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5098 clevermous 1
#include "zgl.h"
2
 
3
/* fill triangle profile */
4
/* #define PROFILE */
5
 
6
#define CLIP_XMIN   (1<<0)
7
#define CLIP_XMAX   (1<<1)
8
#define CLIP_YMIN   (1<<2)
9
#define CLIP_YMAX   (1<<3)
10
#define CLIP_ZMIN   (1<<4)
11
#define CLIP_ZMAX   (1<<5)
12
 
13
void gl_transform_to_viewport(GLContext *c,GLVertex *v)
14
{
15
  float winv;
16
 
17
  /* coordinates */
18
  winv=1.0/v->pc.W;
19
  v->zp.x= (int) ( v->pc.X * winv * c->viewport.scale.X
20
                   + c->viewport.trans.X );
21
  v->zp.y= (int) ( v->pc.Y * winv * c->viewport.scale.Y
22
                   + c->viewport.trans.Y );
23
  v->zp.z= (int) ( v->pc.Z * winv * c->viewport.scale.Z
24
                   + c->viewport.trans.Z );
25
  /* color */
26
  if (c->lighting_enabled) {
27
      v->zp.r=(int)(v->color.v[0] * (ZB_POINT_RED_MAX - ZB_POINT_RED_MIN)
28
                    + ZB_POINT_RED_MIN);
29
      v->zp.g=(int)(v->color.v[1] * (ZB_POINT_GREEN_MAX - ZB_POINT_GREEN_MIN)
30
                    + ZB_POINT_GREEN_MIN);
31
      v->zp.b=(int)(v->color.v[2] * (ZB_POINT_BLUE_MAX - ZB_POINT_BLUE_MIN)
32
                    + ZB_POINT_BLUE_MIN);
33
  } else {
34
      /* no need to convert to integer if no lighting : take current color */
35
      v->zp.r = c->longcurrent_color[0];
36
      v->zp.g = c->longcurrent_color[1];
37
      v->zp.b = c->longcurrent_color[2];
38
  }
39
 
40
  /* texture */
41
 
42
  if (c->texture_2d_enabled) {
43
    v->zp.s=(int)(v->tex_coord.X * (ZB_POINT_S_MAX - ZB_POINT_S_MIN)
44
                  + ZB_POINT_S_MIN);
45
    v->zp.t=(int)(v->tex_coord.Y * (ZB_POINT_T_MAX - ZB_POINT_T_MIN)
46
                  + ZB_POINT_T_MIN);
47
  }
48
}
49
 
50
 
51
static void gl_add_select1(GLContext *c,int z1,int z2,int z3)
52
{
53
  unsigned int min,max;
54
  min=max=z1;
55
  if (z2
56
  if (z3
57
  if (z2>max) max=z2;
58
  if (z3>max) max=z3;
59
 
60
  gl_add_select(c,0xffffffff-min,0xffffffff-max);
61
}
62
 
63
/* point */
64
 
65
void gl_draw_point(GLContext *c,GLVertex *p0)
66
{
67
  if (p0->clip_code == 0) {
68
    if (c->render_mode == GL_SELECT) {
69
      gl_add_select(c,p0->zp.z,p0->zp.z);
70
    } else {
71
      ZB_plot(c->zb,&p0->zp);
72
    }
73
  }
74
}
75
 
76
/* line */
77
 
78
static inline void interpolate(GLVertex *q,GLVertex *p0,GLVertex *p1,float t)
79
{
80
  q->pc.X=p0->pc.X+(p1->pc.X-p0->pc.X)*t;
81
  q->pc.Y=p0->pc.Y+(p1->pc.Y-p0->pc.Y)*t;
82
  q->pc.Z=p0->pc.Z+(p1->pc.Z-p0->pc.Z)*t;
83
  q->pc.W=p0->pc.W+(p1->pc.W-p0->pc.W)*t;
84
 
85
  q->color.v[0]=p0->color.v[0] + (p1->color.v[0]-p0->color.v[0])*t;
86
  q->color.v[1]=p0->color.v[1] + (p1->color.v[1]-p0->color.v[1])*t;
87
  q->color.v[2]=p0->color.v[2] + (p1->color.v[2]-p0->color.v[2])*t;
88
}
89
 
90
/*
91
 * Line Clipping
92
 */
93
 
94
/* Line Clipping algorithm from 'Computer Graphics', Principles and
95
   Practice */
96
static inline int ClipLine1(float denom,float num,float *tmin,float *tmax)
97
{
98
  float t;
99
 
100
  if (denom>0) {
101
    t=num/denom;
102
    if (t>*tmax) return 0;
103
    if (t>*tmin) *tmin=t;
104
  } else if (denom<0) {
105
    t=num/denom;
106
    if (t<*tmin) return 0;
107
    if (t<*tmax) *tmax=t;
108
  } else if (num>0) return 0;
109
  return 1;
110
}
111
 
112
void gl_draw_line(GLContext *c,GLVertex *p1,GLVertex *p2)
113
{
114
  float dx,dy,dz,dw,x1,y1,z1,w1;
115
  float tmin,tmax;
116
  GLVertex q1,q2;
117
  int cc1,cc2;
118
 
119
  cc1=p1->clip_code;
120
  cc2=p2->clip_code;
121
 
122
  if ( (cc1 | cc2) == 0) {
123
    if (c->render_mode == GL_SELECT) {
124
      gl_add_select1(c,p1->zp.z,p2->zp.z,p2->zp.z);
125
    } else {
126
        if (c->depth_test)
127
            ZB_line_z(c->zb,&p1->zp,&p2->zp);
128
        else
129
            ZB_line(c->zb,&p1->zp,&p2->zp);
130
    }
131
  } else if ( (cc1&cc2) != 0 ) {
132
    return;
133
  } else {
134
    dx=p2->pc.X-p1->pc.X;
135
    dy=p2->pc.Y-p1->pc.Y;
136
    dz=p2->pc.Z-p1->pc.Z;
137
    dw=p2->pc.W-p1->pc.W;
138
    x1=p1->pc.X;
139
    y1=p1->pc.Y;
140
    z1=p1->pc.Z;
141
    w1=p1->pc.W;
142
 
143
    tmin=0;
144
    tmax=1;
145
    if (ClipLine1(dx+dw,-x1-w1,&tmin,&tmax) &&
146
        ClipLine1(-dx+dw,x1-w1,&tmin,&tmax) &&
147
        ClipLine1(dy+dw,-y1-w1,&tmin,&tmax) &&
148
        ClipLine1(-dy+dw,y1-w1,&tmin,&tmax) &&
149
        ClipLine1(dz+dw,-z1-w1,&tmin,&tmax) &&
150
        ClipLine1(-dz+dw,z1-w1,&tmin,&tmax)) {
151
 
152
      interpolate(&q1,p1,p2,tmin);
153
      interpolate(&q2,p1,p2,tmax);
154
      gl_transform_to_viewport(c,&q1);
155
      gl_transform_to_viewport(c,&q2);
156
 
157
      RGBFtoRGBI(q1.color.v[0],q1.color.v[1],q1.color.v[2],q1.zp.r,q1.zp.g,q1.zp.b);
158
      RGBFtoRGBI(q2.color.v[0],q2.color.v[1],q2.color.v[2],q2.zp.r,q2.zp.g,q2.zp.b);
159
 
160
      if (c->depth_test)
161
          ZB_line_z(c->zb,&q1.zp,&q2.zp);
162
      else
163
          ZB_line(c->zb,&q1.zp,&q2.zp);
164
    }
165
  }
166
}
167
 
168
 
169
/* triangle */
170
 
171
/*
172
 * Clipping
173
 */
174
 
175
/* We clip the segment [a,b] against the 6 planes of the normal volume.
176
 * We compute the point 'c' of intersection and the value of the parameter 't'
177
 * of the intersection if x=a+t(b-a).
178
 */
179
 
180
#define clip_func(name,sign,dir,dir1,dir2) \
181
static float name(V4 *c,V4 *a,V4 *b) \
182
{\
183
  float t,dX,dY,dZ,dW,den;\
184
  dX = (b->X - a->X);\
185
  dY = (b->Y - a->Y);\
186
  dZ = (b->Z - a->Z);\
187
  dW = (b->W - a->W);\
188
  den = -(sign d ## dir) + dW;\
189
  if (den == 0) t=0;\
190
  else t = ( sign a->dir - a->W) / den;\
191
  c->dir1 = a->dir1 + t * d ## dir1;\
192
  c->dir2 = a->dir2 + t * d ## dir2;\
193
  c->W = a->W + t * dW;\
194
  c->dir = sign c->W;\
195
  return t;\
196
}
197
 
198
 
199
clip_func(clip_xmin,-,X,Y,Z)
200
 
201
clip_func(clip_xmax,+,X,Y,Z)
202
 
203
clip_func(clip_ymin,-,Y,X,Z)
204
 
205
clip_func(clip_ymax,+,Y,X,Z)
206
 
207
clip_func(clip_zmin,-,Z,X,Y)
208
 
209
clip_func(clip_zmax,+,Z,X,Y)
210
 
211
 
212
float (*clip_proc[6])(V4 *,V4 *,V4 *)=  {
213
    clip_xmin,clip_xmax,
214
    clip_ymin,clip_ymax,
215
    clip_zmin,clip_zmax
216
};
217
 
218
static inline void updateTmp(GLContext *c,
219
			     GLVertex *q,GLVertex *p0,GLVertex *p1,float t)
220
{
221
  if (c->current_shade_model == GL_SMOOTH) {
222
    q->color.v[0]=p0->color.v[0] + (p1->color.v[0]-p0->color.v[0])*t;
223
    q->color.v[1]=p0->color.v[1] + (p1->color.v[1]-p0->color.v[1])*t;
224
    q->color.v[2]=p0->color.v[2] + (p1->color.v[2]-p0->color.v[2])*t;
225
  } else {
226
    q->color.v[0]=p0->color.v[0];
227
    q->color.v[1]=p0->color.v[1];
228
    q->color.v[2]=p0->color.v[2];
229
  }
230
 
231
  if (c->texture_2d_enabled) {
232
    q->tex_coord.X=p0->tex_coord.X + (p1->tex_coord.X-p0->tex_coord.X)*t;
233
    q->tex_coord.Y=p0->tex_coord.Y + (p1->tex_coord.Y-p0->tex_coord.Y)*t;
234
  }
235
 
236
  q->clip_code=gl_clipcode(q->pc.X,q->pc.Y,q->pc.Z,q->pc.W);
237
  if (q->clip_code==0){
238
    gl_transform_to_viewport(c,q);
239
    RGBFtoRGBI(q->color.v[0],q->color.v[1],q->color.v[2],q->zp.r,q->zp.g,q->zp.b);
240
  }
241
}
242
 
243
static void gl_draw_triangle_clip(GLContext *c,
244
                                  GLVertex *p0,GLVertex *p1,GLVertex *p2,int clip_bit);
245
 
246
void gl_draw_triangle(GLContext *c,
247
                      GLVertex *p0,GLVertex *p1,GLVertex *p2)
248
{
249
  int co,c_and,cc[3],front;
250
  float norm;
251
 
252
  cc[0]=p0->clip_code;
253
  cc[1]=p1->clip_code;
254
  cc[2]=p2->clip_code;
255
 
256
  co=cc[0] | cc[1] | cc[2];
257
 
258
  /* we handle the non clipped case here to go faster */
259
  if (co==0) {
260
 
261
      norm=(float)(p1->zp.x-p0->zp.x)*(float)(p2->zp.y-p0->zp.y)-
262
        (float)(p2->zp.x-p0->zp.x)*(float)(p1->zp.y-p0->zp.y);
263
 
264
      if (norm == 0) return;
265
 
266
      front = norm < 0.0;
267
      front = front ^ c->current_front_face;
268
 
269
      /* back face culling */
270
      if (c->cull_face_enabled) {
271
        /* most used case first */
272
        if (c->current_cull_face == GL_BACK) {
273
          if (front == 0) return;
274
          c->draw_triangle_front(c,p0,p1,p2);
275
        } else if (c->current_cull_face == GL_FRONT) {
276
          if (front != 0) return;
277
          c->draw_triangle_back(c,p0,p1,p2);
278
        } else {
279
          return;
280
        }
281
      } else {
282
        /* no culling */
283
        if (front) {
284
          c->draw_triangle_front(c,p0,p1,p2);
285
        } else {
286
          c->draw_triangle_back(c,p0,p1,p2);
287
        }
288
      }
289
  } else {
290
    c_and=cc[0] & cc[1] & cc[2];
291
    if (c_and==0) {
292
      gl_draw_triangle_clip(c,p0,p1,p2,0);
293
    }
294
  }
295
}
296
 
297
static void gl_draw_triangle_clip(GLContext *c,
298
                                  GLVertex *p0,GLVertex *p1,GLVertex *p2,int clip_bit)
299
{
300
  int co,c_and,co1,cc[3],edge_flag_tmp,clip_mask;
301
  GLVertex tmp1,tmp2,*q[3];
302
  float tt;
303
 
304
  cc[0]=p0->clip_code;
305
  cc[1]=p1->clip_code;
306
  cc[2]=p2->clip_code;
307
 
308
  co=cc[0] | cc[1] | cc[2];
309
  if (co == 0) {
310
    gl_draw_triangle(c,p0,p1,p2);
311
  } else {
312
    c_and=cc[0] & cc[1] & cc[2];
313
    /* the triangle is completely outside */
314
    if (c_and!=0) return;
315
 
316
    /* find the next direction to clip */
317
    while (clip_bit < 6 && (co & (1 << clip_bit)) == 0)  {
318
      clip_bit++;
319
    }
320
 
321
    /* this test can be true only in case of rounding errors */
322
    if (clip_bit == 6) {
323
#if 0
324
      printf("Error:\n");
325
      printf("%f %f %f %f\n",p0->pc.X,p0->pc.Y,p0->pc.Z,p0->pc.W);
326
      printf("%f %f %f %f\n",p1->pc.X,p1->pc.Y,p1->pc.Z,p1->pc.W);
327
      printf("%f %f %f %f\n",p2->pc.X,p2->pc.Y,p2->pc.Z,p2->pc.W);
328
#endif
329
      return;
330
    }
331
 
332
    clip_mask = 1 << clip_bit;
333
    co1=(cc[0] ^ cc[1] ^ cc[2]) & clip_mask;
334
 
335
    if (co1)  {
336
      /* one point outside */
337
 
338
      if (cc[0] & clip_mask) { q[0]=p0; q[1]=p1; q[2]=p2; }
339
      else if (cc[1] & clip_mask) { q[0]=p1; q[1]=p2; q[2]=p0; }
340
      else { q[0]=p2; q[1]=p0; q[2]=p1; }
341
 
342
      tt=clip_proc[clip_bit](&tmp1.pc,&q[0]->pc,&q[1]->pc);
343
      updateTmp(c,&tmp1,q[0],q[1],tt);
344
 
345
      tt=clip_proc[clip_bit](&tmp2.pc,&q[0]->pc,&q[2]->pc);
346
      updateTmp(c,&tmp2,q[0],q[2],tt);
347
 
348
      tmp1.edge_flag=q[0]->edge_flag;
349
      edge_flag_tmp=q[2]->edge_flag;
350
      q[2]->edge_flag=0;
351
      gl_draw_triangle_clip(c,&tmp1,q[1],q[2],clip_bit+1);
352
 
353
      tmp2.edge_flag=0;
354
      tmp1.edge_flag=0;
355
      q[2]->edge_flag=edge_flag_tmp;
356
      gl_draw_triangle_clip(c,&tmp2,&tmp1,q[2],clip_bit+1);
357
    } else {
358
      /* two points outside */
359
 
360
      if ((cc[0] & clip_mask)==0) { q[0]=p0; q[1]=p1; q[2]=p2; }
361
      else if ((cc[1] & clip_mask)==0) { q[0]=p1; q[1]=p2; q[2]=p0; }
362
      else { q[0]=p2; q[1]=p0; q[2]=p1; }
363
 
364
      tt=clip_proc[clip_bit](&tmp1.pc,&q[0]->pc,&q[1]->pc);
365
      updateTmp(c,&tmp1,q[0],q[1],tt);
366
 
367
      tt=clip_proc[clip_bit](&tmp2.pc,&q[0]->pc,&q[2]->pc);
368
      updateTmp(c,&tmp2,q[0],q[2],tt);
369
 
370
      tmp1.edge_flag=1;
371
      tmp2.edge_flag=q[2]->edge_flag;
372
      gl_draw_triangle_clip(c,q[0],&tmp1,&tmp2,clip_bit+1);
373
    }
374
  }
375
}
376
 
377
 
378
void gl_draw_triangle_select(GLContext *c,
379
                             GLVertex *p0,GLVertex *p1,GLVertex *p2)
380
{
381
  gl_add_select1(c,p0->zp.z,p1->zp.z,p2->zp.z);
382
}
383
 
384
#ifdef PROFILE
385
int count_triangles,count_triangles_textured,count_pixels;
386
#endif
387
 
388
void gl_draw_triangle_fill(GLContext *c,
389
                           GLVertex *p0,GLVertex *p1,GLVertex *p2)
390
{
391
#ifdef PROFILE
392
  {
393
    int norm;
394
    assert(p0->zp.x >= 0 && p0->zp.x < c->zb->xsize);
395
    assert(p0->zp.y >= 0 && p0->zp.y < c->zb->ysize);
396
    assert(p1->zp.x >= 0 && p1->zp.x < c->zb->xsize);
397
    assert(p1->zp.y >= 0 && p1->zp.y < c->zb->ysize);
398
    assert(p2->zp.x >= 0 && p2->zp.x < c->zb->xsize);
399
    assert(p2->zp.y >= 0 && p2->zp.y < c->zb->ysize);
400
 
401
    norm=(p1->zp.x-p0->zp.x)*(p2->zp.y-p0->zp.y)-
402
      (p2->zp.x-p0->zp.x)*(p1->zp.y-p0->zp.y);
403
    count_pixels+=abs(norm)/2;
404
    count_triangles++;
405
  }
406
#endif
407
 
408
  if (c->texture_2d_enabled) {
409
#ifdef PROFILE
410
    count_triangles_textured++;
411
#endif
412
    ZB_setTexture(c->zb,c->current_texture->images[0].pixmap);
413
    ZB_fillTriangleMappingPerspective(c->zb,&p0->zp,&p1->zp,&p2->zp);
414
  } else if (c->current_shade_model == GL_SMOOTH) {
415
    ZB_fillTriangleSmooth(c->zb,&p0->zp,&p1->zp,&p2->zp);
416
  } else {
417
    ZB_fillTriangleFlat(c->zb,&p0->zp,&p1->zp,&p2->zp);
418
  }
419
}
420
 
421
/* Render a clipped triangle in line mode */
422
 
423
void gl_draw_triangle_line(GLContext *c,
424
                           GLVertex *p0,GLVertex *p1,GLVertex *p2)
425
{
426
    if (c->depth_test) {
427
        if (p0->edge_flag) ZB_line_z(c->zb,&p0->zp,&p1->zp);
428
        if (p1->edge_flag) ZB_line_z(c->zb,&p1->zp,&p2->zp);
429
        if (p2->edge_flag) ZB_line_z(c->zb,&p2->zp,&p0->zp);
430
    } else {
431
        if (p0->edge_flag) ZB_line(c->zb,&p0->zp,&p1->zp);
432
        if (p1->edge_flag) ZB_line(c->zb,&p1->zp,&p2->zp);
433
        if (p2->edge_flag) ZB_line(c->zb,&p2->zp,&p0->zp);
434
    }
435
}
436
 
437
 
438
 
439
/* Render a clipped triangle in point mode */
440
void gl_draw_triangle_point(GLContext *c,
441
                            GLVertex *p0,GLVertex *p1,GLVertex *p2)
442
{
443
  if (p0->edge_flag) ZB_plot(c->zb,&p0->zp);
444
  if (p1->edge_flag) ZB_plot(c->zb,&p1->zp);
445
  if (p2->edge_flag) ZB_plot(c->zb,&p2->zp);
446
}
447
 
448
 
449
 
450