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#include "zgl.h" |
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void glopNormal(GLContext * c, GLParam * p) |
{ |
V3 v; |
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v.X = p[1].f; |
v.Y = p[2].f; |
v.Z = p[3].f; |
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c->current_normal.X = v.X; |
c->current_normal.Y = v.Y; |
c->current_normal.Z = v.Z; |
c->current_normal.W = 0; |
} |
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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; |
} |
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void glopEdgeFlag(GLContext * c, GLParam * p) |
{ |
c->current_edge_flag = p[1].i; |
} |
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void glopColor(GLContext * c, GLParam * p) |
{ |
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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; |
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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); |
} |
} |
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void gl_eval_viewport(GLContext * c) |
{ |
GLViewport *v; |
float zsize = (1 << (ZB_Z_BITS + ZB_POINT_Z_FRAC_BITS)); |
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v = &c->viewport; |
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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; |
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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); |
} |
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void glopBegin(GLContext * c, GLParam * p) |
{ |
int type; |
M4 tmp; |
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assert(c->in_begin == 0); |
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type = p[1].i; |
c->begin_type = type; |
c->in_begin = 1; |
c->vertex_n = 0; |
c->vertex_cnt = 0; |
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if (c->matrix_model_projection_updated) { |
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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; |
} |
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/* test if the texture matrix is not Identity */ |
c->apply_texture_matrix = !gl_M4_IsId(c->matrix_stack_ptr[2]); |
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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; |
} |
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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; |
} |
} |
} |
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/* coords, tranformation , clip code and projection */ |
/* TODO : handle all cases */ |
static inline void gl_vertex_transform(GLContext * c, GLVertex * v) |
{ |
float *m; |
V4 *n; |
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if (c->lighting_enabled) { |
/* eye coordinates needed for lighting */ |
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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]); |
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/* 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]); |
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m = &c->matrix_model_view_inv.m[0][0]; |
n = &c->current_normal; |
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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]); |
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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]; |
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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]); |
} |
} |
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v->clip_code = gl_clipcode(v->pc.X, v->pc.Y, v->pc.Z, v->pc.W); |
} |
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void glopVertex(GLContext * c, GLParam * p) |
{ |
GLVertex *v; |
int n, i, cnt; |
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assert(c->in_begin != 0); |
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n = c->vertex_n; |
cnt = c->vertex_cnt; |
cnt++; |
c->vertex_cnt = cnt; |
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/* 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++; |
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v->coord.X = p[1].f; |
v->coord.Y = p[2].f; |
v->coord.Z = p[3].f; |
v->coord.W = p[4].f; |
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gl_vertex_transform(c, v); |
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/* color */ |
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if (c->lighting_enabled) { |
gl_shade_vertex(c, v); |
} else { |
v->color = c->current_color; |
} |
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/* tex coords */ |
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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); |
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/* edge flag */ |
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v->edge_flag = c->current_edge_flag; |
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switch (c->begin_type) { |
case GL_POINTS: |
gl_draw_point(c, &c->vertex[0]); |
n = 0; |
break; |
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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; |
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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; |
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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; |
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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); |
} |
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c->vertex_n = n; |
} |
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void glopEnd(GLContext * c, GLParam * param) |
{ |
assert(c->in_begin == 1); |
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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; |
} |