAY_SCALE_EXT 0x8006
+#define GLX_STATIC_GRAY_EXT 0x8007
+#define GLX_NONE_EXT 0x8000
+#define GLX_TRANSPARENT_RGB_EXT 0x8008
+#define GLX_TRANSPARENT_INDEX_EXT 0x8009
+
+
+typedef void *GLXContext;
+typedef Pixmap GLXPixmap;
+typedef Drawable GLXDrawable;
+typedef XID GLXContextID;
+
+
+extern XVisualInfo* glXChooseVisual( Display *dpy, int screen,
+ int *attribList );
+
+extern GLXContext glXCreateContext( Display *dpy, XVisualInfo *vis,
+ GLXContext shareList, Bool direct );
+
+extern void glXDestroyContext( Display *dpy, GLXContext ctx );
+
+extern Bool glXMakeCurrent( Display *dpy, GLXDrawable drawable,
+ GLXContext ctx);
+
+extern void glXCopyContext( Display *dpy, GLXContext src, GLXContext dst,
+ GLuint mask );
+
+extern void glXSwapBuffers( Display *dpy, GLXDrawable drawable );
+
+extern GLXPixmap glXCreateGLXPixmap( Display *dpy, XVisualInfo *visual,
+ Pixmap pixmap );
+
+extern void glXDestroyGLXPixmap( Display *dpy, GLXPixmap pixmap );
+
+extern Bool glXQueryExtension( Display *dpy, int *errorb, int *event );
+
+extern Bool glXQueryVersion( Display *dpy, int *maj, int *min );
+
+extern Bool glXIsDirect( Display *dpy, GLXContext ctx );
+
+extern int glXGetConfig( Display *dpy, XVisualInfo *visual,
+ int attrib, int *value );
+
+extern GLXContext glXGetCurrentContext( void );
+
+extern GLXDrawable glXGetCurrentDrawable( void );
+
+extern void glXWaitGL( void );
+
+extern void glXWaitX( void );
+
+extern void glXUseXFont( Font font, int first, int count, int list );
+
+
+/* GLX 1.1 and later */
+extern const char *glXQueryExtensionsString( Display *dpy, int screen );
+
+extern const char *glXQueryServerString( Display *dpy, int screen, int name );
+
+extern const char *glXGetClientString( Display *dpy, int name );
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif
--- /dev/null
+++ b/src/include/GL/nglx.h
@@ -1,0 +1,27 @@
+#ifndef NGLX_H
+#define NGLX_H
+
+#include <microwin/nano-X.h>
+#include "GL/gl.h"
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+typedef void *NGLXContext;
+typedef GR_DRAW_ID NGLXDrawable;
+
+extern NGLXContext nglXCreateContext( NGLXContext shareList, int flags );
+
+extern void nglXDestroyContext( NGLXContext ctx );
+
+extern int nglXMakeCurrent( NGLXDrawable drawable,
+ NGLXContext ctx);
+
+extern void nglXSwapBuffers( NGLXDrawable drawable );
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif
--- /dev/null
+++ b/src/include/GL/oscontext.h
@@ -1,0 +1,37 @@
+#ifndef _tgl_osbuffer_h_
+#define _tgl_osbuffer_h_
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+typedef struct {
+ void **zbs;
+ void **framebuffers;
+ int numbuffers;
+ int xsize, ysize;
+} ostgl_context;
+
+ostgl_context *
+ostgl_create_context(const int xsize,
+ const int ysize,
+ const int depth,
+ void **framebuffers,
+ const int numbuffers);
+void
+ostgl_delete_context(ostgl_context *context);
+
+void
+ostgl_make_current(ostgl_context *context, const int index);
+
+void
+ostgl_resize(ostgl_context * context,
+ const int xsize,
+ const int ysize,
+ void **framebuffers);
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif /* _tgl_osbuffer_h_ */
--- /dev/null
+++ b/src/include/GLView.h
@@ -1,0 +1,72 @@
+#ifndef _glview_h_
+#define _glview_h_
+
+#define BGL_RGB 0
+#define BGL_INDEX 1
+#define BGL_SINGLE 0
+#define BGL_DOUBLE 2
+#define BGL_DIRECT 0
+#define BGL_INDIRECT 4
+#define BGL_ACCUM 8
+#define BGL_ALPHA 16
+#define BGL_DEPTH 32
+#define BGL_OVERLAY 64
+#define BGL_UNDERLAY 128
+#define BGL_STENCIL 512
+
+#include <interface/View.h>
+#include <support/Locker.h>
+#include "GL/gl.h"
+#include "GL/oscontext.h"
+#include <game/WindowScreen.h>
+#include <game/DirectWindow.h>
+
+class BGLView : public BView {
+public:
+ BGLView(BRect rect, char *name,
+ ulong resizingMode, ulong mode,
+ ulong options);
+ virtual ~BGLView();
+
+ void LockGL();
+ void UnlockGL();
+ void SwapBuffers();
+// BView *EmbeddedView();
+// status_t CopyPixelsOut(BPoint source, BBitmap *dest);
+// status_t CopyPixelsIn(BBitmap *source, BPoint dest);
+
+ virtual void ErrorCallback(GLenum errorCode);
+ virtual void Draw(BRect updateRect);
+ virtual void AttachedToWindow();
+ virtual void AllAttached();
+ virtual void DetachedFromWindow();
+ virtual void AllDetached();
+ virtual void FrameResized(float width, float height);
+// virtual status_t Perform(perform_code d, void *arg);
+
+ //
+ // Methods below are pass-throughs to BView for the moment.
+ //
+
+ virtual status_t Archive(BMessage *data, bool deep = true) const;
+ virtual void MessageReceived(BMessage *msg);
+ virtual void SetResizingMode(uint32 mode);
+
+ virtual void Show();
+ virtual void Hide();
+
+ virtual BHandler *ResolveSpecifier(BMessage *msg, int32 index,
+ BMessage *specifier, int32 form,
+ const char *property);
+ virtual status_t GetSupportedSuites(BMessage *data);
+ //void DirectConnected( direct_buffer_info *info );
+ //void EnableDirectMode( bool enabled );
+
+private:
+ ostgl_context *context;
+ BBitmap *bitmaps[2];
+ int currBitmap;
+ static BLocker locker;
+};
+
+#endif // _glview_h_
--- /dev/null
+++ b/src/init.c
@@ -1,0 +1,191 @@
+#include "zgl.h"
+
+GLContext *gl_ctx;
+
+
+void initSharedState(GLContext *c)
+{
+ GLSharedState *s=&c->shared_state;
+ s->lists=gl_zalloc(sizeof(GLList *) * MAX_DISPLAY_LISTS);
+ s->texture_hash_table=
+ gl_zalloc(sizeof(GLTexture *) * TEXTURE_HASH_TABLE_SIZE);
+
+ alloc_texture(c,0);
+}
+
+void endSharedState(GLContext *c)
+{
+ GLSharedState *s=&c->shared_state;
+ int i;
+
+ for(i=0;i<MAX_DISPLAY_LISTS;i++) {
+ /* TODO */
+ }
+ gl_free(s->lists);
+
+ gl_free(s->texture_hash_table);
+}
+
+
+void glInit(void *zbuffer1)
+{
+ ZBuffer *zbuffer=(ZBuffer *)zbuffer1;
+ GLContext *c;
+ GLViewport *v;
+ int i;
+
+ c=gl_zalloc(sizeof(GLContext));
+ gl_ctx=c;
+
+ c->zb=zbuffer;
+
+ /* allocate GLVertex array */
+ c->vertex_max = POLYGON_MAX_VERTEX;
+ c->vertex = gl_malloc(POLYGON_MAX_VERTEX*sizeof(GLVertex));
+
+ /* viewport */
+ v=&c->viewport;
+ v->xmin=0;
+ v->ymin=0;
+ v->xsize=zbuffer->xsize;
+ v->ysize=zbuffer->ysize;
+ v->updated=1;
+
+ /* shared state */
+ initSharedState(c);
+
+ /* lists */
+
+ c->exec_flag=1;
+ c->compile_flag=0;
+ c->print_flag=0;
+
+ c->in_begin=0;
+
+ /* lights */
+ for(i=0;i<MAX_LIGHTS;i++) {
+ GLLight *l=&c->lights[i];
+ l->ambient=gl_V4_New(0,0,0,1);
+ l->diffuse=gl_V4_New(1,1,1,1);
+ l->specular=gl_V4_New(1,1,1,1);
+ l->position=gl_V4_New(0,0,1,0);
+ l->norm_position=gl_V3_New(0,0,1);
+ l->spot_direction=gl_V3_New(0,0,-1);
+ l->norm_spot_direction=gl_V3_New(0,0,-1);
+ l->spot_exponent=0;
+ l->spot_cutoff=180;
+ l->attenuation[0]=1;
+ l->attenuation[1]=0;
+ l->attenuation[2]=0;
+ l->enabled=0;
+ }
+ c->first_light=NULL;
+ c->ambient_light_model=gl_V4_New(0.2,0.2,0.2,1);
+ c->local_light_model=0;
+ c->lighting_enabled=0;
+ c->light_model_two_side = 0;
+
+ /* default materials */
+ for(i=0;i<2;i++) {
+ GLMaterial *m=&c->materials[i];
+ m->emission=gl_V4_New(0,0,0,1);
+ m->ambient=gl_V4_New(0.2,0.2,0.2,1);
+ m->diffuse=gl_V4_New(0.8,0.8,0.8,1);
+ m->specular=gl_V4_New(0,0,0,1);
+ m->shininess=0;
+ }
+ c->current_color_material_mode=GL_FRONT_AND_BACK;
+ c->current_color_material_type=GL_AMBIENT_AND_DIFFUSE;
+ c->color_material_enabled=0;
+
+ /* textures */
+ glInitTextures(c);
+
+ /* default state */
+ c->current_color.X=1.0;
+ c->current_color.Y=1.0;
+ c->current_color.Z=1.0;
+ c->current_color.W=1.0;
+ c->longcurrent_color[0] = 65535;
+ c->longcurrent_color[1] = 65535;
+ c->longcurrent_color[2] = 65535;
+
+ c->current_normal.X=1.0;
+ c->current_normal.Y=0.0;
+ c->current_normal.Z=0.0;
+ c->current_normal.W=0.0;
+
+ c->current_edge_flag=1;
+
+ c->current_tex_coord.X=0;
+ c->current_tex_coord.Y=0;
+ c->current_tex_coord.Z=0;
+ c->current_tex_coord.W=1;
+
+ c->polygon_mode_front=GL_FILL;
+ c->polygon_mode_back=GL_FILL;
+
+ c->current_front_face=0; /* 0 = GL_CCW 1 = GL_CW */
+ c->current_cull_face=GL_BACK;
+ c->current_shade_model=GL_SMOOTH;
+ c->cull_face_enabled=0;
+ c->zb->dostipple = 0;
+ for(int i = 0; i < 128; i++)
+ c->zb->stipplepattern[i] = 0xFF;
+ /* clear */
+ c->clear_color.v[0]=0;
+ c->clear_color.v[1]=0;
+ c->clear_color.v[2]=0;
+ c->clear_color.v[3]=0;
+ c->clear_depth=0;
+
+ /* selection */
+ c->render_mode=GL_RENDER;
+ c->select_buffer=NULL;
+ c->name_stack_size=0;
+
+ /* matrix */
+ c->matrix_mode=0;
+
+ c->matrix_stack_depth_max[0]=MAX_MODELVIEW_STACK_DEPTH;
+ c->matrix_stack_depth_max[1]=MAX_PROJECTION_STACK_DEPTH;
+ c->matrix_stack_depth_max[2]=MAX_TEXTURE_STACK_DEPTH;
+
+ for(i=0;i<3;i++) {
+ c->matrix_stack[i]=gl_zalloc(c->matrix_stack_depth_max[i] * sizeof(M4));
+ c->matrix_stack_ptr[i]=c->matrix_stack[i];
+ }
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glMatrixMode(GL_TEXTURE);
+ glLoadIdentity();
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+
+ c->matrix_model_projection_updated=1;
+
+ /* opengl 1.1 arrays */
+ c->client_states = 0;
+
+ /* opengl 1.1 polygon offset */
+ c->offset_states = 0;
+
+ /* clear the resize callback function pointer */
+ c->gl_resize_viewport = NULL;
+
+ /* specular buffer */
+ c->specbuf_first = NULL;
+ c->specbuf_used_counter = 0;
+ c->specbuf_num_buffers = 0;
+
+ /* depth test */
+ c->depth_test = 0;
+}
+
+void glClose(void)
+{
+ GLContext *c=gl_get_context();
+ endSharedState(c);
+ gl_free(c);
+}
--- /dev/null
+++ b/src/light.c
@@ -1,0 +1,312 @@
+#include "zgl.h"
+#include "msghandling.h"
+
+void glopMaterial(GLContext *c,GLParam *p)
+{
+ int mode=p[1].i;
+ int type=p[2].i;
+ float *v=&p[3].f;
+ int i;
+ GLMaterial *m;
+
+ if (mode == GL_FRONT_AND_BACK) {
+ p[1].i=GL_FRONT;
+ glopMaterial(c,p);
+ mode=GL_BACK;
+ }
+ if (mode == GL_FRONT) m=&c->materials[0];
+ else m=&c->materials[1];
+
+ switch(type) {
+ case GL_EMISSION:
+ for(i=0;i<4;i++)
+ m->emission.v[i]=v[i];
+ break;
+ case GL_AMBIENT:
+ for(i=0;i<4;i++)
+ m->ambient.v[i]=v[i];
+ break;
+ case GL_DIFFUSE:
+ for(i=0;i<4;i++)
+ m->diffuse.v[i]=v[i];
+ break;
+ case GL_SPECULAR:
+ for(i=0;i<4;i++)
+ m->specular.v[i]=v[i];
+ break;
+ case GL_SHININESS:
+ m->shininess=v[0];
+ m->shininess_i = (v[0]/128.0f)*SPECULAR_BUFFER_RESOLUTION;
+ break;
+ case GL_AMBIENT_AND_DIFFUSE:
+ for(i=0;i<4;i++)
+ m->diffuse.v[i]=v[i];
+ for(i=0;i<4;i++)
+ m->ambient.v[i]=v[i];
+ break;
+ default:
+ assert(0);
+ }
+}
+
+void glopColorMaterial(GLContext *c,GLParam *p)
+{
+ int mode=p[1].i;
+ int type=p[2].i;
+
+ c->current_color_material_mode=mode;
+ c->current_color_material_type=type;
+}
+
+void glopLight(GLContext *c,GLParam *p)
+{
+ int light=p[1].i;
+ int type=p[2].i;
+ V4 v;
+ GLLight *l;
+ int i;
+
+ assert(light >= GL_LIGHT0 && light < GL_LIGHT0+MAX_LIGHTS );
+
+ l=&c->lights[light-GL_LIGHT0];
+
+ for(i=0;i<4;i++) v.v[i]=p[3+i].f;
+
+ switch(type) {
+ case GL_AMBIENT:
+ l->ambient=v;
+ break;
+ case GL_DIFFUSE:
+ l->diffuse=v;
+ break;
+ case GL_SPECULAR:
+ l->specular=v;
+ break;
+ case GL_POSITION:
+ {
+ V4 pos;
+ gl_M4_MulV4(&pos,c->matrix_stack_ptr[0],&v);
+
+ l->position=pos;
+
+ if (l->position.v[3] == 0) {
+ l->norm_position.X=pos.X;
+ l->norm_position.Y=pos.Y;
+ l->norm_position.Z=pos.Z;
+
+ gl_V3_Norm(&l->norm_position);
+ }
+ }
+ break;
+ case GL_SPOT_DIRECTION:
+ for(i=0;i<3;i++) {
+ l->spot_direction.v[i]=v.v[i];
+ l->norm_spot_direction.v[i]=v.v[i];
+ }
+ gl_V3_Norm(&l->norm_spot_direction);
+ break;
+ case GL_SPOT_EXPONENT:
+ l->spot_exponent=v.v[0];
+ break;
+ case GL_SPOT_CUTOFF:
+ {
+ float a=v.v[0];
+ assert(a == 180 || (a>=0 && a<=90));
+ l->spot_cutoff=a;
+ if (a != 180) l->cos_spot_cutoff=cos(a * M_PI / 180.0);
+ }
+ break;
+ case GL_CONSTANT_ATTENUATION:
+ l->attenuation[0]=v.v[0];
+ break;
+ case GL_LINEAR_ATTENUATION:
+ l->attenuation[1]=v.v[0];
+ break;
+ case GL_QUADRATIC_ATTENUATION:
+ l->attenuation[2]=v.v[0];
+ break;
+ default:
+ assert(0);
+ }
+}
+
+
+void glopLightModel(GLContext *c,GLParam *p)
+{
+ int pname=p[1].i;
+ float *v=&p[2].f;
+ int i;
+
+ switch(pname) {
+ case GL_LIGHT_MODEL_AMBIENT:
+ for(i=0;i<4;i++)
+ c->ambient_light_model.v[i]=v[i];
+ break;
+ case GL_LIGHT_MODEL_LOCAL_VIEWER:
+ c->local_light_model=(int)v[0];
+ break;
+ case GL_LIGHT_MODEL_TWO_SIDE:
+ c->light_model_two_side = (int)v[0];
+ break;
+ default:
+ tgl_warning("glopLightModel: illegal pname: 0x%x\n", pname);
+ //assert(0);
+ break;
+ }
+}
+
+
+static inline float clampf(float a,float min,float max)
+{
+ if (a<min) return min;
+ else if (a>max) return max;
+ else return a;
+}
+
+void gl_enable_disable_light(GLContext *c,int light,int v)
+{
+ GLLight *l=&c->lights[light];
+ if (v && !l->enabled) {
+ l->enabled=1;
+ l->next=c->first_light;
+ c->first_light=l;
+ l->prev=NULL;
+ } else if (!v && l->enabled) {
+ l->enabled=0;
+ if (l->prev == NULL) c->first_light=l->next;
+ else l->prev->next=l->next;
+ if (l->next != NULL) l->next->prev=l->prev;
+ }
+}
+
+//FEATURES
+int zEnableSpecular = 1; //Enable specular lighting
+void glSetEnableSpecular(int s){
+ zEnableSpecular = s;
+}
+/* non optimized lightening model */
+void gl_shade_vertex(GLContext *c,GLVertex *v)
+{
+ float R,G,B,A;
+ GLMaterial *m;
+ GLLight *l;
+ V3 n,s,d;
+ float dist,tmp,att,dot,dot_spot,dot_spec;
+ int twoside = c->light_model_two_side;
+
+ m=&c->materials[0];
+
+ n.X=v->normal.X;
+ n.Y=v->normal.Y;
+ n.Z=v->normal.Z;
+
+ R=m->emission.v[0]+m->ambient.v[0]*c->ambient_light_model.v[0];
+ G=m->emission.v[1]+m->ambient.v[1]*c->ambient_light_model.v[1];
+ B=m->emission.v[2]+m->ambient.v[2]*c->ambient_light_model.v[2];
+ A=clampf(m->diffuse.v[3],0,1);
+
+ for(l=c->first_light;l!=NULL;l=l->next) {
+ float lR,lB,lG;
+
+ /* ambient */
+ lR=l->ambient.v[0] * m->ambient.v[0];
+ lG=l->ambient.v[1] * m->ambient.v[1];
+ lB=l->ambient.v[2] * m->ambient.v[2];
+
+ if (l->position.v[3] == 0) {
+ /* light at infinity */
+ d.X=l->position.v[0];
+ d.Y=l->position.v[1];
+ d.Z=l->position.v[2];
+ att=1;
+ } else {
+ /* distance attenuation */
+ d.X=l->position.v[0]-v->ec.v[0];
+ d.Y=l->position.v[1]-v->ec.v[1];
+ d.Z=l->position.v[2]-v->ec.v[2];
+ dist=sqrt(d.X*d.X+d.Y*d.Y+d.Z*d.Z);
+ if (dist>1E-3) {
+ tmp=1/dist;
+ d.X*=tmp;
+ d.Y*=tmp;
+ d.Z*=tmp;
+ }
+ att=1.0f/(l->attenuation[0]+dist*(l->attenuation[1]+
+ dist*l->attenuation[2]));
+ }
+ dot=d.X*n.X+d.Y*n.Y+d.Z*n.Z;
+ if (twoside && dot < 0) dot = -dot;
+ if (dot>0) {
+ /* diffuse light */
+ lR+=dot * l->diffuse.v[0] * m->diffuse.v[0];
+ lG+=dot * l->diffuse.v[1] * m->diffuse.v[1];
+ lB+=dot * l->diffuse.v[2] * m->diffuse.v[2];
+
+ /* spot light */
+ if (l->spot_cutoff != 180) {
+ dot_spot=-(d.X*l->norm_spot_direction.v[0]+
+ d.Y*l->norm_spot_direction.v[1]+
+ d.Z*l->norm_spot_direction.v[2]);
+ if (twoside && dot_spot < 0) dot_spot = -dot_spot;
+ if (dot_spot < l->cos_spot_cutoff) {
+ /* no contribution */
+ continue;
+ } else {
+ /* TODO: optimize */
+ if (l->spot_exponent > 0) {
+ att=att*pow(dot_spot,l->spot_exponent);
+ }
+ }
+ }
+
+ /* specular light */
+ if (zEnableSpecular){
+ if (c->local_light_model) {
+ V3 vcoord;
+ vcoord.X=v->ec.X;
+ vcoord.Y=v->ec.Y;
+ vcoord.Z=v->ec.Z;
+ gl_V3_Norm(&vcoord);
+ s.X=d.X-vcoord.X;
+ s.Y=d.Y-vcoord.X;
+ s.Z=d.Z-vcoord.X;
+ } else {
+ s.X=d.X;
+ s.Y=d.Y;
+ s.Z=d.Z+1.0;
+ }
+ dot_spec=n.X*s.X+n.Y*s.Y+n.Z*s.Z;
+ if (twoside && dot_spec < 0) dot_spec = -dot_spec;
+ if (dot_spec>0) {
+ GLSpecBuf *specbuf;
+ int idx;
+ tmp=sqrt(s.X*s.X+s.Y*s.Y+s.Z*s.Z);
+ if (tmp > 1E-3) {
+ dot_spec=dot_spec / tmp;
+ }
+
+ /* TODO: optimize */
+ /* testing specular buffer code */
+ /* dot_spec= pow(dot_spec,m->shininess);*/
+ specbuf = specbuf_get_buffer(c, m->shininess_i, m->shininess);
+ idx = (int)(dot_spec*SPECULAR_BUFFER_SIZE);
+ if (idx > SPECULAR_BUFFER_SIZE) idx = SPECULAR_BUFFER_SIZE;
+ dot_spec = specbuf->buf[idx];
+ lR+=dot_spec * l->specular.v[0] * m->specular.v[0];
+ lG+=dot_spec * l->specular.v[1] * m->specular.v[1];
+ lB+=dot_spec * l->specular.v[2] * m->specular.v[2];
+ }//EOF if dot_spec>0
+ }//EOF zEnableSpecular
+ } //EOF if dot > 0
+
+ R+=att * lR;
+ G+=att * lG;
+ B+=att * lB;
+ } //End of light loop.
+
+ v->color.v[0]=clampf(R,0,1);
+ v->color.v[1]=clampf(G,0,1);
+ v->color.v[2]=clampf(B,0,1);
+ v->color.v[3]=A;
+}
+
--- /dev/null
+++ b/src/list.c
@@ -1,0 +1,255 @@
+#include "zgl.h"
+
+static char *op_table_str[]=
+{
+#define ADD_OP(a,b,c) "gl" #a " " #c,
+
+#include "opinfo.h"
+};
+
+static void (*op_table_func[])(GLContext *,GLParam *)=
+{
+#define ADD_OP(a,b,c) glop ## a ,
+
+#include "opinfo.h"
+};
+
+static int op_table_size[]=
+{
+#define ADD_OP(a,b,c) b + 1 ,
+
+#include "opinfo.h"
+};
+
+
+GLContext *gl_get_context(void)
+{
+ return gl_ctx;
+}
+
+static GLList *find_list(GLContext *c,unsigned int list)
+{
+ return c->shared_state.lists[list];
+}
+
+static void delete_list(GLContext *c,int list)
+{
+ GLParamBuffer *pb,*pb1;
+ GLList *l;
+
+ l=find_list(c,list);
+ assert(l != NULL);
+
+ /* free param buffer */
+ pb=l->first_op_buffer;
+ while (pb!=NULL) {
+ pb1=pb->next;
+ gl_free(pb);
+ pb=pb1;
+ }
+
+ gl_free(l);
+ c->shared_state.lists[list]=NULL;
+}
+
+static GLList *alloc_list(GLContext *c,int list)
+{
+ GLList *l;
+ GLParamBuffer *ob;
+
+ l=gl_zalloc(sizeof(GLList));
+ ob=gl_zalloc(sizeof(GLParamBuffer));
+
+ ob->next=NULL;
+ l->first_op_buffer=ob;
+
+ ob->ops[0].op=OP_EndList;
+
+ c->shared_state.lists[list]=l;
+ return l;
+}
+
+
+void gl_print_op(FILE *f,GLParam *p)
+{
+ int op;
+ char *s;
+
+ op=p[0].op;
+ p++;
+ s=op_table_str[op];
+ while (*s != 0) {
+ if (*s == '%') {
+ s++;
+ switch (*s++) {
+ case 'f':
+ fprintf(f,"%g",p[0].f);
+ break;
+ default:
+ fprintf(f,"%d",p[0].i);
+ break;
+ }
+ p++;
+ } else {
+ fputc(*s,f);
+ s++;
+ }
+ }
+ fprintf(f,"\n");
+}
+
+
+void gl_compile_op(GLContext *c,GLParam *p)
+{
+ int op,op_size;
+ GLParamBuffer *ob,*ob1;
+ int index,i;
+
+ op=p[0].op;
+ op_size=op_table_size[op];
+ index=c->current_op_buffer_index;
+ ob=c->current_op_buffer;
+
+ /* we should be able to add a NextBuffer opcode */
+ if ((index + op_size) > (OP_BUFFER_MAX_SIZE-2)) {
+
+ ob1=gl_zalloc(sizeof(GLParamBuffer));
+ ob1->next=NULL;
+
+ ob->next=ob1;
+ ob->ops[index].op=OP_NextBuffer;
+ ob->ops[index+1].p=(void *)ob1;
+
+ c->current_op_buffer=ob1;
+ ob=ob1;
+ index=0;
+ }
+
+ for(i=0;i<op_size;i++) {
+ ob->ops[index]=p[i];
+ index++;
+ }
+ c->current_op_buffer_index=index;
+}
+
+void gl_add_op(GLParam *p)
+{
+ GLContext *c=gl_get_context();
+ int op;
+
+ op=p[0].op;
+ if (c->exec_flag) {
+ op_table_func[op](c,p);
+ }
+ if (c->compile_flag) {
+ gl_compile_op(c,p);
+ }
+ if (c->print_flag) {
+ gl_print_op(stderr,p);
+ }
+}
+
+/* this opcode is never called directly */
+void glopEndList(GLContext *c,GLParam *p)
+{
+ assert(0);
+}
+
+/* this opcode is never called directly */
+void glopNextBuffer(GLContext *c,GLParam *p)
+{
+ assert(0);
+}
+
+
+void glopCallList(GLContext *c,GLParam *p)
+{
+ GLList *l;
+ int list,op;
+
+ list=p[1].ui;
+ l=find_list(c,list);
+ if (l == NULL) gl_fatal_error("list %d not defined",list);
+ p=l->first_op_buffer->ops;
+
+ while (1) {
+ op=p[0].op;
+ if (op == OP_EndList) break;
+ if (op == OP_NextBuffer) {
+ p=(GLParam *)p[1].p;
+ } else {
+ op_table_func[op](c,p);
+ p+=op_table_size[op];
+ }
+ }
+}
+
+
+
+void glNewList(unsigned int list,int mode)
+{
+ GLList *l;
+ GLContext *c=gl_get_context();
+
+ assert(mode == GL_COMPILE || mode == GL_COMPILE_AND_EXECUTE);
+ assert(c->compile_flag == 0);
+
+ l=find_list(c,list);
+ if (l!=NULL) delete_list(c,list);
+ l=alloc_list(c,list);
+
+ c->current_op_buffer=l->first_op_buffer;
+ c->current_op_buffer_index=0;
+
+ c->compile_flag=1;
+ c->exec_flag=(mode == GL_COMPILE_AND_EXECUTE);
+}
+
+void glEndList(void)
+{
+ GLContext *c=gl_get_context();
+ GLParam p[1];
+
+ assert(c->compile_flag == 1);
+
+ /* end of list */
+ p[0].op=OP_EndList;
+ gl_compile_op(c,p);
+
+ c->compile_flag=0;
+ c->exec_flag=1;
+}
+
+int glIsList(unsigned int list)
+{
+ GLContext *c=gl_get_context();
+ GLList *l;
+ l=find_list(c,list);
+ return (l != NULL);
+}
+
+unsigned int glGenLists(int range)
+{
+ GLContext *c=gl_get_context();
+ int count,i,list;
+ GLList **lists;
+
+ lists=c->shared_state.lists;
+ count=0;
+ for(i=0;i<MAX_DISPLAY_LISTS;i++) {
+ if (lists[i]==NULL) {
+ count++;
+ if (count == range) {
+ list=i-range+1;
+ for(i=0;i<range;i++) {
+ alloc_list(c,list+i);
+ }
+ return list;
+ }
+ } else {
+ count=0;
+ }
+ }
+ return 0;
+}
+
--- /dev/null
+++ b/src/matrix.c
@@ -1,0 +1,241 @@
+#include "zgl.h"
+
+void gl_print_matrix( const float *m)
+{
+ int i;
+
+ for (i=0;i<4;i++) {
+ fprintf(stderr,"%f %f %f %f\n", m[i], m[4+i], m[8+i], m[12+i] );
+ }
+}
+
+static inline void gl_matrix_update(GLContext *c)
+{
+ c->matrix_model_projection_updated=(c->matrix_mode<=1);
+}
+
+
+void glopMatrixMode(GLContext *c,GLParam *p)
+{
+ int mode=p[1].i;
+ switch(mode) {
+ case GL_MODELVIEW:
+ c->matrix_mode=0;
+ break;
+ case GL_PROJECTION:
+ c->matrix_mode=1;
+ break;
+ case GL_TEXTURE:
+ c->matrix_mode=2;
+ break;
+ default:
+ assert(0);
+ }
+}
+
+void glopLoadMatrix(GLContext *c,GLParam *p)
+{
+ M4 *m;
+ int i;
+
+ GLParam *q;
+
+ m=c->matrix_stack_ptr[c->matrix_mode];
+ q=p+1;
+
+ for(i=0;i<4;i++) {
+ m->m[0][i]=q[0].f;
+ m->m[1][i]=q[1].f;
+ m->m[2][i]=q[2].f;
+ m->m[3][i]=q[3].f;
+ q+=4;
+ }
+
+ gl_matrix_update(c);
+}
+
+void glopLoadIdentity(GLContext *c,GLParam *p)
+{
+
+ gl_M4_Id(c->matrix_stack_ptr[c->matrix_mode]);
+
+ gl_matrix_update(c);
+}
+
+void glopMultMatrix(GLContext *c,GLParam *p)
+{
+ M4 m;
+ int i;
+
+ GLParam *q;
+ q=p+1;
+
+ for(i=0;i<4;i++) {
+ m.m[0][i]=q[0].f;
+ m.m[1][i]=q[1].f;
+ m.m[2][i]=q[2].f;
+ m.m[3][i]=q[3].f;
+ q+=4;
+ }
+
+ gl_M4_MulLeft(c->matrix_stack_ptr[c->matrix_mode],&m);
+
+ gl_matrix_update(c);
+}
+
+
+void glopPushMatrix(GLContext *c,GLParam *p)
+{
+ int n=c->matrix_mode;
+ M4 *m;
+
+ assert( (c->matrix_stack_ptr[n] - c->matrix_stack[n] + 1 )
+ < c->matrix_stack_depth_max[n] );
+
+ m=++c->matrix_stack_ptr[n];
+
+ gl_M4_Move(&m[0],&m[-1]);
+
+ gl_matrix_update(c);
+}
+
+void glopPopMatrix(GLContext *c,GLParam *p)
+{
+ int n=c->matrix_mode;
+
+ assert( c->matrix_stack_ptr[n] > c->matrix_stack[n] );
+ c->matrix_stack_ptr[n]--;
+ gl_matrix_update(c);
+}
+
+
+void glopRotate(GLContext *c,GLParam *p)
+{
+ M4 m;
+ float u[3];
+ float angle;
+ int dir_code;
+
+ angle = p[1].f * M_PI / 180.0;
+ u[0]=p[2].f;
+ u[1]=p[3].f;
+ u[2]=p[4].f;
+
+ /* simple case detection */
+ dir_code = ((u[0] != 0)<<2) | ((u[1] != 0)<<1) | (u[2] != 0);
+
+ switch(dir_code) {
+ case 0:
+ gl_M4_Id(&m);
+ break;
+ case 4:
+ if (u[0] < 0) angle=-angle;
+ gl_M4_Rotate(&m,angle,0);
+ break;
+ case 2:
+ if (u[1] < 0) angle=-angle;
+ gl_M4_Rotate(&m,angle,1);
+ break;
+ case 1:
+ if (u[2] < 0) angle=-angle;
+ gl_M4_Rotate(&m,angle,2);
+ break;
+ default:
+ {
+ float cost, sint;
+
+ /* normalize vector */
+ float len = u[0]*u[0]+u[1]*u[1]+u[2]*u[2];
+ if (len == 0.0f) return;
+ len = 1.0f / sqrt(len);
+ u[0] *= len;
+ u[1] *= len;
+ u[2] *= len;
+
+ /* store cos and sin values */
+ cost=cos(angle);
+ sint=sin(angle);
+
+ /* fill in the values */
+ m.m[3][0]=m.m[3][1]=m.m[3][2]=
+ m.m[0][3]=m.m[1][3]=m.m[2][3]=0.0f;
+ m.m[3][3]=1.0f;
+
+ /* do the math */
+ m.m[0][0]=u[0]*u[0]+cost*(1-u[0]*u[0]);
+ m.m[1][0]=u[0]*u[1]*(1-cost)-u[2]*sint;
+ m.m[2][0]=u[2]*u[0]*(1-cost)+u[1]*sint;
+ m.m[0][1]=u[0]*u[1]*(1-cost)+u[2]*sint;
+ m.m[1][1]=u[1]*u[1]+cost*(1-u[1]*u[1]);
+ m.m[2][1]=u[1]*u[2]*(1-cost)-u[0]*sint;
+ m.m[0][2]=u[2]*u[0]*(1-cost)-u[1]*sint;
+ m.m[1][2]=u[1]*u[2]*(1-cost)+u[0]*sint;
+ m.m[2][2]=u[2]*u[2]+cost*(1-u[2]*u[2]);
+ }
+ }
+
+ gl_M4_MulLeft(c->matrix_stack_ptr[c->matrix_mode],&m);
+
+ gl_matrix_update(c);
+}
+
+void glopScale(GLContext *c,GLParam *p)
+{
+ float *m;
+ float x=p[1].f,y=p[2].f,z=p[3].f;
+
+ m=&c->matrix_stack_ptr[c->matrix_mode]->m[0][0];
+
+ m[0] *= x; m[1] *= y; m[2] *= z;
+ m[4] *= x; m[5] *= y; m[6] *= z;
+ m[8] *= x; m[9] *= y; m[10] *= z;
+ m[12] *= x; m[13] *= y; m[14] *= z;
+ gl_matrix_update(c);
+}
+
+void glopTranslate(GLContext *c,GLParam *p)
+{
+ float *m;
+ float x=p[1].f,y=p[2].f,z=p[3].f;
+
+ m=&c->matrix_stack_ptr[c->matrix_mode]->m[0][0];
+
+ m[3] = m[0] * x + m[1] * y + m[2] * z + m[3];
+ m[7] = m[4] * x + m[5] * y + m[6] * z + m[7];
+ m[11] = m[8] * x + m[9] * y + m[10] * z + m[11];
+ m[15] = m[12] * x + m[13] * y + m[14] * z + m[15];
+
+ gl_matrix_update(c);
+}
+
+
+void glopFrustum(GLContext *c,GLParam *p)
+{
+ float *r;
+ M4 m;
+ float left=p[1].f;
+ float right=p[2].f;
+ float bottom=p[3].f;
+ float top=p[4].f;
+ float near=p[5].f;
+ float farp=p[6].f;
+ float x,y,A,B,C,D;
+
+ x = (2.0*near) / (right-left);
+ y = (2.0*near) / (top-bottom);
+ A = (right+left) / (right-left);
+ B = (top+bottom) / (top-bottom);
+ C = -(farp+near) / ( farp-near);
+ D = -(2.0*farp*near) / (farp-near);
+
+ r=&m.m[0][0];
+ r[0]= x; r[1]=0; r[2]=A; r[3]=0;
+ r[4]= 0; r[5]=y; r[6]=B; r[7]=0;
+ r[8]= 0; r[9]=0; r[10]=C; r[11]=D;
+ r[12]= 0; r[13]=0; r[14]=-1; r[15]=0;
+
+ gl_M4_MulLeft(c->matrix_stack_ptr[c->matrix_mode],&m);
+
+ gl_matrix_update(c);
+}
+
--- /dev/null
+++ b/src/memory.c
@@ -1,0 +1,21 @@
+/*
+ * Memory allocator for TinyGL
+ */
+#include "zgl.h"
+
+/* modify these functions so that they suit your needs */
+
+void gl_free(void *p)
+{
+ free(p);
+}
+
+void *gl_malloc(int size)
+{
+ return malloc(size);
+}
+
+void *gl_zalloc(int size)
+{
+ return calloc(1, size);
+}
--- /dev/null
+++ b/src/misc.c
@@ -1,0 +1,163 @@
+#include "zgl.h"
+#include "msghandling.h"
+
+
+
+void glPolygonStipple(void* a){
+ unsigned char* b = a;
+ GLContext *c=gl_get_context();
+ ZBuffer *zb = c->zb;
+ for(int i = 0; i < 128; i++)
+ {
+ zb->stipplepattern[i] = b[i];
+ }
+}
+
+
+void glopViewport(GLContext *c,GLParam *p)
+{
+ int xsize,ysize,xmin,ymin,xsize_req,ysize_req;
+
+ xmin=p[1].i;
+ ymin=p[2].i;
+ xsize=p[3].i;
+ ysize=p[4].i;
+
+ /* we may need to resize the zbuffer */
+
+ if (c->viewport.xmin != xmin ||
+ c->viewport.ymin != ymin ||
+ c->viewport.xsize != xsize ||
+ c->viewport.ysize != ysize) {
+
+ xsize_req=xmin+xsize;
+ ysize_req=ymin+ysize;
+
+ if (c->gl_resize_viewport &&
+ c->gl_resize_viewport(c,&xsize_req,&ysize_req) != 0) {
+ gl_fatal_error("glViewport: error while resizing display");
+ }
+
+ xsize=xsize_req-xmin;
+ ysize=ysize_req-ymin;
+ if (xsize <= 0 || ysize <= 0) {
+ gl_fatal_error("glViewport: size too small");
+ }
+
+ tgl_trace("glViewport: %d %d %d %d\n",
+ xmin, ymin, xsize, ysize);
+ c->viewport.xmin=xmin;
+ c->viewport.ymin=ymin;
+ c->viewport.xsize=xsize;
+ c->viewport.ysize=ysize;
+
+ c->viewport.updated=1;
+ }
+}
+
+void glopEnableDisable(GLContext *c,GLParam *p)
+{
+ int code=p[1].i;
+ int v=p[2].i;
+
+ switch(code) {
+ case GL_CULL_FACE:
+ c->cull_face_enabled=v;
+ break;
+ case GL_LIGHTING:
+ c->lighting_enabled=v;
+ break;
+ case GL_COLOR_MATERIAL:
+ c->color_material_enabled=v;
+ break;
+ case GL_TEXTURE_2D:
+ c->texture_2d_enabled=v;
+ break;
+ case GL_NORMALIZE:
+ c->normalize_enabled=v;
+ break;
+ case GL_DEPTH_TEST:
+ c->depth_test = v;
+ break;
+ case GL_POLYGON_OFFSET_FILL:
+ if (v) c->offset_states |= TGL_OFFSET_FILL;
+ else c->offset_states &= ~TGL_OFFSET_FILL;
+ break;
+ case GL_POLYGON_STIPPLE:
+ c->zb->dostipple = v;
+ break;
+ case GL_POLYGON_OFFSET_POINT:
+ if (v) c->offset_states |= TGL_OFFSET_POINT;
+ else c->offset_states &= ~TGL_OFFSET_POINT;
+ break;
+ case GL_POLYGON_OFFSET_LINE:
+ if (v) c->offset_states |= TGL_OFFSET_LINE;
+ else c->offset_states &= ~TGL_OFFSET_LINE;
+ break;
+ default:
+ if (code>=GL_LIGHT0 && code<GL_LIGHT0+MAX_LIGHTS) {
+ gl_enable_disable_light(c,code - GL_LIGHT0, v);
+ } else {
+ /*
+ fprintf(stderr,"glEnableDisable: 0x%X not supported.\n",code);
+ */
+ }
+ break;
+ }
+}
+
+void glopShadeModel(GLContext *c,GLParam *p)
+{
+ int code=p[1].i;
+ c->current_shade_model=code;
+}
+
+void glopCullFace(GLContext *c,GLParam *p)
+{
+ int code=p[1].i;
+ c->current_cull_face=code;
+}
+
+void glopFrontFace(GLContext *c,GLParam *p)
+{
+ int code=p[1].i;
+ c->current_front_face=code;
+}
+
+void glopPolygonMode(GLContext *c,GLParam *p)
+{
+ int face=p[1].i;
+ int mode=p[2].i;
+
+ switch(face) {
+ case GL_BACK:
+ c->polygon_mode_back=mode;
+ break;
+ case GL_FRONT:
+ c->polygon_mode_front=mode;
+ break;
+ case GL_FRONT_AND_BACK:
+ c->polygon_mode_front=mode;
+ c->polygon_mode_back=mode;
+ break;
+ default:
+ assert(0);
+ }
+}
+
+void glopHint(GLContext *c,GLParam *p)
+{
+#if 0
+ int target=p[1].i;
+ int mode=p[2].i;
+
+ /* do nothing */
+#endif
+}
+
+void
+glopPolygonOffset(GLContext *c, GLParam *p)
+{
+ c->offset_factor = p[1].f;
+ c->offset_units = p[2].f;
+}
--- /dev/null
+++ b/src/msghandling.c
@@ -1,0 +1,52 @@
+#include <stdarg.h>
+#include <stdio.h>
+
+#define NDEBUG
+
+#ifdef NDEBUG
+#define NO_DEBUG_OUTPUT
+#endif
+
+/* Use this function to output messages when something unexpected
+ happens (which might be an indication of an error). *Don't* use it
+ when there's internal errors in the code - these should be handled
+ by asserts. */
+void
+tgl_warning(const char *format, ...)
+{
+#ifndef NO_DEBUG_OUTPUT
+ va_list args;
+ va_start(args, format);
+ fprintf(stderr, "*WARNING* ");
+ vfprintf(stderr, format, args);
+ va_end(args);
+#endif /* !NO_DEBUG_OUTPUT */
+}
+
+/* This function should be used for debug output only. */
+void
+tgl_trace(const char *format, ...)
+{
+#ifndef NO_DEBUG_OUTPUT
+ va_list args;
+ va_start(args, format);
+ fprintf(stderr, "*DEBUG* ");
+ vfprintf(stderr, format, args);
+ va_end(args);
+#endif /* !NO_DEBUG_OUTPUT */
+}
+
+/* Use this function to output info about things in the code which
+ should be fixed (missing handling of special cases, important
+ features not implemented, known bugs/buglets, ...). */
+void
+tgl_fixme(const char *format, ...)
+{
+#ifndef NO_DEBUG_OUTPUT
+ va_list args;
+ va_start(args, format);
+ fprintf(stderr, "*FIXME* ");
+ vfprintf(stderr, format, args);
+ va_end(args);
+#endif /* !NO_DEBUG_OUTPUT */
+}
--- /dev/null
+++ b/src/msghandling.h
@@ -1,0 +1,8 @@
+#ifndef _msghandling_h_
+#define _msghandling_h_
+
+extern void tgl_warning(const char *text, ...);
+extern void tgl_trace(const char *text, ...);
+extern void tgl_fixme(const char *text, ...);
+
+#endif /* _msghandling_h_ */
--- /dev/null
+++ b/src/opinfo.h
@@ -1,0 +1,71 @@
+
+
+ADD_OP(Color,7,"%f %f %f %f %d %d %d")
+ADD_OP(TexCoord,4,"%f %f %f %f")
+ADD_OP(EdgeFlag,1,"%d")
+ADD_OP(Normal,3,"%f %f %f")
+
+ADD_OP(Begin,1,"%C")
+ADD_OP(Vertex,4,"%f %f %f %f")
+ADD_OP(End,0,"")
+
+ADD_OP(EnableDisable,2,"%C %d")
+
+ADD_OP(MatrixMode,1,"%C")
+ADD_OP(LoadMatrix,16,"")
+ADD_OP(LoadIdentity,0,"")
+ADD_OP(MultMatrix,16,"")
+ADD_OP(PushMatrix,0,"")
+ADD_OP(PopMatrix,0,"")
+ADD_OP(Rotate,4,"%f %f %f %f")
+ADD_OP(Translate,3,"%f %f %f")
+ADD_OP(Scale,3,"%f %f %f")
+
+ADD_OP(Viewport,4,"%d %d %d %d")
+ADD_OP(Frustum,6,"%f %f %f %f %f %f")
+
+ADD_OP(Material,6,"%C %C %f %f %f %f")
+ADD_OP(ColorMaterial,2,"%C %C")
+ADD_OP(Light,6,"%C %C %f %f %f %f")
+ADD_OP(LightModel,5,"%C %f %f %f %f")
+
+ADD_OP(Clear,1,"%d")
+ADD_OP(ClearColor,4,"%f %f %f %f")
+ADD_OP(ClearDepth,1,"%f")
+
+ADD_OP(InitNames,0,"")
+ADD_OP(PushName,1,"%d")
+ADD_OP(PopName,0,"")
+ADD_OP(LoadName,1,"%d")
+
+ADD_OP(TexImage2D,9,"%d %d %d %d %d %d %d %d %d")
+ADD_OP(BindTexture,2,"%C %d")
+ADD_OP(TexEnv,7,"%C %C %C %f %f %f %f")
+ADD_OP(TexParameter,7,"%C %C %C %f %f %f %f")
+ADD_OP(PixelStore,2,"%C %C")
+
+ADD_OP(ShadeModel,1,"%C")
+ADD_OP(CullFace,1,"%C")
+ADD_OP(FrontFace,1,"%C")
+ADD_OP(PolygonMode,2,"%C %C")
+
+ADD_OP(CallList,1,"%d")
+ADD_OP(Hint,2,"%C %C")
+
+/* special opcodes */
+ADD_OP(EndList,0,"")
+ADD_OP(NextBuffer,1,"%p")
+
+/* opengl 1.1 arrays */
+ADD_OP(ArrayElement, 1, "%d")
+ADD_OP(EnableClientState, 1, "%C")
+ADD_OP(DisableClientState, 1, "%C")
+ADD_OP(VertexPointer, 4, "%d %C %d %p")
+ADD_OP(ColorPointer, 4, "%d %C %d %p")
+ADD_OP(NormalPointer, 3, "%C %d %p")
+ADD_OP(TexCoordPointer, 4, "%d %C %d %p")
+
+/* opengl 1.1 polygon offset */
+ADD_OP(PolygonOffset, 2, "%f %f")
+
+#undef ADD_OP
--- /dev/null
+++ b/src/oscontext.c
@@ -1,0 +1,84 @@
+#include "include/GL/oscontext.h"
+#include "zbuffer.h"
+#include "zgl.h"
+#include "include/GL/gl.h"
+#include <stdlib.h>
+#include <assert.h>
+
+static int buffercnt = 0;
+
+ostgl_context *
+ostgl_create_context(const int xsize,
+ const int ysize,
+ const int depth,
+ void **framebuffers,
+ const int numbuffers)
+{
+ ostgl_context *context;
+ int i;
+ ZBuffer *zb;
+
+ assert(depth == 16); /* support for other depths must include bpp
+ convertion */
+ assert(numbuffers >= 1);
+
+ context = gl_malloc(sizeof(ostgl_context));
+ assert(context);
+ context->zbs = gl_malloc(sizeof(void*)*numbuffers);
+ context->framebuffers = gl_malloc(sizeof(void*)*numbuffers);
+
+ assert(context->zbs != NULL && context->framebuffers != NULL);
+
+ for (i = 0; i < numbuffers; i++) {
+ context->framebuffers[i] = framebuffers[i];
+ zb = ZB_open(xsize, ysize, ZB_MODE_5R6G5B, 0, NULL, NULL, framebuffers[i]);
+ if (zb == NULL) {
+ fprintf(stderr, "Error while initializing Z buffer\n");
+ exit(1);
+ }
+ context->zbs[i] = zb;
+ }
+ if (++buffercnt == 1) {
+ glInit(context->zbs[0]);
+ }
+ context->xsize = xsize;
+ context->ysize = ysize;
+ context->numbuffers = numbuffers;
+ return context;
+}
+
+void
+ostgl_delete_context(ostgl_context *context)
+{
+ int i;
+ for (i = 0; i < context->numbuffers; i++) {
+ ZB_close(context->zbs[i]);
+ }
+ gl_free(context->zbs);
+ gl_free(context->framebuffers);
+ gl_free(context);
+
+ if (--buffercnt == 0) {
+ glClose();
+ }
+}
+
+void
+ostgl_make_current(ostgl_context *oscontext, const int idx)
+{
+ GLContext *context = gl_get_context();
+ assert(idx < oscontext->numbuffers);
+ context->zb = oscontext->zbs[idx];
+}
+
+void
+ostgl_resize(ostgl_context *context,
+ const int xsize,
+ const int ysize,
+ void **framebuffers)
+{
+ int i;
+ for (i = 0; i < context->numbuffers; i++) {
+ ZB_resize(context->zbs[i], framebuffers[i], xsize, ysize);
+ }
+}
--- /dev/null
+++ b/src/select.c
@@ -1,0 +1,114 @@
+#include "zgl.h"
+
+int glRenderMode(int mode)
+{
+ GLContext *c=gl_get_context();
+ int result=0;
+
+ switch(c->render_mode) {
+ case GL_RENDER:
+ break;
+ case GL_SELECT:
+ if (c->select_overflow) {
+ result=-c->select_hits;
+ } else {
+ result=c->select_hits;
+ }
+ c->select_overflow=0;
+ c->select_ptr=c->select_buffer;
+ c->name_stack_size=0;
+ break;
+ default:
+ assert(0);
+ }
+ switch(mode) {
+ case GL_RENDER:
+ c->render_mode=GL_RENDER;
+ break;
+ case GL_SELECT:
+ c->render_mode=GL_SELECT;
+ assert( c->select_buffer != NULL);
+ c->select_ptr=c->select_buffer;
+ c->select_hits=0;
+ c->select_overflow=0;
+ c->select_hit=NULL;
+ break;
+ default:
+ assert(0);
+ }
+ return result;
+}
+
+void glSelectBuffer(int size,unsigned int *buf)
+{
+ GLContext *c=gl_get_context();
+
+ assert(c->render_mode != GL_SELECT);
+
+ c->select_buffer=buf;
+ c->select_size=size;
+}
+
+
+void glopInitNames(GLContext *c,GLParam *p)
+{
+ if (c->render_mode == GL_SELECT) {
+ c->name_stack_size=0;
+ c->select_hit=NULL;
+ }
+}
+
+void glopPushName(GLContext *c,GLParam *p)
+{
+ if (c->render_mode == GL_SELECT) {
+ assert(c->name_stack_size<MAX_NAME_STACK_DEPTH);
+ c->name_stack[c->name_stack_size++]=p[1].i;
+ c->select_hit=NULL;
+ }
+}
+
+void glopPopName(GLContext *c,GLParam *p)
+{
+ if (c->render_mode == GL_SELECT) {
+ assert(c->name_stack_size>0);
+ c->name_stack_size--;
+ c->select_hit=NULL;
+ }
+}
+
+void glopLoadName(GLContext *c,GLParam *p)
+{
+ if (c->render_mode == GL_SELECT) {
+ assert(c->name_stack_size>0);
+ c->name_stack[c->name_stack_size-1]=p[1].i;
+ c->select_hit=NULL;
+ }
+}
+
+void gl_add_select(GLContext *c,unsigned int zmin,unsigned int zmax)
+{
+ unsigned int *ptr;
+ int n,i;
+
+ if (!c->select_overflow) {
+ if (c->select_hit==NULL) {
+ n=c->name_stack_size;
+ if ((c->select_ptr-c->select_buffer+3+n) >
+ c->select_size) {
+ c->select_overflow=1;
+ } else {
+ ptr=c->select_ptr;
+ c->select_hit=ptr;
+ *ptr++=c->name_stack_size;
+ *ptr++=zmin;
+ *ptr++=zmax;
+ for(i=0;i<n;i++) *ptr++=c->name_stack[i];
+ c->select_ptr=ptr;
+ c->select_hits++;
+ }
+ } else {
+ if (zmin<c->select_hit[1]) c->select_hit[1]=zmin;
+ if (zmax>c->select_hit[2]) c->select_hit[2]=zmax;
+ }
+ }
+}
--- /dev/null
+++ b/src/specbuf.c
@@ -1,0 +1,52 @@
+#include "zgl.h"
+#include "msghandling.h"
+#include <math.h>
+#include <stdlib.h>
+
+static void calc_buf(GLSpecBuf *buf, const float shininess)
+{
+ int i;
+ float val, inc;
+ val = 0.0f;
+ inc = 1.0f/SPECULAR_BUFFER_SIZE;
+ for (i = 0; i <= SPECULAR_BUFFER_SIZE; i++) {
+ buf->buf[i] = pow(val, shininess);
+ val += inc;
+ }
+}
+
+GLSpecBuf *
+specbuf_get_buffer(GLContext *c, const int shininess_i,
+ const float shininess)
+{
+ GLSpecBuf *found, *oldest;
+ found = oldest = c->specbuf_first;
+ while (found && found->shininess_i != shininess_i) {
+ if (found->last_used < oldest->last_used) {
+ oldest = found;
+ }
+ found = found->next;
+ }
+ if (found) { /* hey, found one! */
+ found->last_used = c->specbuf_used_counter++;
+ return found;
+ }
+ if (oldest == NULL || c->specbuf_num_buffers < MAX_SPECULAR_BUFFERS) {
+ /* create new buffer */
+ GLSpecBuf *buf = gl_malloc(sizeof(GLSpecBuf));
+ if (!buf) gl_fatal_error("could not allocate specular buffer");
+ c->specbuf_num_buffers++;
+ buf->next = c->specbuf_first;
+ c->specbuf_first = buf;
+ buf->last_used = c->specbuf_used_counter++;
+ buf->shininess_i = shininess_i;
+ calc_buf(buf, shininess);
+ return buf;
+ }
+ /* overwrite the lru buffer */
+ /*tgl_trace("overwriting spec buffer :(\n");*/
+ oldest->shininess_i = shininess_i;
+ oldest->last_used = c->specbuf_used_counter++;
+ calc_buf(oldest, shininess);
+ return oldest;
+}
--- /dev/null
+++ b/src/specbuf.h
@@ -1,0 +1,22 @@
+#ifndef _tgl_specbuf_h_
+#define _tgl_specbuf_h_
+
+/* 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
+
+typedef struct GLSpecBuf {
+ int shininess_i;
+ int last_used;
+ float buf[SPECULAR_BUFFER_SIZE+1];
+ struct GLSpecBuf *next;
+} GLSpecBuf;
+
+GLSpecBuf *specbuf_get_buffer(GLContext *c, const int shininess_i,
+ const float shininess);
+void specbuf_cleanup(GLContext *c); /* free all memory used */
+
+#endif /* _tgl_specbuf_h_ */
\ No newline at end of file
--- /dev/null
+++ b/src/texture.c
@@ -1,0 +1,240 @@
+/*
+ * Texture Manager
+ */
+
+#include "zgl.h"
+
+static GLTexture *find_texture(GLContext *c,int h)
+{
+ GLTexture *t;
+
+ t=c->shared_state.texture_hash_table[h % TEXTURE_HASH_TABLE_SIZE];
+ while (t!=NULL) {
+ if (t->handle == h) return t;
+ t=t->next;
+ }
+ return NULL;
+}
+
+void* glGetTexturePixmap(int text, int level, int* xsize, int* ysize){
+ GLTexture* tex;
+ GLContext *c=gl_get_context();
+ assert(text >= 0 && level < MAX_TEXTURE_LEVELS);
+ tex = find_texture(c, text);
+ if(!tex)return NULL;
+ *xsize = tex->images[level].xsize;
+ *ysize = tex->images[level].ysize;
+ return tex->images[level].pixmap;
+}
+
+static void free_texture(GLContext *c,int h)
+{
+ GLTexture *t,**ht;
+ GLImage *im;
+ int i;
+
+ t=find_texture(c,h);
+ if (t->prev==NULL) {
+ ht=&c->shared_state.texture_hash_table
+ [t->handle % TEXTURE_HASH_TABLE_SIZE];
+ *ht=t->next;
+ } else {
+ t->prev->next=t->next;
+ }
+ if (t->next!=NULL) t->next->prev=t->prev;
+
+ for(i=0;i<MAX_TEXTURE_LEVELS;i++) {
+ im=&t->images[i];
+ if (im->pixmap != NULL) gl_free(im->pixmap);
+ }
+
+ gl_free(t);
+}
+
+GLTexture *alloc_texture(GLContext *c,int h)
+{
+ GLTexture *t,**ht;
+
+ t=gl_zalloc(sizeof(GLTexture));
+
+ ht=&c->shared_state.texture_hash_table[h % TEXTURE_HASH_TABLE_SIZE];
+
+ t->next=*ht;
+ t->prev=NULL;
+ if (t->next != NULL) t->next->prev=t;
+ *ht=t;
+
+ t->handle=h;
+
+ return t;
+}
+
+
+void glInitTextures(GLContext *c)
+{
+ /* textures */
+
+ c->texture_2d_enabled=0;
+ c->current_texture=find_texture(c,0);
+}
+
+void glGenTextures(int n, unsigned int *textures)
+{
+ GLContext *c=gl_get_context();
+ int max,i;
+ GLTexture *t;
+
+ max=0;
+ for(i=0;i<TEXTURE_HASH_TABLE_SIZE;i++) {
+ t=c->shared_state.texture_hash_table[i];
+ while (t!=NULL) {
+ if (t->handle>max) max=t->handle;
+ t=t->next;
+ }
+
+ }
+ for(i=0;i<n;i++) {
+ textures[i]=max+i+1;
+ }
+}
+
+
+void glDeleteTextures(int n, const unsigned int *textures)
+{
+ GLContext *c=gl_get_context();
+ int i;
+ GLTexture *t;
+
+ for(i=0;i<n;i++) {
+ t=find_texture(c,textures[i]);
+ if (t!=NULL && t!=0) {
+ if (t==c->current_texture) {
+ glBindTexture(GL_TEXTURE_2D,0);
+ }
+ free_texture(c,textures[i]);
+ }
+ }
+}
+
+
+void glopBindTexture(GLContext *c,GLParam *p)
+{
+ int target=p[1].i;
+ int texture=p[2].i;
+ GLTexture *t;
+
+ assert(target == GL_TEXTURE_2D && texture >= 0);
+
+ t=find_texture(c,texture);
+ if (t==NULL) {
+ t=alloc_texture(c,texture);
+ }
+ c->current_texture=t;
+}
+
+void glopTexImage2D(GLContext *c,GLParam *p)
+{
+ int target=p[1].i;
+ int level=p[2].i;
+ int components=p[3].i;
+ int width=p[4].i;
+ int height=p[5].i;
+ int border=p[6].i;
+ int format=p[7].i;
+ int type=p[8].i;
+ void *pixels=p[9].p;
+ GLImage *im;
+ unsigned char *pixels1;
+ int do_free;
+
+ if (!(target == GL_TEXTURE_2D && level == 0 && components == 3 &&
+ border == 0 && format == GL_RGB &&
+ type == GL_UNSIGNED_BYTE)) {
+ gl_fatal_error("glTexImage2D: combination of parameters not handled!!");
+ }
+
+ do_free=0;
+ if (width != 256 || height != 256) {
+ pixels1 = gl_malloc(256 * 256 * 3);
+ /* no interpolation is done here to respect the original image aliasing ! */
+ gl_resizeImageNoInterpolate(pixels1,256,256,pixels,width,height);
+ do_free=1;
+ width=256;
+ height=256;
+ } else {
+ pixels1=pixels;
+ }
+
+ im=&c->current_texture->images[level];
+ im->xsize=width;
+ im->ysize=height;
+ if (im->pixmap!=NULL) gl_free(im->pixmap);
+#if TGL_FEATURE_RENDER_BITS == 24
+ im->pixmap=gl_malloc(width*height*3);
+ if(im->pixmap) {
+ memcpy(im->pixmap,pixels1,width*height*3);
+ }
+#elif TGL_FEATURE_RENDER_BITS == 32
+ im->pixmap=gl_malloc(width*height*4);
+ if(im->pixmap) {
+ gl_convertRGB_to_8A8R8G8B(im->pixmap,pixels1,width,height);
+ }
+#elif TGL_FEATURE_RENDER_BITS == 16
+ im->pixmap=gl_malloc(width*height*2);
+ if(im->pixmap) {
+ gl_convertRGB_to_5R6G5B(im->pixmap,pixels1,width,height);
+ }
+#else
+#error TODO
+#endif
+ if (do_free) gl_free(pixels1);
+}
+
+
+/* TODO: not all tests are done */
+void glopTexEnv(GLContext *c,GLParam *p)
+{
+ int target=p[1].i;
+ int pname=p[2].i;
+ int param=p[3].i;
+
+ if (target != GL_TEXTURE_ENV) {
+ error:
+ gl_fatal_error("glTexParameter: unsupported option");
+ }
+
+ if (pname != GL_TEXTURE_ENV_MODE) goto error;
+
+ if (param != GL_DECAL) goto error;
+}
+
+/* TODO: not all tests are done */
+void glopTexParameter(GLContext *c,GLParam *p)
+{
+ int target=p[1].i;
+ int pname=p[2].i;
+ int param=p[3].i;
+
+ if (target != GL_TEXTURE_2D) {
+ error:
+ gl_fatal_error("glTexParameter: unsupported option");
+ }
+
+ switch(pname) {
+ case GL_TEXTURE_WRAP_S:
+ case GL_TEXTURE_WRAP_T:
+ if (param != GL_REPEAT) goto error;
+ break;
+ }
+}
+
+void glopPixelStore(GLContext *c,GLParam *p)
+{
+ int pname=p[1].i;
+ int param=p[2].i;
+
+ if (pname != GL_UNPACK_ALIGNMENT ||
+ param != 1) {
+ gl_fatal_error("glPixelStore: unsupported option");
+ }
+}
--- /dev/null
+++ b/src/vertex.c
@@ -1,0 +1,364 @@
+#include "zgl.h"
+#include <string.h>
+void glopNormal(GLContext * c, GLParam * p)
+{
+ V3 v;
+
+ v.X = p[1].f;
+ v.Y = p[2].f;
+ v.Z = p[3].f;
+
+ c->current_normal.X = v.X;
+ c->current_normal.Y = v.Y;
+ c->current_normal.Z = v.Z;
+ c->current_normal.W = 0;
+}
+
+void glopTexCoord(GLContext * c, GLParam * p)
+{
+ c->current_tex_coord.X = p[1].f;
+ c->current_tex_coord.Y = p[2].f;
+ c->current_tex_coord.Z = p[3].f;
+ c->current_tex_coord.W = p[4].f;
+}
+
+void glopEdgeFlag(GLContext * c, GLParam * p)
+{
+ c->current_edge_flag = p[1].i;
+}
+
+void glopColor(GLContext * c, GLParam * p)
+{
+
+ c->current_color.X = p[1].f;
+ c->current_color.Y = p[2].f;
+ c->current_color.Z = p[3].f;
+ c->current_color.W = p[4].f;
+ c->longcurrent_color[0] = p[5].ui;
+ c->longcurrent_color[1] = p[6].ui;
+ c->longcurrent_color[2] = p[7].ui;
+
+ if (c->color_material_enabled) {
+ GLParam q[7];
+ q[0].op = OP_Material;
+ q[1].i = c->current_color_material_mode;
+ q[2].i = c->current_color_material_type;
+ q[3].f = p[1].f;
+ q[4].f = p[2].f;
+ q[5].f = p[3].f;
+ q[6].f = p[4].f;
+ glopMaterial(c, q);
+ }
+}
+
+
+void gl_eval_viewport(GLContext * c)
+{
+ GLViewport *v;
+ float 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);
+}
+
+void glopBegin(GLContext * c, GLParam * p)
+{
+ int type;
+ M4 tmp;
+
+ assert(c->in_begin == 0);
+
+ type = p[1].i;
+ c->begin_type = type;
+ c->in_begin = 1;
+ c->vertex_n = 0;
+ c->vertex_cnt = 0;
+
+ if (c->matrix_model_projection_updated) {
+
+ if (c->lighting_enabled) {
+ /* precompute inverse modelview */
+ gl_M4_Inv(&tmp, c->matrix_stack_ptr[0]);
+ gl_M4_Transpose(&c->matrix_model_view_inv, &tmp);
+ } else {
+ float *m = &c->matrix_model_projection.m[0][0];
+ /* precompute projection matrix */
+ gl_M4_Mul(&c->matrix_model_projection,
+ c->matrix_stack_ptr[1],
+ c->matrix_stack_ptr[0]);
+ /* test to accelerate computation */
+ c->matrix_model_projection_no_w_transform = 0;
+ if (m[12] == 0.0 && m[13] == 0.0 && m[14] == 0.0)
+ c->matrix_model_projection_no_w_transform = 1;
+ }
+
+ /* test if the texture matrix is not Identity */
+ c->apply_texture_matrix = !gl_M4_IsId(c->matrix_stack_ptr[2]);
+
+ c->matrix_model_projection_updated = 0;
+ }
+ /* viewport */
+ if (c->viewport.updated) {
+ gl_eval_viewport(c);
+ c->viewport.updated = 0;
+ }
+ /* triangle drawing functions */
+ if (c->render_mode == GL_SELECT) {
+ c->draw_triangle_front = gl_draw_triangle_select;
+ c->draw_triangle_back = gl_draw_triangle_select;
+ } else {
+ switch (c->polygon_mode_front) {
+ case GL_POINT:
+ c->draw_triangle_front = gl_draw_triangle_point;
+ break;
+ case GL_LINE:
+ c->draw_triangle_front = gl_draw_triangle_line;
+ break;
+ default:
+ c->draw_triangle_front = gl_draw_triangle_fill;
+ break;
+ }
+
+ switch (c->polygon_mode_back) {
+ case GL_POINT:
+ c->draw_triangle_back = gl_draw_triangle_point;
+ break;
+ case GL_LINE:
+ c->draw_triangle_back = gl_draw_triangle_line;
+ break;
+ default:
+ c->draw_triangle_back = gl_draw_triangle_fill;
+ break;
+ }
+ }
+}
+
+/* coords, tranformation , clip code and projection */
+/* TODO : handle all cases */
+static inline void gl_vertex_transform(GLContext * c, GLVertex * v)
+{
+ float *m;
+ V4 *n;
+
+ if (c->lighting_enabled) {
+ /* eye coordinates needed for lighting */
+
+ m = &c->matrix_stack_ptr[0]->m[0][0];
+ v->ec.X = (v->coord.X * m[0] + v->coord.Y * m[1] +
+ v->coord.Z * m[2] + m[3]);
+ v->ec.Y = (v->coord.X * m[4] + v->coord.Y * m[5] +
+ v->coord.Z * m[6] + m[7]);
+ v->ec.Z = (v->coord.X * m[8] + v->coord.Y * m[9] +
+ v->coord.Z * m[10] + m[11]);
+ v->ec.W = (v->coord.X * m[12] + v->coord.Y * m[13] +
+ v->coord.Z * m[14] + m[15]);
+
+ /* projection coordinates */
+ m = &c->matrix_stack_ptr[1]->m[0][0];
+ v->pc.X = (v->ec.X * m[0] + v->ec.Y * m[1] +
+ v->ec.Z * m[2] + v->ec.W * m[3]);
+ v->pc.Y = (v->ec.X * m[4] + v->ec.Y * m[5] +
+ v->ec.Z * m[6] + v->ec.W * m[7]);
+ v->pc.Z = (v->ec.X * m[8] + v->ec.Y * m[9] +
+ v->ec.Z * m[10] + v->ec.W * m[11]);
+ v->pc.W = (v->ec.X * m[12] + v->ec.Y * m[13] +
+ v->ec.Z * m[14] + v->ec.W * m[15]);
+
+ m = &c->matrix_model_view_inv.m[0][0];
+ n = &c->current_normal;
+
+ v->normal.X = (n->X * m[0] + n->Y * m[1] + n->Z * m[2]);
+ v->normal.Y = (n->X * m[4] + n->Y * m[5] + n->Z * m[6]);
+ v->normal.Z = (n->X * m[8] + n->Y * m[9] + n->Z * m[10]);
+
+ if (c->normalize_enabled) {
+ gl_V3_Norm(&v->normal);
+ }
+ } else {
+ /* no eye coordinates needed, no normal */
+ /* NOTE: W = 1 is assumed */
+ m = &c->matrix_model_projection.m[0][0];
+
+ v->pc.X = (v->coord.X * m[0] + v->coord.Y * m[1] +
+ v->coord.Z * m[2] + m[3]);
+ v->pc.Y = (v->coord.X * m[4] + v->coord.Y * m[5] +
+ v->coord.Z * m[6] + m[7]);
+ v->pc.Z = (v->coord.X * m[8] + v->coord.Y * m[9] +
+ v->coord.Z * m[10] + m[11]);
+ if (c->matrix_model_projection_no_w_transform) {
+ v->pc.W = m[15];
+ } else {
+ v->pc.W = (v->coord.X * m[12] + v->coord.Y * m[13] +
+ v->coord.Z * m[14] + m[15]);
+ }
+ }
+
+ v->clip_code = gl_clipcode(v->pc.X, v->pc.Y, v->pc.Z, v->pc.W);
+}
+
+void glopVertex(GLContext * c, GLParam * p)
+{
+ GLVertex *v;
+ int n, i, cnt;
+
+ assert(c->in_begin != 0);
+
+ n = c->vertex_n;
+ cnt = c->vertex_cnt;
+ cnt++;
+ c->vertex_cnt = cnt;
+
+ /* quick fix to avoid crashes on large polygons */
+ if (n >= c->vertex_max) {
+ GLVertex *newarray;
+ c->vertex_max <<= 1; /* just double size */
+ newarray = gl_malloc(sizeof(GLVertex) * c->vertex_max);
+ if (!newarray) {
+ gl_fatal_error("unable to allocate GLVertex array.\n");
+ }
+ memcpy(newarray, c->vertex, n * sizeof(GLVertex));
+ gl_free(c->vertex);
+ c->vertex = newarray;
+ }
+ /* new vertex entry */
+ v = &c->vertex[n];
+ n++;
+
+ v->coord.X = p[1].f;
+ v->coord.Y = p[2].f;
+ v->coord.Z = p[3].f;
+ v->coord.W = p[4].f;
+
+ gl_vertex_transform(c, v);
+
+ /* color */
+
+ if (c->lighting_enabled) {
+ gl_shade_vertex(c, v);
+ } else {
+ v->color = c->current_color;
+ }
+
+ /* tex coords */
+
+ if (c->texture_2d_enabled) {
+ if (c->apply_texture_matrix) {
+ gl_M4_MulV4(&v->tex_coord, c->matrix_stack_ptr[2], &c->current_tex_coord);
+ } else {
+ v->tex_coord = c->current_tex_coord;
+ }
+ }
+ /* precompute the mapping to the viewport */
+ if (v->clip_code == 0)
+ gl_transform_to_viewport(c, v);
+
+ /* edge flag */
+
+ v->edge_flag = c->current_edge_flag;
+
+ switch (c->begin_type) {
+ case GL_POINTS:
+ gl_draw_point(c, &c->vertex[0]);
+ n = 0;
+ break;
+
+ case GL_LINES:
+ if (n == 2) {
+ gl_draw_line(c, &c->vertex[0], &c->vertex[1]);
+ n = 0;
+ }
+ break;
+ case GL_LINE_STRIP:
+ case GL_LINE_LOOP:
+ if (n == 1) {
+ c->vertex[2] = c->vertex[0];
+ } else if (n == 2) {
+ gl_draw_line(c, &c->vertex[0], &c->vertex[1]);
+ c->vertex[0] = c->vertex[1];
+ n = 1;
+ }
+ break;
+
+ case GL_TRIANGLES:
+ if (n == 3) {
+ gl_draw_triangle(c, &c->vertex[0], &c->vertex[1], &c->vertex[2]);
+ n = 0;
+ }
+ break;
+ case GL_TRIANGLE_STRIP:
+ if (cnt >= 3) {
+ if (n == 3)
+ n = 0;
+ /* needed to respect triangle orientation */
+ switch(cnt & 1) {
+ case 0:
+ gl_draw_triangle(c,&c->vertex[2],&c->vertex[1],&c->vertex[0]);
+ break;
+ default:
+ case 1:
+ gl_draw_triangle(c,&c->vertex[0],&c->vertex[1],&c->vertex[2]);
+ break;
+ }
+ }
+ break;
+ case GL_TRIANGLE_FAN:
+ if (n == 3) {
+ gl_draw_triangle(c, &c->vertex[0], &c->vertex[1], &c->vertex[2]);
+ c->vertex[1] = c->vertex[2];
+ n = 2;
+ }
+ break;
+
+ case GL_QUADS:
+ if (n == 4) {
+ c->vertex[2].edge_flag = 0;
+ gl_draw_triangle(c, &c->vertex[0], &c->vertex[1], &c->vertex[2]);
+ c->vertex[2].edge_flag = 1;
+ c->vertex[0].edge_flag = 0;
+ gl_draw_triangle(c, &c->vertex[0], &c->vertex[2], &c->vertex[3]);
+ n = 0;
+ }
+ break;
+
+ case GL_QUAD_STRIP:
+ if (n == 4) {
+ gl_draw_triangle(c, &c->vertex[0], &c->vertex[1], &c->vertex[2]);
+ gl_draw_triangle(c, &c->vertex[1], &c->vertex[3], &c->vertex[2]);
+ for (i = 0; i < 2; i++)
+ c->vertex[i] = c->vertex[i + 2];
+ n = 2;
+ }
+ break;
+ case GL_POLYGON:
+ break;
+ default:
+ gl_fatal_error("glBegin: type %x not handled\n", c->begin_type);
+ }
+
+ c->vertex_n = n;
+}
+
+void glopEnd(GLContext * c, GLParam * param)
+{
+ assert(c->in_begin == 1);
+
+ if (c->begin_type == GL_LINE_LOOP) {
+ if (c->vertex_cnt >= 3) {
+ gl_draw_line(c, &c->vertex[0], &c->vertex[2]);
+ }
+ } else if (c->begin_type == GL_POLYGON) {
+ int i = c->vertex_cnt;
+ while (i >= 3) {
+ i--;
+ gl_draw_triangle(c, &c->vertex[i], &c->vertex[0], &c->vertex[i - 1]);
+ }
+ }
+ c->in_begin = 0;
+}
--- /dev/null
+++ b/src/zbuffer.c
@@ -1,0 +1,531 @@
+/*
+
+ * Z buffer: 16 bits Z / 16 bits color
+ *
+ */
+#include <stdlib.h>
+#include <stdio.h>
+#include <assert.h>
+#include <string.h>
+#include "zbuffer.h"
+
+ZBuffer *ZB_open(int xsize, int ysize, int mode,
+ int nb_colors,
+ unsigned char *color_indexes,
+ int *color_table,
+ void *frame_buffer)
+{
+ ZBuffer *zb;
+ int size;
+
+ zb = gl_malloc(sizeof(ZBuffer));
+ if (zb == NULL)
+ return NULL;
+
+ zb->xsize = xsize;
+ zb->ysize = ysize;
+ zb->mode = mode;
+ zb->linesize = (xsize * PSZB + 3) & ~3;
+
+ switch (mode) {
+#ifdef TGL_FEATURE_8_BITS
+ case ZB_MODE_INDEX:
+ ZB_initDither(zb, nb_colors, color_indexes, color_table);
+ break;
+#endif
+#ifdef TGL_FEATURE_32_BITS
+ case ZB_MODE_RGBA:
+#endif
+#ifdef TGL_FEATURE_24_BITS
+ case ZB_MODE_RGB24:
+#endif
+ case ZB_MODE_5R6G5B:
+ zb->nb_colors = 0;
+ break;
+ default:
+ goto error;
+ }
+
+ size = zb->xsize * zb->ysize * sizeof(unsigned short);
+
+ zb->zbuf = gl_malloc(size);
+ if (zb->zbuf == NULL)
+ goto error;
+
+ if (frame_buffer == NULL) {
+ zb->pbuf = gl_malloc(zb->ysize * zb->linesize);
+ if (zb->pbuf == NULL) {
+ gl_free(zb->zbuf);
+ goto error;
+ }
+ zb->frame_buffer_allocated = 1;
+ } else {
+ zb->frame_buffer_allocated = 0;
+ zb->pbuf = frame_buffer;
+ }
+
+ zb->current_texture = NULL;
+
+ return zb;
+ error:
+ gl_free(zb);
+ return NULL;
+}
+
+void ZB_close(ZBuffer * zb)
+{
+#ifdef TGL_FEATURE_8_BITS
+ if (zb->mode == ZB_MODE_INDEX)
+ ZB_closeDither(zb);
+#endif
+
+ if (zb->frame_buffer_allocated)
+ gl_free(zb->pbuf);
+
+ gl_free(zb->zbuf);
+ gl_free(zb);
+}
+
+void ZB_resize(ZBuffer * zb, void *frame_buffer, int xsize, int ysize)
+{
+ int size;
+
+ /* xsize must be a multiple of 4 */
+ xsize = xsize & ~3;
+
+ zb->xsize = xsize;
+ zb->ysize = ysize;
+ zb->linesize = (xsize * PSZB + 3) & ~3;
+
+ size = zb->xsize * zb->ysize * sizeof(unsigned short);
+
+ gl_free(zb->zbuf);
+ zb->zbuf = gl_malloc(size);
+
+ if (zb->frame_buffer_allocated)
+ gl_free(zb->pbuf);
+
+ if (frame_buffer == NULL) {
+ zb->pbuf = gl_malloc(zb->ysize * zb->linesize);
+ zb->frame_buffer_allocated = 1;
+ } else {
+ zb->pbuf = frame_buffer;
+ zb->frame_buffer_allocated = 0;
+ }
+}
+
+static void ZB_copyBuffer(ZBuffer * zb,
+ void *buf,
+ int linesize)
+{
+ unsigned char *p1;
+ PIXEL *q;
+ int y;
+ #if !TGL_FEATURE_NO_COPY_COLOR
+ int n;
+ #endif
+
+ q = zb->pbuf;
+ p1 = buf;
+ #if !TGL_FEATURE_NO_COPY_COLOR
+ n = zb->xsize * PSZB;
+ #endif
+ for (y = 0; y < zb->ysize; y++) {
+ #if TGL_FEATURE_NO_COPY_COLOR
+ for(int i = 0; i < zb->xsize; i++)
+ {
+ if((*(q+i) & TGL_COLOR_MASK) != TGL_NO_COPY_COLOR)
+ *(((PIXEL*)p1) + i) = *(q+i);
+ }
+ #else
+ memcpy(p1, q, n);
+ #endif
+ p1 += linesize; //TODO make this a predictable behavior.
+ q = (PIXEL *) ((char *) q + zb->linesize);
+ }
+}
+
+#if TGL_FEATURE_RENDER_BITS == 16
+
+/* 32 bpp copy */
+
+#ifdef TGL_FEATURE_32_BITS
+
+#define RGB16_TO_RGB32(p0,p1,v)\
+{\
+ unsigned int g,b,gb;\
+ g = (v & 0x07E007E0) << 5;\
+ b = (v & 0x001F001F) << 3;\
+ gb = g | b;\
+ p0 = (gb & 0x0000FFFF) | ((v & 0x0000F800) << 8);\
+ p1 = (gb >> 16) | ((v & 0xF8000000) >> 8);\
+}
+
+static void ZB_copyFrameBufferRGB32(ZBuffer * zb,
+ void *buf,
+ int linesize)
+{
+ unsigned short *q;
+ unsigned int *p, *p1, v, w0, w1;
+ int y, n;
+
+ q = zb->pbuf;
+ p1 = (unsigned int *) buf;
+ puts("\nBEING CALLED\n");
+ for (y = 0; y < zb->ysize; y++) {
+ p = p1;
+ n = zb->xsize >> 2;
+ do {
+ v = *(unsigned int *) q;
+ RGB16_TO_RGB32(w1, w0, v);
+ p[0] = w0;
+ p[1] = w1;
+ v = *(unsigned int *) (q + 2);
+ RGB16_TO_RGB32(w1, w0, v);
+ p[2] = w0;
+ p[3] = 0;
+
+ q += 4;
+ p += 4;
+ } while (--n > 0);
+
+ p1 += linesize;
+ }
+}
+
+#endif
+
+/* 24 bit packed pixel handling */
+
+#ifdef TGL_FEATURE_24_BITS
+
+/* order: RGBR GBRG BRGB */
+
+/* XXX: packed pixel 24 bit support not tested */
+/* XXX: big endian case not optimised */
+
+#if BYTE_ORDER == BIG_ENDIAN
+
+#define RGB16_TO_RGB24(p0,p1,p2,v1,v2)\
+{\
+ unsigned int r1,g1,b1,gb1,g2,b2,gb2;\
+ v1 = (v1 << 16) | (v1 >> 16);\
+ v2 = (v2 << 16) | (v2 >> 16);\
+ r1 = (v1 & 0xF800F800);\
+ g1 = (v1 & 0x07E007E0) << 5;\
+ b1 = (v1 & 0x001F001F) << 3;\
+ gb1 = g1 | b1;\
+ p0 = ((gb1 & 0x0000FFFF) << 8) | (r1 << 16) | (r1 >> 24);\
+ g2 = (v2 & 0x07E007E0) << 5;\
+ b2 = (v2 & 0x001F001F) << 3;\
+ gb2 = g2 | b2;\
+ p1 = (gb1 & 0xFFFF0000) | (v2 & 0xF800) | ((gb2 >> 8) & 0xff);\
+ p2 = (gb2 << 24) | ((v2 & 0xF8000000) >> 8) | (gb2 >> 16);\
+}
+
+#else
+
+#define RGB16_TO_RGB24(p0,p1,p2,v1,v2)\
+{\
+ unsigned int r1,g1,b1,gb1,g2,b2,gb2;\
+ r1 = (v1 & 0xF800F800);\
+ g1 = (v1 & 0x07E007E0) << 5;\
+ b1 = (v1 & 0x001F001F) << 3;\
+ gb1 = g1 | b1;\
+ p0 = ((gb1 & 0x0000FFFF) << 8) | (r1 << 16) | (r1 >> 24);\
+ g2 = (v2 & 0x07E007E0) << 5;\
+ b2 = (v2 & 0x001F001F) << 3;\
+ gb2 = g2 | b2;\
+ p1 = (gb1 & 0xFFFF0000) | (v2 & 0xF800) | ((gb2 >> 8) & 0xff);\
+ p2 = (gb2 << 24) | ((v2 & 0xF8000000) >> 8) | (gb2 >> 16);\
+}
+
+#endif
+
+static void ZB_copyFrameBufferRGB24(ZBuffer * zb,
+ void *buf,
+ int linesize)
+{
+ unsigned short *q;
+ unsigned int *p, *p1, w0, w1, w2, v0, v1;
+ int y, n;
+
+ q = zb->pbuf;
+ p1 = (unsigned int *) buf;
+ linesize = linesize * 3;
+
+ for (y = 0; y < zb->ysize; y++) {
+ p = p1;
+ n = zb->xsize >> 2;
+ do {
+ v0 = *(unsigned int *) q;
+ v1 = *(unsigned int *) (q + 2);
+ RGB16_TO_RGB24(w0, w1, w2, v0, v1);
+ p[0] = w0;
+ p[1] = w1;
+ p[2] = w2;
+
+ q += 4;
+ p += 3;
+ } while (--n > 0);
+
+ *((char *) p1) += linesize;
+ }
+}
+
+#endif
+
+void ZB_copyFrameBuffer(ZBuffer * zb, void *buf,
+ int linesize)
+{
+ switch (zb->mode) {
+#ifdef TGL_FEATURE_8_BITS
+ case ZB_MODE_INDEX:
+ ZB_ditherFrameBuffer(zb, buf, linesize >> 1);
+ break;
+#endif
+#ifdef TGL_FEATURE_16_BITS
+ case ZB_MODE_5R6G5B:
+ ZB_copyBuffer(zb, buf, linesize);
+ break;
+#endif
+#ifdef TGL_FEATURE_32_BITS
+ case ZB_MODE_RGBA:
+ ZB_copyFrameBufferRGB32(zb, buf, linesize >> 1);
+ break;
+#endif
+#ifdef TGL_FEATURE_24_BITS
+ case ZB_MODE_RGB24:
+ ZB_copyFrameBufferRGB24(zb, buf, linesize >> 1);
+ break;
+#endif
+ default:
+ assert(0);
+ }
+}
+
+#endif /* TGL_FEATURE_RENDER_BITS == 16 */
+
+#if TGL_FEATURE_RENDER_BITS == 24
+
+#define RGB24_TO_RGB16(r, g, b) \
+ ((((r) >> 3) << 11) | (((g) >> 2) << 5) | ((b) >> 3))
+
+/* XXX: not optimized */
+static void ZB_copyFrameBuffer5R6G5B(ZBuffer * zb,
+ void *buf, int linesize)
+{
+ PIXEL *q;
+ unsigned short *p, *p1;
+ int y, n;
+
+ q = zb->pbuf;
+ p1 = (unsigned short *) buf;
+
+ for (y = 0; y < zb->ysize; y++) {
+ p = p1;
+ n = zb->xsize >> 2;
+ do {
+ p[0] = RGB24_TO_RGB16(q[0], q[1], q[2]);
+ p[1] = RGB24_TO_RGB16(q[3], q[4], q[5]);
+ p[2] = RGB24_TO_RGB16(q[6], q[7], q[8]);
+ p[3] = RGB24_TO_RGB16(q[9], q[10], q[11]);
+ q = (PIXEL *)((char *)q + 4 * PSZB);
+ p += 4;
+ } while (--n > 0);
+ p1 = (unsigned short *)((char *)p1 + linesize);
+ }
+}
+
+void ZB_copyFrameBuffer(ZBuffer * zb, void *buf,
+ int linesize)
+{
+ switch (zb->mode) {
+#ifdef TGL_FEATURE_16_BITS
+ case ZB_MODE_5R6G5B:
+ ZB_copyFrameBuffer5R6G5B(zb, buf, linesize);
+ break;
+#endif
+#ifdef TGL_FEATURE_24_BITS
+ case ZB_MODE_RGB24:
+ ZB_copyBuffer(zb, buf, linesize);
+ break;
+#endif
+ default:
+ assert(0);
+ }
+}
+
+#endif /* TGL_FEATURE_RENDER_BITS == 24 */
+
+#if TGL_FEATURE_RENDER_BITS == 32
+
+#define RGB32_TO_RGB16(v) \
+ (((v >> 8) & 0xf800) | (((v) >> 5) & 0x07e0) | (((v) & 0xff) >> 3))
+
+/* XXX: not optimized */
+static void ZB_copyFrameBuffer5R6G5B(ZBuffer * zb,
+ void *buf, int linesize)
+{
+ PIXEL *q;
+ unsigned short *p, *p1;
+ int y, n;
+
+ q = zb->pbuf;
+ p1 = (unsigned short *) buf;
+
+ for (y = 0; y < zb->ysize; y++) {
+ p = p1;
+ n = zb->xsize >> 2;
+ do {
+ p[0] = RGB32_TO_RGB16(q[0]);
+ p[1] = RGB32_TO_RGB16(q[1]);
+ p[2] = RGB32_TO_RGB16(q[2]);
+ p[3] = RGB32_TO_RGB16(q[3]);
+ q += 4;
+ p += 4;
+ } while (--n > 0);
+ p1 = (unsigned short *)((char *)p1 + linesize);
+ }
+}
+
+void ZB_copyFrameBuffer(ZBuffer * zb, void *buf,
+ int linesize)
+{
+ switch (zb->mode) {
+#ifdef TGL_FEATURE_16_BITS
+ case ZB_MODE_5R6G5B:
+ ZB_copyFrameBuffer5R6G5B(zb, buf, linesize);
+ break;
+#endif
+#ifdef TGL_FEATURE_32_BITS
+ case ZB_MODE_RGBA:
+ ZB_copyBuffer(zb, buf, linesize);
+ break;
+#endif
+ default:
+ assert(0);
+ }
+}
+
+#endif /* TGL_FEATURE_RENDER_BITS == 32 */
+
+
+/*
+ * adr must be aligned on an 'int'
+ */
+void memset_s(void *adr, int val, int count)
+{
+ int i, n, v;
+ unsigned int *p;
+ unsigned short *q;
+
+ p = adr;
+ v = val | (val << 16);
+
+ n = count >> 3;
+ for (i = 0; i < n; i++) {
+ p[0] = v;
+ p[1] = v;
+ p[2] = v;
+ p[3] = v;
+ p += 4;
+ }
+
+ q = (unsigned short *) p;
+ n = count & 7;
+ for (i = 0; i < n; i++)
+ *q++ = val;
+}
+
+void memset_l(void *adr, int val, int count)
+{
+ int i, n, v;
+ unsigned int *p;
+
+ p = adr;
+ v = val;
+ n = count >> 2;
+ for (i = 0; i < n; i++) {
+ p[0] = v;
+ p[1] = v;
+ p[2] = v;
+ p[3] = v;
+ p += 4;
+ }
+
+ n = count & 3;
+ for (i = 0; i < n; i++)
+ *p++ = val;
+}
+
+/* count must be a multiple of 4 and >= 4 */
+void memset_RGB24(void *adr,int r, int v, int b,long count)
+{
+ long i, n;
+ register long v1,v2,v3,*pt=(long *)(adr);
+ unsigned char *p,R=(unsigned char)r,V=(unsigned char)v,B=(unsigned char)b;
+
+ p=(unsigned char *)adr;
+ *p++=R;
+ *p++=V;
+ *p++=B;
+ *p++=R;
+ *p++=V;
+ *p++=B;
+ *p++=R;
+ *p++=V;
+ *p++=B;
+ *p++=R;
+ *p++=V;
+ *p++=B;
+ v1=*pt++;
+ v2=*pt++;
+ v3=*pt++;
+ n = count >> 2;
+ for(i=1;i<n;i++) {
+ *pt++=v1;
+ *pt++=v2;
+ *pt++=v3;
+ }
+}
+
+void ZB_clear(ZBuffer * zb, int clear_z, int z,
+ int clear_color, int r, int g, int b)
+{
+#if TGL_FEATURE_RENDER_BITS != 24
+ int color;
+#endif
+ int y;
+ PIXEL *pp;
+
+ if (clear_z) {
+ memset_s(zb->zbuf, z, zb->xsize * zb->ysize);
+ }
+ if (clear_color) {
+ pp = zb->pbuf;
+ for (y = 0; y < zb->ysize; y++) {
+#if TGL_FEATURE_RENDER_BITS == 15 || TGL_FEATURE_RENDER_BITS == 16
+ //color = RGB_TO_PIXEL(r, g, b);
+ #if TGL_FEATURE_FORCE_CLEAR_NO_COPY_COLOR
+ color = TGL_NO_COPY_COLOR;
+ #else
+ color = RGB_TO_PIXEL(r, g, b);
+ #endif
+ memset_s(pp, color, zb->xsize);
+#elif TGL_FEATURE_RENDER_BITS == 32
+ #if TGL_FEATURE_FORCE_CLEAR_NO_COPY_COLOR
+ color = TGL_NO_COPY_COLOR;
+ #else
+ color = RGB_TO_PIXEL(r, g, b);
+ #endif
+ memset_l(pp, color, zb->xsize);
+// #elif TGL_FEATURE_RENDER_BITS == 24
+ // memset_RGB24(pp,r>>8,g>>8,b>>8,zb->xsize);
+#else
+#error TODO
+#endif
+ pp = (PIXEL *) ((char *) pp + zb->linesize);
+ }
+ }
+}
--- /dev/null
+++ b/src/zbuffer.h
@@ -1,0 +1,157 @@
+#ifndef _tgl_zbuffer_h_
+#define _tgl_zbuffer_h_
+
+/*
+ * Z buffer
+ */
+
+#include "zfeatures.h"
+
+#define ZB_Z_BITS 16
+
+#define ZB_POINT_Z_FRAC_BITS 14
+
+#define ZB_POINT_S_MIN ( (1<<13) )
+#define ZB_POINT_S_MAX ( (1<<22)-(1<<13) )
+#define ZB_POINT_T_MIN ( (1<<21) )
+#define ZB_POINT_T_MAX ( (1<<30)-(1<<21) )
+
+#define ZB_POINT_RED_MIN ( (1<<10) )
+#define ZB_POINT_RED_MAX ( (1<<16)-(1<<10) )
+#define ZB_POINT_GREEN_MIN ( (1<<9) )
+#define ZB_POINT_GREEN_MAX ( (1<<16)-(1<<9) )
+#define ZB_POINT_BLUE_MIN ( (1<<10) )
+#define ZB_POINT_BLUE_MAX ( (1<<16)-(1<<10) )
+
+/* 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 rgba mode */
+#define ZB_MODE_RGB24 4 /* 24 bit rgb mode */
+#define ZB_NB_COLORS 225 /* number of colors for 8 bit display */
+
+#if TGL_FEATURE_RENDER_BITS == 15
+
+#define RGB_TO_PIXEL(r,g,b) \
+ ((((b) >> 1) & 0x7c00) | (((g) >> 6) & 0x03e0) | ((r) >> 11))
+typedef unsigned short PIXEL;
+/* bytes per pixel */
+#define PSZB 2
+/* bits per pixel = (1 << PSZH) */
+#define PSZSH 4
+
+#elif TGL_FEATURE_RENDER_BITS == 16
+
+/* 16 bit mode */
+#define RGB_TO_PIXEL(r,g,b) \
+ (((r) & 0xF800) | (((g) >> 5) & 0x07E0) | ((b) >> 11))
+typedef unsigned short PIXEL;
+#define PSZB 2
+#define PSZSH 4
+
+#elif TGL_FEATURE_RENDER_BITS == 24
+
+#define RGB_TO_PIXEL(r,g,b) \
+ ((((b) << 8) & 0xff0000) | ((g) & 0xff00) | ((r) >> 8))
+typedef unsigned char PIXEL;
+#define PSZB 3
+#define PSZSH 5
+
+#elif TGL_FEATURE_RENDER_BITS == 32
+
+#define RGB_TO_PIXEL(r,g,b) \
+ ((((b) << 8) & 0xff0000) | ((g) & 0xff00) | ((r) >> 8))
+// ((((r) << 8) & 0xff0000) | ((g) & 0xff00) | ((b) >> 8))
+typedef unsigned int PIXEL;
+#define PSZB 4
+#define PSZSH 5
+
+#else
+
+#error Incorrect number of bits per pixel
+
+#endif
+
+typedef struct {
+ int xsize,ysize;
+ int linesize; /* line size, in bytes */
+ int mode;
+
+ unsigned short *zbuf;
+ PIXEL *pbuf;
+ int frame_buffer_allocated;
+ /* opengl polygon stipple*/
+ int dostipple;
+ unsigned char stipplepattern[128]; //32 bits wide, 32 bits tall. 32 * 4 bytes.
+
+ int nb_colors;
+ unsigned char *dctable;
+ int *ctable;
+ PIXEL *current_texture;
+} ZBuffer;
+
+typedef struct {
+ int x,y,z; /* integer coordinates in the zbuffer */
+ int s,t; /* coordinates for the mapping */
+ int r,g,b; /* color indexes */
+
+ float sz,tz; /* temporary coordinates for mapping */
+} ZBufferPoint;
+
+/* zbuffer.c */
+
+ZBuffer *ZB_open(int xsize,int ysize,int mode,
+ int nb_colors,
+ unsigned char *color_indexes,
+ int *color_table,
+ void *frame_buffer);
+
+
+void ZB_close(ZBuffer *zb);
+
+void ZB_resize(ZBuffer *zb,void *frame_buffer,int xsize,int ysize);
+void ZB_clear(ZBuffer *zb,int clear_z,int z,
+ int clear_color,int r,int g,int b);
+/* linesize is in BYTES */
+void ZB_copyFrameBuffer(ZBuffer *zb,void *buf,int linesize);
+
+/* zdither.c */
+
+void ZB_initDither(ZBuffer *zb,int nb_colors,
+ unsigned char *color_indexes,int *color_table);
+void ZB_closeDither(ZBuffer *zb);
+void ZB_ditherFrameBuffer(ZBuffer *zb,unsigned char *dest,
+ int 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_fillTriangleSmooth(ZBuffer *zb,
+ ZBufferPoint *p1,ZBufferPoint *p2,ZBufferPoint *p3);
+
+void ZB_fillTriangleMapping(ZBuffer *zb,
+ ZBufferPoint *p1,ZBufferPoint *p2,ZBufferPoint *p3);
+
+void ZB_fillTriangleMappingPerspective(ZBuffer *zb,
+ ZBufferPoint *p0,ZBufferPoint *p1,ZBufferPoint *p2);
+
+
+typedef void (*ZB_fillTriangleFunc)(ZBuffer *,
+ ZBufferPoint *,ZBufferPoint *,ZBufferPoint *);
+
+/* memory.c */
+void gl_free(void *p);
+void *gl_malloc(int size);
+void *gl_zalloc(int size);
+
+#endif /* _tgl_zbuffer_h_ */
--- /dev/null
+++ b/src/zdither.c
@@ -1,0 +1,159 @@
+/*
+ * Highly optimised dithering 16 bits -> 8 bits.
+ * The formulas were taken in Mesa (Bob Mercier mercier@hollywood.cinenet.net).
+ */
+
+#include <stdlib.h>
+#include <stdio.h>
+#include "zbuffer.h"
+#include <assert.h>
+
+#if defined(TGL_FEATURE_8_BITS)
+
+#define _R 5
+#define _G 9
+#define _B 5
+#define _DX 4
+#define _DY 4
+#define _D (_DX*_DY)
+#define _MIX(r,g,b) ( ((g)<<6) | ((b)<<3) | (r) )
+
+#define DITHER_TABLE_SIZE (1 << 15)
+
+#define DITHER_INDEX(r,g,b) ((b) + (g) * _B + (r) * (_B * _G))
+
+#define MAXC 256
+static int kernel8[_DY*_DX] = {
+ 0 * MAXC, 8 * MAXC, 2 * MAXC, 10 * MAXC,
+ 12 * MAXC, 4 * MAXC, 14 * MAXC, 6 * MAXC,
+ 3 * MAXC, 11 * MAXC, 1 * MAXC, 9 * MAXC,
+ 15 * MAXC, 7 * MAXC, 13 * MAXC, 5 * MAXC,
+};
+
+/* we build the color table and the lookup table */
+
+void ZB_initDither(ZBuffer *zb,int nb_colors,
+ unsigned char *color_indexes,int *color_table)
+{
+ int c,r,g,b,i,index,r1,g1,b1;
+
+ if (nb_colors < (_R * _G * _B)) {
+ fprintf(stderr,"zdither: not enough colors\n");
+ exit(1);
+ }
+
+ for(i=0;i<nb_colors;i++) color_table[i]=0;
+
+ zb->nb_colors=nb_colors;
+ zb->ctable=gl_malloc(nb_colors * sizeof(int));
+
+ for (r = 0; r < _R; r++) {
+ for (g = 0; g < _G; g++) {
+ for (b = 0; b < _B; b++) {
+ r1=(r*255) / (_R - 1);
+ g1=(g*255) / (_G - 1);
+ b1=(b*255) / (_B - 1);
+ index=DITHER_INDEX(r,g,b);
+ c=(r1 << 16) | (g1 << 8) | b1;
+ zb->ctable[index]=c;
+ color_table[index]=c;
+ }
+ }
+ }
+
+ zb->dctable=gl_malloc( DITHER_TABLE_SIZE );
+
+ for(i=0;i<DITHER_TABLE_SIZE;i++) {
+ r=(i >> 12) & 0x7;
+ g=(i >> 8) & 0xF;
+ b=(i >> 3) & 0x7;
+ index=DITHER_INDEX(r,g,b);
+ zb->dctable[i]=color_indexes[index];
+ }
+}
+
+void ZB_closeDither(ZBuffer *zb)
+{
+ gl_free(zb->ctable);
+ gl_free(zb->dctable);
+}
+
+#if 0
+int ZDither_lookupColor(int r,int g,int b)
+{
+ unsigned char *ctable=zdither_color_table;
+ return ctable[_MIX(_DITH0(_R, r), _DITH0(_G, g),_DITH0(_B, b))];
+}
+#endif
+
+
+#define DITHER_PIXEL2(a) \
+{ \
+ register int v,t,r,g,c; \
+ v=*(unsigned int *)(pp+(a)); \
+ g=(v & 0x07DF07DF) + g_d; \
+ r=(((v & 0xF800F800) >> 2) + r_d) & 0x70007000; \
+ t=r | g; \
+ c=ctable[t & 0xFFFF] | (ctable[t >> 16] << 8); \
+ *(unsigned short *)(dest+(a))=c; \
+}
+
+/* NOTE: all the memory access are 16 bit aligned, so if buf or
+ linesize are not multiple of 2, it cannot work efficiently (or
+ hang!) */
+
+void ZB_ditherFrameBuffer(ZBuffer *zb,unsigned char *buf,
+ int linesize)
+{
+ int xk,yk,x,y,c1,c2;
+ unsigned char *dest1;
+ unsigned short *pp1;
+ int r_d,g_d,b_d;
+ unsigned char *ctable=zb->dctable;
+ register unsigned char *dest;
+ register unsigned short *pp;
+
+ assert( ((long)buf & 1) == 0 && (linesize & 1) == 0);
+
+ for(yk=0;yk<4;yk++) {
+ for(xk=0;xk<4;xk+=2) {
+#if BYTE_ORDER == BIG_ENDIAN
+ c1=kernel8[yk*4+xk+1];
+ c2=kernel8[yk*4+xk];
+#else
+ c1=kernel8[yk*4+xk];
+ c2=kernel8[yk*4+xk+1];
+#endif
+ r_d=((c1 << 2) & 0xF800) >> 2;
+ g_d=(c1 >> 4) & 0x07C0;
+ b_d=(c1 >> 9) & 0x001F;
+
+ r_d|=(((c2 << 2) & 0xF800) >> 2) << 16;
+ g_d|=((c2 >> 4) & 0x07C0) << 16;
+ b_d|=((c2 >> 9) & 0x001F) << 16;
+ g_d=b_d | g_d;
+
+ dest1=buf + (yk * linesize) + xk;
+ pp1=zb->pbuf + (yk * zb->xsize) + xk;
+
+ for(y=yk;y<zb->ysize;y+=4) {
+ dest=dest1;
+ pp=pp1;
+ for(x=xk;x<zb->xsize;x+=16) {
+
+ DITHER_PIXEL2(0);
+ DITHER_PIXEL2(1*4);
+ DITHER_PIXEL2(2*4);
+ DITHER_PIXEL2(3*4);
+
+ pp+=16;
+ dest+=16;
+ }
+ dest1+=linesize*4;
+ pp1+=zb->xsize*4;
+ }
+ }
+ }
+}
+
+#endif
--- /dev/null
+++ b/src/zfeatures.h
@@ -1,0 +1,54 @@
+#ifndef _tgl_features_h_
+#define _tgl_features_h_
+
+/* It is possible to enable/disable (compile time) features in this
+ header file. */
+
+#define TGL_FEATURE_ARRAYS 1
+#define TGL_FEATURE_DISPLAYLISTS 1
+#define TGL_FEATURE_POLYGON_OFFSET 1
+#define TGL_FEATURE_POLYGON_STIPPLE 1
+#define TGL_FEATURE_NO_COPY_COLOR 0
+#define TGL_FEATURE_FORCE_CLEAR_NO_COPY_COLOR 0
+#define TGL_NO_COPY_COLOR 0xff00ff
+//NOTE: fc02fc is what you'll get if you set glColor3f to 1,0,1.
+//^ solid debug pink.
+#define TGL_COLOR_MASK 0xffffff
+//^ mask to check for copybuffer. This is configured for the default mode.
+
+/*
+ * Matrix of internal and external pixel formats supported. 'Y' means
+ * supported.
+ *
+ * External 8 16 24 32
+ * Internal
+ * 15 . . . .
+ * 16 Y Y Y Y
+ * 24 . Y Y .
+ * 32 . Y . Y
+ *
+ *
+ * 15 bpp does not work yet (although it is easy to add it - ask me if
+ * you need it).
+ *
+ * Internal pixel format: see TGL_FEATURE_RENDER_BITS
+ * External pixel format: see TGL_FEATURE_xxx_BITS
+ */
+
+/* enable various convertion code from internal pixel format (usually
+ 16 bits per pixel) to any external format */
+//CURRENT MAINTAINER'S NOTE: Only FEATURE_32_BITS is being maintained.
+#define TGL_FEATURE_16_BITS 1
+#define TGL_FEATURE_8_BITS 1
+#define TGL_FEATURE_24_BITS 1
+#define TGL_FEATURE_32_BITS 1
+
+//MAINTAINER'S NOTE: Only TGL_FEATURE_RENDER_BITS 32 is maintained.
+//All others are experimental.
+//24 bit is broken.
+//#define TGL_FEATURE_RENDER_BITS 15
+//#define TGL_FEATURE_RENDER_BITS 16
+//#define TGL_FEATURE_RENDER_BITS 24 //BROKEN!
+#define TGL_FEATURE_RENDER_BITS 32
+
+#endif /* _tgl_features_h_ */
--- /dev/null
+++ b/src/zgl.h
@@ -1,0 +1,374 @@
+#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 "zbuffer.h"
+#include "zmath.h"
+#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 {
+ int shininess_i;
+ int last_used;
+ float buf[SPECULAR_BUFFER_SIZE+1];
+ struct GLSpecBuf *next;
+} GLSpecBuf;
+
+typedef struct GLLight {
+ V4 ambient;
+ V4 diffuse;
+ V4 specular;
+ V4 position;
+ V3 spot_direction;
+ float spot_exponent;
+ float spot_cutoff;
+ float attenuation[3];
+ /* precomputed values */
+ float cos_spot_cutoff;
+ V3 norm_spot_direction;
+ V3 norm_position;
+ /* we use a linked list to know which are the enabled lights */
+ int enabled;
+ struct GLLight *next,*prev;
+} GLLight;
+
+typedef struct GLMaterial {
+ V4 emission;
+ V4 ambient;
+ V4 diffuse;
+ V4 specular;
+ float shininess;
+
+ /* computed values */
+ int shininess_i;
+ int do_specular;
+} GLMaterial;
+
+
+typedef struct GLViewport {
+ int xmin,ymin,xsize,ysize;
+ V3 scale;
+ V3 trans;
+ int updated;
+} GLViewport;
+
+typedef union {
+ int op;
+ float f;
+ int i;
+ unsigned int 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 {
+ int edge_flag;
+ V3 normal;
+ V4 coord;
+ V4 tex_coord;
+ V4 color;
+
+ /* computed values */
+ V4 ec; /* eye coordinates */
+ V4 pc; /* coordinates in the normalized volume */
+ int clip_code; /* clip code */
+ ZBufferPoint zp; /* integer coordinates for the rasterization */
+} GLVertex;
+
+typedef struct GLImage {
+ void *pixmap;
+ int xsize,ysize;
+} GLImage;
+
+/* textures */
+
+#define TEXTURE_HASH_TABLE_SIZE 256
+
+typedef struct GLTexture {
+ GLImage images[MAX_TEXTURE_LEVELS];
+ int 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;
+ int local_light_model;
+ int lighting_enabled;
+ int light_model_two_side;
+
+ /* materials */
+ GLMaterial materials[2];
+ int color_material_enabled;
+ int current_color_material_mode;
+ int current_color_material_type;
+
+ /* textures */
+ GLTexture *current_texture;
+ int texture_2d_enabled;
+
+ /* shared state */
+ GLSharedState shared_state;
+
+ /* current list */
+ GLParamBuffer *current_op_buffer;
+ int current_op_buffer_index;
+ int exec_flag,compile_flag,print_flag;
+
+ /* matrix */
+
+ int matrix_mode;
+ M4 *matrix_stack[3];
+ M4 *matrix_stack_ptr[3];
+ int matrix_stack_depth_max[3];
+
+ M4 matrix_model_view_inv;
+ M4 matrix_model_projection;
+ int matrix_model_projection_updated;
+ int matrix_model_projection_no_w_transform;
+ int apply_texture_matrix;
+
+ /* viewport */
+ GLViewport viewport;
+
+ /* current state */
+ int polygon_mode_back;
+ int polygon_mode_front;
+
+ int current_front_face;
+ int current_shade_model;
+ int current_cull_face;
+ int cull_face_enabled;
+ int normalize_enabled;
+ gl_draw_triangle_func draw_triangle_front,draw_triangle_back;
+
+ /* selection */
+ int render_mode;
+ unsigned int *select_buffer;
+ int select_size;
+ unsigned int *select_ptr,*select_hit;
+ int select_overflow;
+ int select_hits;
+
+ /* names */
+ unsigned int name_stack[MAX_NAME_STACK_DEPTH];
+ int name_stack_size;
+
+ /* clear */
+ float clear_depth;
+ V4 clear_color;
+
+ /* current vertex state */
+ V4 current_color;
+ unsigned int longcurrent_color[3]; /* precomputed integer color */
+ V4 current_normal;
+ V4 current_tex_coord;
+ int current_edge_flag;
+
+ /* glBegin / glEnd */
+ int in_begin;
+ int begin_type;
+ int vertex_n,vertex_cnt;
+ int vertex_max;
+ GLVertex *vertex;
+
+ /* opengl 1.1 arrays */
+ float *vertex_array;
+ int vertex_array_size;
+ int vertex_array_stride;
+ float *normal_array;
+ int normal_array_stride;
+ float *color_array;
+ int color_array_size;
+ int color_array_stride;
+ float *texcoord_array;
+ int texcoord_array_size;
+ int texcoord_array_stride;
+ int client_states;
+
+ /* opengl 1.1 polygon offset */
+ float offset_factor;
+ float offset_units;
+ int offset_states;
+
+ /* specular buffer. could probably be shared between contexts,
+ but that wouldn't be 100% thread safe */
+ GLSpecBuf *specbuf_first;
+ int specbuf_used_counter;
+ int specbuf_num_buffers;
+
+ /* opaque structure for user's use */
+ void *opaque;
+ /* resize viewport function */
+ int (*gl_resize_viewport)(struct GLContext *c,int *xsize,int *ysize);
+
+ /* depth test */
+ int 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 float *m);
+/*
+void glopLoadIdentity(GLContext *c,GLParam *p);
+void glopTranslate(GLContext *c,GLParam *p);*/
+
+/* light.c */
+void gl_add_select(GLContext *c,unsigned int zmin,unsigned int zmax);
+void gl_enable_disable_light(GLContext *c,int light,int v);
+void gl_shade_vertex(GLContext *c,GLVertex *v);
+
+void glInitTextures(GLContext *c);
+void glEndTextures(GLContext *c);
+GLTexture *alloc_texture(GLContext *c,int h);
+
+/* image_util.c */
+void gl_convertRGB_to_5R6G5B(unsigned short *pixmap,unsigned char *rgb,
+ int xsize,int ysize);
+void gl_convertRGB_to_8A8R8G8B(unsigned int *pixmap, unsigned char *rgb,
+ int xsize, int ysize);
+void gl_resizeImage(unsigned char *dest,int xsize_dest,int ysize_dest,
+ unsigned char *src,int xsize_src,int ysize_src);
+void gl_resizeImageNoInterpolate(unsigned char *dest,int xsize_dest,int ysize_dest,
+ unsigned char *src,int xsize_src,int ysize_src);
+
+GLContext *gl_get_context(void);
+
+void gl_fatal_error(char *format, ...);
+
+
+/* specular buffer "api" */
+GLSpecBuf *specbuf_get_buffer(GLContext *c, const int shininess_i,
+ const float 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 int gl_clipcode(float x,float y,float z,float w1)
+{
+ float 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_ */
--- /dev/null
+++ b/src/zline.c
@@ -1,0 +1,84 @@
+#include <stdlib.h>
+#include "zbuffer.h"
+
+#define ZCMP(z,zpix) ((z) >= (zpix))
+
+void ZB_plot(ZBuffer * zb, ZBufferPoint * p)
+{
+ unsigned short *pz;
+ PIXEL *pp;
+ int zz;
+
+ pz = zb->zbuf + (p->y * zb->xsize + p->x);
+ pp = (PIXEL *) ((char *) zb->pbuf + zb->linesize * p->y + p->x * PSZB);
+ zz = p->z >> ZB_POINT_Z_FRAC_BITS;
+ if (ZCMP(zz, *pz)) {
+#if TGL_FEATURE_RENDER_BITS == 24
+ pp[0]=p->r>>8;
+ pp[1]=p->g>>8;
+ pp[2]=p->b>>8;
+#else
+ *pp = RGB_TO_PIXEL(p->r, p->g, p->b);
+#endif
+ *pz = zz;
+ }
+}
+
+#define INTERP_Z
+static void ZB_line_flat_z(ZBuffer * zb, ZBufferPoint * p1, ZBufferPoint * p2,
+ int color)
+{
+#include "zline.h"
+}
+
+/* line with color interpolation */
+#define INTERP_Z
+#define INTERP_RGB
+static void ZB_line_interp_z(ZBuffer * zb, ZBufferPoint * p1, ZBufferPoint * p2)
+{
+#include "zline.h"
+}
+
+/* no Z interpolation */
+
+static void ZB_line_flat(ZBuffer * zb, ZBufferPoint * p1, ZBufferPoint * p2,
+ int color)
+{
+#include "zline.h"
+}
+
+#define INTERP_RGB
+static void ZB_line_interp(ZBuffer * zb, ZBufferPoint * p1, ZBufferPoint * p2)
+{
+#include "zline.h"
+}
+
+void ZB_line_z(ZBuffer * zb, ZBufferPoint * p1, ZBufferPoint * p2)
+{
+ int color1, color2;
+
+ color1 = RGB_TO_PIXEL(p1->r, p1->g, p1->b);
+ color2 = RGB_TO_PIXEL(p2->r, p2->g, p2->b);
+
+ /* choose if the line should have its color interpolated or not */
+ if (color1 == color2) {
+ ZB_line_flat_z(zb, p1, p2, color1);
+ } else {
+ ZB_line_interp_z(zb, p1, p2);
+ }
+}
+
+void ZB_line(ZBuffer * zb, ZBufferPoint * p1, ZBufferPoint * p2)
+{
+ int color1, color2;
+
+ color1 = RGB_TO_PIXEL(p1->r, p1->g, p1->b);
+ color2 = RGB_TO_PIXEL(p2->r, p2->g, p2->b);
+
+ /* choose if the line should have its color interpolated or not */
+ if (color1 == color2) {
+ ZB_line_flat(zb, p1, p2, color1);
+ } else {
+ ZB_line_interp(zb, p1, p2);
+ }
+}
--- /dev/null
+++ b/src/zline.h
@@ -1,0 +1,121 @@
+{
+ int n, dx, dy, sx, pp_inc_1, pp_inc_2;
+ register int a;
+ register PIXEL *pp;
+#if defined(INTERP_RGB) || TGL_FEATURE_RENDER_BITS == 24
+ register unsigned int r, g, b;
+#endif
+#ifdef INTERP_RGB
+ register unsigned int rinc, ginc, binc;
+#endif
+#ifdef INTERP_Z
+ register unsigned short *pz;
+ int zinc;
+ register int z, zz;
+#endif
+
+ if (p1->y > p2->y || (p1->y == p2->y && p1->x > p2->x)) {
+ ZBufferPoint *tmp;
+ tmp = p1;
+ p1 = p2;
+ p2 = tmp;
+ }
+ sx = zb->xsize;
+ pp = (PIXEL *) ((char *) zb->pbuf + zb->linesize * p1->y + p1->x * PSZB);
+#ifdef INTERP_Z
+ pz = zb->zbuf + (p1->y * sx + p1->x);
+ z = p1->z;
+#endif
+
+ dx = p2->x - p1->x;
+ dy = p2->y - p1->y;
+#ifdef INTERP_RGB
+ r = p2->r << 8;
+ g = p2->g << 8;
+ b = p2->b << 8;
+#elif TGL_FEATURE_RENDER_BITS == 24
+ /* for 24 bits, we store the colors in different variables */
+ r = p2->r >> 8;
+ g = p2->g >> 8;
+ b = p2->b >> 8;
+#endif
+
+#ifdef INTERP_RGB
+#define RGB(x) x
+#if TGL_FEATURE_RENDER_BITS == 24
+#define RGBPIXEL pp[0] = r >> 16, pp[1] = g >> 16, pp[2] = b >> 16
+#else
+#define RGBPIXEL *pp = RGB_TO_PIXEL(r >> 8,g >> 8,b >> 8)
+#endif
+#else /* INTERP_RGB */
+#define RGB(x)
+#if TGL_FEATURE_RENDER_BITS == 24
+#define RGBPIXEL pp[0] = r, pp[1] = g, pp[2] = b
+#else
+#define RGBPIXEL *pp = color
+#endif
+#endif /* INTERP_RGB */
+
+#ifdef INTERP_Z
+#define ZZ(x) x
+#define PUTPIXEL() \
+ { \
+ zz=z >> ZB_POINT_Z_FRAC_BITS; \
+ if (ZCMP(zz,*pz)) { \
+ RGBPIXEL; \
+ *pz=zz; \
+ } \
+ }
+#else /* INTERP_Z */
+#define ZZ(x)
+#define PUTPIXEL() RGBPIXEL
+#endif /* INTERP_Z */
+
+#define DRAWLINE(dx,dy,inc_1,inc_2) \
+ n=dx;\
+ ZZ(zinc=(p2->z-p1->z)/n);\
+ RGB(rinc=((p2->r-p1->r) << 8)/n;\
+ ginc=((p2->g-p1->g) << 8)/n;\
+ binc=((p2->b-p1->b) << 8)/n);\
+ a=2*dy-dx;\
+ dy=2*dy;\
+ dx=2*dx-dy;\
+ pp_inc_1 = (inc_1) * PSZB;\
+ pp_inc_2 = (inc_2) * PSZB;\
+ do {\
+ PUTPIXEL();\
+ ZZ(z+=zinc);\
+ RGB(r+=rinc;g+=ginc;b+=binc);\
+ if (a>0) { pp=(PIXEL *)((char *)pp + pp_inc_1); ZZ(pz+=(inc_1)); a-=dx; }\
+ else { pp=(PIXEL *)((char *)pp + pp_inc_2); ZZ(pz+=(inc_2)); a+=dy; }\
+ } while (--n >= 0);
+
+/* fin macro */
+
+ if (dx == 0 && dy == 0) {
+ PUTPIXEL();
+ } else if (dx > 0) {
+ if (dx >= dy) {
+ DRAWLINE(dx, dy, sx + 1, 1);
+ } else {
+ DRAWLINE(dy, dx, sx + 1, sx);
+ }
+ } else {
+ dx = -dx;
+ if (dx >= dy) {
+ DRAWLINE(dx, dy, sx - 1, -1);
+ } else {
+ DRAWLINE(dy, dx, sx - 1, sx);
+ }
+ }
+}
+
+#undef INTERP_Z
+#undef INTERP_RGB
+
+/* internal defines */
+#undef DRAWLINE
+#undef PUTPIXEL
+#undef ZZ
+#undef RGB
+#undef RGBPIXEL
--- /dev/null
+++ b/src/zmath.c
@@ -1,0 +1,275 @@
+/* Some simple mathematical functions. Don't look for some logic in
+ the function names :-) */
+
+#include <stdlib.h>
+#include <string.h>
+#include <math.h>
+#include "zmath.h"
+
+
+/* ******* Gestion des matrices 4x4 ****** */
+
+void gl_M4_Id(M4 *a)
+{
+ int i,j;
+ for(i=0;i<4;i++)
+ for(j=0;j<4;j++)
+ if (i==j) a->m[i][j]=1.0; else a->m[i][j]=0.0;
+}
+
+int gl_M4_IsId(M4 *a)
+{
+ int i,j;
+ for(i=0;i<4;i++)
+ for(j=0;j<4;j++) {
+ if (i==j) {
+ if (a->m[i][j] != 1.0) return 0;
+ } else if (a->m[i][j] != 0.0) return 0;
+ }
+ return 1;
+}
+
+void gl_M4_Mul(M4 *c,M4 *a,M4 *b)
+{
+ int i,j,k;
+ float s;
+ for(i=0;i<4;i++)
+ for(j=0;j<4;j++) {
+ s=0.0;
+ for(k=0;k<4;k++) s+=a->m[i][k]*b->m[k][j];
+ c->m[i][j]=s;
+ }
+}
+
+/* c=c*a */
+void gl_M4_MulLeft(M4 *c,M4 *b)
+{
+ int i,j,k;
+ float s;
+ M4 a;
+
+ /*memcpy(&a, c, 16*sizeof(float));
+ */
+ a=*c;
+
+ for(i=0;i<4;i++)
+ for(j=0;j<4;j++) {
+ s=0.0;
+ for(k=0;k<4;k++) s+=a.m[i][k]*b->m[k][j];
+ c->m[i][j]=s;
+ }
+}
+
+void gl_M4_Move(M4 *a,M4 *b)
+{
+ memcpy(a,b,sizeof(M4));
+}
+
+void gl_MoveV3(V3 *a,V3 *b)
+{
+ memcpy(a,b,sizeof(V3));
+}
+
+
+void gl_MulM4V3(V3 *a,M4 *b,V3 *c)
+{
+ a->X=b->m[0][0]*c->X+b->m[0][1]*c->Y+b->m[0][2]*c->Z+b->m[0][3];
+ a->Y=b->m[1][0]*c->X+b->m[1][1]*c->Y+b->m[1][2]*c->Z+b->m[1][3];
+ a->Z=b->m[2][0]*c->X+b->m[2][1]*c->Y+b->m[2][2]*c->Z+b->m[2][3];
+}
+
+void gl_MulM3V3(V3 *a,M4 *b,V3 *c)
+{
+ a->X=b->m[0][0]*c->X+b->m[0][1]*c->Y+b->m[0][2]*c->Z;
+ a->Y=b->m[1][0]*c->X+b->m[1][1]*c->Y+b->m[1][2]*c->Z;
+ a->Z=b->m[2][0]*c->X+b->m[2][1]*c->Y+b->m[2][2]*c->Z;
+}
+
+void gl_M4_MulV4(V4 *a,M4 *b,V4 *c)
+{
+ a->X=b->m[0][0]*c->X+b->m[0][1]*c->Y+b->m[0][2]*c->Z+b->m[0][3]*c->W;
+ a->Y=b->m[1][0]*c->X+b->m[1][1]*c->Y+b->m[1][2]*c->Z+b->m[1][3]*c->W;
+ a->Z=b->m[2][0]*c->X+b->m[2][1]*c->Y+b->m[2][2]*c->Z+b->m[2][3]*c->W;
+ a->W=b->m[3][0]*c->X+b->m[3][1]*c->Y+b->m[3][2]*c->Z+b->m[3][3]*c->W;
+}
+
+/* transposition of a 4x4 matrix */
+void gl_M4_Transpose(M4 *a,M4 *b)
+{
+ a->m[0][0]=b->m[0][0];
+ a->m[0][1]=b->m[1][0];
+ a->m[0][2]=b->m[2][0];
+ a->m[0][3]=b->m[3][0];
+
+ a->m[1][0]=b->m[0][1];
+ a->m[1][1]=b->m[1][1];
+ a->m[1][2]=b->m[2][1];
+ a->m[1][3]=b->m[3][1];
+
+ a->m[2][0]=b->m[0][2];
+ a->m[2][1]=b->m[1][2];
+ a->m[2][2]=b->m[2][2];
+ a->m[2][3]=b->m[3][2];
+
+ a->m[3][0]=b->m[0][3];
+ a->m[3][1]=b->m[1][3];
+ a->m[3][2]=b->m[2][3];
+ a->m[3][3]=b->m[3][3];
+}
+
+/* inversion of an orthogonal matrix of type Y=M.X+P */
+void gl_M4_InvOrtho(M4 *a,M4 b)
+{
+ int i,j;
+ float s;
+ for(i=0;i<3;i++)
+ for(j=0;j<3;j++) a->m[i][j]=b.m[j][i];
+ a->m[3][0]=0.0; a->m[3][1]=0.0; a->m[3][2]=0.0; a->m[3][3]=1.0;
+ for(i=0;i<3;i++) {
+ s=0;
+ for(j=0;j<3;j++) s-=b.m[j][i]*b.m[j][3];
+ a->m[i][3]=s;
+ }
+}
+
+/* Inversion of a general nxn matrix.
+ Note : m is destroyed */
+
+int Matrix_Inv(float *r,float *m,int n)
+{
+ int i,j,k,l;
+ float max,tmp,t;
+
+ /* identit�e dans r */
+ for(i=0;i<n*n;i++) r[i]=0;
+ for(i=0;i<n;i++) r[i*n+i]=1;
+
+ for(j=0;j<n;j++) {
+
+ /* recherche du nombre de plus grand module sur la colonne j */
+ max=m[j*n+j];
+ k=j;
+ for(i=j+1;i<n;i++)
+ if (fabs(m[i*n+j])>fabs(max)) {
+ k=i;
+ max=m[i*n+j];
+ }
+
+ /* non intersible matrix */
+ if (max==0) return 1;
+
+
+ /* permutation des lignes j et k */
+ if (k!=j) {
+ for(i=0;i<n;i++) {
+ tmp=m[j*n+i];
+ m[j*n+i]=m[k*n+i];
+ m[k*n+i]=tmp;
+
+ tmp=r[j*n+i];
+ r[j*n+i]=r[k*n+i];
+ r[k*n+i]=tmp;
+ }
+ }
+
+ /* multiplication de la ligne j par 1/max */
+ max=1/max;
+ for(i=0;i<n;i++) {
+ m[j*n+i]*=max;
+ r[j*n+i]*=max;
+ }
+
+
+ for(l=0;l<n;l++) if (l!=j) {
+ t=m[l*n+j];
+ for(i=0;i<n;i++) {
+ m[l*n+i]-=m[j*n+i]*t;
+ r[l*n+i]-=r[j*n+i]*t;
+ }
+ }
+ }
+
+ return 0;
+}
+
+
+/* inversion of a 4x4 matrix */
+
+void gl_M4_Inv(M4 *a,M4 *b)
+{
+ M4 tmp;
+ memcpy(&tmp, b, 16*sizeof(float));
+ /*tmp=*b;*/
+ Matrix_Inv(&a->m[0][0],&tmp.m[0][0],4);
+}
+
+void gl_M4_Rotate(M4 *a,float t,int u)
+{
+ float s,c;
+ int v,w;
+ if ((v=u+1)>2) v=0;
+ if ((w=v+1)>2) w=0;
+ s=sin(t);
+ c=cos(t);
+ gl_M4_Id(a);
+ a->m[v][v]=c; a->m[v][w]=-s;
+ a->m[w][v]=s; a->m[w][w]=c;
+}
+
+
+/* inverse of a 3x3 matrix */
+void gl_M3_Inv(M3 *a,M3 *m)
+{
+ float det;
+
+ det = m->m[0][0]*m->m[1][1]*m->m[2][2]-m->m[0][0]*m->m[1][2]*m->m[2][1]-
+ m->m[1][0]*m->m[0][1]*m->m[2][2]+m->m[1][0]*m->m[0][2]*m->m[2][1]+
+ m->m[2][0]*m->m[0][1]*m->m[1][2]-m->m[2][0]*m->m[0][2]*m->m[1][1];
+
+ a->m[0][0] = (m->m[1][1]*m->m[2][2]-m->m[1][2]*m->m[2][1])/det;
+ a->m[0][1] = -(m->m[0][1]*m->m[2][2]-m->m[0][2]*m->m[2][1])/det;
+ a->m[0][2] = -(-m->m[0][1]*m->m[1][2]+m->m[0][2]*m->m[1][1])/det;
+
+ a->m[1][0] = -(m->m[1][0]*m->m[2][2]-m->m[1][2]*m->m[2][0])/det;
+ a->m[1][1] = (m->m[0][0]*m->m[2][2]-m->m[0][2]*m->m[2][0])/det;
+ a->m[1][2] = -(m->m[0][0]*m->m[1][2]-m->m[0][2]*m->m[1][0])/det;
+
+ a->m[2][0] = (m->m[1][0]*m->m[2][1]-m->m[1][1]*m->m[2][0])/det;
+ a->m[2][1] = -(m->m[0][0]*m->m[2][1]-m->m[0][1]*m->m[2][0])/det;
+ a->m[2][2] = (m->m[0][0]*m->m[1][1]-m->m[0][1]*m->m[1][0])/det;
+}
+
+
+/* vector arithmetic */
+
+int gl_V3_Norm(V3 *a)
+{
+ float n;
+ n=sqrt(a->X*a->X+a->Y*a->Y+a->Z*a->Z);
+ if (n==0) return 1;
+ a->X/=n;
+ a->Y/=n;
+ a->Z/=n;
+ return 0;
+}
+
+V3 gl_V3_New(float x,float y,float z)
+{
+ V3 a;
+ a.X=x;
+ a.Y=y;
+ a.Z=z;
+ return a;
+}
+
+V4 gl_V4_New(float x,float y,float z,float w)
+{
+ V4 a;
+ a.X=x;
+ a.Y=y;
+ a.Z=z;
+ a.W=w;
+ return a;
+}
+
+
--- /dev/null
+++ b/src/zmath.h
@@ -1,0 +1,54 @@
+#ifndef __ZMATH__
+#define __ZMATH__
+
+/* Matrix & Vertex */
+
+typedef struct {
+ float m[4][4];
+} M4;
+
+typedef struct {
+ float m[3][3];
+} M3;
+
+typedef struct {
+ float m[3][4];
+} M34;
+
+
+#define X v[0]
+#define Y v[1]
+#define Z v[2]
+#define W v[3]
+
+typedef struct {
+ float v[3];
+} V3;
+
+typedef struct {
+ float v[4];
+} V4;
+
+void gl_M4_Id(M4 *a);
+int gl_M4_IsId(M4 *a);
+void gl_M4_Move(M4 *a,M4 *b);
+void gl_MoveV3(V3 *a,V3 *b);
+void gl_MulM4V3(V3 *a,M4 *b,V3 *c);
+void gl_MulM3V3(V3 *a,M4 *b,V3 *c);
+
+void gl_M4_MulV4(V4 * a,M4 *b,V4 * c);
+void gl_M4_InvOrtho(M4 *a,M4 b);
+void gl_M4_Inv(M4 *a,M4 *b);
+void gl_M4_Mul(M4 *c,M4 *a,M4 *b);
+void gl_M4_MulLeft(M4 *c,M4 *a);
+void gl_M4_Transpose(M4 *a,M4 *b);
+void gl_M4_Rotate(M4 *c,float t,int u);
+int gl_V3_Norm(V3 *a);
+
+V3 gl_V3_New(float x,float y,float z);
+V4 gl_V4_New(float x,float y,float z,float w);
+
+int gl_Matrix_Inv(float *r,float *m,int n);
+
+#endif
+// __ZMATH__
--- /dev/null
+++ b/src/ztriangle.c
@@ -1,0 +1,409 @@
+#include <stdlib.h>
+#include "zbuffer.h"
+#if TGL_FEATURE_RENDER_BITS == 32
+#define THE_X (((unsigned short)(pp-pp1)))
+#elif TGL_FEATURE_RENDER_BITS == 16
+#define THE_X (((unsigned short)(pp-pp1)))
+#elif TGL_FEATURE_RENDER_BITS == 8
+#define THE_X (((unsigned short)pp)-(unsigned short)pp1)
+#else
+#error "24 bit mode is not supported in this port. Use 16 or 32 bit modes."
+#endif
+#define XSTIP(_a) ((THE_X+_a)& 31)
+#define YSTIP (the_y & 31)
+#define STIPBIT(_a) (zb->stipplepattern[(XSTIP(_a) + (YSTIP<<5))>>3] & (1<<(XSTIP(_a) & 7)))
+#define STIPTEST(_a) !(zb->dostipple && !STIPBIT(_a))
+#if TGL_FEATURE_POLYGON_STIPPLE
+#define ZCMP(z,zpix,_a) ((z) >= (zpix) && STIPTEST(_a))
+#else
+#define ZCMP(z,zpix,_a) ((z) >= (zpix))
+#endif
+void ZB_fillTriangleFlat(ZBuffer *zb,
+ ZBufferPoint *p0,ZBufferPoint *p1,ZBufferPoint *p2)
+{
+#if TGL_FEATURE_RENDER_BITS == 24
+ unsigned char colorR, colorG, colorB;
+#else
+ int color;
+#endif
+
+#define INTERP_Z
+
+#if TGL_FEATURE_RENDER_BITS == 24
+
+#define DRAW_INIT() \
+{ \
+ colorR=p2->r>>8; \
+ colorG=p2->g>>8; \
+ colorB=p2->b>>8; \
+}
+
+#define PUT_PIXEL(_a) \
+{ \
+ zz=z >> ZB_POINT_Z_FRAC_BITS; \
+ if (ZCMP(zz,pz[_a])) { \
+ pp[3 * _a]=colorR;\
+ pp[3 * _a + 1]=colorG;\
+ pp[3 * _a + 2]=colorB;\
+ pz[_a]=zz; \
+ }\
+ z+=dzdx; \
+}
+
+#else
+
+#define DRAW_INIT() \
+{ \
+ color=RGB_TO_PIXEL(p2->r,p2->g,p2->b); \
+}
+
+#define PUT_PIXEL(_a) \
+{ \
+ zz=z >> ZB_POINT_Z_FRAC_BITS; \
+ if (ZCMP(zz,pz[_a],_a)) { \
+ pp[_a]=color; \
+ pz[_a]=zz; \
+ } \
+ z+=dzdx; \
+}
+#endif /* TGL_FEATURE_RENDER_BITS == 24 */
+
+#include "ztriangle.h"
+}
+
+/*
+ * Smooth filled triangle.
+ * The code below is very tricky :)
+ */
+
+void ZB_fillTriangleSmooth(ZBuffer *zb,
+ ZBufferPoint *p0,ZBufferPoint *p1,ZBufferPoint *p2)
+{
+#if TGL_FEATURE_RENDER_BITS == 16
+ int _drgbdx;
+#endif
+
+#define INTERP_Z
+#define INTERP_RGB
+
+#define SAR_RND_TO_ZERO(v,n) (v / (1<<n))
+
+#if TGL_FEATURE_RENDER_BITS == 24
+
+#define DRAW_INIT() \
+{ \
+}
+
+#define PUT_PIXEL(_a) \
+{ \
+ zz=z >> ZB_POINT_Z_FRAC_BITS; \
+ if (ZCMP(zz,pz[_a],_a)) { \
+ pp[3 * _a]=or1 >> 8;\
+ pp[3 * _a + 1]=og1 >> 8;\
+ pp[3 * _a + 2]=ob1 >> 8;\
+ pz[_a]=zz; \
+ }\
+ z+=dzdx; \
+ og1+=dgdx; \
+ or1+=drdx; \
+ ob1+=dbdx; \
+}
+
+#elif TGL_FEATURE_RENDER_BITS == 16
+
+#define DRAW_INIT() \
+{ \
+ _drgbdx=(SAR_RND_TO_ZERO(drdx,6) << 22) & 0xFFC00000; \
+ _drgbdx|=SAR_RND_TO_ZERO(dgdx,5) & 0x000007FF; \
+ _drgbdx|=(SAR_RND_TO_ZERO(dbdx,7) << 12) & 0x001FF000; \
+}
+
+
+#define PUT_PIXEL(_a) \
+{ \
+ zz=z >> ZB_POINT_Z_FRAC_BITS; \
+ if (ZCMP(zz,pz[_a],_a)) { \
+ tmp=rgb & 0xF81F07E0; \
+ pp[_a]=tmp | (tmp >> 16); \
+ pz[_a]=zz; \
+ } \
+ z+=dzdx; \
+ rgb=(rgb+drgbdx) & ( ~ 0x00200800); \
+}
+
+#define DRAW_LINE() \
+{ \
+ register unsigned short *pz; \
+ register PIXEL *pp; \
+ register unsigned int tmp,z,zz,rgb,drgbdx; \
+ register int n; \
+ n=(x2 >> 16) - x1; \
+ pp=pp1+x1; \
+ pz=pz1+x1; \
+ z=z1; \
+ rgb=(r1 << 16) & 0xFFC00000; \
+ rgb|=(g1 >> 5) & 0x000007FF; \
+ rgb|=(b1 << 5) & 0x001FF000; \
+ drgbdx=_drgbdx; \
+ while (n>=3) { \
+ PUT_PIXEL(0);/*the_x++;*/ \
+ PUT_PIXEL(1);/*the_x++;*/ \
+ PUT_PIXEL(2);/*the_x++;*/ \
+ PUT_PIXEL(3);/*the_x++;*/ \
+ pz+=4; \
+ pp+=4; \
+ n-=4; \
+ } \
+ while (n>=0) { \
+ PUT_PIXEL(0);/*the_x++;*/ \
+ pz+=1; \
+ pp+=1; \
+ n-=1; \
+ } \
+}
+
+#else
+
+#define DRAW_INIT() \
+{ \
+}
+
+#define PUT_PIXEL(_a) \
+{ \
+ zz=z >> ZB_POINT_Z_FRAC_BITS; \
+ if (ZCMP(zz,pz[_a],_a)) { \
+ pp[_a] = RGB_TO_PIXEL(or1, og1, ob1);\
+ pz[_a]=zz; \
+ }\
+ z+=dzdx; \
+ og1+=dgdx; \
+ or1+=drdx; \
+ ob1+=dbdx; \
+}
+
+#endif /* TGL_FEATURE_RENDER_BITS */
+
+#include "ztriangle.h"
+} //EOF smooth fill triangle
+
+void ZB_setTexture(ZBuffer *zb,PIXEL *texture)
+{
+ zb->current_texture=texture;
+}
+//Ignore this it is never used
+void ZB_fillTriangleMapping(ZBuffer *zb,
+ ZBufferPoint *p0,ZBufferPoint *p1,ZBufferPoint *p2)
+{
+ PIXEL *texture;
+
+#define INTERP_Z
+#define INTERP_ST
+
+#define DRAW_INIT() \
+{ \
+ texture=zb->current_texture; \
+}
+
+#if TGL_FEATURE_RENDER_BITS == 24
+
+#define PUT_PIXEL(_a) \
+{ \
+ unsigned char *ptr;\
+ zz=z >> ZB_POINT_Z_FRAC_BITS; \
+ if (ZCMP(zz,pz[_a],_a)) { \
+ ptr = texture + (((t & 0x3FC00000) | s) >> 14) * 3; \
+ pp[3 * _a]= ptr[0];\
+ pp[3 * _a + 1]= ptr[1];\
+ pp[3 * _a + 2]= ptr[2];\
+ pz[_a]=zz; \
+ } \
+ z+=dzdx; \
+ s+=dsdx; \
+ t+=dtdx; \
+}
+
+#else
+
+#define PUT_PIXEL(_a) \
+{ \
+ zz=z >> ZB_POINT_Z_FRAC_BITS; \
+ if (ZCMP(zz,pz[_a],_a)) { \
+ pp[_a]=texture[((t & 0x3FC00000) | s) >> 14]; \
+ pz[_a]=zz; \
+ } \
+ z+=dzdx; \
+ s+=dsdx; \
+ t+=dtdx; \
+}
+
+#endif
+
+#include "ztriangle.h"
+}
+
+/*
+ * Texture mapping with perspective correction.
+ * We use the gradient method to make less divisions.
+ * TODO: pipeline the division
+ */
+#if 1
+
+void ZB_fillTriangleMappingPerspective(ZBuffer *zb,
+ ZBufferPoint *p0,ZBufferPoint *p1,ZBufferPoint *p2)
+{
+ PIXEL *texture;
+ float fdzdx,fndzdx,ndszdx,ndtzdx;
+
+#define INTERP_Z
+#define INTERP_STZ
+
+#define NB_INTERP 8
+
+#define DRAW_INIT() \
+{ \
+ texture=zb->current_texture;\
+ fdzdx=(float)dzdx;\
+ fndzdx=NB_INTERP * fdzdx;\
+ ndszdx=NB_INTERP * dszdx;\
+ ndtzdx=NB_INTERP * dtzdx;\
+}
+
+
+#if TGL_FEATURE_RENDER_BITS == 24
+
+#define PUT_PIXEL(_a) \
+{ \
+ unsigned char *ptr;\
+ zz=z >> ZB_POINT_Z_FRAC_BITS; \
+ if (ZCMP(zz,pz[_a],_a)) { \
+ ptr = texture + (((t & 0x3FC00000) | (s & 0x003FC000)) >> 14) * 3;\
+ pp[3 * _a]= ptr[0];\
+ pp[3 * _a + 1]= ptr[1];\
+ pp[3 * _a + 2]= ptr[2];\
+ pz[_a]=zz; \
+ } \
+ z+=dzdx; \
+ s+=dsdx; \
+ t+=dtdx; \
+}
+
+#else
+
+#define PUT_PIXEL(_a) \
+{ \
+ zz=z >> ZB_POINT_Z_FRAC_BITS; \
+ if (ZCMP(zz,pz[_a],_a)) { \
+ pp[_a]=*(PIXEL *)((char *)texture+ \
+ (((t & 0x3FC00000) | (s & 0x003FC000)) >> (17 - PSZSH)));\
+ pz[_a]=zz; \
+ } \
+ z+=dzdx; \
+ s+=dsdx; \
+ t+=dtdx; \
+}
+
+#endif
+
+#define DRAW_LINE() \
+{ \
+ register unsigned short *pz; \
+ register PIXEL *pp; \
+ register unsigned int s,t,z,zz; \
+ register int n,dsdx,dtdx; \
+ float sz,tz,fz,zinv; \
+ n=(x2>>16)-x1; \
+ fz=(float)z1;\
+ zinv=1.0 / fz;\
+ pp=(PIXEL *)((char *)pp1 + x1 * PSZB); \
+ pz=pz1+x1; \
+ z=z1; \
+ sz=sz1;\
+ tz=tz1;\
+ while (n>=(NB_INTERP-1)) { \
+ {\
+ float ss,tt;\
+ ss=(sz * zinv);\
+ tt=(tz * zinv);\
+ s=(int) ss;\
+ t=(int) tt;\
+ dsdx= (int)( (dszdx - ss*fdzdx)*zinv );\
+ dtdx= (int)( (dtzdx - tt*fdzdx)*zinv );\
+ fz+=fndzdx;\
+ zinv=1.0 / fz;\
+ }\
+ PUT_PIXEL(0);/*the_x++;*/ \
+ PUT_PIXEL(1);/*the_x++;*/ \
+ PUT_PIXEL(2);/*the_x++;*/ \
+ PUT_PIXEL(3);/*the_x++;*/ \
+ PUT_PIXEL(4);/*the_x++;*/ \
+ PUT_PIXEL(5);/*the_x++;*/ \
+ PUT_PIXEL(6);/*the_x++;*/ \
+ PUT_PIXEL(7);/*the_x-=7;*/ \
+ pz+=NB_INTERP; \
+ pp=(PIXEL *)((char *)pp + NB_INTERP * PSZB);/*the_x+=NB_INTERP * PSZB;*/\
+ n-=NB_INTERP; \
+ sz+=ndszdx;\
+ tz+=ndtzdx;\
+ } \
+ {\
+ float ss,tt;\
+ ss=(sz * zinv);\
+ tt=(tz * zinv);\
+ s=(int) ss;\
+ t=(int) tt;\
+ dsdx= (int)( (dszdx - ss*fdzdx)*zinv );\
+ dtdx= (int)( (dtzdx - tt*fdzdx)*zinv );\
+ }\
+ while (n>=0) { \
+ PUT_PIXEL(0);/*the_x += PSZB;*/ \
+ pz+=1; \
+ pp=(PIXEL *)((char *)pp + PSZB);\
+ n-=1; \
+ } \
+}
+
+#include "ztriangle.h"
+}
+
+#endif
+
+#if 0
+
+/* slow but exact version (only there for reference, incorrect for 24
+ bits) */
+
+void ZB_fillTriangleMappingPerspective(ZBuffer *zb,
+ ZBufferPoint *p0,ZBufferPoint *p1,ZBufferPoint *p2)
+{
+ PIXEL *texture;
+
+#define INTERP_Z
+#define INTERP_STZ
+
+#define DRAW_INIT() \
+{ \
+ texture=zb->current_texture; \
+}
+
+#define PUT_PIXEL(_a) \
+{ \
+ float zinv; \
+ int s,t; \
+ zz=z >> ZB_POINT_Z_FRAC_BITS; \
+ if (ZCMP(zz,pz[_a],_a)) { \
+ zinv= 1.0 / (float) z; \
+ s= (int) (sz * zinv); \
+ t= (int) (tz * zinv); \
+ pp[_a]=texture[((t & 0x3FC00000) | s) >> 14]; \
+ pz[_a]=zz; \
+ } \
+ z+=dzdx; \
+ sz+=dszdx; \
+ tz+=dtzdx; \
+}
+
+#include "ztriangle.h"
+}
+
+
+#endif
--- /dev/null
+++ b/src/ztriangle.h
@@ -1,0 +1,367 @@
+/*
+ * We draw a triangle with various interpolations
+ */
+
+{
+ ZBufferPoint *t,*pr1,*pr2,*l1,*l2;
+ float fdx1, fdx2, fdy1, fdy2, fz, d1, d2;
+ unsigned short *pz1;
+ PIXEL *pp1;
+ int part,update_left,update_right;
+
+ int nb_lines,dx1,dy1,tmp,dx2,dy2;
+ unsigned short the_y;
+
+ int error,derror;
+ int x1,dxdy_min,dxdy_max;
+/* warning: x2 is multiplied by 2^16 */
+ int x2,dx2dy2;
+
+#ifdef INTERP_Z
+ int z1,dzdx,dzdy,dzdl_min,dzdl_max;
+#endif
+#ifdef INTERP_RGB
+ int r1,drdx,drdy,drdl_min,drdl_max;
+ int g1,dgdx,dgdy,dgdl_min,dgdl_max;
+ int b1,dbdx,dbdy,dbdl_min,dbdl_max;
+#endif
+#ifdef INTERP_ST
+ int s1,dsdx,dsdy,dsdl_min,dsdl_max;
+ int t1,dtdx,dtdy,dtdl_min,dtdl_max;
+#endif
+#ifdef INTERP_STZ
+ float sz1,dszdx,dszdy,dszdl_min,dszdl_max;
+ float tz1,dtzdx,dtzdy,dtzdl_min,dtzdl_max;
+#endif
+
+ /* we sort the vertex with increasing y */
+ if (p1->y < p0->y) {
+ t = p0;
+ p0 = p1;
+ p1 = t;
+ }
+ if (p2->y < p0->y) {
+ t = p2;
+ p2 = p1;
+ p1 = p0;
+ p0 = t;
+ } else if (p2->y < p1->y) {
+ t = p1;
+ p1 = p2;
+ p2 = t;
+ }
+
+ /* we compute dXdx and dXdy for all interpolated values */
+
+ fdx1 = p1->x - p0->x;
+ fdy1 = p1->y - p0->y;
+
+ fdx2 = p2->x - p0->x;
+ fdy2 = p2->y - p0->y;
+
+ fz = fdx1 * fdy2 - fdx2 * fdy1;
+ if (fz == 0)
+ return;
+ fz = 1.0 / fz;
+
+ fdx1 *= fz;
+ fdy1 *= fz;
+ fdx2 *= fz;
+ fdy2 *= fz;
+
+#ifdef INTERP_Z
+ d1 = p1->z - p0->z;
+ d2 = p2->z - p0->z;
+ dzdx = (int) (fdy2 * d1 - fdy1 * d2);
+ dzdy = (int) (fdx1 * d2 - fdx2 * d1);
+#endif
+
+#ifdef INTERP_RGB
+ d1 = p1->r - p0->r;
+ d2 = p2->r - p0->r;
+ drdx = (int) (fdy2 * d1 - fdy1 * d2);
+ drdy = (int) (fdx1 * d2 - fdx2 * d1);
+
+ d1 = p1->g - p0->g;
+ d2 = p2->g - p0->g;
+ dgdx = (int) (fdy2 * d1 - fdy1 * d2);
+ dgdy = (int) (fdx1 * d2 - fdx2 * d1);
+
+ d1 = p1->b - p0->b;
+ d2 = p2->b - p0->b;
+ dbdx = (int) (fdy2 * d1 - fdy1 * d2);
+ dbdy = (int) (fdx1 * d2 - fdx2 * d1);
+
+#endif
+
+#ifdef INTERP_ST
+ d1 = p1->s - p0->s;
+ d2 = p2->s - p0->s;
+ dsdx = (int) (fdy2 * d1 - fdy1 * d2);
+ dsdy = (int) (fdx1 * d2 - fdx2 * d1);
+
+ d1 = p1->t - p0->t;
+ d2 = p2->t - p0->t;
+ dtdx = (int) (fdy2 * d1 - fdy1 * d2);
+ dtdy = (int) (fdx1 * d2 - fdx2 * d1);
+#endif
+
+#ifdef INTERP_STZ
+ {
+ float zz;
+ zz=(float) p0->z;
+ p0->sz= (float) p0->s * zz;
+ p0->tz= (float) p0->t * zz;
+ zz=(float) p1->z;
+ p1->sz= (float) p1->s * zz;
+ p1->tz= (float) p1->t * zz;
+ zz=(float) p2->z;
+ p2->sz= (float) p2->s * zz;
+ p2->tz= (float) p2->t * zz;
+
+ d1 = p1->sz - p0->sz;
+ d2 = p2->sz - p0->sz;
+ dszdx = (fdy2 * d1 - fdy1 * d2);
+ dszdy = (fdx1 * d2 - fdx2 * d1);
+
+ d1 = p1->tz - p0->tz;
+ d2 = p2->tz - p0->tz;
+ dtzdx = (fdy2 * d1 - fdy1 * d2);
+ dtzdy = (fdx1 * d2 - fdx2 * d1);
+ }
+#endif
+
+ /* screen coordinates */
+
+ pp1 = (PIXEL *) ((char *) zb->pbuf + zb->linesize * p0->y);
+ the_y = p0->y;
+ pz1 = zb->zbuf + p0->y * zb->xsize;
+
+ DRAW_INIT();
+
+ for(part=0;part<2;part++) {
+ if (part == 0) {
+ if (fz > 0) {
+ update_left=1;
+ update_right=1;
+ l1=p0;
+ l2=p2;
+ pr1=p0;
+ pr2=p1;
+ } else {
+ update_left=1;
+ update_right=1;
+ l1=p0;
+ l2=p1;
+ pr1=p0;
+ pr2=p2;
+ }
+ nb_lines = p1->y - p0->y;
+ } else {
+ /* second part */
+ if (fz > 0) {
+ update_left=0;
+ update_right=1;
+ pr1=p1;
+ pr2=p2;
+ } else {
+ update_left=1;
+ update_right=0;
+ l1=p1;
+ l2=p2;
+ }
+ nb_lines = p2->y - p1->y + 1;
+ }
+
+ /* compute the values for the left edge */
+
+ if (update_left) {
+ dy1 = l2->y - l1->y;
+ dx1 = l2->x - l1->x;
+ if (dy1 > 0)
+ tmp = (dx1 << 16) / dy1;
+ else
+ tmp = 0;
+ x1 = l1->x;
+ error = 0;
+ derror = tmp & 0x0000ffff;
+ dxdy_min = tmp >> 16;
+ dxdy_max = dxdy_min + 1;
+
+#ifdef INTERP_Z
+ z1=l1->z;
+ dzdl_min=(dzdy + dzdx * dxdy_min);
+ dzdl_max=dzdl_min + dzdx;
+#endif
+#ifdef INTERP_RGB
+ r1=l1->r;
+ drdl_min=(drdy + drdx * dxdy_min);
+ drdl_max=drdl_min + drdx;
+
+ g1=l1->g;
+ dgdl_min=(dgdy + dgdx * dxdy_min);
+ dgdl_max=dgdl_min + dgdx;
+
+ b1=l1->b;
+ dbdl_min=(dbdy + dbdx * dxdy_min);
+ dbdl_max=dbdl_min + dbdx;
+#endif
+#ifdef INTERP_ST
+ s1=l1->s;
+ dsdl_min=(dsdy + dsdx * dxdy_min);
+ dsdl_max=dsdl_min + dsdx;
+
+ t1=l1->t;
+ dtdl_min=(dtdy + dtdx * dxdy_min);
+ dtdl_max=dtdl_min + dtdx;
+#endif
+#ifdef INTERP_STZ
+ sz1=l1->sz;
+ dszdl_min=(dszdy + dszdx * dxdy_min);
+ dszdl_max=dszdl_min + dszdx;
+
+ tz1=l1->tz;
+ dtzdl_min=(dtzdy + dtzdx * dxdy_min);
+ dtzdl_max=dtzdl_min + dtzdx;
+#endif
+ }
+
+ /* compute values for the right edge */
+
+ if (update_right) {
+ dx2 = (pr2->x - pr1->x);
+ dy2 = (pr2->y - pr1->y);
+ if (dy2>0)
+ dx2dy2 = ( dx2 << 16) / dy2;
+ else
+ dx2dy2 = 0;
+ x2 = pr1->x << 16;
+ }
+
+ /* we draw all the scan line of the part */
+
+ while (nb_lines>0) {
+ nb_lines--;
+#ifndef DRAW_LINE
+ /* generic draw line */
+ {
+ register PIXEL *pp;
+ register int n;
+#ifdef INTERP_Z
+ register unsigned short *pz;
+ register unsigned int z,zz;
+#endif
+#ifdef INTERP_RGB
+ register unsigned int or1,og1,ob1;
+#endif
+#ifdef INTERP_ST
+ register unsigned int s,t;
+#endif
+#ifdef INTERP_STZ
+ float sz,tz;
+#endif
+
+ n=(x2 >> 16) - x1;
+ /*the_x = x1; //Gek added this to make determining the X coordinate easier!*/
+ pp=(PIXEL *)((char *)pp1 + x1 * PSZB);
+#ifdef INTERP_Z
+ pz=pz1+x1;
+ z=z1;
+#endif
+#ifdef INTERP_RGB
+ or1 = r1;
+ og1 = g1;
+ ob1 = b1;
+#endif
+#ifdef INTERP_ST
+ s=s1;
+ t=t1;
+#endif
+#ifdef INTERP_STZ
+ sz=sz1;
+ tz=tz1;
+#endif
+ while (n>=3) {
+ PUT_PIXEL(0);/*the_x++;*/
+ PUT_PIXEL(1);/*the_x++;*/
+ PUT_PIXEL(2);/*the_x++;*/
+ PUT_PIXEL(3);/*the_x++;*/
+#ifdef INTERP_Z
+ pz+=4;
+#endif
+ pp=(PIXEL *)((char *)pp + 4 * PSZB);
+ n-=4;
+ }
+ while (n>=0) {
+ PUT_PIXEL(0);/*the_x++;*/
+#ifdef INTERP_Z
+ pz+=1;
+#endif
+ pp=(PIXEL *)((char *)pp + PSZB);
+ n-=1;
+ }
+ }//the_y++;
+#else
+ DRAW_LINE();//the_y++;
+#endif
+
+ /* left edge */
+ error+=derror;
+ if (error > 0) {
+ error-=0x10000;
+ x1+=dxdy_max;
+#ifdef INTERP_Z
+ z1+=dzdl_max;
+#endif
+#ifdef INTERP_RGB
+ r1+=drdl_max;
+ g1+=dgdl_max;
+ b1+=dbdl_max;
+#endif
+#ifdef INTERP_ST
+ s1+=dsdl_max;
+ t1+=dtdl_max;
+#endif
+#ifdef INTERP_STZ
+ sz1+=dszdl_max;
+ tz1+=dtzdl_max;
+#endif
+ } else {
+ x1+=dxdy_min;
+#ifdef INTERP_Z
+ z1+=dzdl_min;
+#endif
+#ifdef INTERP_RGB
+ r1+=drdl_min;
+ g1+=dgdl_min;
+ b1+=dbdl_min;
+#endif
+#ifdef INTERP_ST
+ s1+=dsdl_min;
+ t1+=dtdl_min;
+#endif
+#ifdef INTERP_STZ
+ sz1+=dszdl_min;
+ tz1+=dtzdl_min;
+#endif
+ }
+
+ /* right edge */
+ x2+=dx2dy2;
+
+ /* screen coordinates */
+ pp1=(PIXEL *)((char *)pp1 + zb->linesize);
+ the_y++;
+ pz1+=zb->xsize;
+ }
+ }
+}
+
+#undef INTERP_Z
+#undef INTERP_RGB
+#undef INTERP_ST
+#undef INTERP_STZ
+
+#undef DRAW_INIT
+#undef DRAW_LINE
+#undef PUT_PIXEL