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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
/*
* This file is based on, or a modified version of code from TinyGL (C) 1997-2022 Fabrice Bellard,
* which is licensed under the MIT 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 "common/scummsys.h"
#include "graphics/pixelformat.h"
#include "graphics/surface.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"
#include "graphics/tinygl/texelbuffer.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
enum eDataType {
kIntType,
kInt4Type,
kUintType,
kFloatType,
kFloat2Type,
kFloat4Type,
kFloat16Type
};
union uglValue {
TGLint _int;
TGLint _int4[4];
TGLfloat _float;
TGLfloat _float2[2];
TGLfloat _float4[4];
TGLfloat _float16[16];
};
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;
uint ui;
void *p;
};
struct GLParamBuffer {
GLParam ops[OP_BUFFER_MAX_SIZE];
struct GLParamBuffer *next;
};
struct GLList {
GLParamBuffer *first_op_buffer;
// TODO: extensions for a hash table or a better allocating scheme
};
struct GLVertex {
int edge_flag;
Vector3 normal;
Vector4 coord;
Vector4 tex_coord;
Vector4 color;
float fog_factor;
// 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 {
TexelBuffer *pixmap;
int xsize, ysize;
};
// textures
#define TEXTURE_HASH_TABLE_SIZE 256
struct GLTexture {
GLImage images[MAX_TEXTURE_LEVELS];
uint handle;
int versionNumber;
struct GLTexture *next, *prev;
bool disposed;
};
struct tglColorAssociation {
Graphics::PixelFormat pf;
TGLuint format;
TGLuint type;
};
// 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 ((byte *)_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;
// blending
bool blending_enabled;
int source_blending_factor;
int destination_blending_factor;
// alpha blending
bool alpha_test_enabled;
int alpha_test_func;
int alpha_test_ref_val;
// Internal texture size
int _textureSize;
// lights
GLLight lights[T_MAX_LIGHTS];
GLLight *first_light;
Vector4 ambient_light_model;
int local_light_model;
bool lighting_enabled;
int light_model_two_side;
// materials
GLMaterial materials[2];
bool color_material_enabled;
int current_color_material_mode;
int current_color_material_type;
// textures
GLTexture *current_texture, *default_texture;
uint maxTextureName;
bool texture_2d_enabled;
int texture_mag_filter;
int texture_min_filter;
uint texture_wrap_s;
uint texture_wrap_t;
Common::Array<struct tglColorAssociation> colorAssociationList;
// 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;
bool cull_face_enabled;
bool normalize_enabled;
gl_draw_triangle_func draw_triangle_front, draw_triangle_back;
// selection
int render_mode;
uint *select_buffer;
int select_size;
uint *select_ptr, *select_hit;
int select_overflow;
int select_hits;
// names
uint name_stack[MAX_NAME_STACK_DEPTH];
int name_stack_size;
// clear
float clear_depth;
Vector4 clear_color;
int clear_stencil;
// 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
TGLvoid *vertex_array;
int vertex_array_size;
int vertex_array_stride;
int vertex_array_type;
TGLvoid *normal_array;
int normal_array_stride;
int normal_array_type;
TGLvoid *color_array;
int color_array_size;
int color_array_stride;
int color_array_type;
TGLvoid *texcoord_array;
int texcoord_array_size;
int texcoord_array_stride;
int texcoord_array_type;
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)(int *xsize, int *ysize);
// depth test
bool depth_test_enabled;
int depth_func;
bool depth_write_mask;
// stencil
bool stencil_buffer_supported;
bool stencil_test_enabled;
int stencil_test_func;
int stencil_ref_val;
uint stencil_mask;
uint stencil_write_mask;
int stencil_sfail;
int stencil_dpfail;
int stencil_dppass;
bool color_mask_red;
bool color_mask_green;
bool color_mask_blue;
bool color_mask_alpha;
bool fog_enabled;
int fog_mode;
Vector4 fog_color;
float fog_density;
float fog_start;
float fog_end;
Common::Rect _scissorRect;
bool _enableDirtyRectangles;
// stipple
bool polygon_stipple_enabled;
byte polygon_stipple_pattern[128];
// blit test
Common::List<BlitImage *> _blitImages;
// Draw call queue
Common::List<DrawCall *> _drawCallsQueue;
Common::List<DrawCall *> _previousFrameDrawCallsQueue;
int _currentAllocatorIndex;
LinearAllocator _drawCallAllocator[2];
bool _debugRectsEnabled;
bool _profilingEnabled;
void gl_vertex_transform(GLVertex *v);
void gl_calc_fog_factor(GLVertex *v);
void gl_get_pname(TGLenum pname, union uglValue *data, eDataType &dataType);
public:
// The glop* functions exposed to public, however they are only for internal use.
// Calling them from outside of TinyGL is forbidden
#define ADD_OP(a, b, d) void glop ## a (GLParam *p);
#include "graphics/tinygl/opinfo.h"
void gl_add_op(GLParam *p);
void gl_compile_op(GLParam *p);
void gl_eval_viewport();
void gl_transform_to_viewport(GLVertex *v);
void gl_draw_triangle(GLVertex *p0, GLVertex *p1, GLVertex *p2);
void gl_draw_line(GLVertex *p0, GLVertex *p1);
void gl_draw_point(GLVertex *p0);
static void gl_draw_triangle_point(GLContext *c, GLVertex *p0, GLVertex *p1, GLVertex *p2);
static void gl_draw_triangle_line(GLContext *c, GLVertex *p0, GLVertex *p1, GLVertex *p2);
static void gl_draw_triangle_fill(GLContext *c, GLVertex *p0, GLVertex *p1, GLVertex *p2);
static void gl_draw_triangle_select(GLContext *c, GLVertex *p0, GLVertex *p1, GLVertex *p2);
void gl_draw_triangle_clip(GLVertex *p0, GLVertex *p1, GLVertex *p2, int clip_bit);
void gl_add_select(uint zmin, uint zmax);
void gl_add_select1(int z1, int z2, int z3);
void gl_enable_disable_light(int light, int v);
void gl_shade_vertex(GLVertex *v);
void gl_GetIntegerv(TGLenum pname, TGLint *data);
void gl_GetFloatv(TGLenum pname, TGLfloat *data);
void gl_GetDoublev(TGLenum pname, TGLdouble *data);
void gl_GetBooleanv(TGLenum pname, TGLboolean *data);
void gl_EnableClientState(GLParam *p);
void gl_DisableClientState(GLParam *p);
void gl_VertexPointer(GLParam *p);
void gl_ColorPointer(GLParam *p);
void gl_NormalPointer(GLParam *p);
void gl_TexCoordPointer(GLParam *p);
GLTexture *alloc_texture(uint h);
GLTexture *find_texture(uint h);
void free_texture(GLTexture *t);
void gl_GenTextures(TGLsizei n, TGLuint *textures);
void gl_DeleteTextures(TGLsizei n, const TGLuint *textures);
void gl_PixelStore(TGLenum pname, TGLint param);
void issueDrawCall(DrawCall *drawCall);
void disposeResources();
void disposeDrawCallLists();
void presentBufferDirtyRects(Common::List<Common::Rect> &dirtyAreas);
void presentBufferSimple(Common::List<Common::Rect> &dirtyAreas);
void debugDrawRectangle(Common::Rect rect, int r, int g, int b);
GLSpecBuf *specbuf_get_buffer(const int shininess_i, const float shininess);
void specbuf_cleanup();
TGLint gl_RenderMode(TGLenum mode);
void gl_SelectBuffer(TGLsizei size, TGLuint *buffer);
GLList *alloc_list(int list);
GLList *find_list(uint list);
void delete_list(int list);
void gl_NewList(TGLuint list, TGLenum mode);
void gl_EndList();
TGLboolean gl_IsList(TGLuint list);
TGLuint gl_GenLists(TGLsizei range);
void initSharedState();
void endSharedState();
void init(int screenW, int screenH, Graphics::PixelFormat pixelFormat, int textureSize,
bool enableStencilBuffer, bool dirtyRectsEnable, uint32 drawCallMemorySize);
void deinit();
void gl_print_matrix(const float *m);
void gl_debug(int mode) {
print_flag = mode;
}
};
extern GLContext *gl_ctx;
GLContext *gl_get_context();
#define VERTEX_ARRAY 0x0001
#define COLOR_ARRAY 0x0002
#define NORMAL_ARRAY 0x0004
#define TEXCOORD_ARRAY 0x0008
// 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);
}
static inline float clampf(float a, float min, float max) {
if (a < min)
return min;
if (a > max)
return max;
else
return a;
}
} // end of namespace TinyGL
#endif
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