1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474
|
/* ResidualVM - A 3D game interpreter
*
* ResidualVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the AUTHORS
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
/*
* This file is based on, or a modified version of code from TinyGL (C) 1997-1998 Fabrice Bellard,
* which is licensed under the zlib-license (see LICENSE).
* It also has modifications by the ResidualVM-team, which are covered under the GPLv2 (or later).
*/
#ifndef _tgl_zgl_h_
#define _tgl_zgl_h_
#include "common/util.h"
#include "common/textconsole.h"
#include "common/array.h"
#include "common/list.h"
#include "graphics/tinygl/gl.h"
#include "graphics/tinygl/zbuffer.h"
#include "graphics/tinygl/zmath.h"
#include "graphics/tinygl/zblit.h"
#include "graphics/tinygl/zdirtyrect.h"
namespace TinyGL {
enum {
#define ADD_OP(a,b,c) OP_ ## a ,
#include "graphics/tinygl/opinfo.h"
DUMMY
};
// 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 35
#define MAX_PROJECTION_STACK_DEPTH 8
#define MAX_TEXTURE_STACK_DEPTH 8
#define MAX_NAME_STACK_DEPTH 64
#define MAX_TEXTURE_LEVELS 11
#define T_MAX_LIGHTS 32
#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
struct GLSpecBuf {
int shininess_i;
int last_used;
float buf[SPECULAR_BUFFER_SIZE + 1];
struct GLSpecBuf *next;
};
struct GLLight {
Vector4 ambient;
Vector4 diffuse;
Vector4 specular;
bool has_specular;
Vector4 position;
Vector3 spot_direction;
float spot_exponent;
float spot_cutoff;
float attenuation[3];
// precomputed values
float cos_spot_cutoff;
Vector3 norm_spot_direction;
Vector3 norm_position;
// we use a linked list to know which are the enabled lights
int enabled;
struct GLLight *next, *prev;
};
struct GLMaterial {
Vector4 emission;
Vector4 ambient;
Vector4 diffuse;
Vector4 specular;
bool has_specular;
float shininess;
// computed values
int shininess_i;
int do_specular;
};
struct GLViewport {
int xmin, ymin, xsize, ysize;
Vector3 scale;
Vector3 trans;
int updated;
};
union GLParam {
int op;
float f;
int i;
unsigned int ui;
void *p;
};
struct GLParamBuffer {
GLParam ops[OP_BUFFER_MAX_SIZE];
struct GLParamBuffer *next;
};
struct GLList {
GLParamBuffer *first_op_buffer;
// TODO: extensions for an hash table or a better allocating scheme
};
struct GLVertex {
int edge_flag;
Vector3 normal;
Vector4 coord;
Vector4 tex_coord;
Vector4 color;
// computed values
Vector4 ec; // eye coordinates
Vector4 pc; // coordinates in the normalized volume
int clip_code; // clip code
ZBufferPoint zp; // integer coordinates for the rasterization
bool operator==(const GLVertex &other) const {
return edge_flag == other.edge_flag &&
normal == other.normal &&
coord == other.coord &&
tex_coord == other.tex_coord &&
color == other.color &&
ec == other.ec &&
pc == other.pc &&
clip_code == other.clip_code &&
zp == other.zp;
}
bool operator!=(const GLVertex &other) const {
return !(*this == other);
}
};
struct GLImage {
Graphics::PixelBuffer pixmap;
int xsize, ysize;
};
// textures
#define TEXTURE_HASH_TABLE_SIZE 256
struct GLTexture {
GLImage images[MAX_TEXTURE_LEVELS];
unsigned int handle;
int versionNumber;
struct GLTexture *next, *prev;
bool disposed;
};
// shared state
struct GLSharedState {
GLList **lists;
GLTexture **texture_hash_table;
};
/**
* A linear allocator implementation.
* The allocator can be initialized to a specific buffer size only once.
* The allocation scheme is pretty simple: pointers are returned relative to a current memory position,
* the allocator starts with an offset of 0 and increases its offset by the allocated amount every time.
* Memory is released through the method free(), care has to be taken to call the destructors of the deallocated objects either manually (for complex struct arrays) or
* by overriding the delete operator (with an empty implementation).
*/
class LinearAllocator {
public:
LinearAllocator() {
_memoryBuffer = nullptr;
_memorySize = 0;
_memoryPosition = 0;
}
void initialize(size_t newSize) {
assert(_memoryBuffer == nullptr);
void *newBuffer = gl_malloc(newSize);
if (newBuffer == nullptr) {
error("Couldn't allocate memory for linear allocator.");
}
_memoryBuffer = newBuffer;
_memorySize = newSize;
}
~LinearAllocator() {
if (_memoryBuffer != nullptr) {
gl_free(_memoryBuffer);
}
}
void *allocate(size_t size) {
if (_memoryPosition + size >= _memorySize) {
error("Allocator out of memory: couldn't allocate more memory from linear allocator.");
}
size_t returnPos = _memoryPosition;
_memoryPosition += size;
return ((char *)_memoryBuffer) + returnPos;
}
void reset() {
_memoryPosition = 0;
}
private:
void *_memoryBuffer;
size_t _memorySize;
size_t _memoryPosition;
};
struct GLContext;
typedef void (*gl_draw_triangle_func)(GLContext *c, GLVertex *p0, GLVertex *p1, GLVertex *p2);
// display context
struct GLContext {
// Z buffer
FrameBuffer *fb;
Common::Rect renderRect;
// Internal texture size
int _textureSize;
// lights
GLLight lights[T_MAX_LIGHTS];
GLLight *first_light;
Vector4 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;
Matrix4 *matrix_stack[3];
Matrix4 *matrix_stack_ptr[3];
int matrix_stack_depth_max[3];
Matrix4 matrix_model_view_inv;
Matrix4 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;
Vector4 clear_color;
// current vertex state
Vector4 current_color;
Vector4 current_normal;
Vector4 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;
int shadow_mode;
// 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)(GLContext *c, int *xsize, int *ysize);
// depth test
int depth_test;
int color_mask;
Common::Rect _scissorRect;
bool _enableDirtyRectangles;
// blit test
Common::List<Graphics::BlitImage *> _blitImages;
// Draw call queue
Common::List<Graphics::DrawCall *> _drawCallsQueue;
Common::List<Graphics::DrawCall *> _previousFrameDrawCallsQueue;
int _currentAllocatorIndex;
LinearAllocator _drawCallAllocator[2];
};
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);
// 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);
void free_texture(GLContext *c, int h);
void free_texture(GLContext *c, GLTexture *t);
// image_util.c
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);
void tglIssueDrawCall(Graphics::DrawCall *drawCall);
// zdirtyrect.cpp
void tglDisposeResources(GLContext *c);
void tglDisposeDrawCallLists(TinyGL::GLContext *c);
GLContext *gl_get_context();
// specular buffer "api"
GLSpecBuf *specbuf_get_buffer(GLContext *c, const int shininess_i, const float shininess);
void specbuf_cleanup(GLContext *c); // free all memory used
void glInit(void *zbuffer, int textureSize);
void glClose();
#ifdef DEBUG
#define dprintf fprintf
#else
#define dprintf
#endif
#ifndef LOCAL_PI
#define LOCAL_PI (3.14159265358979323846)
#endif
// 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 = (float)(w1 * (1.0 + CLIP_EPSILON));
return (x < -w) | ((x > w) << 1) | ((y < -w) << 2) | ((y > w) << 3) | ((z < -w) << 4) | ((z > w) << 5);
}
} // end of namespace TinyGL
#endif
|